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Bishoujo-senshi Mahou-shoujo
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Posted: Sun Nov 07, 2021 3:34 pm
Erytheia Wonder of Cosmos “These are the Shrine Gates of Erytheia. They have stood closed for generations and will be closed for generations more and they belong to you now. No one truly knows what is behind those doors. Even I have not seen them open. Legend says that they lead directly to the Cauldron, yet other tales say they lead to the truth, and countless others say the light on the other side of these gates can judge if a starseed is truly ready to return to nothingness to be reborn. What its true purpose is had been lost to time. All that is known is that the knight of Erytheia guards it and that it will only open when it is needed most.” - Yuki, previous knight of Erytheia Climate: His golden eyes shone for a moment as he looked up at the sun, now just starting to set. Beyond that sun, beyond this Earth. Beyond even the stars whose light could barely be seen from this small corner of the Milky Way. It was waiting for him there in the starlit sky as it always had - Erytheia. The world of Erytheia floats freely in space. It orbits no known star. It occasionally drifts into the gravity of a nearby system, but only for a short time. Aside from these brief movements, the sky of the world the wonder sits is a starry sky, an eternal twilight. Always a wind blows, its source unknown. Since the lighting of the Beacon, the sky has appeared as if at sun-set. Environment: A star was low in the sky of Erytheia casting soft light on the blue-grey stones as if waiting for just the right moment. When the evening sky was just right, it would reflect against the vast barren plains that made up the island. The land itself would appear to shine - like when you hit a crystal just right in a certain light - and it looked like an endless field, a prismatic sea that never ended. The land of Erytheia is but an island of blue-grey to violet stone. The winds and lack of a consistent sun rarely allowing for much more. Still, in some higher areas, there are fields of a rare flower called the starseed bloom. Water sources are rare and considered sacred. It is said since the land is flat that all streams flow to the edge of the world and fall off into the empty sky. Structures: He would have to catch up to him now - and Yuki was like the wind, always hard to grasp and even harder to understand. It felt like forever as they went. Past the lonely little wooden torii that were the only things that existed on the whole plain of Erytheia besides the tree. Or so, he thought. Few structures are known on Erytheia. Being an outpost and an area of rest for starseeds, few locations around the main gates show any sign of use. Small torii gates sometimes appear across the landscape. It is thought that notable starseeds once rested there on their long journey to rebirth. A large, golden tree houses the wonder’s piece of the code. After the Chaos Seed in its core was destroyed, the tree must regrow again. The Code Piece now resides in the crystal Beacon. The Moon Wells are active once more for starseeds to rest. Notable Locations: It was a large gate - one far larger than any of the other torii he had seen on the island - and instead of being open to the sky, there was a double door made of an old grey stone between its arches. The massive door was carved with strange circles and the light of the sun was just beginning to shine through one of them. The beam of light hit a circular dais of a polished stone below it. The dais was just as large as the door, if not larger, and it had runes painted on it in blues and pinks and lavenders and golds and, in the center, a round indentation. The Shrine Gates of Erytheia. It is the main structure on the strange land that floats in space bound by no known star system. The Gates are the reason the whole landmass exists. It is said that the Shrine Gates are Erytheia. And this is very likely the truth or, at least, the closest thing to truth known by its knights… Other Notes: Erytheia is said to be extremely near the Galaxy Cauldron, but since no one but Cosmos knows the true location of the source of all starseeds’ rebirth, this is unconfirmed. It is shaped like a star. Life:In the past, it was said that a herd of unicorns formed the plains of Erytheia with their hooves; none have been found in the present day. Here is what currently exists on this self-sustaining world: * A glowing, translucent butterfly (15 cm); magenta. Attracted to beings or places of power. * A glowing, translucent butterfly (15 cm); red. Attracted to feelings of love. * A glowing, translucent butterfly (15 cm); red-orange. Attracted to feelings of anger. * A glowing, translucent butterfly (15 cm); orange. Attracted to feelings of confidence. * A glowing, translucent butterfly (15 cm); orange-yellow. Attracted to feelings of joy. * A glowing, translucent butterfly (15 cm); yellow. Attracted to feelings of hope. * A glowing, translucent butterfly (15 cm); yellow-green. Attracted to feelings of kindness. * A glowing, translucent butterfly (15 cm); green. Attracted to feelings of growth. * A glowing, translucent butterfly (15 cm); green-blue. Attracted to feelings of curiosity. * A glowing, translucent butterfly (15 cm); blue. Attracted to feelings of sadness. * A glowing, translucent butterfly (15 cm); blue-purple. Attracted to feelings of acceptance. * A glowing, translucent butterfly (15 cm); purple. Attracted to feelings of courage. * A glowing, translucent butterfly (15 cm); purple-red. Attracted to feelings of guilt.
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Posted: Sun Nov 07, 2021 4:16 pm
Scylla The Homeworld of the Senshi of The Kraken Environment and Climate:
Mild and breezy, Scylla has a day-night cycle with shorter days, longer sunsets and sunrises and an earth-like night. Scylla's surface is around 90% ocean, and there is bioluminescence everywhere. Water? Glows. ✓ Plants? Glow. ✓ The World Pillar? Glows. ✓ Buildings? Some of them glow. ✓
Plants move in dizzying streaks of color, and in the sky above the World Pillar almost blocks parts of the stars with its massive coral branches, holding up the Sky Islands. Which- you guessed it- have bits of plants that glow on their underside. (✓)
Scylla does have rain and storms, and quite frequently as well. The water from these storms is only rarely cold, and same as with the ocean the rain carries with it a briney scent, but a faint hint of sweetness on the tongue. Their storms will never get worse than the equivalent of a category 4 hurricane; while it can cause destruction, it will rarely decimate the local ecosystem.
Scylla has one major Sea Island that is around 200 square miles, with an assortment of smaller, scattered sea islands that tend to be no larger than 40 miles. In the past this land could easily be used for farming and supporting livestock; Scyllan farmers used a method not unlike the terrace farming used by several Earth cultures to maximize their arable lands. There are really no distinct seasons on the asteroid, though there are warmer and colder period based around the ocean currents and cycles.
The Floating Mountains- or Sky Islands- have more distinct seasons than the sea Islands, having greater access to external stimuli and more direct access to the sun- or the lack thereof. Forests are limited to the Sky Islands; most livestock would live there as well. The Sky Islands have much more consistent weather- the effects of the storms are lessened, but their rain is more frequent. The frequency of the rain feeds into the Great Waterfalls, which fall from the Sky Islands and form the occasional lake and river, or pass nutrients and debris from the land above into the sea. The underside of the Sky Islands are mostly mist and roots; many of the roots make pathways to the Ocean and the Sea Islands below.
The final biome where humans and earth creatures could survive, the Grottos, are at a constant- they are cool and moist, with no access to sunlight, only natural luminescence from subterranean flora and fauna. The Grottos do, however, have access to thermal vents, circulating warm, nutrient-rich water to keep the area habitable. There are few access points to the Grottos from the Sea Islands, and most of them would require dive access or seafaring mounts to reach.
Structures:
The most important discovered structure is the White Temple, and the village on its Island; both are named Asulon (Refuge/Sanctuary), and the name could refer to the Temple itself, the village, or even the Island as a whole.
The Sky Islands have the remains of wooden villages and storage; these villages were built to be collapsible, as the Nephelai who lived there were highly nomadic, following animals and rotating their lands frequently as battles between clans were won or lost.
The Grottos remain undiscovered by the modern-day Scylla. Most of the Grottos are caves built in to the islands, but there were also some that existed in the large coral reefs that decorated the sea beds. The Haliai frequented the Grottos, and there were not structures for them so much as caves. The only exceptions to those were in undersea towns that were created by magic, and cannot be accessed without it.
Notable Locations:
The World Pillar:A large coral 'tree' that rises from the Scyllan ocean and fills the sky above. The Pillar is visible from almost any point on the Asteroid, and it emits a magnetic and gravitational field that keeps the Sky Islands in the air. The Pillar was the central focus of many rituals in the past, and Messian Gems can solely be found near its roots.
Asulon:Refuge; the island of the Scylla. This town is on the largest landmass on the Scyllan Homeworld, and in the past it was considered the only place on the asteroid that was safe for off-worlders. At around 200 square miles, it is around the size of the Earth-based island of Guam. The main focus of the Island is the town itself, filled with white-walled buildings that are streaked with bioluminescent paint that can only be seen at night. And some time-grime, though most of that is long-vanished. The shutters over the windows have all been repaired as if by magic, but the modern-day Scylla herself painstakingly repaired many of the cloth awnings and draperies, replacing time-worn dyes with new, vibrant hues.
Asulon also includes the White Temple, which was more of a complex than a singular building. This multi-leveled temple rests on a hilltop, overlooking the town below. From a distance it seems an oversized Greek-style temple, with large columns and bowls full of an ever-burning substance; but where a Greek temple would be more open, the White Temple served as Scylla's home. Behind the pillars is a fortress. There are hidden passages in parts of the walls, a throne room with a Kraken throne, outer-buildings for off-worlders in the event of a war breaking out (not as infrequent as one might think); and below it all, catacombs with something akin to a terra cotta army of the most beloved spouses of previous senshi, all guarding a room in which the funeral jars of almost every Scylla rests. Only Scylla or those permitted by them are welcomed to this chamber. On the second level of the temple 'proper' are the living areas for temple workers and guests; the third level was for the Scylla and their wives and children. All of these levels look down upon the main hall, much like a hotel atrium. In the far distant past the temple would have been open to the sky, but at some point in the very distant past there was a clear, glassy roof put over the atrium to allow in light and protect the building, powered by a magic not unlike that which enabled Scyllan underwater cities.
Other Notes: Player Distributed item: The Messian Gem - A small gemstone, no larger than 2" in any direction, that is obtained from the planet Scylla after completing the Adulthood Ritual with Sailor Scylla's support. These items are seemingly non-magical, apart from their natural inner glow and casting a small bit of light; however the bearer may find that in moments of stress and strain (or very hot summers) that the gems are particularly cool to the touch and soothing, offering a calm respite and feeling of security and safety. They make excellent worry stones, or all-natural water bottle replacements. Self-Sustaining, Livable World: Yes! (Mule approval received November 8, 2021) Fauna Unlock Rules:30 cm / 12 in. non-magical insects; Palm-sized small reptiles, amphibians, birds, and mammals: 2/week (Transcended) without approval Special Large or Magical animals: 1/month (Transcended bonus), 3 finished rps/solos over 500 words with mule approval. Fauna Unlocked:
Meta Participation: 3 species of small bugs
- Melitza Bees: Their name is a reference to the Ancient Greek word for bees... μέλισσα... or Melissa. About the size of earth-bound bumblebees, Scyllan bees are... a little different. These insects can travel between sea and sky with no issues. Their flippers have retractable bits (akin to earwigs, with their retractable wings) that turn them into wings so they can cross-pollinate from the ocean to the Sky Islands. They are a deep blue, with bioluminescent stripes and bits; their 'hair' is thick and dense, insulating them from the cold and wicking away water when they make it above the water line. - Glainos Crabs: Their name is a reference to the ancient greek word for 'crab' and the word glaukos; the ancient greeks are commonly believed not to have perceived blue in the same way as we do today. Growing a little larger than the Earth equivalent, the Blue Crab, these crabs are, as with many other Scyllan species, bioluminescent. - Gossamer Worm: A hairy sea worm, almost directly similar to its Earth counterpart. The colors of its bioluminescence may vary.
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Posted: Sun Nov 07, 2021 4:37 pm
AthaliaThe Homeworld of the Senshi of Hercules Beetles...
The Surface World
Climate:
Athalia is a land of intense metallic shard storms that often come with only the smallest warning. The land itself reacts to the approaching shard storms by 'resonating' at a frequency that the Athalian Hives could hear. At which point they will sound the alarm to any visitors and draw them underground for safety. Unfortunately this warning system no longer exists and one will need to tread carefully and stick to sheltered areas where possible.
When these shard storms are not active, Athalia is a planet of intense humidity and heat. At heats warmer than the tropics at the equator of the earth, the planet can prove to be challenging to those who are accustomed to cooler climates.
Geography & Environment:
Immense bodies of water surround continents of rolling hill and towering mountains. This is a region of extremes, with lands either far below sea level and shielded by looming slopes, or towering ranges. Nevertheless, that which isn't comprised of water is completely covered by vibrant, tropical plant life. While the leaves are traditionally green, it is safe to say that the flowers, ferns and wild life that dwell within were bursting with colour.
Structures:
Athalia was well known for its mega-structures, with enormous pyramids rising up from the ground and towards the sky. Surrounding each pyramid are four monoliths, each with large 'rivers' of light that flow beyond the clouds.
On the largest continent of the planet a monumental structure exists, comprised of one pyramid rising from the earth, and another flipped upside down to balance carefully upon the top. Surrounding this hourglass-like pyramid, there are four megaliths, imposing in their own right and etched with runes. Similar to their smaller brethren these monoliths have 'rivers' of light flowing from the base and upwards into the sky to disappear beyond the clouds.
Upon each massive pyramid there exists a peculiar oval gate.
While these structures may look particularly impressive these are merely 'doors' and once entered, will reveal ornate caverns. An endless warren into a cavernous and expansive network of cities, towns and villages that lurk out of sight.
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The Planet Interior Secrets lurk beneath the surface, offering solace from the intense heat and weather above...
The Core
The Core was a region of the Hive that was only accessible to the Hive Queen and the Primes. At the very deepest region of the warrens this peculiar seed-like object is housed. The walls dimly lit, with lovingly crafted mosaics and murals upon the walls. It is safe to assume that the Core does nothing in particular, though Athalia would prefer that you didn't touch it.
The Coliseums
A Training complex used by the military wing of The Hive. Immense in size it has several large regions that act as both arenas and war zones to conduct games. These range from large caverns, to pits and trap laden halls, to large canyons.
The Staging Grounds
Though traditionally empty in times of peace, when in times of conflict or strife this massive 'hall' within the Hive Core would be filled to the brim with troops. With large circular gates pressed firmly into the walls, it is safe to assume that these were used to travel great distances in order to deploy their troops.
The Chambers of Commerce
These large and open caverns were the primary region within each Hive section to conduct all things 'business'. Regardless of which entrance to the Hive was used, and which Chamber of Commerce was visited, it can be assumed that they all looked identical. Some stalls may be preserved with their goods still on them, but any items with text upon them is not possible to translate. Those who find anything in this area are free to speculate though.
Most diplomatic meetings were held within these Chambers as this was one of the regions closest to the surface and therefore more accessible to outsiders.
The Dominion of Rest
Comprised of Labyrinths, the delicately lit Dominion of Rest are the areas of each part of the Hive that housed its denizens. For want of a better explanation these were the 'home' districts of the Hive and were often decorated to the tastes of each individual. Though there were often similarities between each of these homes as you wandered the halls, those who had travelled more extensively did tend to have more quirky trinkets either on display outside the heavy curtains of their home, or displayed on the window sills within.
These preserved trinkets can still be found today, though they possess no special properties of note.
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Other Notes:
Though the Athalians have long vanished from the planet, the mega-structures and the warrens within have been preserved. With Athalia's continued visits to his Homeworld the surface world both in terms of plant life and climate are beginning to return to the same state that they had been a thousand years ago.
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[SPECIAL] Fauna Unlocked: List of fauna unlocked by Meta or RP requirements...
Hercules Beetles: Where else in the solar system would the Hercules beetles lurk than the Homeworld of their senshi? At 7 inches (the same as their earthen counterparts), these insects would look almost identical to their counterparts were it not for the thick carapace over their wings to protect them from the shard storms.
Peacock Spiders: Odd, colourful spiders that are approximately 5cms in size. While they prefer to ignore those around them (other than each other), these Athalian variants are known for their very vibrant colours and colours. They will often shine in the sunlight due to the metallic pigment on their hair. If watched for long enough, they can be caught dancing with each other. They seem to be communal rather than solitary.
Katydids: No more than 7cms in size, these odd and leaf-like creatures blend into their surroundings almost seamlessly. Among the thick foliage of the jungle it is almost impossible to spot them unless you see the slightest flicker of their wings. They have a dislike of the heat and will 'sleep' during the day, coming out at night to feed. While in flight they can be tracked through the air by the peculiar shimmering mist that is left in their wake.
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[SPECIAL] Homeworld Sustainability Status: Has the homeworld attained the ability to house and sustain small numbers of individuals...
N/A - Athalia is not yet capable of supporting human life or other complex mammals.
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Posted: Sun Nov 07, 2021 6:04 pm
Kerberos, the MoonThe homeworld of the Senshi of Asphodel, moon of Pluto, on the outer edge of the Sol System....
Climate: Warm and Mediterranean. While the planet is not in perpetual summer, and there are some seasonal changes, it rarely gets below 50 degrees Fahrenheit as measured by Earth systems. There is a rainy season that creates the closes there is to a Kerberan "winter." It is also perpetual night, on the outer edge of the universe, and thus most life on Kerberos has developed bioluminescence
Environment: Kerberos is mostly flat, and in the past, hosted a wide variety of unique plant and animal life, particularly many unusual varieties of asphodel flowers.
Structures: Kerberan architecture brings to mind ancient Greece as filtered through fantasy elves; buildings are usually made of plaster, and are big and airy, to allow for plenty of circulation of wind. Especially important buildings are usually built out of Kerberan marble, which is veined in the same red color as an asphodel's bloom. In the past, it was common for bioluminescent climbing asphodel to be allowed to grow up the outside of buildings, in order to provide a natural outdoor light source.
Notable Locations:
Capitol City: The largest and only true "city" on Kerberos; most of the asteroid was taken up with farming villages, but there was indeed one grand city that gladly welcomed visitors to the world. It bustled with locals and pilgrims alike, and at the heart of the city was the temple complex that housed Sailor Kerberos and the planet's priests. The Temple: Really more of a vast temple complex in the capitol city, this building and its surroundings were the home of Sailor Kerberos and the priests that presided over the planet. In the center of the complex, behind the main building, a vast ornamental garden made for a quiet space for contemplation. The temple also featured quarters for visitors from other planets. The present Sailor Kerberos has spent most of his time here.
Other Notes:
Self-Sustaining World: UNLOCKED
Unlocked Fauna: Three species of insect from Meta Participation
Whisperwing Butterflies: Bioluminescent butterfly-like insects native to planet Kerberos. They most often appear in shades of white, silver, or pale blue, and have wings that are transparent except for the lacelike bioluminescent patterns that mark them. Extremely rare ones may appear in red. Windsong Crickets: Bioluminescent crickets native to Kerberos. Their song is usually akin to that of a violin, and early Kerberan instruments were first developed with the intent of replicating Windsong Cricket tunes. However, when startled, they still sound like a violin....just a very poorly played one. So, y'know, don't startle the crickets. Reflection Moths: Reflection Moths are generally white, silver, or pale blue, with bioluminescent red or gold markings that form patterns reminiscent of flower petals on their wings.
Small Mammals:
Small Foxes: The smaller variation of Kerberan bioluminescent foxes. Typically blue or white, with varicolored markings, they glow in their natural habitat. These creatures are extremely friendly and curious. Kerberan Miniature Rabbits: Bunnies, usually black or white with blue or red bioluminescent markings, these little critters feed on the native flora and are very excellent for cuddling. Kerberan Rabbits: Te full rabbit-sized version of the mini bunnies! Kerberan owlcat -- one of the few non-bioluminescent forms of life on Kerberos, these creatures have the body of a housecat with the face and wings of a barn owl. They also have an owl's silent flight capability. The present ones behave mostly like domesticated cats, and are all too happy to approach visitors for scritches and treats.
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Posted: Sun Nov 07, 2021 6:29 pm
MetisHomeworld of the Senshi of the Third Eye . . . At a Glance . . .
The asteroid of Metis came with two very distinct regions. The large flat area was once an immense lush field dotted with dense forests and crisscrossed by rivers. The fertile plains stretched from the pointed tip to where the rolling hills pushed the land upward and outward. Where the flat region ends, the hills begin again along the sides, quickly turning into rocky mountains, though few boast intimidating heights. The mountainous region was what stood as the second most distinctive terrain of Metis, its grays, browns, and jagged appearance a sharp contrast to the greens, golds, and soft rolls of the plains and hills. Trees could be found in more dense forests of the hills, though the most impressive could be found closer to the base of the mountains before slowly beginning to dwindle down in size as the land got higher. Shrubs and prickly vegetation was all that could be found at the peaks of most of the mountains, and only one peak reached a high enough elevation to gain even a frosting of snow. Rivers ran from the few mountain springs hidden deep within the stone, feeding the plains and forests' need of water quite well. A few ponds and small lakes be found between the hills and dotting the plains.
The Asteroid . . .
Climate: Metis is a land of temperate climates. Green can be found nearly year round. Intense rain and wind storms happen at intervals, especially during the summer and winter. While rare, frost happens during winter nights, though actual snowfall and, at worst, blizzards are exceedingly rare. This allows for multiple long, fruitful different planting, growing, and harvesting seasons for different crops.
Environment: The asteroid of Metis came with two very distinct regions.
The large flat area was once an immense lush field dotted with dense forests and crisscrossed by rivers. The fertile plains stretched from the pointed tip to where the rolling hills pushed the land upward and outward. Where the flat region ends, the hills begin again along the sides, quickly turning into rocky mountains, though few boast intimidating heights.
The mountainous region was what stood as the second most distinctive terrain of Metis, its grays, browns, and jagged appearance a sharp contrast to the greens, golds, and soft rolls of the plains and hills.
Trees could be found in more dense forests of the hills, though the most impressive could be found closer to the base of the mountains before slowly beginning to dwindle down in size as the land got higher. Shrubs and prickly vegetation was all that could be found at the peaks of most of the mountains, and only one peak reached a high enough elevation to gain even a frosting of snow. Rivers ran from the few mountain springs hidden deep within the stone, feeding the plains and forests' need of water quite well. A few ponds and small lakes be found between the hills and dotting the plains.
Countless underground tunnels stretch throughout the asteroid. These systems range from small indents in the rocks of the Divide, to massive gaping holes in the mountains that meld into complex, winding things. Some are flooded while others have a more gentle access to underground streams and lakes. Cave entrances can be found within the Drift as well, many having been found to connect down into larger systems that wind up into the Divide.
The most prominent inhabitants of this underworld were canine-esque creatures, similar in size to a fox, with dark fur and large paws. Though predominantly underground dwellers, they were known to travel above ground hunting game within the forests. Or livestock. Massive ears--almost twice the size of their own heads--moved independent from one another, perfectly tuned radars. Their immense paws were incredibly sensitive to temperature and terrain changes. It was also believed their nose was the strongest of any creature that resided upon the asteroid. Indeed, these senses were necessary--these creatures do not possess eyes, not even locations for them to have once existed within their skulls. Instead, large, flat bone was set over the top of their heads where their foreheads and eyes would have been. It was believed this enlarged area, one that is armored even, was where their most valuable sense organ was located: the source of their echolocation. These creatures made constant sounds, listening with their massive ears to pick up exactly where the echos return from. According to mythology of the asteroid, these creatures possessed a similar form of sight as their patron senshi, and it is believed the first Sailor Metis was gifted her ability from these original inhabitants of her world. While likely untrue, it was a popular story among the natives.
Structures: Remains of towns and cities can be found here and there within the plains, all constructed of stone and some wood. All keep a similar structure of a central building of worship--either incredibly high with a dome at the top with no visible windows, or one that stretches deep into the asteroid with again no windows to the surface--with the residences surrounding the circular grounds outside the central building. Buildings for crafters come next in the line, to keep the scents of some of some away from the homes, with the farm lands forming around the towns from there. Remains of stalls and smaller shops still can be found within the central square.
Notable Locations: xxxxxxxxThe Drift - This is the name of the wide plains and hill area where most of the people of Metis seemed to have settled.
xxxxxxxxThe Divide - This is the name of the collective mountain range. There are various mountains of varying heights here, some of which bear remains of cities, towns, and small villages. Some seem to be empty save dark spots where large maws of cave entrances can be found, or smaller ones hidden amongst rocks and shrubs.
xxxxxxxxThe Conduit - The highest mountain within the Divide was called the Conduit. Ancient tunnels--both natural and some suspected to be carved by the first settlers of the asteroid--lead into the deepest part of the asteroid, connecting to other tunnels that stretch out to the rest of the asteroid. The Conduit at its peak contains a domed room with seven small holes at specific points. At specific points of the year, certain stars or planets are visible from these holes, visible to any standing within the very center of the dome. The dome itself is carved intricately from over the centuries, though no lights are allowed within the structure. This same domed room is repeated at the bowls of the mountain, though no star points are carved in. Instead, large, precious stones are set into a mechanical structure near the ceiling to replicate the location of the planets and certain stars. The entire structure can be moved manually to properly depict celestial locations. The entire mountain is considered the most spiritually empowered point of the asteroid, thus its name.
Other Notes . . .
Other Notes: (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?)
Unlocked Fauna . . .
Three Species of Insect (unlocked via alien meta participation) xxxxxxxxx-- xxxxxxxxx-- xxxxxxxxx--
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Posted: Sun Nov 07, 2021 6:53 pm
MorganHomeworld of the Senshi of Gateways . . . At a Glance . . .
Morgan is an asteroid with few natural resources. Its wild weather and drastic shifts in climate, along with most land masses being underwater, keeps the majority of its lifeforms below ground in large tunnels and caves big enough to house full cities. Most of these territories are connected to one another via teleportation gateways powered by highly energetic crystals that do grow naturally within the asteroid.
Construction of such teleportation gateways was the primary exported service the people of Morgan offered, a very discrete practice that ensured the privacy of client information in exchange for necessary supplies and services in trade. While many common folks could offer smaller gateways to potential customers off-world, this service was largely restricted to being obtained from the Senshi of the world, and required a contract and specific vows to obtain.
Mercenaries were another service that was discrete and offered in trade of necessary resources and supplies for the people of Morgan. Due to their lack of natural ones upon their own world, few people remained long on the asteroid, and quickly joined guilds for tradesmen, craftsmen, and mercenaries, in order to support their families... or leave the asteroid entirely.
The Asteroid . . .
Climate: The asteroid is, largely, a cooler world. Its somewhat oblong orbit around the sun means the majority of its year is spent further away in cooler regions of space. The tilt of its orbit causes one pole to stay closest to the sun during its cooler, distant period, while the close, warmer period is causes the other pole to remain the closest to the sun. These shifts enforce a long winter along its southern pole that conflict with the warmer weather from the north; a short, blistering summer then rapidly melts the ice on the southern pole, increasing the winds and causing drastic storms to form, along with increased flooding along landmasses.
Environment: Morgan is, simply put, a water world. The majority of land masses are submerged below the water, and exposed land is continuously eroded by intense winds, storms, and water. Records exist that state more exposed land once existed, however a catastrophe caused the waters to rise and cause the population to largely remain in strange, warped structures, and build below ground. Others, however, have also managed to colonize the floating islands that also hover above the waves, though do not seem to be buffeted as severely by the winds.
The world is, at large, ravaged by intense winds that strike up massive rain storms with little warning. Calm days are viewed as those with mild winds and rain that's not falling sideways. Thunder and lightning are common occurrences, and the large oceans mean the land is frequently assaulted by titan waves.
Structures: Isolated islands and disjointed architecture are the hallmarks of Morgan. Portals or gateways were necessary in most places to travel between locations, and often even to travel between floors. The lack of linear construction has lead to many stone buildings that seem ready to topple over at any moment, or that shouldn't be connected at all.
Notable Locations: xxxxxxxxThe Hall -
xxxxxxxx -
xxxxxxxx -
Other Notes . . .
Other Notes: (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?)
Unlocked Fauna . . .
Three Species of Insect (unlocked via alien meta participation) xxxxxxxxx-- xxxxxxxxx-- xxxxxxxxx--
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Codebreaking Conversationalist
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Posted: Mon Nov 08, 2021 12:31 am
Encke's CometThe homeworld of the senshi of plasma. One of the fastest comets in the Sol System -- literally -- home to the people whose very movements seemed to generate electricity.Climate:
Best described as "cool" in Earth terms, Encke's Comet does have something akin to seasons. The "Summer" occurs as Encke approaches the Sun, and the "Winter" occurs at the furthest distance. The Enckean "Winter" is relatively cold and quite dark, though Enckeans had learned to adapt. Enckeans tended to have more trouble with the Enckean "Summer," an oddly warm, bright time on the comet that the Enckeans don't particularly prefer. It was winter more often than the summer, Encke's Comet all but whipping around the sun when the time came. Overall, as far as precipitation goes, it's a relatively dry climate, except for an icy haze that can form over the comet as it leaves the sun.
Environment:
Encke is, for the most part, a relatively rocky place. Most of the ground was made out of stone and rocks and dust, that in certain areas had been built over to create paths through cities. In places, grasses peaked out of the ground, along with flowers and bushes. There were some rising peaks around the comet, including a high mountain that loomed over the largest city below and allowed a nice vantage point. There appeared to be relatively little surface water on the comet, but there were icy reserves, especially deep below, which the Enckeans of the past eventually harnessed for running water.
Structures:
Tall and often built out of rock, Enckean buildings are topped with spires reminiscent of Tesla coils that receive the electricity that sparks from the Conduit. Enckean architecture was flavorful, varied, and tended to show influences from other cultures they frequently did cultural exchanges with. Traditionalist Enckean buildings were rocky with metallic wiring and glowing paint that could have illuminated some rooms without even needing light. Even those with heavy influence from other cultures tended to be made of stone, as this was easily the most available resource, with a healthy mixture of technology.
The buildings are generally in very good shape, especially within the capital. It's been an arduous process, but Sailor Encke has spent many years restoring homes. The running water has been kicked back on, doing everything from filling The Fountain to allowing indoor plumbing and field irrigation, and electricity is once again sparking through the skies, powering ancient technology. Encke believes the general vibe reminds him of something like a stone-based solarpunk or cyberprep -- he can see where Enckeans lived with the environment, worked with the environment, and used technology to their advantage.
Notable Locations:
The Ruling House - The Ruling House was both a figurative and literal thing. Within the capital, there was a traditional "house" in which the Ruling Council sat, ruled, and lived. It was a large, grand building, perhaps the largest in the capital city. The other buildings and homes within the capital fanned out radially from it. Deep below in The Ruling House was The Conduit, which projected power outwards to the rest of the city, and, eventually, to the rest of the comet.
The Fountain - A beloved area of the Capital City where there were many festivals and celebrations. It was an oddly flora-filled area, with plants sprouting up all around the fountain, branching out for hundreds of feet. When there weren't celebrations, it was often an area where Enckeans would go to relax and hang out. It wasn't uncommon to see a musician playing, people picnicking, and even some particularly studious people trying to observe the flowers.
The Garden - Moreso a modern development than a remake of something from the past, Sailor Encke has spent the last several years cultivating a garden nearby the Fountain area. This place has a selection of Enckean native plants as well as a few non-native ones from Earth that were planted starting a few years ago. Encke's been known to experiment with recipes using the plants from here. If a visitor wants to utilize the edible plants, all he asks is that they take responsibly and consider replacing what they took with new seeds!
The Overlook - Standing a hike from the capital city is one of the largest peaks on the comet, soaring over the city and giving a good look over the comet's joy. This was not necessarily a place where many people chose to make their homes, though on the way up there are small abodes built into the rock, places that are moreso lit and powered by their glowing paints than the electricity that spreads across the rest of the comet. Encke likes to take people here who want to see the whole view or just want to think.
The Capital City - Of all the settlements on Encke, the most prominent was the one that radially pushed out from the castle. It is where Encke has done the most work, and this area of Encke is in the best condition. These days, it mostly just resembles a ghost town that was suddenly abandoned without much explanation, electricity flying through the air, electronics and plumbing functional, and streets at least passable in most areas. The buildings are predominantly made of stone as it is the easiest resource to come across on Encke's Comet, woven with bioluminescent dyes and paints and veins, with small coils on top of most.
Other Notes:
Cometary Quirks:
• Encke's Comet moves fast. Very fast. Look up at the sky and you may just notice it's moving. • The concept of daylight is sparse on Encke's Comet -- except during the summer, the sky is usually quite dusky. It makes a good view of the stars above!
Self-Sustaining, Livable World: Confirmed! (November 8th, 2021)
Fauna Unlock Rules:
Palm-sized, Non-Magical insects, small reptiles, amphibians, birds, and mammals: 2/week (Transcended) Special Large or Magical animals: 1/month (Transcended bonus), 3 finished rps/solos over 500 words.
Unlocked Fauna:
Meta Participation: 3 species of small bugs
Bolt Bee - small bugs that resemble fireflies that act as pollinators. Their favorite nectar comes from the bulbous glowing plants on Encke's surface. Strike Beetle - these insects resemble bombardier beetles with glowing chitinous exoskeletons. Their primary diet appears to be the bolt bee. Soul Moth - a grub with a very brief adult phase as a brightly glowing moth. As a grub, it acts as a bottom feeder, primarily eating dead or decaying organic material. In its adult phase, it cannot eat and consequently dies off in a few days after lighting up the Enckean skies in a pretty mating dance.
Small bugs, reptiles, amphibians, birds, and mammals:
Lightning Mouse - a small rodent creature that seems able to charge itself off the ambient electricity in the air. It moves very quickly and can leave sparks of electricity in its wake. Its main diet seems to be bugs. Ice Crawler - an eel-like creature that seems to thrive in the cool waters that have made their way to Encke's surface. It slithers across the bottom of streams. It seems capable of hibernation when the waters freeze, and will resume life once they are unfrozen. Starfinch - a small bird creature with glowing spots like stars along its wings that resemble the native Enckean skin bioluminescence. They prefer the warmer seasons, and during the colder seasons, are primarily found in the city where the ambient electricity makes it feel a bit warmer. "Glowkitty" - a small cat-like creature, short in stature and with small tails and larger eyes. Their fur seems to emanate a gentle glow, most prominent at the ends much like a fiber optic tree. They gather in small colonies but are also fond of humanoids, frequently approaching for attention with trills. Their diet is some of the smaller mammals on Encke's Comet.
Large or Magical Animals:
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Posted: Mon Nov 08, 2021 2:57 am
AnserThe homeworld of the senshi of geese. A distant adventure in the reaches of Vulpecula.Climate:
Anserian climate is generally variant. Overall, the peoples tended to be nomadic to avoid the sometimes extreme swings of Anserian weather, effectively migrating when the extreme cold and storms or extreme heat and storms swept through. The area that is the most settled tends to be temperate and is likely near Anser's equator. The weather that comes through this area is breezy, occasionally rainy, and otherwise keeping a moderate if mildly uncomfortable temperature range for humans that prefer colder climates.
Environment:
Anser is a large world with a variant environment. The areas the present-day Sailor Anser has primarily explored and tended to are areas that are relatively close to the Mediator's Abode. Large grassy fields filled with tall, wheat-colored grasses. Forests with large trees seem to reach up into the ruddy red skies. Breezes sweep over the area, keeping it on the edge of comfort. Clearings break through the forests, often resting places of large creatures who still have not been entirely reclaimed by the land. A river cuts and stretches through the land; Anser has not yet fully explored outward where the river leads away.
This area of Anser could potentially be seen as a sanctuary; while all parts of Anser could have milder seasons, the milder season and environment located near Anser's abode were unusual.
Structures:
Current day structures on Anser are few and far between. What is left has often much returned to nature, though Anser does occasionally come upon settlements that were more permanent. What settlements are more permanent were made to blend with nature. Advanced technology was relatively uncommon; structures were instead made out of wood logs to create modular log cabins which could be rebuilt or knotted grasses. What structures are there are primarily in okay shape if they haven't already fallen to nature. The most repaired area is The Mediator's Abode.
Notable Locations:
The Mediator's Abode - Anserians were generally hypermobile and did not stay in one place terribly long, disabling them from having extensive settlements. There was, however, one known location that was well-built and well-maintained for longer-term usage, with solid wood log cabin-esque construction of houses surrounding one main abode. This was where the senshi of Anser stayed, remaining static so the varying people of Anser could find her no matter where they were.
??? - By now, wanderings through the ancient forest near The Mediator's Abode have led to understanding the truth that many impossibly large creatures once lived there. Remains of them can still be seen scattered throughout the forest. This was where the past Sailor Anser performed her rite to take on the position of Mediator of Anser, and it was where the present Sailor Anser did the same to fully bond with her planet.
Other Notes:
Self-Sustaining, Livable World: n/a
Fauna Unlock Rules:
Palm-sized, Non-Magical insects:, small reptiles, amphibians, birds, and mammals: 1/week (Transcended) Special Large or Magical animals: 1/month (Transcended bonus)
Unlocked Fauna:
Meta Participation: 3 species of small bugs
Fire Beetles - These beetles are similar to the family of Fire Beetles on Earth, but tend to grow a bit larger. They thrive after forest fires in Anserian forests, and their populations tend to spike after a fire, feeding on burnt plant matter and laying their eggs in burnt trees. Goosefly - This butterfly has patterns on it that may remind a human of a Canadian Goose. It is a large butterfly-like creature with a typical progression from a grub to a chrysalis to an adult, which lives for several weeks. Mite - A parasitic bug much like the mites of Earth, this is a small creature that feeds on other living organic matter. This particular mite lives primarily on birds, but can, if needed, jump to other vertebrates.
Large or Magical Animals:
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Codebreaking Conversationalist
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Posted: Mon Nov 08, 2021 9:43 am
Saqqara, Wonder of Uranus An Oasis in the desert, a necropolis to honor the dead and give succor to the living.
Climate: Desert Environment: An Oasis Structures: Notable Locations: Other Notes:
Fauna Unlocked: Meta Participation: 3 species of small bugs -- Scorpions: Very similar to their Earth equivalent, these scorpions come in a dizzying array of watery blues and greens, and sandy golds. -- Scarabs: Akin to the Egyptian Dung beetle, their carapaces are in deep jewel tones. -- Dragonflies: Akin to their Earth counterparts, except they rub their wings together to sound like cicadas!
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Posted: Mon Nov 08, 2021 3:30 pm
Penthesilea, the AsteroidThe homeworld of the Senshi of War, a jungle planet with great mountains and a sprawling central city
Climate: Tropical. Penthesilea is warm year-round, with a rainy season that caused predictable floods of the River Ashara that the people harnessed for agriculture.
Environment: Penthesilea is not a large asteroid; it is primarily covered in wild jungle, and the main portions of civilization that the current Senshi has explored center around the valley at the center of the massive Everspire Mountains, in which there is a vast, dense jungle growing aorund a single three-walled city in which, as far as she has discovered, the majority of the population lives. When she first arrived, the jungle was made up of petrified trees; however, since her Transcendence, they have begun to come back as living plants.
Structures:
Notable Locations:
Telnarquel - Penthesilea's only major city, divided into three sections by massive walls named after Penthesilean goddesses. The walls were designed to be easily defensible, should an attack come.
Wall Ghilan'nain - The outermost wall of Telnarquel, in which much of Penthesilea's farming and agriculture is contained
Wall June - The middle wall of Telnarquel, populated mostly by merchants and craftsfolk.
Wall Elgar'nan - The central wall of Telnarquel, where the most important Penthesilean structure were contained, including the Great Library, the Pantheon, the Colosseum, and the Great Hospital.
Great Library of Telnarquel - A massive library, inside which were thousands of books on Penthesilean and galactic history, philosophy, military strategy and tactics, cartography, geography, law, and any number of other subjects. It was surprisingly well-maintained and expansive.
Great Hospital of Telnarquel - A medical center developed to house as many of the people of Penthesilea as possible. Its full facilities were rarely needed.
Pantheon - A grand temple, in which all of Penthesilea's major gods were honored. In the catacombs below were the graves of Penthesilean matriarchs, Senshi, and High Priestesses.
Colosseum - A grand structure similar to the one in Rome on Earth, and with a similar purpose. Blood sport was popular entertainment on Penthesilea, and a year or two fighting in the Colosseum was considered practically a requirement for a girl who aspired to high office in the military.
Andruil's Wood - The jungle that surrounded Telnarquel; many small villages existed within its woods.
River Ashara - The largest river on Penthesilea and its main water source and speediest transportation option. It connects most of Penthesilea's major cities, including Telnarquel.
Everspire Mountains - The major geological feature of Penthesilea; Andruil's Wood is in the valley surrounded by these peaks, and they also contain the headwaters of the River Ashara.
Mythal's Chalice - A large lake in the Everspire Mountains, and the source of the River Ashara.
Other Notes:
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Posted: Mon Nov 08, 2021 5:04 pm
Skoll - Moon of Saturn A world of warring clans and giant wolves; a heavily forested moon once run by the Dellingr Clan
Climate: Temperate with the brisk chill of the mountains, Skoll appears to generally follow Earth seasons. Thunder storms are common during the 'summer and fall' seasons, while snow is more common during 'winter'.
Environment: For the majority of Skoll, forests of pines and fur trees dominate the mountainous terrain. A few permanent ice flows dot the poles of the moon, always covered in storms and snow. Beneath the giant pines are scrub brush. Rivers cross the moon as well, from the poles and the several large bodies of water that split the land. Skoll has no oceans or seas, by Earth's definition, but very large lakes and natural canyons.
Structures:
Notable Locations:
Last Howl: An oversized wolf skeleton that once was Skoll's bonded in her previous life. Wolf's Den: Dellingr Clan's main village
Other Notes:
Self Sustaining, Living World:
[ ] Third Stage [ ] 0 / 25 RPs Fauna Unlock Rules:
[ x ] At Second Stage Insects Discovered, up to 15 cm long: 1 every two weeks
[ ] At Third Stage Palm sized, non-magical insects (up to 30 cm long), reptiles, amphibians, birds and mammals: 1 / week Special Large or Magical Animals: 1 per 3 completed RPs with 500 words
Unlocked Fauna:
Meta Participation: 3 species of small bugs
- Hati Spiders: A variety of wolf spider, Hati spiders are much like their Earth counter parts, though these grow more to the size of a pingpong ball if allowed to. They tend to stick to the caves that litter the moon. It's said that sometimes these spiders develop wolf heads when hatched with Hati full in the sky, which is how they got their name. - Furmites: A small lice like bug at can infest fur blankets and clothing when not properly washed. While not dangerous or poisonous, they're incredibly hard to get rid of and can spread through a whole clan village in hours. Much like Earth lice, these creatures have to be individually removed along with their eggs, though they do not do well in high heats and may be boiled out of fur. - Stormwings: A small butterfly like insect that comes out during thunderstorms in order to mate and reproduce. Their wings react to the electrical charge in the air and will flare with light when lighting cracks. When in storm season, these creatures slink around as caterpillars and often are cared for like silk worms, as they produce a similar thread.
From visit
- Singing Lights: Small lightning bugs that blink gold and silver light, and emit a sound not unlike an Earth cricket.
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Posted: Mon Nov 08, 2021 5:25 pm
Andronicus - Wonder of Uranus A tall sandstone tower among the dunes of Uranus with an open air top floor in the four cardinal directions.
Climate: Windy, more so than most of Uranus, usually with clear skies.
Environment: There's not much to Andronicus beyond the tower and the small patio out front at first glance. A grand courtyard used to exist around the tower, but it appears to be swallowed by the sands.
Structures:
The Tower of Andronicus: A twelve story tall tower topped with an open air gazebo and weathervane on top. It looks a little worn down and sand blasted. The tower has one main staircase that runs up the whole structure, with off shoots for each floor. Several floors have either been lost to time or are inaccessible due to rubble and rust. Notable Locations:
Map Floor: The ninth floor of the tower, this floor holds a grand wooden and metal table with a large map. This floor also includes the library of Andronicus and the Code piece that is hidden here. Observation Deck: The final floor is an open air gazebo with a large weathervane on top. The main openings point towards the cardinal directions - North being towards the capital - and is a great place to view the stars at night.
Other Notes:
Self Sustaining, Living Wonder:
[ x ] Third Stage [ ] 0 / 25 RPs Fauna Unlock Rules:
[ x ] At Third Stage Palm sized, non-magical insects (up to 30 cm long), reptiles, amphibians, birds and mammals: 1 / week Special Large or Magical Animals: 1 per 3 completed RPs with 500 words
Unlocked Fauna:
Meta Participation: 3 species of small bugs
- Windstar Flies: A variety of firefly that reflects the twinkle of starlight. Instead of glowing yellow, they glow from white to light blue, and feature sturdier wings to hold up to the winds around the tower. These fireflies are roughly the size of a human thumb and emit light akin to a table lamp. - Dune Beetles: Palm sized beetles that get their name from their homes among the sand dunes. They often appear to be the same color of sand, and look to be a mix of a cicada and a rhino beetle. Most notably, they tend to 'surf' the dunes on their shells. - Gale Mosquitos: An invasive species of mosquitos that use pressurized air from their wings to draw blood from their victims by creating micro bruises in their flesh and then devouring the creature targeted.
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Posted: Mon Nov 08, 2021 6:04 pm
CharybdisHomeworld of the Senshi of SealsClimate: Cold Environment: Icy Tundra Structures: An Igloo Palace Notable Locations: Other Notes: [X] - Charybdis' only visit; more info to come later Fauna Unlocked:Meta Participation: 3 species of small bugs -- Shimmer Moth: Similar to the Arctic Woolly Bear Moth of Earth. This Moth is a very hairy caterpillar, that when it forms its chrysalis looks identical to an icicle. The moth that comes out looks like it has been carved from ice, reflects light like a suncatcher, and handles the cold extraordinarily well. -- Rainbow Moth: Kin to the Atlas Moth of Earth. This moth is massive, and comes in pastel rainbow colors. -- Ice Bee: Kin to the Arctic Bumblebee of Earth. This bee is typically a pale silver-grey with pastel pink edges, and the wings resemble stained glass.
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Posted: Mon Nov 08, 2021 6:12 pm
Imbrium, Wonder of Castor
Climate: Cold Environment: Cold Structures: Notable Locations: Other Notes:
Fauna Unlocked: Meta Participation: 3 species of small bugs 1. Diamond Beetles 2. Ice Flies 3. Dragon Worms
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Codebreaking Conversationalist
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Posted: Fri Nov 12, 2021 9:07 pm
HydorThe homeworld of the senshi of mesocyclones. From Earth, it sits in Aquarius. In the skies, it was a land of water, storms, and wind, oft considered uninhabitable by those not of similarly aquatic worlds.Climate:
Watery does not necessarily mean warm, and Hydor is a good example of that. While Hydor is primarily a water world, the climate varies throughout. Closer to the equator, it's hot. Sweltering, even. One of the related storms to mesocyclones, hurricanes, and typhoons, are frequent in the hottest times. The closer one gets to the poles, the cooler the water gets. In some areas, it is temperate. Tolerable, even, if not for the winds. In the far reaches, it is cold. Ships do not sail through here, and layers of permafrost and ice are predominant. Hydor appears to have something like seasons in the more temperate zones.
Naturally, for a senshi of mesocyclones, the planet is generally plagued with storms, in some areas frequently inside supercell thunderstorms. It is not infrequent to sail directly into a storm and see one on the other side as well from a retreating cold front. On the surface, good navigation skills are vital.
Environment:
Water. Water everywhere. There are some landmasses, but they are few and far between. The Hydorians were primarily water-dwelling people who lived at varying depths, and perhaps that is backed up by just how little land there is. A planet made out of probably about 90% water, 10% land, there are the occasional islands and small continents that can be located after extensive sailing. Many of these islands and small continents still contain active volcanos, and it appears that most of the land on the planet is relatively recent, geologically. There are still ships floating along the surface, the best way for the shallower peoples of Hydor to get themselves from continent to continent without taking underwater routes. These days, they are probably some of the best ways for non-Hydorians to transport themselves ... which is everyone.
Structures:
The most predominant structures on Hydor are below the surface. While there are some floating cities, often the peaks of a city that were kept above water so it was easier for foreigners to visit, and some settlements on the occasional landmasses that can be found, the majority of the most interesting and expansive structures are underneath the water's surface. Sprawling cities that exist to this day, albeit ghost cities, are built out of coral, rocks, and other undersea formations. These structures are overall in relatively good shape, untouched by much other than particularly rushing currents.
Of course, it's hard to even see most of them at the moment.
Notable Locations:
Hydor has had trouble locating much of note, yet
Other Notes:
Quirks:
• Hydor's homeworld seems nice enough to generally plop visitors (like Sailor Hydor) onto ships.
Self-Sustaining, Livable World: n/a
Fauna Unlock Rules:
Palm-sized, Non-Magical insects, small reptiles, amphibians, birds, and mammals: 1/biweekly
Unlocked Fauna:
Meta Participation: 3 species of small bugs
Current Floater - A miniature creature whose youth stage is a round, translucent bug that floats in the shallows. Their adult stage grows into something resembling a miniature jellyfish of Earth that can use their lobes to float along oceanic currents. They have a singular barb that can sting. Tide Weaver - A nearly entirely aquatic species of arachnid. It spends the majority of its life under the waters, weaving air bubbles, feeding, mating, and wintering there. Their furry exterior has a silvery sheen under the surface. False Gems - A large bug with a long tail and wings that stretch from its upper back resembling a dragonfly or damselfly. This creature breeds in the seawater of Hydor, and the larvae live there, until they burst from the surface as adults, skimming along the surface.
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