Djinnborn World
Hey folks! Been a while! Sorry about that. Had to finish up a commission, but I finally got it done and now I’m on the way to getting Djinnborn rolling.
Today I’ll be talking about the Djinnborn world! Click the picture below to see a not-to-scale cross section of the world, then go past the jump to read the details!
This is a visual cross section of the Djinnborn world. It’s not to scale. It is simply to provide a visual idea of what people in Djinnborn see. I have touched on this before, but I figured it will help to expand it better.
The Djinnborn world is not a typical “Earthlike” world. People live on highlands, mesas, and plateaus the size of small continents. The lowlands are inhospitable, far too hot to sustain life for long. However, skyship passengers see evidence that once, civilization flourished below. Something happened, and now the lowlands are hot, sulfurous flats.
The Minimum Safe Altitude line is the recommended safe altitude for ships and people alike. Ships that fly below this line risk encountering high winds, poison gas pockets, or high temperature areas. No one has developed ships that can reliably navigate the high winds, nor technology to protect against the deadly environment below, so skyships avoid traveling to the lowlands. The high winds around the safe altitude line keep most of the poisonous fumes from rising into the habitable zone. There are some areas where the fumes can seep through, but as long as travelers avoid those regions, they will be all right.
The Habitable Zone refers to anything above the safe altitude line.
People flying over empty sky can see the ruins of the ancient world below. Remains of ancient cities, roads, and rivers cover the lowlands. Ropoldi archaeologists yearn to visit and explore the ruins. Some have died trying. But there is currently no safe way of reaching the lowlands, so the ruins remain untouched.
No one is sure what the mist is or where it comes from. It clings to the bottoms of the highlands. The mist seems habitable. It’s cool, especially compared to the lowlands heat. Some mining operations reach low enough to skirt the mist’s edges. However, nobody that’s gone to explore the mist has ever come back. Scholars are not sure if this is because explorers have gotten lost, or because the mist has some subtle, deadly property. Different communities near the mist have different legends about what happens to people that vanish in the mist. Some say creatures with a taste for Djinnborn flesh live in the mist. Others say the mist is so thick and confusing that you can never find your way out once you’re in.
Finally, the ship limit is how far inland ships can travel. Skyships have been designed to take advantage of rising thermals from the lowlands to stay aloft. All skyships have propulsion systems since the thermals alone are not enough to keep a ship in the air. However, skyships need this heat energy to fly, so they cannot fly too far inland. The ship limit extends about a quarter of a mile inland. Past that, the thermals are erratic or nonexistent and any ship that tries to fly further in risks crashing. However, the ship limit allows for many skydock towers to be built on land. Most port areas have dozens of towers in addition to the docks at the edge of the land.
