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#( worldbuilding. )
unboundpower · 8 days
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I feel like Kai are naturally (magically) omnilingual. They can always understand and speak any language, even if they've never encountered it before.
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angeldored · 5 months
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in district two, when you see two people with a matching ring of bruises around their neck, wrists, etc., you can be sure that they’re a couple. there’s nothing more intimate than letting someone touch your pulse points, knowing they could kill you but they instead choose to claim you. this is especially popular with those who have trained at the centre <3
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apexulansis · 5 months
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Some Fun Kariio 15-R features:
-80°C is warm (the average is -95°C, which is -203°F just ftr)
snowdrifts that conceal 100+ meter sinkholes.
wild animals that can mimic the sound of someone crying for help and will do so with purpose to lure you into a trap so they can attack and eat you.
every fauna and flora on the planet will be capable of killing you. there is no animal on kariio that wouldn't be willing and wanting to eat you.
when it isn't storming or snowing and the sky is actually clear, the suns will reflect off the snow SO BRIGHTLY that you'll probably just go blind if you go outside without eye protection.
when the two moons align, the pull of the tides becomes so strong it can break the crust of the ice that forms over the ocean during the cold season. however, the ice sheet of Xaozakon (The Sanguine Sea, the eastern sea) is a lot thicker and just generally bigger so it won't happen as severely as it does in Vekelera, (The Shattered Sea, the west sea) where the ice sheet re-shatters every time
areas with thicker sheets of permaice will have the frozen bodies of kariians past encased within, making the area where they're visible a macabre sort of natural museum. some of the kariians here are kariians that have long since evolved and no longer exist outside of their ice prisons.
in the Gnar-Vatash, this is done to enemies on purpose. basically the equiv of having a bunch of enemies impaled on spikes (which also happens here! on ice spikes) in front of your castle to ward off enemies.
the entire world is mildly radioactive. in conjunction with the storms, which are frequently geomagnetic, a lot of conventional tech will just not work here, especially things navigation-related.
because of the radiation and the bio-modifications done by the Zehen-Khasiik, all the life on Kariio evolves/mutates at an accelerated rate. evolution can happen over the course of a single lifetime because of how unpredictable and wild kariian DNA is now. even if you are not kariian and you only visit the planet, if you don't die because of a weak resistance to radiation (not even including the cold), you might mutate a bit.
gigantic ice-worms that tunnel through the rock of the underground. frequently kariians will repurpose the tunnels these ice-worms make for their own gain. they use a certain frequently of vibration to keep them from disrupting their settlements.
some of these ice-worms have been "domesticated" and lightly modified, and Zehen-Khasiik and Vedex-Zekhurr (underground variant of the Zehen-Khasiik) will climb inside them, willingly letting the worm 'eat' them, and then proceed to use the worm as a means of transportation from one place to another. like a fucked up train but it's alive and the train car is its insides. this is in large part because tech is not reliable due to planetary interference, not the way an animal that evolved to adapt to it is. they will use tech to make the worms regurgitate them back up though.
fungi that will give you the worst trip of your fucking life if you eat even a tiny little bit of it without cooking it properly. will make any shroom on Earth seem pathetic by comparison. in combination with Kariio, it's pretty easy to get yourself killed if you're tripping.
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thraksor · 1 month
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Home Planet & Language(s).
The Gorn are a species known only in broad strokes to the Federation. As of 2263, the Federation has yet to make proper first contact with the mysterious race. There is little known information recorded about them in Federation databases and what information is available is incomplete and gathered from scans of their ships, brief recovered transmissions from destroyed vessels at the border between the Alpha and Beta quadrants, and investigations into the mysterious race.
Located in the Beta Quadrant, the homeworld of the Gorn is the ninth planet in the Tau Lacertae system. In Standard, this planet has been referred to as Gornar. They have a population of 8.2 billion on their home planet; it is currently unknown how many residents have migrated to other worlds and what the total population of the Gorn Hegemony is when including all the other planets in their territory.
The territory of the Gorn Hegemony borders Klingon Space on one end and the Alpha Quadrant on another.
A solar day on Gornar is ~29 hours by Earth standards. Gravity is 1.8 times that of Earth. Much of the Gorn homeworld experiences hot, humid temperatures, however there are parts in the southern hemisphere of the planet that are dry and covered by vast expanses of desert. About sixty percent of the planet is covered in ocean and the vibrant greens of the abundant jungles and swamplands can be seen from space. Gornar is orbited by a single moon, Ertoss.
The Gorn take extreme pride in the beauty and vibrancy of the natural life on their planet and aim to protect it as much as they can. They work their cities, settlements, and other various structures into the land itself and see it as a great shame when parts of the natural landscape need to be destroyed for progress.
There are at least six different species of Gorn scattered about the planet, each with their own colourings, patterns, and evolutionary adaptations. Their shapes and sizes vary wildly, but the common thread amongst them is their reptilian features and the fact that they are bipedal.
There is no one central language spoken amongst the Gorn and thus, no one correct way to refer to their home planet. Due to the variations in region and culture between the varying species, their languages have evolved differently, each with their own dialects, slang, and nuance. Each language has a different word for their species and their planet, all which refer to the same thing. To maintain a sense of understanding and uniformity, there is an official language that is spoken in politics, Agorrnax, making the 'official' name of the planet recognised across the Gorn Hegemony Agornu. This is where the name in Standard, Gornar, is derived from. Agorrnax is the most widely spoken of the languages on their homeworld and is seen as the language of business and politicians, carrying the same weight as Standard within the Hegemony.
Agorrnax and the various other languages spoken on Gornar are made up of three individual aspects: the written, the verbal, and the non-verbal. (As Agorrnax is the most widely spoken language across the planet, I'll focus on this one in particular.) Full and proper communication between the Gorn involve a seamless blend of verbal and non-verbal communication, and because of this, it is a difficult language for outsiders to understand. The Universal Translator can understand some of the spoken language, but the sentences are broken and incomplete as there is a lot of key information missing. The spoken language involves a series of growls, clicks, snarls, and hisses, and contains many deep guttural sounds that are difficult for the human tongue to replicate.
Combined with this are the non-verbal aspects of the language, which include body language, gestures, and chemical communication (such as the release of pheromones) to share information in a deeper and more complete way than a verbal explanation will allow. It also allows for silent, undetectable communication between Gorn in potentially hostile situations. Together, these elements combined make up the full spectrum of the language. It is the non-verbal aspects of the language made possible by Gorn physiology that make total comprehension of the language impossible to outsiders, even the most talented of xenolinguists. For the sake of interplanetary relations, the Gorn do their best to convey as much as possible through their spoken language, however they feel needing to do so is painfully limiting.
[Written language examples tba.]
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sgrspiced-a · 6 months
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read this in a fic once (@meathungrylamb) you’re a sick bitch for sharing it with me — but unfortunately a tribute’s suffering doesn’t always end with their death. sex workers in the capitol are often forced to have surgeries to look similar to particularly beautiful or popular tributes — those who high profile elites wanted to win but unfortunately it wasn’t in the cards. this can be highly triggering for victors, who see fellow tributes or even their previous district partners in the crowds of capitol parties and clubs like ghosts.
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fairymint · 2 months
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Got sidetracked lookin at family tree shit again, lookin for themes and shit.
Hell of a lot of fucking Water. Salt water, to be specific. Brown side of the family were hungarian-hunnic royalty that boated the fuck into scotland. Both sides of the family ended up founding salt lake city, by carving the salt lake into the fucking city.
Lots of horse themes. the huns were so successful because of constant horseback, scottland's national animal is the unicorn and has kelpies, and salt lake city itself is in the middle of horse habitat. Even seahorses tie into lore.
royalty. both of these family lines are chronically fucking king, avoiding death and empire collapse by moving into and marrying even more fucking royalty. it only stops in the states because mormons. the mormonism only stopped because of art. at any rate, all of these people were chronic bullies who ran when that didn't work. 'kiss my ass' ranchers who refused to farm until they drove themselves back into another different desert. The royalty is what ties into the history and fairy tales- the horses became mythical because royals owned them. The royals are so because they keep the fairy tales alive- to prove themselves royal, special, original. These people were desperate to stay connected to themselves, and god. Oral tradition over tributes and sacrifices, they were the ones who always demanded sacrifice, to them. Felix's parent(s) would have broken the cycle; they're just kind of romantic americans (though less literal and more symbolic, in the case of pokemon.)
Pokemon wise, I've got extrapolations from this for Felix; Talonflame and Rapidash, because of the Galarian clans. Lapras, Primarina, Dragalge, Horsea, Glastier/Spectrier, and any water types such as vaporeon. Water/Fairy the most. Anything saltwater works, though (including water types simply based on saltwater creatures in variation) An Actual Reason to associate with arceus lore-wise! nomadic....horse.....god people....he's son of those in pokemon-
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verumfm · 1 month
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can non-contracted demons hurt humans physically or emotionally? and should there be a confrontation between humans and demons is there a way for the humans to drive demons back be it in self defense or for offense. i'm sorry if this is a little violent, i just want to know how grave the situation during the NYE is by gauging the threat level.
no worries, we appreciate the question! to answer it, yes, demons can hurt humans physically and emotionally. however, demons are tricky creatures who should not belong in the land of the living amongst mortals as freely (nye is an exception—more on this & where they came from will be expanded on along with our event wrapup), and generally will also have to either form some sort of bond—whether that be positive or negative—with a human (which is much more difficult to achieve for non-contracted demons) or expend a lot of effort to do direct harm. rather, most demons will try to tempt humans to do things that could ultimately hurt them. either way, we ask that if anyone would like to do a plotline (both during the event & also moving forward in general) involving a demon causing harm, especially direct harm, to a human, they message us directly and discuss it with the admins first—this includes plots with both playable and npc demons. as for self-defense and/or fighting back against demons, the general answer is that it’s a case by case basis, as it also depends on the strength of the demon & what it is they’re doing that’s causing harm. most commonfolk will not be well-equipped to actively fight back demons as there is very little knowledge on them, but a sorcerer with a familiar who has had plenty of exposure to their bonded demon may know how to mentally block demons temporarily. we know all of this may seem a little vague, but we hope it at least gives a clearer picture on demons & the general threat level of nye. the tl;dr is: yes they can but it’s not an easy task to do. on the flipside, the commonfolk are also not presently prepared at all. apologies for this long-winded answer, but we hope it helps, anon!
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nuclearspring · 1 month
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under the cut for now because here there be spoilers, but this is essentially a rundown of my fallout tv timeline alterations. ft. a little complaining about bethesda writing and aspects of the show, because i can't help myself.
so the verse i'm developing will be close to the show canon, with a few adjustments to scale and the timeline. the entire ncr being destroyed in one fell swoop is incredibly unrealistic given their reach, and they were certainly around after 2077. they were in new vegas with no mention of shady sands being decimated into the 2280s. depending on what route a player takes, there's also of course the option for new vegas to be under ncr jurisdiction entirely by the end of the game. (this is verse dependent, obviously, but i bring it up because the show, in picking a setting so close to the new vegas timeline, is basically choosing a canon route for new vegas while also sort of entirely disregarding new vegas. and then deciding they want to like... use new vegas later, it seems).
personally i feel the reason shady sands was destroyed was because the plot of the show (so far) is essentially a rehash of the games. lucy has the fallout 3 plotline, and cooper is the sole survivor with a twist (i actually think the show tells those stories better than fo3 and fo4 but that's also just because there's no illusion of choice in the show's narrative, because it doesn't need to pretend to be an rpg).
that said, i think i can work with it. the changes i'd like to make for this verse are essentially just:
a) the ncr was certainly hit hard, but they were not fully destroyed. b) the attack on shady sands did not happen in 2077. it happened later, after the events of new vegas were fully wrapped up (somewhere in 2285). c) the events of the show also take place eight years later, beginning in 2304. lucy and maximus's dates of birth are adjusted accordingly, so they still experience the event (whether they know the extent of it or, in lucy's case, have no idea) as children.
other than that everything's pretty much the same, but i might flesh out connections a little more (aka how vegas - or at least my muses - reacted to these events). that'll probably happen later, but i imagine a lot of them (particularly those with ncr affiliation or nomadic tendencies or californian origins) would be aware of shady sands' destruction.
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dreadgrace-a · 5 months
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DIVINE SOUL SORCERER 15
sources: xanathar's guide to everything; divine power (4e); bg3
notes: Lark does not require an amulet or holy symbol to cast. She is an extension of Bhaal; she is the focus.
arcane origin.
you were formed by your god's hands in advance of his foreseen death.
supernatural marks.
your eyes are an unusual shade of red.
signs of sorcery.
your aura of death and malice is particularly potent to other divine beings and spellcasters.
features.
inflict wounds
otherworldly wings; bat likeness
empowered healing -> replaced with life transference
favored by the gods **
metamagic.
careful, heightened, subtle
cantrips.
bhaal's lash (reflavored thorn whip), chill touch, mage hand, true strike
spells by level.
visions of blood *
cloud of daggers, crown of madness
hold person, knives of the soul *
sickening radiance
dethrone, danse macabre
circle of death, cause fear
finger of death
disintegrate
baleful admonishment *
banishment, power word: pain
alter self
enervation
eyebite
blink, temple of the gods (chosen enemy: celestials) **
deific imprecation * **
* 4e invoker adaptation. as part of a sorcerer build, any Wisdom checks become Charisma-based. most of these spells also cause (minor) harm to Lark as the caster and/or leave her temporarily dazed.
** ability to cast/use this spell/feature is lost entirely after rejecting Bhaal.
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hijas-del-destino · 8 months
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➸ Monstruos:
Quienes desgastan su maná hasta el cansancio, están destinados a convertirse en monstruos. Su único propósito es cazar a cualquier criatura capaz de generar maná para consumirlas en un intento (fallido) de regresar a su estado anterior.
Dependiendo de su origen, las personas los nombran:
Delanoe: termino utilizado en Mar Mori y Veolú Kualí, significa «bestia hecha de huesos» son consideradas personas malditas pues rompieron las reglas de la magia y sufrieron las consecuencias.
➸ Las Delaneshi se entrenan con el fin de cazarlas en el continente de Anāor.
Kalnae: termino utilizado en Cethí, Nō-yuk y Dajára, significa «nueva muerte» pues algunas Qurenkas aún mantienen la conciencia tras su transformación, se cree que mueren una segunda vez trás su transformación.
Kegre: nombre utilizado en el continente de Wuj'shurr, significa «mensajeros de la noche» pues se cree que son bestias al servicio de Kaoth Zōsh, pues atacan durante las noches.
➸ En Keibleth se entrena al Caz 'Kegre, quienes cazan bestias a lo largo de Wuj'shurr.
Rathxo: nombre originario de Nitryk, actualmente también se utiliza en las Islas Estacionales y Uzyushakrōmtre. Significa «error lejano», las personas transformadas son olvidadas por sus seres queridos en Nitryk, pues se considera mala suerte recordar su memoria.
Tethai: utilizado en Dōeo Raimue, significa «Sombra», pues creen que la bestia en la cuál se transforman es una sombra de quien la persona solía ser. Usado como insulto en esa región.
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unboundpower · 4 months
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Thinking about how the Saiyans, whose militaristic society revolved around physical power and characteristic strength while shunning weakness of all types, could have showed affection for one another. Tail-holding comes to mind, though that would definitely be such a grand show of adoration that it would have to be saved for private interactions, since doing it publicly would incite intense scrutiny - if not violence.
But something that I can see being more appropriate in public, and overall less intimacy-coded, is food sharing. Like squad members sitting down to eat, and they offering shares with one another from their own plates. While still not happening everywhere (some Saiyans were very protective of their rations since their bodies needed all the nutrients they could get - especially once the Cold family enslaved them all), this was probably the most common and accepted display of affection.
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angeldored · 5 months
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building off of that ‼️‼️ district ten is a district centered heavily around community (pulling from old mexican/latino ideals they don’t have the luxury of holding onto all the time). parties are held in secret in barns after long days in the field and if you were to observe those little pockets in time it’d be easy to think they were that happy all the time. dancing & food & fun lights up the dark pastures and teenagers are able to be teenagers, if only for a few short hours. <3
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chommell · 1 year
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𝑁𝑎𝑏𝑜𝑜𝑎𝑛 𝐶𝑜𝑠𝑡𝑢𝑚𝑖𝑛𝑔 : part one
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apexulansis · 1 year
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KARIIO 15-R; WHITE-STORM PALACE
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The Zehen-Khasiik have long since divided their identities in accordance to their locale on the home-world. Over time, the numerous different subtypes of Kariian have all fallen under one of six designations; zaw, rax, ves, kor, woz, xer. Many different subraces exist, but each of those subraces will be assigned to a particular sector. Clan Yukariksias are composed primarily of Sector Rax Kariians, Œrestes of Sector Woz, Svhethis of Sector Zaw, and Kyoyoœdœ of Sector Xer. Kor is split between Œrestes and Svhethis, and Ves is split between Yukariksias and Kyoyœdœ.
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THE SECTORS OF KARIIO 15-R
THE UNDERGROUND: REDENZA-ZEKUUVI-KARIIO
When a Kariian refers to the 'underworld' of Kariio, they are referring to the extensive cavernous system under the surface. Kariians that spend the majority of or all of their time there are often called the Vedex-Zehkurr, which means Cave-Dwellers, an underground alternative to Zehen-Khasiik (Snow-Walkers).
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The underground is called Redenza-Zekuuvi-Kariio, which means World-Underneath-Kariio.
Vedex-Zekhurr will more often defer to either Southern or Northern as opposed to Sectors.
This usually does not include the cavern system of Zozava'Zahhania, in which case those Kariians are called Zahhanians.
Northern Vedex-Zekhurr are almost synonymous with Zourners.
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MAP WITH THE MOST SIGNIFICANT LOCATIONS
Detail on each sector and the locations within them below.
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NORTHWEST SECTOR ZAW
XUZEATHAW; MOUTH OF THE LABYRINTH. The main entrance to expansive network under the upper surface of the planet, leading into the labyrinth of cave systems that make up the home of Clan Svhethis.
QÆYA ZEIR; BLOOD-TIDE BAY. Here glitters the blood-red sea in a thin sheet of ice that is almost blinding when the suns hit it. It is solid and mostly flat, but would break under the weight of a Kariian in many different areas, and is thus unsafe to travel across reliably in the warmer seasons. Under the think blanket, the ocean continues to flow into the main river, Resœv.
VENTIVIDON; BLEEDING HEART HAVEN. A small clearing just off the coast of Qæya Zeir, with a river from the ocean leading into a long frozen pool which often has its ice used for sculpting purposes.
VEKELERA; THE SHATTERED SEA. Icebergs and smashed chunks of permafrost float here, reaching on for miles; local legends say it is the remains of another large continent, smashed to pieces.
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MIDNORTH SECTOR RAX
GNAR-VATASH; THE GUARDING TEETH. A canyon with rows of permafrost shaped in spires like teeth; the only ground entrance to Yohzis and Zozava'Zahhania with the exception of the mountain paths through Zourne. Many guard posts are nestled in the spaces between 'the teeth'.
ZOURNE; THE VAST CORDILLERA. The largest mountain-range on Kariio, and the 'melting pot' of the planet; hundreds of lesser clans have their capitals here. It lays unclaimed by the Great Clans for the most part, although Clan Svhethis dominates the vast majority of caves beneath Zourne, both metaphorically and literally running it from the shadows.
ZOZAVA'ZAHHANIA; FORTRESS AT THE CENTER OF THE WORLD. The capital of Kariio 15-R itself, more specifically the land-mass that contains Zahhan-a'Zaar, the largest mountain on the planet if not including The World Spires. Zahhania is the name of the great mountain city, and is controlled by Clan Yukariksias, the clan of the Speaker.
YOHZIS; THE SHROUDED VALE. A valley outside of Zahhan-a'Zaar, lush with flora and wildlife and carefully cultivated to keep it that way; a stark contrast to the heavily guarded entrance.
WORZEHN; EVERFROST. A large chunk of permafrost commonly used as a landmark because of how distinct it is, named as such since even the earliest recorded Kariian history documents its existence.
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NORTHEAST SECTOR VES
XOR KEYRASK ŒWZON; WHERE THE WATER FREEZES. A river splitting from sea that ends at the Worzehn, its ever present source of fresh ice.
XAVRAE-YRAS; RED-VEIN RIVER. A river that leads into Xuzeathaw and Zourne. Like Resœv, it splits into many smaller rivers, giving it the appearance of the veins running in a body.
XAEZEINIS; THE WORLD SPIRES. Home to Srryxa, the aerostat city built around the peaks of the three spires of Xaezeinis, in the midst of its deadly storm. Also the capital city of Clan Kyoyœdœ. The calamity of the perpetual storm these Kariians dwell in suits their chaotic natures perfectly.
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SOUTHWEST SECTOR KOR
ORŒXOTHOS; BLACK-ICE ISLAND. An island with a self explanatory name. The ice and permafrost on Orœxothos is as black as obsidian with tinges of red; this is not because the ice itself is black, but rather the stone on the island is, and the ice is remarkably clear here, leading it to appear black.
AEZTTAN; FANG HOLD. Simply called 'Fang Hold' due to how the island is believed to be shaped like a fang.
SENNTORA; THREE SENTINELS. A small island between three larger ones. The Three Sentinels are a subgroup within Clan Œrestes composed of three small brotherhoods with which they conduct many different important tasks that their clan needs completed.
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MIDSOUTH SECTOR WOZ
RESŒV; VENA CAVA. Kariio’s most active, largest river. It also splits into smaller rivers that lead all the way into the planet’s underground, and is a vital source of water. The centre of the Rosœv is a vortex that splits the current, located just by the island called Senntora.
KOZENOIR; GATEKEEPER POINT. A small mountain that, at its peak, can view Wœrxorvnor, Zozava'Zahhania and Xaezeinis.
TIVIZEHN; HEART OF COLD. The largest mass of permafrost on Kariio. Due to the sun the light catches, Kariians utilize this opportunity in many plant-related endeavors.
WŒRXORVNOR; ETERNAL PRAXIS. The smaller continent controlled by Clan Œrestes from their city-fortress of Kzorzoxx, the capital of Wœrxorvnor. Despite the fearsome reputation of the Gnar-Vatash, Kzorzoxx is known to be even harder to invade than Zahhania, and there is no defense stronger than that of an Œrestesan.
KŒZON KAVOR; FRAZIL CROSSROADS. Chunks of ice scattered here strong enough to support a Kariian frame. It has long been used as a literal crossroads between the main continent to Wœrxorvnor.
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SOUTHEAST SECTOR XER
Also includes XAEZEINIS.
RAQISOVIW; EASTERN WATCHTOWER. A small island with an equally small watchtower built into it long ago, meant to observe any who approached off the Resœv. It is controlled by Clan Œrestes.
VIRI'VAZI; RESOLUTE-POINT. A popular overlook that can see much of the Xavrae-Yras and its many splits.
XAORVEW; RED FLOE. The border between the northeast inland and the southeast sea. Sea here is frothy with the broken ice, too scattered and small to step through as one can on Kœzenoir.
VENSII'ZEVŒ; THE VERGE (OF FREEZING). The sea winds gather in strength here leading to a stark drop in temperature in this area, with the beach of Vensii'Zevœ composed of solid ice and permafrost far tougher than Qæya Zeir.
GNHEX'KOR; THE BITING MOOR. The moor just below Vensii'Zevœ, named for how its winds are so intense that even a Kariian would turn away from it.
VVUXHUVEN; THE BITTER BAY. A small bay just under the Xaezeinis with jagged rocks and ice threatening to any sea-faring vessels, making it almost impossible to navigate. Debris from Srryxa, the capital of Xaezeinis, falls here as well — and so aside from the rocks and deadly creatures, it is a valuable source of scrap tech.
XAOZAKON; THE SANGUINE SEA. Where Kariio's seas reach the deepest of crimson, so dark at its center it nearly looks black. The creatures that are able to withstand Kariio's freezing oceans are always threatening, but only in Xaozakon do they reach the sizes they do.
VEKVIXINAX; THE STEPPING STONES. More ice used as pathways. This is like the Kœzon Kavor, but it leads to the island of Solethax instead of Wœrxorvnor.
SOLETHAX; SANCTUM OF THE SEERS. A medium sized island dedicated to Kariians that belong to a cult known as the 'Seers', those who claim to have depictions of things that have yet to happen. Whether or not others believe their 'abilities' to be real, it remains the same that the Seers have predicted a vast many things with great accuracy.
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nevermoretoleave · 2 years
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so, i renamed the months in my game! i found a few posts with suggested names, but it wasn’t what i wanted. so i took the suggested words, and added my own suffix to make new ones.
january → cold moon → kholodnayna february → wolf moon → volchyana march → raven moon → voronna april → rain moon → dozhdna may → maiden moon → devichna june → summer moon → letnayna july → war moon → boyevayna august → wine moon → vinnayna september → harvest moon → urozhana october → hunter moon → khotiniyana november → rot moon → gnilyana december → winter moon → zimnyana 
they used to be ‘(word) luna’, for “moon”, but in time and as language changed, the “l” dropped to join the two words, and later the “u” as well, replaced by an “a” at times, leaving just the -na suffix. zimnyana would have been “zimny luna”, then “zimnyuna”, ultimately shifting to “zimnyana”.
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fairymint · 4 months
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mixed breed pokemon w/ mixed breed instincts. imagine.
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