Setting
Celestials: Evissit's binary system has no moons, and more importantly, does not have a star. It floats in space. Thanks to rather different universal laws, the plants instead subsist on other radiation, seemingly omnipresent and slightly magical in nature. Normally, it would be harmful to life-forms, but the plants reduce the density to a degree that Evissit can be comfortably dwelled upon- and in addition, giving off light to compensate for the lack of celestial illumination. Thanks to this arrangement, Evissit's 'day' and 'night' are organically influenced at best, at worst utterly random- though neither is overly bright.
Geography: Evissit consists of two planets divided evenly between landmass and ocean- where even the deepest parts of the seas sport enormous trees growing up to join with the rest of the forest's 'daylight canopy'. Above the daylight canopy, all manner of more developed natives have made their homes. The geography of Evissit below the canopy is studded with old relics of the Predecessors, the earliest and most advanced civilization- and as such, the worlds are also very popular among the Meneiox from the Core Realm, who deny the Seraphim entry entirely.
Factions: None- though Meneiox maintains firm control over the rift between Evissit and the Core Realm, and by extension control over research rights.
Physics/Laws of Reality: Strange. An education in Earth sciences is barely worth anything here- smooth-transitioned binary gravity, omnipresent and unlimited high-energy radiation with no particular source, and an entirely different periodic table (with a corresponding antimatter table, as the two can coexist and interact differently than earth matter/antimatter do) make applying Earth sciences near impossible. Gravity is only mostly consistent on each planet, more or less equal to that of the Core Realm on the connected planet, the other sporting gravity slightly greater than Earth's. As always, these may change or distort in the vicinity of a rift.
Magic: The trees here radiate massive amounts of magical energy that mages can, with some physical strain, shape into spells as normal- treat this as a triple-strain situation for arcane spellcasters. Druidic, shamanistic, ritual-based, or arcane spellcasting by a character with tutoring in one of these schools takes no penalty, due to familiarity with small amounts of this powerful natural energy- in fact, non-arcane spells will see increased effectiveness here!
Deities: The Pantheon of Thirteen is widely worshipped here, by natives and pilgrims alike! Many of the buildings left by the Predecessors have been converted into temples to the Greater Gods- only sanctioned by the Meneiox once all available knowledge has been extracted from the places.
*Evissit has several natives- check the Compendium!
**All Rifts open onto Evissit A.