- [+] Rules
- Temple Leaders and Seconds will have final say for their Clan's worldbuilding, but all worldbuilding will be public and subject to input from the rest of the Temple.
- You may only have one character, barring special circumstances permitted by the GMs.
- Your character must share your alignment. If you are in Mars Clan, your character is in Mars Clan.
- Every character has a Djinni, including Clanless. Your Djinn does not have to match your element, but if it does not, it can't come to your plane with you, or travel to any other plane it does not match. How much you involve your Djinni is up to you.
- No one is eligible to make their character a Clan Leader or Second. We are taking measures to reduce the dickwaving that ran rampant in D&R. It was fun, but people ended up getting caught up in doing cool stuff, without actually accomplishing much. As such, the GMs will more or less control the Clan governments (using RP events to influence what, if anything, we have them do). Leaders and Seconds will appear as NPCs, if at all.
- All PC characters possess a shard. Shards are what allow an Elemental to travel to Weyard and the other planes. Theoretically, a rare amount of NPCs also possess shards. Let's say 5% of the population. Anyone with a shard was born with it.
- It is likely that in many instances, a combat engine will be used to determine the outcome of battles. We will figure out a system with different factors. HP, types of units, rock/paper/scissors weaknesses, alliances, etc.
- We may implement a rating system or a way to indicate the current state of relations each Clan has with the others. RPers can affect alliance strength or other aspects of their Clan's stats in the battle simulator based on what their characters do. GMs will confer and make changes accordingly. On the other side of this coin, outcomes of battles will likely lead to in-RP consequences for the players and the course of the plot.
- [+] Setting
- There are six Elemental Planes, and Weyard, the nexus world.
- Each plane has two gates: one that leads to their home territory on Weyard, and one that leads to the "central" gate on Weyard, in the Radiant Land. The Radiant Land, for those unaware, is near the center of Angara, basically Apollo Sanctum from Dark Dawn, and the surrounding area.
- Each plane's home territory on Weyard is located in the area surrounding their Elemental Rock; they are great sources of Alchemy and over the centuries have altered the landscape to a degree to favor the aligned element.
- Luna and Sol now have Rocks of their own; Sol's is in the northeast, Luna's is to the west, so the Rocks form a rough wheel shape. Muh balance.
- Home territories will be reasonably large, housing towns or cities, as well as being the area from which its Clan begins any campaigns of war.
- The Radiant Land is no longer inhospitable; in fact, a large city called Sanctum was founded there. It is the only true neutral ground in Weyard, and home of the Waywardens.
- Mt. Aleph and the surrounding area has become the Zone of Alienation (better title pending). It possesses a heretofore unseen degree of Alchemical malleability and responsiveness. None dare venture here, and there have been claims that unnatural beasts are born within its boundaries.
- [+] Factions
- There are two main types of characters: Elementals and Clanless. Elementals are beings of pure Alchemical energy, and possess slightly malleable forms. Clanless are traditional humans, but possess an astounding resistance to psynergy, and in general are extremely skilled in worldly arts: physical combat, crafting, music, etc.
- If you are an Elemental, you are also an Adept. You are only an Elemental in your home plane. On Weyard, or in another plane, you are an Adept, and become respectively weaker. You are weakest in the opposite plane. Only Elementals can travel to other planes. Clanless are stuck on Weyard.
- Each Clan will likely have something of an animal motif that governs the physical characteristics their Elemental forms possess. The idea so far is reptiles for Mars, avian life for Jupiter, aquatic life for Mercury, mammals for Venus, and bugs for Sol and Luna. Sol will likely have winged insects such as dragonflies, bees, and praying mantises, while Luna may focus on scorpions, centipedes, ants, and others. These will be examined more in these worldbuilding threads.
- Union between an Elemental and a Clanless produces a like Elemental.
- Union between like Elementals produces a like Elemental.
- Union between two different but non-opposing Elementals can produce a child of either element, but not both.
- Union between two opposing Elementals produces a Clanless.
- The Waywardens are a large force of neutral peacekeepers based in Sanctum. Comprised of Adepts and Clanless alike, they forsake all ties to Clan, plane, and family, choosing to remain on Weyard to protect the innocent from the Clan Wars and to ensure Sanctum remains a bastion of peace. They control access to the central gate. Their leader is Clanless.
What is our plane like? For my part, I'm picturing an endless black void with no moon, but filled with stars that give everything a soft luminescence. Possibly subterranean cities, lots of smooth black rock, slightly reflective and transparent. An environment that would really screw with things like spatial awareness and depth perception for an outsider.
What is our psynergy like? Don't think in terms of domains. Do we control shadow? Is it solid? What about entropy, the ability to accelerate the natural process of degradation in matter? Remember, no OP stuff.
What's our technology level? Rudimentary, or maybe high-end magitech? What feels right?
What about our culture? What do Lunarians value? What matters to us? What widespread talents or traits do we have? Do we have religion? More than one?
Government? Aside from the Leader and Second still existing as positions, how do we function? Tying in to this, this is CLAN WARS. We are actually going to have wars this time, and that means military brainstorming, lots of it. Unit types, doctrine, anything you can think of. Let us have it.
What is the general trend in our appearance? What animal motif would you prefer to the ones already suggested?
There, that should get you started. Don't feel like you have to dive into every point at once, unless you feel like it of course! Just share your thoughts with us, whatever they are, even if they don't neatly fit into any of those categories.
Also, one final word on which I will not be moved: no edgelord bullshit. We are not evil for the sake of evil. We don't have bloodsport, we don't torture people, and we are not a tyrannical dictatorship. Nor or we composed entirely of thieves, assassins, spies and sleeper agents all serving a dark government of secrets and lies. Not this time.
Keep in mind this does not mean that you can't make a character who is an assassin or something. Just that that is not how most of the Clan functions, nor is it an in-RP stereotype. If I start noticing a trend in Lunarian characters, there will be >________>'s to go around.
EDIT: Okay, it's taken like a year but I am now going to be editing in all of the worldbuilding that has been done for Luna since this thread was created, both inside and outside it. I have done my utmost to collate and organize and stuff will continue to get filled in, most likely throughout the RP. All the basics and essentials should be present though. It's already a fricking massive infodump, so any clarifying questions or details can be asked for in the thread or relevant skype chats, I don't mind answering them repeatedly. HERE WE GO.
- [+] General
- [+] Culture
- The two main focuses of Lunarian culture are chaos and kinship. For Lunarians, chaos is the essence and embodiment of life, and they value change over most anything. This does not necessarily imply a focus on change that is "better" or "good" or "progressive". Change itself is the ideal, not where it leads. Lunarians view attempts to control or master life or nature in a way that promotes an unchanging status quo with incredulity, even outright contempt or fear. They despise stagnation, and believe that efforts to preserve the present are not just wrong, but inevitably futile. Many Lunarians actively pursue this ideal and view themselves as agents of change, oftentimes to the consternation of others who do not share their values. Darkness is a frequent symbol of potential change and limitless possibility for them.
Conversely, change has no value if people don't remember what things were like before. Thus Lunarians also value history, memory, and the preservation of art and knowledge. While they do not allow themselves to become mired in the past, they respect it as a reminder of how far they have come and a record of change. The stars symbolize this for them: fixed, beautiful, and a guide to where they have been and where they have yet to be.
Kinship is also a core aspect of Lunarian culture, due in large part to their history, the manner in which their society came together and developed. They subscribe to the idea that to help the individual is to help the whole; to harm the whole is to harm the individual. Most things a Lunarian does are unconsciously weighed on this unofficial scale. The more widespread an impact a particular action or achievement has, the greater the consequence, positive and negative alike. This has led to the Luna Clan as a whole being fiercely defensive of its own. While this has its benefits it can lead to unfortunate dilemmas, such as placing the survival of the Clan itself over the lives of individuals. Additionally, betrayal and anything that can be viewed as treason are often severely punished according to how much damage these actions do to the Clan. Things like unauthorized sale of information or large scale black market transactions of planar resources, as an example.
- [+] Psynergy
Lunarians have the ability to accelerate or initiate the natural decay of an object or energy, harnessing entropy in order to break things down and induce change. Entropy is almost entirely a destructive force; in certain circumstances it can be used to craft or shape things, but its work cannot be undone, at least not by Lunarians themselves. Entropy can affect physical matter or psynergy, but is typically most effective when being used on one or the other. Attempting to break down the physical and psynergetic bonds of something, or attempting to break down multiple things of varying natures, can significantly reduce entropy's potency. Entropy psynergy can be broken into two specializations: Ruin, which is the breaking apart of matter or energy and purely destructive, and Disruption, which requires more finesse and involves breaking down bonds to achieve specific outcomes or effects.
Shadow psynergy is the practice of harnessing and commanding the "memory" of a thing, and is fueled by psynergy/Alchemy. Lunarians can use it to take hold of and reshape Alchemy of the five other elements for their own ends. It has two distinct manifestations.
If used in an environment with "active" Alchemy, typically combat, a Lunarian can harness the non-native psynergy and use it to infuse their own, allowing them to "cast" psynergy of other elements. This psynergy is still Lunarian in essence, and manifests as a ghostly reflection, silvered or shadowed in appearance. The more skilled a Lunarian is, the greater degree of control they have over shaping the psynergy. The basest use of Shadow is no more than reflecting the brunt of the psynergy away from the individual, which can result in friendly fire. More refined applications allow the Lunarian to reshape the energy as they like, even changing the "nature" of the spell: if a Mercurian attacks with ice, the Lunarian may shift it into water. The greater the degree of control and reshaping, however, the more potency the spell loses. This specialization is sometimes referred to as "Mirroring" or "Echoing."
If used in an environment with "inactive" Alchemy, simply drawing upon the latent energies in Weyard, Shadow psynergy manifests as incorporeal shadows, which have a variety of stealth and illusion applications. This specialization is often called "Masking."
- [+] Aphelion, Luna's Plane
- [+] Fauna
Exactly what they sound like, wisps are small creatures that manifest as fuzzy, flickering flames, ranging in size from a fist to a small child. Most often white in color, some of them appear tinged with faint blues or pinks, though it is hard to be certain in the strange light of Aphelion. As far as anyone can tell, wisps do not eat, produce waste, or reproduce. Some doubt they even think at all, and many question their classification as living creatures, and not simply another strange phenomenon of Lunarian alchemy. These people, however, are never Lunarian, for only Lunarians have heard wisps sing. Records differ as to whether Lunarians learned how to sing from the wisps, or if it was the other way around. Regardless, from time to time wisps will sing for no apparent reason, and on truly rare occasions, multiple wisps will gather together, forming a chorus whose gentle coos, hums, and wails carry for miles throughout the plane. Oftentimes Lunarians will join them, and there have even been times where it is the wisps who join a choir of Lunarian voices unbidden.
Many Lunarian families will keep wisps as pets, insofar as a half-phantom creature that does not appear to socialize or play can be called a pet. Wisps are able to phase through solid matter at will, and as such are impossible to contain. Sometimes a wisp will spend a scant number of days in a single location before moving on, while others have been known to spend years with a single family before vanishing, never to return.
Wisps are capable not only of surviving outside Aphelion, but seem able to adapt to any alchemical environment. When Luna gained a foothold in Weyard, the wisps followed soon afterward. Capable of surviving even within other planes, wisps will often take on new hues of vivid color depending on their surroundings. The reason for this is unknown, since as camouflage it is ineffective. They are utterly silent outside Aphelion. Impervious to physical harm, they can be affected by psynergy. A wisp will swell if exposed to concentrated psynergy for a sufficient length of time, eventually dissipating altogether. It is not known if this truly "kills" a wisp or if they merely reform later in a different location. Since they leave behind no corpses nor produce anything of value, most people are content to leave them be. Wisps are pretty, to be sure, but virtually everyone agrees they are useless.
The existence of meres went unnoticed among the inhabitants of Aphelion, for just how long no one can say. Eventually, as the Lunarians discovered more and more pockets of their people within the void, slowly beginning work on what would one day be dubbed the Labyrinth, they began to notice that some among them were quieter than normal. Eerily quiet. And they began to notice other differences. Some of them did not have the star-like runes marking their bodies. They were bound to the ground. They were wholly solid. In time it was discovered that these were not Lunarians at all, but some other creature altogether. Living shadows, with unknowable minds and uncertain natures.
This was long, long ago. Since then meres have become simply another part of life in Aphelion, strange beings who mimic the general shape and behavior of Lunarians. Unlike wisps, who appear mindless and thus do not care where they are, meres seem to only be found in the presence of Lunarians. Sticking to the shadows, watching from the fringes of groups, they appear to exhibit a rudimentary intelligence and curiosity. As docile as wisps, thus far there has never been record of any incident involving a mere. In any case, as they exhibit no natural weapons and have never been seen using psynergy, it is difficult to see what threat they could pose.
Meres are capable of surviving in Weyard, and like wisps, they do not seem to eat or reproduce. Unlike wisps, who would be considered an invasive species if they seemed to impact, well, anything, meres never venture beyond Lunarian territory. While they range somewhat farther from society on Weyard, they still stick close to the edges of Lunarian settlements for the most part. Their rudimentary shapeshifting abilities and typical appearance are a popular explanation for the horror stories about face-stealing monsters in the northern forests of Hesperia.
Since the first recorded histories of the Luna Clan up into the present day, wraiths have been a centerpiece of myth and legend. Depicted as ravenous demons and benevolent guardians in equal measure, they appear everywhere from creation myth to modern, embellished tales of exploration and heroism.
Some of the earliest legends surrounding wraiths described them as titanic monsters who feasted upon the stars themselves. It was not until much later that the explanation for this was discovered: wraiths are indeed titanic, so much so that even from a distance, their bulk can blot out entire swathes of stars. Enormous, draconian, and serpentine, wraiths have been estimated to be anywhere between one thousand to three thousand feet in length, with truly fantastical accounts putting them at close to a mile. Their sinuous bodies are armored in oily black scales each bigger than a man. Hundreds of feet thick, with an array of sharp spines, ridges and fins running their length, they have no observable wings or limbs, and their method for moving through the silent void of Luna's plane goes unsolved. Their most distinguishing aspect is their heads: crowned with a fringe of flexible spines, four sets of three pale white eyes running along brows and jaw, and a massive maw filled with rows of curved fangs.
Wraiths are virtually impervious to physical harm, and psynergy seems to affect them not at all. If anything their bodies seem to drink alchemy like a black hole devouring light. Unlike wisps or meres, wraiths are capable of wielding psynergy themselves; it is impossible not to sense the staggering amount of power within their bodies, and a scattering of accounts carefully sifted to account for bias and rationality confirm it.
All this information has been pieced together over the course of the Clan's history, as wraiths are so massive that it is impossible to observe them in their entirety with any level of detail. Sightings are also incredibly rare, to the point that many suspect that wraiths are not a species at all, but that there is only the one, unique beast. To date in the Clan's history, there have been only four direct encounters. Of those, only one ended in violence, instigated by Lunarians who were attempting to hunt the wraith. Of the few survivors who delivered their report to the Citadel, they claimed that the titan killed scores at a time, mere contact with its skin scattering their beings apart like dust in the wind, that it crushed islands of shadowglass in its jaws like one would bite through a ripe peach. In hindsight they even admitted they could not be certain whether it had truly attacked them or if the slaughter had simply been accidental, a god stepping on ants it did not even know was there.
Wraiths shed their body parts piecemeal, like a shark losing its teeth; eyes, fangs, scales, spines, there is no part of a wraith's anatomy that appears exempt from the process. Every new fragment of retrieved shadowglass is combed meticulously for these leavings. Although they take a considerable amount of time to decay, the freshest finds are still the best, as the materials lose a goodly portion of their resistance to psynergy, yet remain workable. Arms and armor crafted from wraith scales, fangs, and spines are incredibly valuable, and are usually only owned by the most esteemed warriors of the Clan.
- [+] Materials
Shadowglass is the most abundant natural resource to be found in Aphelion. Some have even speculated that the supply may be infinite. No one knows how it forms or where it comes from, but it is the substance that Lunarians use to build their cities and homes. Its appearance is that of a black, semi-transparent glass, with flecks of silver-white scattered throughout like tiny stars. Within the plane, shadowglass is a sturdy building material, and seems particularly receptive to entropy psynergy, the means with which Lunarians shape it to form their structures. Outside the plane, shadowglass is exceptionally brittle, making it a poor material for smithing. It is remarkably sharp however, and in some cases can be worked into the edges of bladed weapons or as accents on armor. Shadowglass' true value is in its ability to redirect and focus psynergy depending on how it has been shaped, making it instrumental in many technologies, increasing efficiency and power output. Because of its myriad applications and virtually limitless supply, Luna strictly regulates the amount of shadowglass exported to Weyard and the other Clans in order to retain its value.
Heartshard is the name Lunarians have given the pearly white ore that forms in the core of masses of shadowglass. Infused with a dull glow in the plane and a rich luster without, heartshard is staggeringly dense; an ingot the size of an apple takes considerable effort to hold aloft. Unlike shadowglass, heartshard is exceedingly rare, and all the more valuable for it. It's theorized to be the result of ambient Luna alchemy present in the plane, absorbed by shadowglass and reflected within until it coalesces into a solid substance, since it has never been found anywhere else. Also unlike shadowglass, heartshard is virtually impervious to influence by psynergy; all but the most potent castings have no effect, and those only a little. Due to its scarcity, heartshard does not feature much in Lunarian crafting, though many agree it would be ideal for defensive purposes if enough could be acquired. Sadly, despite centuries of effort, Luna has still been unable to understand and recreate the specific patterns and structures that allow the ore to form. What scarce heartshard one sees in their lifetime is likely in the form of jewelry, a potent indicator of wealth and standing. Even a handful of heartshard is worth a small fortune.
The other main building material used in Aphelion, starsilk is a luminous silver-white thread, resulting from a prolonged and delicate treatment process of the secretions of microorganisms. Although not significantly more resistant to cutting than normal cloth or textiles, starsilk has astounding tensile strength, which factors into its use in Aphelion, as massive bridges and connecting walkways linking the islands of shadowglass upon which the Lunarians live. While not as valuable a commodity as shadowglass, it is nevertheless used in a variety of crafting, from bowstrings to clothing. Cloth woven from starsilk tends to be very breathable, and many weavers will dye these garments outside the plane, where the substance becomes receptive to such treatments, though it loses its luminescence.
Unstable waste matter produced when Lunarians carve through shadowglass using Entropy. It resembles craggy lumps of black rock, with none of the light flecks found in shadowglass, and is slightly viscous, sometimes leaving a tar-like residue upon physical contact. Luna collects this waste matter and keeps it tethered at the far edges of the Labyrinth, as they would rather keep track of it than run into it later, unawares. Dark matter is not considered a commodity by the Clan, and it has virtually no uses, other than as an improvised and dangerous explosive when taken outside the plane. Dark matter is susceptible to moderate force, whether physical or psynergetic. Although not a widespread tactic, Luna has been known to employ it during sieges or to seed a battlefield with traps, in order to inflict further casualties on enemies trying to retrieve their dead, wounded, and equipment.
- [+] Clan Relations
- [+] Sol
- Luna's relations with their elemental opposite have always been volatile. While not as close to Sol's center of Weyardian power as Venus and Mercury, they have nevertheless experienced their fair share of invasions by Solian queens looking to claim territory and expand their colonies. Wary of their neighbors at the best of times, Luna often finds itself in conflict with Sol that it would rather avoid, but can never seem to. There are many things about Solian culture that Lunarians find themselves fascinated by, but often end up being unnerved when the Solian penchant for enforced division or structure comes into play. They find many of the more permanent applications of Order psynergy particularly disturbing.
- [+] Mars
- While Mars' thirst for conflict, however honorable, is a source of bafflement and exasperation for Luna, the two Clans have historically enjoyed a largely cordial relationship, particularly in recent decades. Luna's confinement to Hesperia means that the unprovoked conflict Mars can typically instigate with its neighbors is less commonplace between them, and their ideology of minimal bloodshed helps prevent the souring of relations, given the fervor with which Luna defends its own. While not in an official alliance, they mutually benefit each other with trade agreements; Luna typically shares technological advancements in exchange for spices, game, and other produce to give their cuisine variety, and both Clans have raw resources. The looming presence of the Tolbi Empire has been the largest factor in solidifying their lack of hostilities in order to present a united front against the Clanless nation.
- [+] Jupiter
- Luna's relationship with Jupiter is a complicated one, a result of a mishmash of the intense similarities and differences between their two cultures. Both Clans' activities can see them interfering in the other's business. Lunarians see Jovians as arrogant bullies, while Jovians view Lunarians as naive troublemakers. The main difficulty arises when factions of Jovians end up exacting their particular brand of justice on members of Luna; Luna's mindset means they view it as official action against their Clan, while Jovian principles usually view it as one independent group conflicting with another. Rife with misunderstandings and mistrust, Nadir Rock's proximity to Jupiter Lighthouse does nothing to ease matters. Despite this, many Jovians and Lunarians end up bonding over some of the deep cultural similarities their Clans share, such as their beginnings as wandering bands within their Planes, and their focus on family groups. In addition, the Jovian plane is the most commonly visited plane among Lunarian explorers, though it beats Mercury's only due to proximity. Many a Lunarian has delighted in the more colorful, dynamic freedom Jupiter's sky offers, in contrast with the mysterious beauty of their own home.
- [+] Venus
- Luna's interactions with Venus tend to be few and far between, as their lands finds themselves on opposite sides of Weyard. This has limited conflict between the two Clans, but it also makes things like direct trade impractical, and their diplomatic ties remain minimal. While not traditionally enemies, the two Clans have fought in the past, with Luna usually aiding another Clan that is being attacked by Venus, though they have had occasion to ally as well. Luna's conflicts with Venus have always been their most brutal; the mutual lack of ethical restraint both Clans employ during wartime, coupled with Venus' aggressive tactics and Luna's defensive stance means both sides always come away bloodied. Somewhat surprisingly, there is little bad blood between the Clans, partly because their wars are as rare as their peacetime interactions, and both Clans hold a grudging respect for the other since most of their actions stem from the same place: a desire to strengthen and protect their families.
- [+] Mercury
- Luna and Mercury have enjoyed friendly relations for most of their history. Although their territories are incredibly distant from each other, most consider it well worth the trip, especially if the goal is to visit the other Clan's home plane. Lunarians enjoy the abundant wildlife found in Mercury's oceans, as well as the exuberance and carefree attitude of Mercury, and many a Mercurian has found a certain romance to the quiet expanse of the Lunarians' home, and their deep bonds of friendship and love. It is very common for romantic couplings to occur between the two Clans, and a mutual passion for art and adventure are just a few of many ways the two cultures relate to each other. Mercury is the only Clan with which Luna has never warred in any official capacity.
- [+] Sanctum
- Luna has a presence in Sanctum just as all the other Clans, thanks to the existence of the Grand Gate. Their ever-present push for discovery in all walks of life has led to them contributing to the growth of the city, typically through advancements in architecture, and some development of energy technology. Their provision of shadowglass in particular has been a boon for any device or machine that relies on psynergy. While their general culture and ideology means that there are less Lunarians in the Waywardens than any other demographic, those that are members tend to be concentrated in the patrol and research divisions, exploring and charting the ever-shifting Wastes, or helping the Wardens evolve to keep up. However, there are many among the Clan who view the Wardens as simply another foolish and futile effort to hold back the undeniable force of change. There are even some who are said to regard the Wastes as the next great era of Weyard and seek to accelerate the process and impede the Wardens' efforts any way they can, though all signs point towards such Lunarians being fringe fanatics.
- [+] Weyard
- [+] Environment
- Mooncrest Mountains
The Mooncrest Mountains, colloquially called the Halo, is the circular mountain range that insulates Nadir Rock from the rest of Weyard. Thus named for the way Lunarian pioneers first witnessed a moonrise as it climbed into the sky, the Halo has long since been regarded as a gift and blessing from the goddess Luna herself, to protect her children in their home away from home, and many find it difficult to argue. Attributed great spiritual significance, the Halo is home to a collection of astral observatories spread throughout the mountain range. Initially built as shrines and altars to study the alien skies of Weyard, they were long ago outfitted to additionally serve as a vast communications network and early warning system should the Clan ever find itself threatened.
The massive inland ocean located in the continent of Hesperia is not technically part of Lunarian territory, and is instead neutral ground between the Clan and the Clanless nation of Hesperia. Nevertheless, the two nations each have a significant stake in the Heart Sea, due to its value as a trading channel between each other, and with Weyard at large, particularly Jupiter, Mars, and Contigo. While neither Luna or Hesperia have the resources and manpower to control even half the sea, let alone wrest control and claim a monopoly, both nations devote substantial efforts to maintaining their presence, and unquestioningly work together to deal with pirates and other threats to the safety of their shipping lanes. The Heart Sea is particularly notable for the bright glow that lights its waters at night, due to a combination of bioluminescent life, and a wealth of Lunarian psynergy stones scattered throughout the depths. Treasure hunters are a common sight in the shallower waters, as diving for the stones and other valuables is a popular pastime for many, and a viable occupation for some.
The swath of forest on the eastern edge of Luna's territory, nestled between the Mooncrest Mountains and [rivercity]. Largely unremarkable, Whisperwood is nevertheless well known, and named, for the way wisps from Luna's Plane tend to congregate in unusually large numbers amongst the shadowed forest. There are a few sinister rumors about living shadows lurking within that kidnap the unwary and steal their faces, likely born from inaccurate knowledge about meres, but they are disregarded by those with common sense. Either way, many young Lunarians consider it a romantic hideaway.
- [+] Cities
- Nadir Rock/Nightsong
- [+] Miscellaneous
- [+] Oaths, Phrases, and Expressions
- "Void take you" - One of the gravest curses a Lunarian can utter, it is a condemnation to loneliness and idleness, one of the worst fates most of them can imagine.
"Black skies/dark skies" - Rather than an expression of dark portents, this actually signifies acknowledgement of uncertainty and potential change, which is not always a bad thing for Lunarians.