MADANE – A WORLD ON THE EDGE
Madane is not kind. It was never meant to be.
A planet of extremes, shaped by violence and survival, where the air tastes of metal and the ground shifts beneath your feet. Its gravity pulls a little harder, its storms cut a little deeper, and its history is carved into the bones of those who dare to call it home.
The Great Barrier, a vast, jagged mountain range, divides the planet, a wound left by a cataclysm so old that even the most seasoned historians argue over its origins. On one side, an ocean churns, its tides dictated by Ganya, the smaller moon, and the unpredictable whims of a planetary system still settling into its scars. On the other, the Ruthenium Red Desert stretches out in endless waves of scorched dust, its surface rich in minerals but poor in mercy.
Somewhere in between, fighting for its right to exist, lies Madane Grand—a city built on opportunism, ruthenium, and the ghosts of those who came before.
MADANE GRAND – THE CITY THAT REFUSES TO DIE
The city wasn’t planned. It wasn’t meant to be here at all. It was a pirate dumping ground, a place where the first inhabitants weren’t settlers but slaves, left to dig through the red dirt for a fortune they would never own. They built to survive, first with scraps, then with ingenuity, until survival turned into industry, and industry turned into something that looked a little too much like civilization.
Now, Madane Grand is a city of a million souls, tangled in a web of power, trade, and ambition. It thrives, but barely. Three districts, three competing visions of survival, each trying to claim their piece of the future:
- District One (Greenport) – The empire’s foothold, where the rich drink filtered water and eat real food. Built around the Spurthole, the city’s only reliable water source, Greenport controls what matters most.
- District Two (Radoonia) – The Vapomancers’ domain, where the engineers and scientists of Madane play their quiet, dangerous game of power. They build the machines that keep the city running—but they answer to no one.
- District Three (Endurcity) – A chaos of tribes, smugglers, and survivalists, where the old ways refuse to die and the new ones fight to take root. The most dangerous district. The most alive.
Above it all, a Subspace Cradle hangs unfinished in the sky, the empire’s attempt to tether Madane to the greater network of civilization. If completed, it could bring order. Or war.
A WORLD IN BALANCE – OR ON THE BRINK
Madane operates on borrowed time. The seasons dictate everything—when the city thrives, when it starves, when it drowns in its own ambition.
- Dry Season – The water recedes. Tempers rise. The strong hoard what the weak cannot afford.
- Rainy Season – The Spurthole surges, floods rip through the streets, and what was once valuable is suddenly swept away.
- Storm Season – The planet remembers its fury. Magnetic storms roll in, technology fails, and only those with the right shielding can travel without risking stormblindness.
Survival is never guaranteed. Everything is temporary.
And yet, people come. They chase fortune, they run from something worse, or they seek answers buried in the dust of an unforgiving world.
Because Madane is a promise—of opportunity, danger, and a future waiting to be claimed.
If you can survive it.
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MADANE – A WORLD OF STORMS AND SECRETS
Madane is a planet that does not forgive. It was not made for settlers, for dreamers, or for those who seek comfort. It is a world of extremes—where the ground itself shifts in defiance, where the air crackles with unseen energy, and where the sky is carved by storms that whisper ruin in tongues of silver lightning.
Its gravity pulls harder, pressing down like the weight of an unseen hand. Its atmosphere, thin and restless, carries a metallic tang that lingers on the tongue, as if the planet itself is warning newcomers of its nature. The land is scarred—by impact, by time, by forces even the most seasoned Imperial geologists have yet to understand.
At its heart stands The Great Barrier, a mountain range that was never meant to exist—a jagged wall of upheaved rock that stretches across half the planet, severing the oceans from the land. Some say it was born from a cosmic collision so violent that it should have shattered Madane apart. Instead, it left behind a wound—a wall that holds back the ocean, its towering peaks frozen mid-rebellion against the laws of nature.
And beyond the Barrier?
A wasteland. A red desert rich with the veins of a dying world, filled with storms that strip metal from bone and sands that whisper of things long buried. The Ruthenium Red Desert, named for the rare mineral that runs through its depths, is where fortune-seekers come to dig their futures from the earth—if they survive long enough to claim them.
The sky above is ruled by two moons—one large, one small. The smaller one, Ganya, is a fickle god, its orbit unpredictable, its influence twisting the tides and pulling the planet’s magnetic field into chaotic pulses that send lightning spiraling through the sky. The larger moon, Vess, watches from a greater distance, slower, more patient, a silent witness to a world that refuses to be tamed.
And in the middle of it all, clinging to the edge of survival, lies Madane Grand—the city that should not exist.
MADANE GRAND – A CITY BUILT ON SPILLED BLOOD AND STOLEN TIME
Madane Grand was never meant to be a home. It was a pirate’s dumping ground, a place where men with no names abandoned the ones they did not need. The first to walk its streets were slaves—trapped, discarded, left to mine the ruthenium that shimmered beneath the desert sands.
But the city did not die.
It grew. First from necessity, then from ambition. Then from greed.
Now, it is a city of a million souls, caught between empire and anarchy, between survival and self-destruction. It is a place where power shifts like dunes in the wind, where the strong rewrite the rules, and where the desperate carve out futures in the cracks left behind.
It is a city divided—not by walls, but by who controls what matters most.
THE THREE DISTRICTS – THE THREE FATES OF MADANE
🔹 District One – Greenport: The Empire’s Foothold
The rich drink clean water here. The fortunate eat real food. It is the district built around the Spurthole, the city’s only true water source, fed by underground veins that snake beneath the Great Barrier. Control the Spurthole, and you control life itself.
Ships dock here, bringing Imperial influence with every landing. Markets hum with trade, officials issue decrees, and power is measured in water rations and access to the cool shade of enclosed gardens. But beneath its polished surface, Greenport is no less ruthless than the districts below.
🔹 District Two – Radoonia: The Vapomancers’ Domain
Here, engineers and machinists reign. The descendants of King Radok’s builders, the Vapomancers, do not beg for power. They create it. They are the reason the city still stands. They built the railways, the defenses, the systems that make life possible—and they have never let the Empire forget it.
Radoonia runs on precision, on control. The Vapomancers do not take orders from soldiers or smugglers—only from those who understand the cost of progress. Their machines pull vapor from the air, generate energy from storms, and dig deeper into the planet’s crust than anyone dares to admit.
But they know something others do not. Madane is not stable.
And they are prepared.
🔹 District Three – Endurcity: The Wild Heart
A place of a hundred factions and a thousand grudges. Endurcity is where the lost come to be found—or to disappear. It is a clash of tribes, smugglers, warlords, and visionaries, each claiming a stake in a future that no one fully understands.
In Endurcity, no power is absolute. One day, a man can rule the streets with an iron fist. The next, his body will be found in the dust, picked clean by scavengers. Loyalty is rare. Survival is everything.
The river no longer flows here—its waters diverted, stolen, bought and sold. Some say the city is dying. Others say it is only waiting, biding its time, watching for the moment to rise again.
A WORLD OF SEASONS – A CITY ON THE BRINK
Madane does not move to the rhythm of ordinary time. Its seasons do not follow the patterns of Earth or the Empire’s homeworlds.
Here, survival is dictated by the cycle of three:
🌑 Dry Season – The water pulls away. The strong grow stronger. The weak fade into dust. Trade routes dry up, food supplies dwindle, and tempers flare as resources become currency in the purest sense. In Greenport, water is rationed. In Endurcity, it is fought over. In Radoonia, it is calculated, measured, and stored.
🌊 Rainy Season – The Spurthole surges, flooding the streets with water that is both a blessing and a curse. What was scarce becomes abundant—but only for those fast enough to claim it. New trade flows in, food prices drop, but for many, it is already too late. The city expands and contracts with the tides, reshaping itself in response to forces no one can control.
⚡ Storm Season – The air crackles. The planet remembers its fury. The magnetic storms arrive, rolling over the desert like a living thing, turning sky and sand into a war of color and energy. Machines fail. Electronics flicker. The unprepared go blind in the storms, never to be seen again. Only those with shielding—or something stronger—can navigate the chaos.
MADANE – A PROMISE, A WARNING, A CHALLENGE
People come to Madane because it offers something no other world does—a chance. To escape. To rebuild. To claim what was never meant to be theirs.
The Empire sees a colony waiting to be tamed. The traders see fortunes waiting to be claimed. The rebels see an opportunity for something greater.
But Madane does not care for their intentions.
It will test them. It will shape them. It will decide who is worthy to walk its surface.
And those who fail?
The storms will take them. The desert will swallow them. And the city will keep moving forward, as it always has, waiting for the next ones to try.