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Reply Deep Space: Homeworld Exploration
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The Space Cauldron

Captain

PostPosted: Mon Oct 07, 2019 7:08 pm


Almanac of the Stars

    With a whole universe to explore, it can be difficult to keep up with what is where. With such a vast expanse and such extreme variety, this thread should be used as a resource to reference existing worlds. This database should be utilized to describe worlds as they are, not as they were. If you want to describe your homeworld as it was in the past, please use the Cosmic Almanac (Past Life) in the Past Lives Subforum!

    You may utilize this information to keep a log of places your character has visited or uncovered, important monuments, general climate, or any other notable information about your Wonder or Homeworld. While Senshi have relatively free reign over homeworld design, Knights are somewhat more limited because their Wonders are located on Senshi Homeworlds. Information about Canon Senshi Homeworlds can be found in the next post, so we just ask that when creating Wonder lore, all Knight players please keep that in mind!

    There is no exact form that needs to be utilized when filling out a post for this thread, as it can be modified to include any information you think is relevant to describe or log your character's Homeworld or Wonder. However, a sample form can be found here and may be modified in any way you see fit:

    [size=18][b]Senshi Homeworld or Knight Wonder and Planet[/b][/size]
    [i]General summary or brief description of the Homeworld or Wonder[/i]
    [b]Climate[/b]: (What is the weather like? Does it have days and nights like Earth or how does it vary?)
    [b]Environment[/b]: (What type of environment is in the area? What sorts of foliage does it have? What is the topography of the area?)
    [b]Structures[/b]: (Are there any noticeable structures? Is there a specific style of architecture? Are there visible buildings? What state are they in?)
    [b]Notable Locations[/b]: (Has your character discovered any important areas? Any locations that were previously hidden? Are there areas that are important to your character or the lore of the Wonder?)
    [b]Other Notes[/b]: (Is your Knight Wonder near another Knight Wonder? Do you have approved items or trinkets you can recover from your Homeworld to distribute as gifts? Is there anything else worth noting about your Homeworld or Wonder?)


    A few general rules for this thread are:

    • If you want something for your character's Homeworld or Wonder that may press rules or be outside of our rule set, please contact the mule to share what you are hoping for so we can work with you to get it approved. There are some limitations that we must abide by for continuity and meta reasons, but we will always work to do what we can.
    • While all manner of plants can be found on Homeworld and Wonders, Insects and Animals will not be there when characters first awaken, however these can be unlocked through RP. Please see below for more information on what characters can unlock and when!. Plants should not be sentient. You may find skeletal or fossilized remains but there should be no other living creatures until they are ICly earned. More information about Homeworld/Wonder restoration and unlocking insects and animals can be found in this post.
    • Posting in this thread does not mean that the information is public knowledge; this is and OOC resource and information should not be utilized ICly without permission to do so, unless your character has ICly experienced the world or uncovered information about it themselves.
    • Please do not make multiple posts for the same Homeworld or Wonder; simply edit the character's post as changes or discoveries occur. If your character has been rehomed, you may make a new post that you can edit and request that staff strike out the old player's post.
    • Please only post one Homeworld or Wonder per post in this thread; the index will be sorted alphabetically and will link to each individual post for ease of navigation.
    • Please do not make a post for a Homeworld or Wonder you have not yet obtained. If your character is corrupted and does not have access to their Homeworld or Wonder, you may still make a post here. Knights can, with permission, walk from their Wonder to other Wonders on the planet. While they will not be able to access Wonders of corrupted knights, they may still make observations of the Wonder itself.
PostPosted: Mon Oct 07, 2019 7:09 pm


Canon Senshi Homeworlds

    Knights of Canonical Senshi Homeworlds can find general information about their affiliated planet here! This is general information about the planet outside of the Knight's Wonder. Knight players still have immense freedom in customizing their own individual Wonders but their Wonders should still reflect the theme and general guidelines of their planet it some way. If you have any questions or are concerned about your Wonder, please PM the shop mule, The Space Cauldron and we will work with you! If you have a PC Royal and would like to draft information to be added to this list for Knight players, please also contact the mule so we can do so!


Mercury:

    Mercury, being the closest to the sun, experiences heavy radiation. To avoid this, much of the population lived on ice shelves at the bottom of the craters, making for long nights and an especially cold environment. These craters were deep enough that the radiation of the sun did not touch the ice shelf below, creating a safe and stable environment for the ice shelf to remain frozen. As technology advanced, they were able to expand across the planet but the remains of civilization still seem more in tact in the craters, where they were protected, for the most part, over the centuries. However, some of the ice shelves have melted, leaving rock craters and large lakes.

    Like the ice shelves, some icy structures have even survived through the centuries, but others seem to either have melted or been coated by ice and snow by snow storms into something unrecognizable. Any rivers found along this tundra, though rare, are almost completely frozen over across the planet and the oceans are too cold to traverse without a vessel. Mercury also has several mountain ranges, but the snowstorms can be far worse at these heights; it isn't worth the danger of exploring these unless you have a very good reason to.

    Travelers may happen across small outposts in the seemingly endless expanse of snow and ice, but these were created by Mercurians to be temporary shelter during particularly bad snow storms, and as such are not meant to be used for long term stays. They were built a bit like Jupiter's buildings, low to the ground, made of highly durable materials, and with function rather than form in mind. If they are found now, they are completely empty concrete shells that dot the landscape. The should only be used for their intended purpose -- temporary shelter from very bad snowstorms. Travelers should be ready to be very uncomfortable and only slightly warmer within these shelters.

    Cloud cover is fairly regular, but on a clear day there is an almost overwhelming view of the sun. When exploring sun kissed areas, the temperature is almost as bearable as midwestern winters on earth, but when traveling at night be warned of the chill. Whether it’s day or night, snow and cold cover the land, so anyone traveling here is recommended to button up; even natural resistance to temperatures can have little effect if exploring the darker parts of the planet.


Venus:

    Venus was typically considered a sister planet to Earth, and in many ways shared similar geographical terrains. It was perhaps the most varied of the solar system planets, for this reason, boasting plains, deserts, mountain ranges, coasts, and various other biomes. Wonders and outposts were built in all of these biomes, of course with the usual Venusian splendor in mind. As with everything on Venus, even architecture was designed with form before function. Because of this, the structures on Venus were unable to withstand the test of time, crumbling fastest and to the most extreme degree of all planets. Outside of wonders, it is almost impossible to find any structure that survived into this age. What visible remains are beautiful though; everything is ornately carved with beauty as the primary objective. Even now, gemstones and ornate embellishments may be found in the rubble.

    Much greenery has grown over the dilapidated remains of the ancient cities, creating it’s own kind of stunning beauty, of more savage and wild than the Venusians would have preferred. It is comparable to Earth in nearly every way except the air is cleaner and regardless of what season it might actually be, it almost always seems to be summer. The sky is often clear and gives a good view of both the sun and the stars; night time is pleasant and cool. Rains are often warm and refreshing.


Earth:

    Unlike the Earth we all know, any Knight traveling to their wonder will notice that there's absolutely no civilian population inhabiting their Wonder or the spaces between Wonders. These Wonders exist on a magical plane that cannot be accessed from the Earth everyone else has access to; in times long past they used to be one in the same but as Beryl rose in power, the Code was able to protect each Wonder by transferring all magical elements to an otherwise inaccessible plane. While these structures seem to exist on Earth and can be reached by anyone, the only way to reach the magical plane where Wonders exist in their natural state is through an Earth Knight. While a Knight can travel from one wonder to another, they will notice that there is no trace of the life we have come to expect on Earth.

    Instead, the entire world is covered in greenery; nature has completely taken over. Ancient monuments and pillars have survived, having been built with form AND function in mind, but like everywhere else it is impossible to make anything but guesses as to what they previously were. Wonders tend to be built in these kinds of plains and sometimes wooded areas, for some reason tending to steer away from colder areas like the arctic and antarctic areas. Wonders, unless restored by knights, have been almost completely reclaimed by the surrounding flora, and even when the wonders are being worked on, knights will notice the tenacious plant life attempting to reclaim the structures.

    Towns and villages may dot the pastoral landscape, and oftentimes the ruins resemble medieval townships of earth’s past. The air here is crisp and clean and the temperature between wonders always seems to be moderate and comfortable. It is not uncommon to see clouds in the sky, though the rains are often very refreshing.


Mars:

    Mars was the center of law, order, and justice in the Solar system, and as such the structures were built in a blend of roman and brutalist architecture. The main goals of these buildings were to intimidate and to last. There are still coliseums and prisons that stand strong, though many are half buried beneath the sands and almost impossible to actually explore due to this. Beyond that, smaller buildings which may have served less important ends, have been worn away through a constant onslaught of dust and sandstorms, and are now little more than unrecognizable stumps

    Plant life is almost non existent on Mars, though there are fields of golden, dry grass and very brittle brownish-red shrubbery. Water is hard to find; there are underground rivers, but it's usually too difficult to easily mine to find one due to the sandstorms that often plague the planet. Once in a while, however, a traveler might happen upon the entrance to an underground aqueducts, which are small, squat, grey rectangles with a door fit into one side. Most of these entrances, however, have been buried in the sands and it is impossible to know where to look if someone wanted to dig one up.

    More often than not, it is simply flat, red desert between wonders. The terrain of Mars is sparse, consisting of plains of red-sand deserts, high mesas, and wide plateaus. Lucky travelers might find an oasis, but these are few and far between, and the plants are almost all red, gold, or brown in color.

    The climate is that of a desert. Oppressively hot in the day, with an unrelenting sun punishing the backs of those beneath, and only slightly less unbearable at night. Though hot, dry winds often rake across the lands even then. it is not uncommon for red clouds to pepper the sky, making the sun appear ominous as it gives the land a sinister red cast. Dust storms are also distressingly common on Mars, and can often be seen miles away, walls of red sand slowly approaching. Staying out in these storms can be deadly, between the painful buffeting of the sand and the ever present danger of inhaling the dust. It is best to seek shelter during these times, even if it is simply burying yourself in the sand itself.


Jupiter:

    Jupiter easily had the most volatile climate in the solar system, and the same holds true today. In the areas between wonders, extreme weather is to be expected. There is no such thing as a light drizzle on Jupiter. As such, the buildings were made to withstand the constant and violent shifts in the weather. Any part of the buildings on Jupiter which were not made of strong stone (such as wooden panels, glass windows, clay bricks, etc) has likely been destroyed over the years, torn apart by strong winds, washed away by flooding, or just destroyed by the lightning. The parts of the buildings that have survived are built low to the ground with heavy emphasis on stability. Anything of value was long since lost, either by lightning fires, wind, or water, but the shells of structures remain. Stone is the most commonly found material in the ruins, though some wood seems to have fossilized.

    The terrain of Jupiter is as extreme as it’s weather, and between wonders it is not uncommon to find vast expanses of lush fields or high, dense forests. However, many of the forests sport trees that have long since died due to lightning strike, although there seem to be a few different species of plant that seem immune to the violent bursts. These are generally lower to the ground than their dead counterparts, utilizing the other, taller trees as a kind of lightning rod to divert lightning strikes away from the shorter trees. Shorter, of course, is comparatively speaking, as even even shortest trees are stories tall.

    It is regularly cloudy on Jupiter, but despite that there seems to be a healthy plant life. Any flora has adapted to thrive either in shade, or make healthy use of the flashes of lightning that occur almost daily on the planet. It is raining more often than not and the rivers are common--often full and fast moving. The terrain is fairly flat, but there are many areas which have been dug out to try and protect from the lightning, and many trenches to divert the intense rain flow.


Saturn:

    Saturn tends to be a very dark place, not only in physical attributes, but in atmosphere. Much of the planet is covered in dense forests of twisted black trees. These forests have a tendency to play tricks on visitors; while no life remains on Saturn, travelers could swear that they heard rustling in the shadows and footsteps on the paths beside them. When they could find paths, that was. Most of the roads or trails leading through these forests have long since been reclaimed by thorny vines, snaking ground cover, and gnarled, black roots. Without these trails, travel is not advised. The forest has a way of confusing and turning people around, often times taking them in circles for what seems like days.

    Any land not covered in this woodland tended to be distressingly flat and cluttered with strange, angular houses and large, stone, wickedly constructed feats of gothic architecture. The villages and towns tended to mimic the forests around them, with tall, twisted buildings reaching as high as they dares while the broken and neglected streets below spiraled and curled back on themselves. Travelers are as likely to get lost in and amongst the ruins as they are deep in the forest.

    Much like Venus, Saturnalian people loved beauty, they just veiled it in something darker. Often times structures were meant to make viewers feel small, insignificant, and weak. A theme that runs through most of the structures and artifacts found. Mankind is temporary. Never forget. Nature seems to be reinforcing this ideal as the centuries pass as well, slipping past the walls of villages, towns, and cities to coil and choke buildings. It’s not uncommon to find a building seeming to have been squeezed to death by a horrible, twisting tree.

    Most of the planet seems to be in perpetual twilight, somewhere in that liminal space between night and day. The chill that permeates this planet goes bone deep, unsettling those who ought not be there. Knights and visitors to this planet may need a bit of an adjustment period, as it can be difficult to shake the feeling of being watched. The air seems a little heavier and often has an unnatural chill to it. There is very little breeze and the unnatural lighting of a very purple sky can give the impression of moving shadows.


Uranus:

    Nearly everything on Uranus can be described as bright. Bright sun, bright sands, bright colors. Much like Mars, Uranus is a desert planet, but it is much less intimidating and brutal in its nature. Much of Uranus' terrain is tinted with light browns and golds. Yellow sands stretch as far as the eye can see, dotted with brown and muted green shrubs that have adapted to the lack of water.

    The climate is fairly forgiving, with soft, cool breezes wafting in off of the desert. Bright green oases are a common feature of this desert planet, and as such are used as the planet’s primary source for water. These oases are typically small, about the size of a football field at their largest, and are irrigated to water crop and people in nearby towns and cities. Despite being a desert world, you are never too far from a water source of some kind. In the absence of a natural Oasis, or in the hearts of now forgotten cities, there are deep stone wells carved. Careful inspection may sometimes uncover the symbol of Neptune carved into these monuments.

    Uranian architecture was meant to maximize the gentle wafting of the breeze and exhibit the openness of the planet and the people. Buildings were made of light sandstone and oftentimes seem to glisten in the sun. Many buildings were covered with paneless windows which allowed the air the flow freely through the buildings as a kind of cooling system. Some of these buildings still stand, however the taller of the structures may have fallen in on themselves or toppled over. While smaller residential buildings remain more intact, most are buried beneath the yellow sands.


Neptune:

    For the most part the surface of Neptune is covered in water ranging from crystal clear waters where one can see straight through to the bottom to water so deep it looks black. Once a beautiful sea, fish used to populate the sea in numerous colonies. There used to be beautiful coral expanses, however many of these coral reefs have now lost their color and exist as pale husks.

    In deeper water where the ocean floor can be seen, vast networks of glass domes and tubes can be viewed. With limited land, civilization colonized the ocean floor where need be. However, most of these passageways have been damaged; glass has broken and flooded much of the area, preventing exploration. Ancient Neptunians probably could have held their breath for longer, but without additional breathing gear it would be impossible to comfortably dive and explore these places. The salt water has eaten away and eroded many things, making it difficult to find anything worthwhile. If someone manages to get down to any of these lost cities, they will be unable to actually enter, but through the glass they may see old buildings, some grassy parks that have since been overrun, and some general monuments in the sections that have not been flooded.

    Any land masses that Neptune had have been overtaken by the flora that grows on that land, and many structures have been worn away by ocean storms and harsh salt winds. The ocean itself has grown inhospitable in some places, becoming over-salinated to create a gelatinous patch of nearly solid matter. It is almost impossible to swim from one location to the next and a boat is a necessity to travel on Neptune unless you are a strong swimmer.

    The climate on Neptune is usually breezy and temperate, punctuated only by violent ocean storms which can be quite deadly to anyone caught unawares. When these storms rage, it is unwise to be on the ocean or too close to shore. During great storms, smaller islands can sometimes be completely lost to the waves.


Pluto:

    As a culmination of many times and themes, the aesthetics of Pluto are hard to describe even to long term residents. Pluto is home to the Gates of Time, which Sailor Pluto was tasked with guarding. Knights of this planet served and protected both their Wonder and the Gates of Time. Now, the Gates of Time are inaccessible; they have been locked behind a strange wall.

    Next to the Gates of Time is a great castle with various architectural influences, but it is similarly inaccessible. Near the Gates of Time are small buildings that seem like they used to be meant for additional housing, libraries, and storage facilities, but the passing of time and natural damage to the world has left them inhabitable.

    Outside of this, the planet is cast in absolute darkness between wonders. Cities and civilizations were sparse and few between; very few would subject themselves to living on a planet that had such a strange, lonely energy about it. It is almost impossible to clearly map anything on Pluto due to the darkness. All light seems to be swallowed; flashlights and torches alike will only illuminate up to a step or two in front of the visitor. While the ground seems to be flat, there are strange chasms and holes that made it too dangerous to travel in the past.

    Most civilizations and towns were isolated because of this. There are very few places on Pluto that are not cast in absolute darkness, some of which include the ruins of old towns. The timelessness of Pluto means that these locations have multiple or varying aesthetic influences. Any one building may have aspects of different times and places. Another effect of the Gates of Time is that, outside of wonders which all seem to have decayed at the expected rate, buildings seem to decay at random rates. There may be one building that appears to have been abandoned for centuries, and right next door the buildings only looks to have fallen into a few decades of disrepair.

    Wonders, blessed with the magic of the Code, have the ability to dispel the darkness to some degree but Pluto always seems dark. Because of this, the majority of cities were built up around Wonders.

    Tall, silvery trees are the only visible foliage between wonders, but they appear as little more than silhouettes in the darkness. It is always cold between Wonders on Pluto--an obvious byproduct of the darkness.

    An anomaly on Pluto are the strange, blinking pools of blue water that appear and disappear at random intervals. In times long past, it would be possible to view past, present, or future without worry of interfering. Now, while visitors may still find these pools, if they look into them they will only see shifting white clouds that obscure the visions.


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Mon Oct 07, 2019 7:10 pm


Sanctuary on the Moon: The Moon Palace


About the Moon Palace

    The Moon Palace is a safe haven for Order Characters, outside of Destiny City or the threat of any sort of attack. It is located in the center of the Moon City, however the City itself is unable to be reached. Much of the Moon Palace is unavailable for exploration, either locked or magically sealed, or impossible to explore due to extensive damage. There are still many spaces which can be explored or utilized, especially with player plots! Travelling to the moon is unlike traveling to a Homeworld and does not count against a Cooldown, however you can only travel to the Moon Palace on the day before, day of, and day after a Full Moon by utilizing a special Moon Pearl charm. These pearls can be acquired from a Mauvian; there is a jar full of them in the Mauvian Headquarters. Once a Senshi Cellphone has been updated, the Moon Pearl simply merges into an app that can be accessed like their 'Home' button and can teleport them to the Moon City. If the character did not receive a Moon Pearl before upgrading, they can simply download the app and have immediate access without locating a Mauvian.

    Teleporting to the Moon Palace will always bring you to the same location: the most ruined part of the Moon Palace, an old spire which once held the stone from which the sword of Silver Crystal was drawn. From here you can see vast gardens that, while once meticulously maintained, have now grown freely. Vines stretch wildly over walkways and up pillars, and hang from the ceilings. There are walkways that are nearly impassable due to the thick growth.

    The palace, though ruined, is still in a usable state. There is rubble on the floor, some windows are shattered, and parts of the castle that have completely collapsed, but there is a full wing of the palace that seems to have sustained only minor or cosmetic damage. Some of the available rooms appear to be large reception rooms, and there is a massive library--though it is full of unreadable books. The language does not resemble any language on Earth and it does not seem like there is any way to translate it.

    Perhaps the most well-preserved portion of the palace is a hallway wing filled with odd doors of every shape, size, and color; some have no visible markings, however some have unrecognizable symbols on them. These doors do not open for anyone no matter how much force they use--however as more Senshi Courts have begun to appear it has become clear that the rooms in this Hallway, through some magical means, seem to be designated as Headquarters. Once a Court is formed, they can claim a room in this hallway. The Headquarters can be reached and unlocked for the first time through a Sailor Teleport, and though members of the Court can come and go as they please, no one else may enter without permission. Though Senshi Courts can reach their Headquarters through Sailor Teleport or through visiting the Moon Palace during the full moon, they cannot exit their Headquarters on days other than the day before, day of, and day after the full moon; the doors are mysteriously locked except when the Moon Palace would be otherwise accessible.

    The Throne room and the living quarters of the palace are still sealed by ancient magic. Large curtains of falling silver light prevent entrance to any of these places by anyone. This same light falls around the Palace, preventing anyone from leaving and exploring the city.

    While some outside ruins of the city are visible, great walls surround the palace and block out vision of the rest of the Moon City.

    Further destruction of the Moon Palace is not permitted, however restoration efforts can be pursued if players would like to plot for this!

    The Moon City is not visible to Earth due to magical cloaking devices designed to protect it. While science has observed a different gravity during our explorations of the Moon, Order characters are unaffected by this. In ancient times, the Moon City was capable of creating technology to maintain the gravitational pull in specific areas to ensure that all guests were comfortable, however powered characters are typically unaffected by gravitational changes. Similarly, the atmosphere within the Moon City mimics Earth; while powered characters are typically not affected by a change in atmosphere or lack of oxygen due to their powered nature, it is still worth noting that the Moon City has a synthetic atmosphere that could foster life from Earth.

    While inside the Moon Palace, all powered characters will notice that the gravity seems to be identical to what they are used to on Earth. If they were ever to leave the Moon City, the gravity would be the same as what has been scientifically observed.

The Celestial Theatre

    The Celestial Theatre is a large, domed room within the Moon Palace; it is separate from the rest of the palace and does not follow standard rules for visitation or arrival. Once, there might have been seats to accommodate guests, but the floor is currently empty. White marble walls give a timeless, ethereal look to the room, but it shows the telltale sign of age and disrepair. There are large cracks in the walls, and stained glass windows by the door have been broken out. At some point in time, a marble statue was completely blocking the door, but it seems as though it lost its battle with time and crumbled in such a way that the door is now passable.

    Celestial images are painted all over the white ceiling, and the whole thing is reminiscent of a living star map--only, it is impossible to tell what anything is supposed to be. The shapes on the ceiling move slowly, as if in real time; it is not a complete image of the sky, and sometimes shapes appear and disappear from view as they move to the edges of the map.

    Except, in the center of the ceiling, is a bright white star that seems to be constantly illuminated. Something about it seems strained, and all visitors will inexplicably know it is the Galaxy Cauldron, and will know Cosmos is there. Looking at the image of the Galaxy Cauldron fills any visitor with warmth.

    All visitors to the Celestial Theatre will find themselves with a five pointed star brooch pinned to their uniform. It shimmers with the blessing of Cosmos. While guests are here, they will have access to some information that was previously off limits--most notably, a console in the corner of the room. While it is badly damaged, when anyone wearing the brooch approaches, it powers up. Text appears on the console’s screen, it is illegible.

    However, the console responds to verbal inquiries as though it is an automated information kiosk. This console is capable of giving information about player worlds as would be known by the general public prior to the fall of the Silver Millennium. Players must get permission to obtain information about other players’ characters and worlds; because the machine is old and finicky, it may sometimes give information to one group but not another. The console can give as much or as little information about player worlds as the player decides; it cannot give canon information except in special plots.

    There is only one door leading out of the room and it leads into a long, empty hallway. While there appear to be arches and doorways, they have since crumbled and appear otherwise impassable--except for a small, open room at the other end of the hallway.

    The room shares similar architecture to the rest of the Moon Palace but the purpose of this room is difficult to imagine. There are no decorations. No furniture. No windows or doors.

    And yet, in the middle of the room, on a single pedestal, the piece of the Code recovered from the fallen Knight Academy sits. The Code is the source of energy that connects all Knights and grants them their individual powers, and this large piece is known as a Cornerstone Piece. This Code piece is sentient and can communicate with Knights with both words and images. When it chooses to manifest, it does so at the podium, and appears as a fine, glowing mist that seems to pulse and ebb as if it has some sort of heartbeat.

    This piece of the Code has been charged with energy and is capable of assigning new Wonders to unawakened Knights and Negaverse Agents who did not have Wonders in their past life. All Moon Knights must be assigned their Wonders by the Code Piece. The Code Piece has the ability to summon potential candidates to its room by the Celestial Theatre and can assign them a Wonder on the Moon. It cannot purify Negaverse Agents, but Cosmos can, and is easily reachable from within the Celestial Theatre.

    The Code can summon anyone to it, but it can only assign Wonders to civilians who would have otherwise remained unpowered, and Negaverse Agents who do not have a Wonder to protect; it cannot assign Wonders to awakened characters, Mauvians, or Velencians. A Youma or Half-Youma must be purified by a Royal and a Court but can be assigned a Wonder. The Code will only summon a Negaverse Agent who is ready to purify; any hostility will be immediately reject the Agent from the Moon. It is impossible to teleport elsewhere on the Moon, and the Celestial Theatre will not activate for anyone still aligned with Chaos.

    The Celestial Theatre has different accessibility rules than other parts of the Moon Palace; the Code can deliberately summon soon-to-be Moon Knights to it at any point in time. Any Non-Chaos character who is attempting to get into contact with Cosmos but cannot reach her, or who feels they need something but don’t know what, may be summoned here at any point in time. Once they arrive, the Cosmic Brooch will appear pinned to their uniform. The Brooch can be kept as a memento, but if they ever wish to return to the Celestial Theatre they must put the Brooch on and think about it. The Brooch will teleport them to the Celestial Theatre. Mauvians, Senshi, Knights, Phenomenal Cosmic Powers, and Vanguardians can earn this Brooch, and some civilians may also be eligible; anyone who attempts to visit with hostile intentions will be denied. Chaos characters cannot earn a brooch no matter what their intentions; they must purify to earn one. The Brooch can only teleport one person; they cannot bring a guest. However, once someone has earned a Brooch they can guide others on how to reach the Celestial Theatre. There are no cooldowns between visits and it costs no energy to travel to the Celestial Theatre; the Brooch can be used to teleport someone from nearly all locations, but it may not from in pocket dimensions (Such as Mirrorspace or Negaspace, or a Meta/Event location). Characters can travel to the Theatre and visit the Code Piece if they like but they cannot access other parts of the Moon through the Theatre. The Celestial Theatre does not follow the below rules for reaching all other parts of the Moon Palace.

Reaching the Moon Palace

    Only Order Characters have the ability to travel to the Moon Palace, however they can bring up to two powered up, Order-aligned guests with them. To travel to the Moon Palace, an Order Character must have gone through a Mauvian to obtain a small, magical charm that permits them to do so. This charm looks like a luminous little pearl, dangling on a looped string and is meant to be attached to Senshi cell phones or fastened to Knight Rings. A Mauvain may modify the Pearl into an accessory to be worn in such a way that does not require them to be attached to the phones or rings to be used. There is a large jar of these pearls at the Mauvian Headquarters, and any Guardian Cat can give them out. You may choose to RP this or just handwave that your character got their pearl somewhere. These pearls should never fall into the hands of a Chaos Agent but if they do, they become completely useless and cannot be taken apart or examined.

    If a Senshi cellphone has been upgraded, their Moon Pearl will naturally merge with the phone and download the Moon Palace App; if a Senshi has an upgraded cell phone but was never given a pearl, they can simply download the App onto their phone from a list of available apps. If their Moon Pearl was fastened into an accessory that they would like to keep, as long as it wasn’t attached to the phone at the time of upgrade, it won’t merge into it.

    When these pearls are activated, or when the App is pressed, the Order Character(s) are teleported to the Moon Palace. The pearl will glow brightly when there is a full moon in the sky, and the App will gently glow in the phone, indicating that it has the energy to carry them to the Moon Palace. To teleport there with a Pearl, a character only needs to look up at the moon and focus on it, channeling their energy into their thoughts; to teleport with the App, a Senshi simply needs to press and hold the app and do the same.

    This does not drain energy, and a pearl or App can be used as often as desired for the three day duration that it has the strength to do so. An Order Character may travel back and forth an almost infinite number of times during those three days, or stay at the Moon Palace for all three days. Once the Full Moon has ended, the pearl (or app) will lose its glow until it has recharged and is ready to be used again during the next full moon.

Rules for Moon City

  • Because the shop operates in real time, we use real world dates for the full moon. If your character is travelling to the Moon Palace, ICly it must abide by these dates but you do not have to start or finish your roleplay on the exact date. However, these roleplays should not be backdated more than three months.
  • The exception to this is if a Senshi is travelling to their Headquarters, but you cannot explore the Moon Palace if your Court is going to your Headquarters outside the dates of the full moon. If you have a need to utilize the Moon or a safe space for a group of Order characters outside of the full moon dates, please contact The Space Cauldron and we will try to work with you to set something up!
  • A character of any rank can comfortably take up to two Order guests who do not have pearls; because this does not use their own energy, this would not leave them drained. Chaos characters cannot travel to the Moon Palace under any circumstances; only Order characters can venture here. Even if they had the purest intentions, Chaos in any incarnation will be immediately repelled and returned to their previous location without even managing a glimpse of it. Civilians cannot be taken to the Moon City. If an Order character attempts to travel with any non-Order character, the Pearl/App will teleport them, but not their non-Order guests.
  • There are restricted places in the Moon City for a reason; you cannot venture anywhere that is off limits and you cannot leave the Palace.
  • These roleplays should be done in the Deep Space Subforum. You can do more than one roleplay per visit, but you should include the date of each visit in each roleplay.
  • If your character is trying to stay on the Moon, they can only stay until the day after the Full Moon; because the natural defenses of the Moon City, and because the power of the pearl/app would be waning at that point in time, it would automatically send you back to Earth.
  • Characters cannot have past life memories of this location unless they have staff permission. It should not be expected that any memory that includes interaction with the Royal Family or any other canon character will ever be recovered.
  • While it may be possible to find unique things on the Moon, you must send these in for plot approval! If there is something your character is interested in researching, please let us know and we will work with you!


Moon Palace Visiting Dates: 2025

    (December 14-16 2024)
    January 12-14
    February 11-13
    March 13-15
    April 11-13
    May 11-13
    June 10-12
    July 9-11
    August 8-10
    September 6-8
    October 5-7
    November 4-6
    December 3-5
PostPosted: Mon Oct 07, 2019 7:11 pm


Olympus

    Olympus is a very special wonder on Mars and the home of one of the largest pieces of 'The Code'--the source of energy that connects all Knights and grants them their individual powers. Olympus has no single protector and is instead protected by any and all knights when necessary.

    Around Olympus, dry, warm, red sands stretch far into distant deserts and canyons. Olympus itself is a grand Coliseum, eaten and degraded by war, sand, and time, and stands proud and marvelous against the desolate skyline. Though battered by the hammering of wind for a millennia, it remains mostly intact, and rises hundreds of feet overhead. It can make even the largest and strongest of Knights feel dwarfed in its presence. The Coliseum has large arched doorways, and was designed to accommodate a large number of Knights.

    Within the walls, the interior of the Coliseum is far less touched by time and wear. The Coliseum floor is tiny, far too small for actual battle or tournaments, and instead hosts what appears to be an ancient podium. Around the floor is ring after ring of bench-like seating that inclines a bit at each level. There are enough seats to accommodate hundreds, if not thousands.

    Olympus has acoustics that aid in carrying voices easily, meaning that anyone can be heard from anywhere; anyone choosing to speak should be careful of what they say--even whispers can carry.

    In the past it was used as a place for meeting and discussion. Knights from all around would gather regularly to update themselves on what was going on in the universe, and in times of need it was one of the place for discussions on strategy and how to proceed.

    In the present, it is harder to access due to the fragmented nature of the Code and the lack of unity and power across the universe. A large piece of the Code, known as a Cornerstone Piece, is housed here. This Code piece is sentient and can communicate with Knights with both words and images. When it chooses to manifest, it does so at the podium, and appears as a fine, glowing mist that seems to pulse and ebb as if it has some sort of heartbeat.

    This mist can manifest in many forms, but it is most commonly seen as either a soft, glowing orb, or an oversized scroll. It can take any form or color that it wills, though it always appears more as a silhouette than a detailed shape.

Rules:
  • Olympus cannot typically be visited on its own; as a unique Wonder and resource available for the Knights, Olympus itself will summon Knights. A Knight who may need to utilize Olympus, or need a place to host a gathering or training, may be invited to do so with plot permission. OOCly permission must be granted before Olympus can summon a Knight (or group of Knights).
  • Because of the unique circumstances regarding Olympus, there is technically no cooldown; Knights can come as often as they are invited to. A Knight may also reject the invitation. When Olympus is open, it will feel like a little tug on the Knight's mind; by focusing, the Knight can travel there. Similarly, a message may be sent in advance.
  • Only Knights can access Olympus. They must be invited, and cannot bring guests from any other faction.
  • All Knight Wonders have a piece of the Code hidden within it, however a Cornerstone piece of the Code remains on Olympus. This Cornerstone piece contains a huge amount of power, and while all pieces are sentient, this one has power enough to speak and communicate. The Code has no form; instead, it appears as a glowing light that can take on vague, misty shapes. While it does not always manifest in Olympus, it is always there. It can be communicated with, with staff permission, but otherwise it can remain absent.
  • Severe misbehavior in Olympus may be met with consequences by the Code and disruptive Knights may be evicted.


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sat Nov 28, 2020 5:44 pm


The Surrounding


About the Surrounding

    The Surrounding is a magical rainbow bridge that presently encompasses the galaxy. In its prime it was able to defend against and block out nearly all threats to the Galaxy. In present day, like all Worlds who have existed without regular its regular protectors, it has fallen into some decay. Many parts of the bridge are broken and can no longer prevent threats from deep space from passing through.

    The Surrounding was created by the Zodiac Kingdom, which was in close alliance to the Silver Millennium. The Surrounding was created and powered by the force of Princess Chronos, her Prince, the thirteen Zodiac Senshi, their Guardian Cat, and Chronos' Handmaidens. They created a barrier strong enough to hold all Chaos at the very edges of Silver Millennium space.

    Instead of Homeworlds, the Zodiac Senshi have Outposts on the Surrounding. In addition to the Zodiac Guard, Chronos Knights also have Wonders located on the Surrounding.

    Chronos Knights can bring guests to their Wonder, like all other Knights, but there are some things to keep in mind. Chaos characters can be taken to individual Knight Wonders, but cannot exit the Wonder. If they attempt to, they will be immediately ejected. Absolutely no Chaos character or civilian can step foot on the Surrounding or they will be immediately ejected and sent back to Destiny City.

    In addition to the Zodiac Guard and the Chronos Knights who can travel to their Outposts and Wonders on the Surrounding, any Order character with a Surrounding Passport can also visit the Surrounding! Surrounding Passports can be handed out to Order characters by any Chronos Knight or Zodiac Senshi. Characters visiting the Surrounding with a Passport cannot enter any Wonder or Castle without permission from the associated protector.

Appearance

    The Surrounding is a glistening, rainbow bridge that surrounds the Sol planets. There are structures and outposts, each connected by a gossamer-seeming road, as wide as a four-lane highway, of multiple colors, with a golden, whimsical barrier which appears only when someone is about to fall off the provided road. Near each Outpost, the Surrounding takes on an appearance to match the outpost it nears, based on the Senshi that guards the outpost.

    The Surrounding is fractured and shattered in many areas and anyone exploring must be very careful when crossing. The rainbow road falls away in pieces, with only the very edges being passable. In these areas, there is no magical barrier to catch someone before they fall. Falling off of the Surrounding does not guarantee death, but there is no telling how far one may fall or drift; there are areas around the Surrounding that seem to be dead space, preventing anyone who has fallen from immediately teleporting to somewhere safe, be it their Homeworld or Wonder, or back to Destiny City.

    All Zodiac Outposts, unless otherwise plotted with the Zodiac player, are protected in an impenetrable pink bubble. These cannot be broken down by force, and attacking one of them may result in a character being ejected from the Surrounding.

The Surrounding Passport

    Long ago, Surrounding Passports were gifted to the diplomats who visited the Surrounding from worlds all around the universe. Now, they are given to Order Characters who can be counted on as allies of the Zodiac Guard or any Chronos Knights. These Passports are the only way for a non-Zodiac character to travel to the Surrounding unless brought to an Outpost or Wonder as a guest.

    The Passport can teleport someone to the Surrounding as often as they could naturally travel to their Homeworld or Wonder (once every three weeks for first stage characters, twice every two weeks for second stage characters, once a week for third stage characters, and half the natural time for Transcended characters). This cooldown is separate from teleporting to their Homeworld or Wonder, and even Chronos Knights can use the Passport to travel to the Surrounding and then their Wonder, though they will not gain additional past life memories as if they had traveled directly to their Wonder. The Passport can alert any wielders to Chaos assaults in space. The passport will get very and the symbol of the Outpost being attacked will glow. Owning a passport will allow you to travel very quickly around the Surrounding. There is also a limited ability to control where the user arrives on the Surrounding; the passport has 12 glyphs corresponding to each Zodiac Outpost and the, when touched, will teleport the user to a location near the selected Outpost.

    The Passport cannot travel more than one person; it will only function for the user who made an oath to protect the Sol System. As these users are guests, they cannot bring their own. Characters cannot access any Wonders or Outposts simply by having a Passport; these are private locations and you must have player permission to enter them.

    Passports cannot be stolen or shared; while they appear as a small charm that could be attached to a senshi phone or Knight Ring or otherwise carried. If a Chaos character tries to interact with it, or if someone else tries to handle it, the Passport will become incorporeal and they will not be able to touch it. The Passport is not a communication device; it can only relay when the Surrounding is being threatened.

    Acts of violence committed while on the Surrounding will result in characters being ejected and returned to their previous location.

Obtaining a Surrounding Passport

    Any member of the Zodiac Court or any Chronos knight can assist in providing a Surrounding Passport. Possessing a Passport indicates that the user is willing to assist in protecting the Surrounding from attack. While individual Zodiacs or Knights may plot for additional steps, in order to obtain a Passport, a character must clasp their hands and swear to protect the Sol System.

Quote:
Due to the unique nature of the Surrounding being so deeply ingrained in the history, lore, and creative endeavors of the Zodiac Court, players cannot submit plots for events or new lore to occur here. While your characters may visit the Surrounding, you must abide by all rules and respect that this area is important to the players who worked to release it for the shop. Players of Zodiac Characters have more freedom in this regard and may contact the shop mule if there is anything they ever want to do for their character!

Information about personal character owned locations is based off of previously written information guides for the Zodiac Court for shop use.
PostPosted: Sat Nov 28, 2020 5:44 pm




The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sat Nov 28, 2020 5:44 pm


RESERVED
PostPosted: Sat Nov 28, 2020 5:45 pm


RESERVED


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sat Nov 28, 2020 5:45 pm


RESERVED
PostPosted: Sat Nov 28, 2020 5:45 pm


RESERVED


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sat Nov 28, 2020 5:45 pm


RESERVED
PostPosted: Sat Nov 28, 2020 5:45 pm


RESERVED


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sat Nov 28, 2020 5:45 pm


RESERVED
PostPosted: Sat Nov 28, 2020 5:46 pm


RESERVED


The Space Cauldron

Captain



The Space Cauldron

Captain

PostPosted: Sat Nov 28, 2020 5:46 pm


RESERVED
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Deep Space: Homeworld Exploration

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