Lunareth RPG | A Living World of Magic & Mystery

Lunareth RPG | A Living World of Magic & Mystery

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✦ THE WORLD ✦

LUNARETH

A LIVING WORLD OF MAGIC & MYSTERY

Old Aether. Young empires. Mysteries nobody has finished writing.

「High Fantasy」 『Modern Age』 「~1500 AC」

Magic shapes civilization. Ancient powers linger beyond mortal understanding — and some of them are paying attention. Every road leads somewhere unknown.

07
PRIMARY ELEMENTS
Ignaris · Naeris · Terrun · Aevorin · Niharis · Solari · Noxaris
06
RECORDED ERAS
Empires · Iron & Aether · Interwar · Ashen War · Standoff · Modern
F–S
GUILD RANKS
EXPLORE LUNARETH

Four domains below. Pick a door — they all open onto Lunareth; the only question is what opens back.

✦ World & AtlasOVERVIEW · MAP & REGIONS · HISTORY
✦ ATLAS DOSSIER · CHRONICLES & TERRITORIES ✦
A World Written in Layers

Ancient clans, feudal crowns, desert trade networks, woodland realms, and maritime routes: Lunareth's civilizations do not share one shape. The atlas marks the known lands; the chronicle follows the conflicts and discoveries that redrew them.

REGIONS✦CHRONOLOGY✦CARTOGRAPHY
✦ World Overview FOUNDATIONS

Lunareth is a high-fantasy world where magic, diverse civilizations, and supernatural beings share one crowded stage. Kingdoms, merchant dynasties, ancient clans, religious institutions, magical organizations, and independent supernatural territories all shape its societies — and each is auditioning for the lead.

KNOWN WORLDS

Civilizations, trade routes, magical scholarship, religions — and every power competing to write the rules.

UNSOLVED MYSTERIES

Ancient ruins, hungry Dungeons, forgotten histories, and phenomena nobody has explained twice.

⌖ Atlas of Regions REGIONAL INDEX

Every region, civilization, sea, and supernatural water that Lunareth's cartographers have lived to label.

REGIONAL MAP // LUNARETH

The known lands of Lunareth — emphasis on known.

Aokishen
CONTINENT · NORTHWESTERN LUNARETH
Ancient clans, imperial traditions, spiritual customs — and mountains that remember all three.

Aokishen unfolds through towering mountain ranges, dense forests, fertile riverlands, and long, settlement-dotted coasts. Clan-governed cities and agricultural towns rise among the greenery, fishing villages stitch the shoreline, and smaller communities sit close to the continent's supernatural wilderness.

Ancient architecture, layered robes, flowing sleeves, and embroidered clan motifs give its inhabited places a distinctive, timeworn character. Sacred sites and ancestral grounds share the same roads and waterways as everyday commerce — in Aokishen, the past is never ruins; it is a neighbor.

Valedorn
KINGDOM · NORTHERN LUNARETH
A feudal monarchy ruled from House Vaelmont's throne, with steel in one hand and scripture in the other.

Valedorn's landscape shifts from fertile plains and broad river valleys to wooded stretches, mountain ranges, fortified towns, and scattered ancient ruins. Stone castles, keeps, and noble estates punctuate the countryside, their walls and banners rising above cultivated land and the roads that bind the kingdom together.

Its towns carry a stately medieval character, with sturdy stone buildings and visible signs of royal, aristocratic, and religious influence. Rural fields and river communities soften the hard outlines of fortifications, while older ruins hint at the civilizations that shaped the kingdom before the present age.

Qasirah
CONTINENT · NORTHEASTERN LUNARETH
Desert settlements, merchant dynasties, and scholars who count the stars like coin.

Qasirah is a broad expanse of deserts, arid plains, and rocky highlands, broken by scattered oases where all the greenery gathers around precious water. Settlements cluster in these hospitable pockets, drawing stark contrasts between open, sun-baked terrain and the concentrated life of the oasis towns.

Bustling markets, trading streets, and centers of scholarship give its inhabited places color and movement. Beyond them, long routes cross the dry landscapes between isolated communities and prosperous commercial hubs, leaving Qasirah a palette of warm earth, pale stone, rugged horizons — and islands of green worth more than gold.

The Pelagic Expanse
MARITIME REGION · CENTRAL LUNARETH
Island polities, sea routes, and waters that answer to no atlas.

The Pelagic Expanse is a wide maritime landscape of open water, scattered islands, coastal settlements, and intricate reef systems. Harbors and waterfront towns line the more accessible shores, while ships travel between islands and distant coasts across a horizon routinely broken by sails and land silhouettes.

Beneath the surface, the familiar seascape gives way to deep channels, dangerous reefs, ancient ruins, and supernatural habitats. The scenery can shift from busy ports and shallow coastal waters to vast, uncertain stretches of ocean — depths that remain difficult to chart, and more difficult still to leave.

Sylvanth
REGION · FAR WESTERN LUNARETH
An insular Elven woodland realm — the Elves keep it, and the World Tree keeps them.

Sylvanth is an ancient woodland of immense trees, dense canopies, secluded clearings, and settlements tucked into the surrounding forest. Its inhabited places do not overwhelm the landscape — they belong to it, surrounded by greenery and linked by paths that wind through a largely untouched natural world.

At Lethariel, the World Tree rises above the forest like a standard over a keep it never needed. Filtered light, old growth, and the region's natural magic lend Sylvanth a quiet, timeless appearance — far removed from the crowded landscapes of more urbanized lands.

Faelune
OTHERWORLDLY REGION
A realm of Fae, Elementals, and Spirits — difficult to reach, and it prefers it that way.

Faelune has no ordinary, easily charted landscape. Its boundaries shift and its environments behave in unfamiliar ways — the region feels otherworldly rather than conventional, familiar routes and landmarks fail outsiders with impressive reliability, and the scenery does not honor expectations carried in from the wider world.

Fae, Elementals, and Spirits inhabit these strange surroundings, while the region's elusive nature makes entry, navigation, and communication uncertain at best. Much of Faelune's appearance remains mysterious to those who have never crossed its boundaries — which is nearly everyone, and exactly how it prefers it.

Thalassor
REGION · SOUTH-SOUTHWESTERN LUNARETH
Dwarven industries, volcanic terrain, and wealth hammered from the mountains' bones.

Thalassor is marked by imposing mountain ranges, mineral-rich highlands, volcanic slopes, and rugged coastlines. Exposed rock and dark stone dominate the scenery, while settlements and industrial sites gather around the mines, foundries, and workshops carved into — or built against — the mountainous terrain.

Large stone structures and substantial workshops give its towns a solid, enduring appearance, as if removing them would first require moving the mountain. Along the coast, harbors connect this steep and rocky landscape to the sea, while the volcanic highlands remain an unmistakable presence on the horizon.

The Ashen Reaches
REGION · SOUTHEASTERN LUNARETH
Volcanic lands under the Demon King's banner.

The Ashen Reaches is a severe landscape of volcanic ground, ash-covered valleys, scorched expanses, and rugged wilderness. Dark slopes and barren stretches define much of the view, with settlements and coastal harbors appearing as small, stubborn pockets of activity against the harsh terrain.

Its scenery is stark but never uniform: volcanic formations, layers of ash, and rough wilderness shape the land between inhabited places. The result is a formidable region whose varied communities endure inside a landscape that feels raw, weathered, and openly hostile to crossing.

Elythara
REGION · WESTERN LUNARETH
Fertile lands — and the neutral ground where every flag hangs its sword.

Elythara spreads across fertile plains, wooded areas, winding rivers, and open countryside dotted with varied settlements. Farmland and rural towns sit alongside well-used roads and river crossings, while coastal villages and harbors connect the inland communities to the wider routes of travel and trade.

Its appearance is defined less by any single terrain than by a patchwork of green land, waterways, and connected communities. The neutral city at its heart gives the region an international pulse — adventurers, merchants, and travelers from everywhere passing through amid the steady rhythm of everyday commerce.

Frostglass Archipelago
GEOGRAPHIC FEATURE · FAR SOUTHWEST
Frozen islands under the long shadow of Azyrith, a True Dragon bearing the Authority of Naeris.

The Frostglass Archipelago is a remote chain of ice-covered islands surrounded by frigid waters, frozen coastlines, and extensive ice formations. Pale islands and frozen ridgelines rise from the cold sea, their shapes sharply outlined against the dark, open water around them.

Unusual currents and shifting tides make the surrounding waters treacherous, deepening the archipelago's isolated, forbidding character. Submerged formations and crystal caverns lie beneath and between the frozen shores, while the immense stretch of deep sea keeps these islands apart from the rest of Lunareth — by distance, by cold, and possibly by preference.

Regional governments, dominant populations, and cultures differ widely. An established location or nearby True Dragon does not automatically imply political allegiance or territorial rule.
HYDROGRAPHIC INDEX

Five major waters and currents carve Lunareth's maritime routes, supernatural habitats, and regional boundaries — and at least one of them is still carving.

≈ Known Seas & Ocean Currents 5 GEOGRAPHIC FEATURES
The Cerulean Sea · MAJOR OCEANIC BASIN

The Cerulean Sea is a vast maritime basin pressing against Aokishen, Valedorn, Qasirah, Elythara, Thalassor, and the Ashen Reaches — the heart of Lunareth's maritime world, surrounding the Pelagic Expanse on all sides except the south.

Scattered islands, deep channels, and heavily traveled sea routes shape the basin, while strong currents quietly decide which of those routes stay open.

Aquatic monsters, sea serpents, and deep-sea creatures inhabit the Cerulean Sea. A Leviathan is also known to dwell somewhere within its waters — 'somewhere' being the operative, and deeply unsatisfying, word.

Zephyr Scale-Stream · SUPERNATURAL OCEAN CURRENT

The Zephyr Scale-Stream crosses west-northwestern Lunareth — southwest of Aokishen, northwest of Elythara and Faelune, north of Sylvanth — an unusual ocean current shaped by persistent winds and powerful, shifting air currents.

Across its waters, changing winds form scale-like patterns that ripple and rearrange with the breeze. Sudden gusts can carry vessels forward at surprising speed or drive them a very long way off course, making the current as useful as it is unpredictable — and it has never once promised otherwise.

The current is influenced by Shiryūzan, a lime-green Long-type True Dragon who possesses the Authority of Aevorin.

The Shattered Deep · FRACTURED DEEP OCEAN

The Shattered Deep lies south of Sylvanth and Faelune, west of Thalassor, and surrounds the Frostglass Archipelago. Beneath its surface, a fractured seafloor — broken oceanbeds, submerged ridges, deep fissures — channels powerful underwater currents through the wreckage.

Those shifting currents and plunging fractures make navigation and exploration dangerous, and extreme underwater pressure adds its own hazards below. Deep-sea monsters and aquatic Mythical Beasts inhabit its waters.

A Leviathan is known to dwell within the Shattered Deep, though its exact territory remains — like most things down there — unverified.

Abyssal Dirge Sea · ABYSSAL SEA

The Abyssal Dirge Sea lies in south-southeastern Lunareth, east of Thalassor, west of the Ashen Reaches, and south of the Pelagic Expanse. Its dark waters are poorly charted and offer unusually limited visibility, concealing extensive underwater formations far below the surface — where nobody has finished looking.

Strange disturbances and the sea’s hidden depths complicate navigation, while deep-sea monsters, aquatic Mythical Beasts, and creatures nobody has yet identified inhabit its waters.

Nharveth, a black True Dragon bearing the Authority of Noxaris, is known to occupy the sea’s southwestern reaches — though where its influence over the surrounding waters ends is one more thing the dark declines to say.

The Veiled Ocean · REMOTE OCEAN

The Veiled Ocean lies in far southeastern Lunareth, beyond the Ashen Reaches — past the edge of the maps people trust. Persistent mists and poor visibility hide distant islands and blur the horizon, and much of the sea remains incompletely charted.

Aquatic monsters and deep-sea creatures inhabit its remote waters, where uncharted passages and unpredictable ocean conditions make every voyage a negotiation.

A Leviathan is known to inhabit the Veiled Ocean, but its movements and territorial range remain unknown — fitting, for a sea that seems to prefer it that way.

⌛ History & Chronology BEFORE THE RECKONING · ~1500 AC
HISTORY // SUMMARY

Lunareth's shared chronology begins in the wreckage of the mysterious Reckoning and follows six recorded eras of empire, industrial warfare, political upheaval, and slow, stubborn reconstruction.

Current year: approximately 1500 AC · Modern Age

BEFORE THE RECKONING · BR
Age of Divinities & the Reckoning

Ancient traditions describe divine rule and magical technologies now lost. Then came the Reckoning: the old divine order shattered, ancient civilizations were devastated, and the AC calendar began counting from the ruin. Its true events — and the fate of the Gods — remain uncertain.

RECORDED ERAS
1–1350 AC
Age of Empires

Kingdoms and regional powers rise. Dungeons enter the historical record — and never really leave it. House Vaelmont establishes Aurelion.

1351–1372 AC
War of Iron and Aether

Industrialized Spellcraft rewrites warfare in real time. Aurelion campaigns against Qasirah and Aokishen, while the Celestial Covenant Church emerges in Valedorn.

1373–1397 AC
Interwar Period

Reconstruction, economic hardship, and political extremism reshape international relations. The Adventurers' Guild and the Magisterium are founded — both still standing, both still arguing.

1398–1409 AC
Ashen World War

Aurelion's expansion and radical Church purification campaigns devastate the Ashen Reaches and other territories. From the aftermath, the Demon King's later rise begins.

1410–1465 AC
Veiled Standoff

Open war is off the table, so rival powers compete through espionage, proxy conflicts, economic pressure, and a magical arms race of Homunculi, Golems, and Automatons.

1466 AC–PRESENT
Modern Age

Trade, reconstruction, and magical advancement continue — while historical grievances, religious disputes, and institutional rivalries sit unresolved underneath, patient as ever.

A SHARED, NOT UNIVERSAL, CHRONOLOGY

These eras are a common historical framework, not a uniform account of every civilization. Effects varied by region; Sylvanth and Faelune remained largely isolated from foreign military campaigns. Much of pre-Reckoning history remains disputed, fragmented, or simply gone.

Six Questions of Lunareth THE THEMES BEHIND THE ERAS

Age of Empires: Who rules?

War of Iron and Aether: Who controls magic?

Interwar Period: Who classifies threats?

Ashen World War: Who survives classification?

Veiled Standoff: Who governs knowledge?

Modern Age: Will there ever be a final answer?

♟ Peoples & BeingsRACES · ARTIFICIAL LIFE · SUPERNATURAL ENTITIES
✦ FIELD NOTES · LIFE & ORIGIN ✦
Many Origins. One Unwritten World.

From mortal civilizations and ancient supernatural powers to crafted life and creatures of the untamed wilds, Lunareth holds countless forms of existence, each with its own origins, lifespan, and place in the world. Yet blood, nature, and power are not destiny — none of them, alone, can define a being's character, choices, or allegiance.

MORTAL✦SUPERNATURAL✦ARTIFICIAL✦UNKNOWN
♙ Humanoid PeoplesHUMANS · BEASTKIN · ELVES · DWARVES · NERUKAI · KETHARI
Humans

Adaptable, widespread, and difficult to count out. Tavren are common humans; rare Ordan are ageless survivors of ancient eras.

Beastkin

Animal-associated anatomy and heightened physical traits. Subraces: Korran, Vessari, Shaelis, Brumak, Aelari, Thalren, Rivani, Murren, and Skarith.

Elves

Long-lived, keen-sensed, and generally rich in Magic Circuits. Subraces: Elren, Vaerith, Theryn, Draelis, and Iskaren.

Dwarves

Robust, resilient craftspeople with traditions of metallurgy and magical engineering. Subraces: Dorrak, Dhurven, and Varkun.

Nerukai

Aquatic peoples ranging from fully aquatic to amphibious. Subraces: Maerun, Vaelis, Drovak, Sereth, and Orravi.

Kethari

Arthropod-associated humanoids with varied exoskeletons, wings, limbs, and senses. Subraces: Varkesh, Dumari, Lysari, Nethril, Karveth, Melari, and Syrakai.

NERUKAI SURFACE RELATIONS

Distrust of land-dwellers is widespread but varies between communities. The Deepwake is an influential, non-universal cult devoted to Leviathan worship.

✦ OtherworldersTRANSWORLD INDIVIDUALS · WORLDS BEYOND LUNARETH
ORIGIN

Worlds beyond Lunareth

PREVALENCE

Extremely rare

ORIGIN & ARRIVAL

Otherworlders are individuals who arrive in Lunareth from worlds beyond it — no known pattern, no schedule, and the circumstances behind each case may vary. Some receive supernatural Blessings before arriving; others possess no special gifts whatsoever.

BLESSINGS & ABILITIES

Some Otherworlders receive Blessings from powerful supernatural beings before their arrival; these gifts vary in nature and potency, while others arrive without any supernatural advantages at all. Being an Otherworlder is not a starter kit: it does not automatically grant exceptional abilities, immortality, or a predetermined destiny.

FATE & RECOGNITION

Otherworlders experience vastly different outcomes. Some live unnoticed lives and perish with their origins undiscovered. Others adapt to Lunareth, sharpen their abilities, earn fame through their achievements, and end up influencing kingdoms, institutions, or the historical record itself.

RESEARCH & INTEREST

Otherworlders who possess unusual Blessings or valuable knowledge from their original worlds may attract considerable attention. The Magisterium and other interested parties may seek to study their abilities, investigate the nature of their arrival, or acquire knowledge that exists nowhere in Lunareth.

Nobles, rulers, merchants, and supernatural beings may also pursue them for strategic, economic, or personal reasons. Such interest can bring opportunity and protection — or exploitation, coercion, and scrutiny nobody asked for.

Nature: A rare phenomenon binding Lunareth to worlds beyond its own, with outcomes ranging from unremarkable lives to history books rewritten around one arrival.

◇ Artificial Life & Other ClassificationsARTIFICIAL LIFE · MONSTERS · MYTHICAL BEASTS · UNDEAD
Artificial Beings

Created through Alchemy, Golemancy, or engineering: Golems, Homunculi, Chimeras, and Automatons.

Monsters · F–S

Supernatural creatures sustained by Monster Cores, found in Dungeons, wilderness, and oceans. Intelligence ranges from instinct-driven to uncomfortably organized.

Mythical Beasts · C–S

Rare, intelligent creatures with refined Mythical Cores and extraordinary abilities. Rank indicates typical threat, not an absolute power ceiling — a distinction some adventurers only learn once.

Undead

Beings animated or transformed through Necromancy, including Skeletons, Zombies, Ghouls, Wights, Vampires, and Liches.

MAGICAL NATURE & CLASSIFICATION

Most humanoid peoples channel Aether through Magic Circuits. Monsters, Mythical Beasts, Demons, and Celestials rely on supernatural Cores; Artificial beings may use engineered Circuits, inscribed structures, or mechanical systems. Race, lineage, type, rank, and pact status are distinct classifications.

These classifications describe known examples, not an exhaustive list. Lunareth is large, old, and not done revealing things; additional or undiscovered beings may exist throughout it.

✧ Supernatural EntitiesFAE · TRUE DRAGONS · DEMONS · CELESTIALS · ELEMENTALS · SPIRITS
Fae

Ageless beings with innate enchantments and ancient customs. Nature-Bound Immortality lets them reconstitute while nature endures — the forest, in other words, always grows them back. Wild Fae may be dangerous huntable quarry.

True Dragons

Seven primordial beings connected to the First Source, each with individual Concepts and Authorities. They shapeshift and can reconstitute after destruction — killing one is a long-term project at best. Dragonkin are pactbound members of other races, not a separate race.

Demons

Ageless, Demonic-Core-bearing humanoids classified as Lesser Demons, Greater Demons, or Demon Lords. Succubi and Incubi are demonic types; the Demon King is a political sovereign.

Celestials

Ageless upon maturity and sustained by Celestial Cores. Classifications include Angels, Archangels, and Seraph; Azherin are fallen Celestials whose original class remains.

Elementals

Immortal, shapeshifting embodiments of Ignaris, Naeris, Aevorin, Terrun, Niharis, Solari, and Noxaris. Their essence can reconstitute while their element persists.

Spirits

Lingering souls unable — or unwilling — to pass on. They may be banished, exorcised, or helped onward; some can possess living beings or lesser Undead. The unwilling ones are why exorcists stay employed.

TEN LEGENDARY BEINGS

Seven True Dragons: Shiryūzan (Aevorin), Veythara (Niharis), Azyrith (Naeris), Rhazakar (Ignaris), Caelthir (Solari), Nharveth (Noxaris), and Kharuzan (Terrun).

Three Gigantic Leviathans: Cerulean Sea, Shattered Deep, and Veiled Ocean. They are distinct from True Dragons; their precise origins and powers remain uncertain — which, for something that size, is its own kind of alarming.

☽ Magic SystemFIRST SOURCE · TRUE MAGIC · CONCEPTS · AUTHORITIES · AETHER · SPELLCRAFT · HEREDITARY · RARE ABILITIES
✧ ARCANE DOSSIER · THEORY & PRACTICE ✧
The Laws Beneath the Impossible

Aether fuels most Spellcraft; Magic Circuits process and channel it; affinity and study shape what a practitioner can do with it. Beyond the learnable techniques lie Mystic Eyes, Concepts, Authorities, and True Magic — rarer, stranger, and only partly understood by anyone.

AETHER✦CIRCUITS✦DISCIPLINES✦METAPHYSICS
✧ First Source · Aether PRIMORDIAL ORIGIN · FUNDAMENTAL ENERGY
THE FIRST SOURCE

Also called the Origin or the Primordial Source: the theoretical foundation from which existence and possibility emerge. It may be a primordial state beyond space, time, life, and death, but its true nature is unknown. Whether it can be reached — or merely explains why reaching is possible — remains unresolved.

Direct contact is believed to erase a being's existence. The theory holds that anyone who somehow survives becomes a Magician. The theory's sample size remains extremely small.

AETHER & THE FLOW OF ENERGY

Aether is the fundamental supernatural energy behind most Spellcraft in Lunareth. It exists within living beings and in the environment alike — the raw resource Magi shape through their Magic Circuits. It is not an element; it powers elemental and non-elemental Spellcraft both.

INTERNAL AETHER

Energy available within a living being, processed through their Magic Circuits. Rest and specialized techniques support natural replenishment.

AMBIENT AETHER

Energy present in the environment. Its concentration varies between locations and conditions, affecting how readily it can be drawn upon.

AMBIENT AETHER UTILIZATION
GROUP I · NATURALLY ATTUNED BEINGS

True Dragons, Fae, Elementals, Spirits, and Undead can draw upon Ambient Aether through their supernatural nature. Their methods differ according to their existence, including elemental essence, innate enchantments, spiritual form, necromantic energy, or their connection to the First Source.

GROUP II · CORE-BEARING BEINGS

Celestials, Demons, Monsters, and Mythical Beasts possess supernatural Cores rather than ordinary Magic Circuits. Their Cores can facilitate the absorption and use of Ambient Aether, supplementing their existing power and sustaining supernatural abilities.

Ambient Aether utilization varies by species and individual. Most races rely primarily on their internal reserves and Magic Circuits. Drawing upon ambient energy depends on the practitioner's abilities and surrounding conditions; it does not provide unlimited energy or remove inherent limitations.

CAPACITY, COST & LIMITATIONS

A practitioner's magical performance depends on their Aether reserves, Magic Circuit quantity and quality, and control. Greater reserves do not guarantee greater output, while powerful Circuits cannot function indefinitely without sufficient energy. Spellcraft consumes Aether according to its complexity, scale, and duration. Aether can also be stored or transferred through specialized devices, rituals, and enchanted materials.

DRAWBACKS OF EXCESSIVE SPELLCRAFT USE

Excessive Spellcraft depletes Aether reserves and strains the practitioner's Magic Circuits. Early symptoms include fatigue, dizziness, reduced concentration, and declining spell control. Continued overexertion may cause unstable spellcasting, severe physical exhaustion, and Circuit damage. In extreme cases, a practitioner may collapse or suffer lasting magical impairment.

Recovery generally requires rest and Aether replenishment. Severity depends on reserves, Circuit quality, control, and spell intensity. Drawing upon Ambient Aether does not eliminate these risks.

ENVIRONMENTAL AETHER

Aether concentrations vary across Lunareth. Dense or unstable regions can support powerful supernatural phenomena and ambitious research — or disrupt Spellcraft outright and cause dangerous fluctuations. Location matters more than most apprentices believe.

SCHOLARLY UNDERSTANDING

The Magisterium studies Aether's properties, circulation, and relationship with supernatural phenomena. Its ultimate origin remains unknown — as does whether it and the First Source are two names for the same thing.

THE SEVEN PRIMARY ELEMENTS
🔥 Ignaris ◉ Naeris ◆ Terrun 〰 Aevorin ◇ Niharis ✧ Solari ☾ Noxaris

Elemental Affinity improves aptitude and efficiency but does not ordinarily prevent learning other elements. Common compound models include Ice (Naeris + Aevorin), Lava (Ignaris + Terrun), Lightning (Ignaris + Aevorin), Steam (Ignaris + Naeris), and Mud (Naeris + Terrun). Affinity does not determine morality: the Church favors Solari, Noxaris draws prejudice in some societies, and neither makes its bearer virtuous or evil.

✧ BlessingsSUPERNATURAL BESTOWAL · AETHER · CONCEPTS · AUTHORITIES · CONTRACTS

Blessings are supernatural benefits bestowed by powerful beings upon other individuals — enhancing existing abilities, granting new powers, providing protection, or establishing supernatural affinities. Effects depend on the bestower, the recipient, and the nature of the gift. Generosity varies.

DIVINE BLESSINGS

Bestowed by Divine beings, including Celestials, granting supernatural benefits according to the bestower's capabilities.

ELEMENTAL BLESSINGS

Gifts from Elementals that grant elemental affinities, manipulation, or other abilities associated with their fundamental element. These may accompany supernatural contracts.

DRACONIC BLESSINGS

Gifts bestowed by True Dragons, potentially granting draconic traits, supernatural abilities, or an affinity connected to the Dragon's nature.

LIMITATIONS & RELATED ARRANGEMENTS

Blessings vary in potency, duration, conditions, and compatibility. They do not automatically grant Authorities, constitute True Magic, or provide unlimited power. Supernatural contracts and Dragonkin pacts are related but distinct arrangements; their terms and effects depend on the beings involved and need not constitute Blessings.

✧ True Magic · Spellcraft IRREPRODUCIBLE PHENOMENA · MAGICAL DISCIPLINES
TRUE MAGIC

Phenomena that conventional Spellcraft cannot reproduce, whatever talent, resources, knowledge, or technical advancement is thrown at it. The defining distinction is irreproducibility, not raw power — even a mountain-destroying spell remains conventional if established principles can reproduce its effect.

Its relationship with the First Source is uncertain. Some Magi believe True Magic requires reaching or understanding the Source; others call it a breakthrough in understanding reality itself. Both camps are still working on it.

MAGI

A Magus (plural: Magi) is an individual who studies or practices Spellcraft through theory, experimentation, inherited knowledge, and application. They may specialize in research, crafting, healing, alchemy, rituals, or combat.

MAGICIANS

Individuals who have attained True Magic and achieved a phenome ventional Spellcraft cannot reproduce. Exceptional strength, knowledge, or mastery alone does not make someone a Magician.

Magi master what Spellcraft can accomplish. Magicians attain what it fundamentally cannot.

SPELLCRAFT DISCIPLINES

Magi can study multiple disciplines, combine established methods, and develop new techniques. These branches are established examples, not an exhaustive list.

ElementalAlchemyGolemancyWitchcraftCurse ArtsNecromancyHealingMudra ArtsProjectionReinforcementRuneSpatialVaelmont Astromancy
Elemental Spellcraft

Generates, shapes, and controls the seven primary elements and compound phenomena for combat, defense, and utility. Affinity helps a practitioner learn naturally but does not prohibit other elements. Cultural associations, including the Church's preference for Solari and prejudice toward Noxaris, do not define a user's character.

Alchemy

Transforms and refines matter, develops reagents and medicine, modifies biological systems, and supports artificial creation. It does not ordinarily create matter from nothing. Homunculi are artificially created living beings that may possess consciousness and autonomy; creation does not establish ownership. Regulation and social acceptance vary.

Golemancy

Constructs and animates bodies made from clay, stone, metal, wood, or other materials. Golems and magically animated Automatons may overlap, but differ from biological Homunculi. Golemancy is generally accepted as a legitimate discipline, though constructs involving souls, corpses, forbidden rituals, or sentience experiments may draw scrutiny. Capabilities depend on construction, instructions, materials, cores, and Aether.

Witchcraft

Uses rituals, charms, herbalism, potions, sympathetic magic, and supernatural remedies. Some Witches use enchanted brooms for flight. Noxaris is commonly associated with Witchcraft but is not required. The discipline is generally tolerated, though dangerous or unconventional practices may be scrutinized; Witchcraft is not inherently evil.

Curse Arts

Imposes supernatural conditions on people, objects, places, or the caster. Curses are often persistent; Hexes tend to be localized or temporary, though usage varies. Effects include affliction, binding, conditional triggers, and protection. Curse Release breaks a curse; Curse Transfer redirects it and may carry severe ethical and magical risks. Precision and preparation matter more than raw output.

Necromancy

Manipulates corpses, death-related Aetheric phenomena, and reanimation or control of the dead. It is strictly forbidden under Celestial Covenant Church doctrine and commonly prohibited in Valedorn and other Church-aligned jurisdictions. The Magisterium may study it academically, while dangerous experiments remain restricted. Funerary rites, spirit communication, and studying naturally occurring Undead do not automatically constitute Necromancy. It grants no unrestricted control over death, souls, or the afterlife.

Healing Spellcraft

Restores wounds and damaged tissue, treats physical ailments and toxins, stabilizes magical injury, and may address spiritual harm with specialized methods. Advanced practitioners develop Regenerative Spellcraft; rare specialists achieve Automatic Regeneration while sufficient Aether and a functional system remain. It cannot reverse true death, restore a destroyed soul, or automatically cure every disease or replace lost limbs. Solari affinity is helpful but not required. The Celestial Covenant Church favors Solari-associated healing and may actively recruit or pressure gifted healers, while healers of other affinities remain common.

Mudra Arts

An ancient Aokishen discipline using precise hand seals and controlled Aether to create elemental effects, barriers, bindings, passage, purification, and limited conceptual conditions. Hereditary lineages preserve advanced techniques through Arcane Crests and restricted teaching. Conceptual Seals are conditional and resistible, not absolute dominion; gestures, concentration, knowledge, and Aether are required.

Projection & Echo Forging

Projection temporarily materializes objects from a practitioner's mental model and knowledge; elemental affinity may influence the form. Echo Forging uses detailed Imprints of an armament's structure, materials, enchantments, and supernatural properties to reconstruct replicas, generally one quality grade below the original. Signature effects may remain, but complexity raises the cost and difficulty. A replica does not grant the original wielder's personal skills or unrelated abilities.

Reinforcement Spellcraft

Channels Aether into existing bodies or objects to strengthen physical properties, senses, reflexes, tools, weapons, and armor. It enhances rather than heals or permanently transforms. Over-Reinforcement can crack objects or injure bodies when generated force exceeds structural limits. Effective casting balances enhancement with integrity and available Aether.

Rune Spellcraft & the Twenty-Four Runes

Uses Runes to encode effects activated through Aether. Modern Runes are standardized and comparatively accessible; Ancient Runes preserve deeper interpretations and may produce limited conceptual phenomena. Copying a symbol's appearance does not reproduce its underlying method or power.

View all 24 Elder Futhark Runes
ᚠ Fehu · Wealth, storage, accumulation
ᚢ Uruz · Strength, vitality, reinforcement
ᚦ Thurisaz · Destructive force, piercing, disruption
ᚨ Ansuz · Expression, commands, flame propagation
ᚱ Raidho · Travel, movement, pathways
ᚲ Kenaz · Torchlight, ignition, heat
ᚷ Gebo · Gifts, exchange, contracts
ᚹ Wunjo · Harmony, stabilization, support
ᚺ Hagalaz · Disruption, destructive change
ᚾ Nauthiz · Necessity, bindings, restrictions
ᛁ Isa · Ice, stillness, immobilization
ᛃ Jera · Cycles, delayed and repeating effects
ᛇ Eihwaz · Endurance, preservation, resistance
ᛈ Perthro · Hidden outcomes, chance, concealment
ᛉ Algiz · Protection, wards, interference
ᛊ Sowilo · Sunlight, radiance, suppression
ᛏ Tiwaz · Duty, protection, defensive fields
ᛒ Berkano · Birth, growth, regeneration support
ᛖ Ehwaz · Cooperation, synchronization, transport
ᛗ Mannaz · Identity, physiology, bodily influence
ᛚ Laguz · Naeris, fluidity, Aether circulation
ᛜ Ingwaz · Potential, accumulation, stored energy
ᛞ Dagaz · Daylight, transition, transformation
ᛟ Othala · Heritage, lineage, territorial wards

Compound Runes and larger formations coordinate conditional, delayed, or sequential effects. Rune meanings are interpretive rather than absolute — the Runes were old when the arguments about them started.

Spatial Spellcraft

Manipulates space, distance, and spatial boundaries to create displacement, teleportation, gateways, dimensional passage, storage, and potentially pocket dimensions. Niharis affinity is advantageous but not required. Cost and risk rise with distance, mass, complexity, unstable anchors, hostile wards, and spatial interference. Transporting unwilling or magically protected targets requires overcoming their resistance.

Vaelmont Astromancy

A hereditary House Vaelmont tradition treating celestial patterns as a vast magical formation. It supports celestial observation, divination, astral manipulation, and large-scale convergence. Predictions describe possibilities, not guaranteed outcomes; Fate and Causality effects remain highly specialized and limited. House Vaelmont's Arcane Crest, above-average Magic Circuits, research, and guarded teaching support the tradition. The complete methods are preserved within the House.

SYSTEM BOUNDARY

Spellcraft remains constrained by Aether, Circuit capacity, understanding, technique, and whatever supernatural opposition stands across the circle. Novel disciplines can expand what is reproducible — but no discipline becomes True Magic merely by being powerful or rare.

⟡ Authorities · Concepts SUPERNATURAL DOMINION · METAPHYSICAL PRINCIPLES
AUTHORITIES

Exceptionally rare inherent or bestowed dominion over a Concept, phenomenon, or domain. An Authority directly exercises dominion rather than merely producing a limited related effect — but its scope is not necessarily absolute. In Lunareth, nothing is.

CONCEPTS

Abstract principles underlying reality, including Life, Death, Time, Space, Severance, Binding, and Passage. Specialized Spellcraft may influence aspects of a Concept, but the effect is limited by its conditions, the practitioner's ability, and whatever opposition the Concept itself puts up.

CONCEPTUAL WEAPONS & ARTIFACTS

Some weapons and relics embody Concepts or possess Authorities, enabling properties ordinary enchantments cannot reproduce. Many are believed to originate in the Age of Divinity; their makers and mechanisms are often unknown. Understanding what a relic does has never been the same thing as understanding how it was made.

LIMITS & UNCERTAINTY

Influencing one aspect of a Concept does not grant dominion over its whole domain. Authorities may be borne by supernatural beings, artifacts, or rare individuals, and cannot ordinarily be learned through training. Their origins, conflicts, and relationship with the First Source remain uncertain. The Magisterium studies them; the Church may interpret them through theology. An Authority does not prove divinity, holiness, or moral superiority.

◈ Hereditary & Rare Abilities MAGIC CIRCUITS · ARCANE CRESTS · MYSTIC EYES
MAGIC CIRCUITS

Innate structures that process and channel Aether. Quantity influences potential throughput; quality influences efficiency, precision, and stability. Training improves use but cannot ordinarily increase natural quantity.

1–10 · Below average11–20 · Average21–40 · Above average40–100 · Prodigies / high-tier MagiAnomalies · Exceptional quantity or structure

Approximate reference ranges, not absolute rankings. Ability also depends on reserves, skill, knowledge, technique, and the target.

ARCANE CRESTS

Hereditary magical archives that preserve refined Spellcraft, stabilized Aetheric structures, and accumulated lineage knowledge. Designated inheritors may access them according to compatibility and training. Crests do not automatically grant mastery or increase innate Circuit count; older archives may contain incomplete, outdated, or incompatible structures. They are especially associated with Aokishen's ancient clans and may also occur among noble magical lineages elsewhere.

MYSTIC EYES

Rare ocular traits that perceive, interpret, or influence supernatural phenomena. They may awaken naturally, pass through a bloodline, or be artificially altered or transplanted. Abilities can include analysis, illusion, compulsion, petrification, and specialized perception, but seeing does not guarantee understanding or control. Overuse may cause sensory overload, exhaustion, or Circuit damage.

GildedGemlikePrismaticTranscendent

IRIS SPECTRUM · CLASSIFIES SUPERNATURAL SIGNIFICANCE, NOT GUARANTEED COMBAT POWER

DAMPENERS

Specialized glasses, lenses, and blindfolds may suppress, filter, or restrict unwanted effects. Effectiveness depends on the eye and device; ordinary tinted lenses may only reduce strain.

PROTECTION & TRAFFICKING

Valuable eyes may attract collectors, criminals, or unethical researchers. Kidnapping, coercion, experiments, and transplantation are dangers; implantation is unreliable and does not guarantee compatibility. Possession of rare eyes grants no ownership over their bearer.

⚔ Exploration & SocietyINSTITUTIONS · ECONOMY & TRAVEL · DUNGEONS
⚔ FIELD DOSSIER · DANGER & CIVILIZATION ⚔
The Unknown Has a Cost

Dungeons absorb remains, reform after clearing, and shelter threats whose assessed ranks can change without warning. Guilds, institutions, trade, and travel shape how people explore the world, recover its riches, and respond to whatever comes crawling out beyond the settled lands.

DUNGEONS✦GUILD RANKS✦INSTITUTIONS✦TRAVEL
⌘ Major Institutions ORGANIZATIONS · PROFESSIONAL RANKS · SCHOLARSHIP & DOCTRINE

Three institutions shape exploration, magical scholarship, and religious authority across Lunareth. Their interests overlap constantly; none of them holds universal control over the others — a fact all three have learned to work around.

⚔ Adventurers' Guild INTERWAR FOUNDING · CENTRAL ELYTHARA · F–S
INTERNATIONAL NETWORKINDEPENDENTCONTRACTS & THREAT RESPONSE

Founded during the Interwar Period, the Guild arose to coordinate postwar exploration and supernatural threat response — and to offer an alternative to expanding ecclesiastical control over investigations and hunts. Its headquarters stands in central Elythara, with branches across major cities, ports, frontiers, and remote outposts; most capital cities keep one, though local resources and autonomy vary.

Activities: Exploration, Monster hunting, supernatural investigations, escort and protection contracts, Dungeon expeditions, resource recovery, and records of threats and discoveries.

Independence: The Guild operates across borders but remains subject to local laws and political pressure. Branches can face corruption, disputes, or interference — independence is a practice here, not a shield.

Relations: It cooperates with the CCC on threats while disputing Church control over investigations and classifications; it has a professional rivalry with the Magisterium over discoveries, artifacts, research access, and expedition rights. Governments may commission the Guild but do not universally control it.

Individual Adventurer Ranking System F–S · VERIFIED CAPABILITY & CONDUCT

Ranks reflect verified combat capability, magical proficiency, experience, judgment, reliability, teamwork, and professional achievements, not raw strength alone.

F

Beginners; supervised, low-risk assignments.

E

Routine contracts handled independently.

D

Established professionals for ordinary fieldwork.

C

Experienced adventurers for dangerous expeditions.

B

Elite professionals for major threats and high-risk operations.

A

Exceptional individuals whose abilities may affect battles or national security.

S

Extremely rare, internationally significant adventurers.

A- and S-Rank individuals may wield Conceptual Magic, rare Mystic Eyes, extraordinary relics, or personal Authorities. Such powers do not determine rank by themselves: not every S-Rank has an Authority or continental destructive capability.

Promotion: Requires verified achievements, field judgment, survival skills, teamwork, and conduct. A single victory does not guarantee promotion; fraud or misconduct can lead to suspension or demotion.

S-Rank privileges: International recognition; formal audiences with rulers and senior authorities; expedited travel or border permissions for authorized assignments; greater contract autonomy; safeguards against certain political coercion; eligibility for restricted contracts; emergency coordination and assistance requests where agreements permit; and priority appeals to senior Guild authorities.

S-Rank grants neither sovereignty nor universal immunity from law. Privileges depend on recognized agreements; abuse or criminal conduct can trigger investigation or loss of status.

Registered Adventurer Guilds ORGANIZATIONAL RANKING · INDEPENDENT LEADERSHIP

Registered Adventurer Guilds are organizations that operate under the international Guild's shared standards while retaining their own names, leadership, members, resources, and internal rules. Their scale ranges from small teams to influential multi-region organizations.

Structure: The international Adventurers' Guild handles registration, ranking, contracts, recognition, and professional regulations; registered organizations coordinate members, training, resources, and contracts; adventuring parties are temporary or permanent field teams.

Separate organizational ranks: F–S assessments consider collective achievements, operational capability, leadership, reliability, resources, and major assignments. Employing an S-Rank adventurer does not automatically make an organization S-Rank.

S-Rank Guild privileges: Diplomatic recognition; expedited cross-border operations; access to classified, catastrophic-threat, and international contracts; greater operational autonomy; emergency coordination where agreements permit; and priority logistical, administrative, and specialized Guild support.

S-Rank organizations gain neither sovereignty nor unrestricted military authority or legal immunity. Privileges depend on Guild rules and political agreements, and may be suspended for misconduct.

✧ The Magisterium INTERWAR FOUNDING · SOUTHWESTERN PELAGIC EXPANSE
CENTRALIZED HEADQUARTERSACADEMY & ARCHIVESNO REGIONAL BRANCHES

Founded during the Interwar Period, the Magisterium studies, preserves, and advances magical knowledge from an island headquarters and Academy in the southwestern Pelagic Expanse — southeast of Elythara, northeast of Thalassor, across the Abyssal Dirge Sea. It keeps no regional branches; influence travels by scholars, alumni, magical families, and research agreements instead.

Founder & Headmistress: An Ordan — an ancient human survivor whose ageless body has carried her from the old eras into the modern age. She is recognized as the First Magician and the first known person to attain True Magic. Her unique power creates anything from nothing, entirely beyond conventional Spellcraft.

Academy & research: Teaches magical theory and practical Spellcraft. Its researchers investigate Aether, Magic Circuits, relics, Dungeons, supernatural phenomena, True Magic, and the First Source. Archives and sensitive findings have controlled access.

Fieldwork: The Academy collaborates with registered adventurers for field training, Dungeon expeditions, and artifact recovery. Students and researchers may also register with the Adventurers' Guild.

Relations: It maintains a professional rivalry with the Guild over discoveries, artifacts, research access, and expedition rights; a strained but functional relationship with the CCC over doctrine, purification, wards, and restricted research; and cooperation agreements with governments while resisting external control.

The Magisterium governs its own Academy and scholarship — and nothing beyond them. It holds no universal authority over magic, and its politics are shaped by research factions, influential families, institutional secrecy, foreign interests, and funding disputes. Which is to say: normally.
✦ Celestial Covenant Church FOUNDED DURING THE WAR OF IRON AND AETHER · VALEDORN
CELESTIAL VENERATIONSOLARI & HEALINGDOCTRINE & POLITICAL INFLUENCE

Founded in Valedorn during the War of Iron and Aether, the CCC venerates Celestials as divine beings and guardians of sacred order. Its strongest influence lies in Valedorn, particularly Aurelion, where it stands beside the Crown and nobility as a major religious and political power — throne and altar, reinforcing each other.

Doctrine: The Church teaches that reality has a sacred order requiring protection from corruption. It favors Solari-affiliated Spellcraft and associates Noxaris with Demons, Monsters, and Dungeons, though these associations are not proven objective laws. Necromancy is strictly forbidden; Noxaris-affiliated practitioners and certain supernatural peoples may face suspicion or persecution.

Magic & rites: Clergy use Solari Elemental Spellcraft, Healing Spellcraft, protective Rune Spellcraft, wards, religious rites, and purification techniques. The Church strongly favors gifted Solari-affinity healers and may recruit or pressure them to join. Its ideas about souls, sacredness, and impurity reflect doctrine rather than necessarily objective supernatural fact.

House Vaelmont: The ruling dynasty and Church maintain a close, mutually beneficial alliance. The Crown offers patronage and legitimacy; the Church provides sacred ceremonies and supernatural protection. Vaelmont Astromancy remains an independent hereditary tradition preserved by the family's Arcane Crest. The Church does not control Vaelmont magical inheritance or royal succession, and disputes may arise over authority, research, regulation, or treatment of Noxaris-affiliated practitioners.

Organization & relations: Its clergy, scholars, investigators, and Ecclesiastical Orders maintain a hierarchy and internal doctrines that are only partially established. It cooperates with the Guild on threats but disputes investigations and classifications; its relationship with the Magisterium is strained but functional, particularly around wards, purification, and restricted research. Its influence elsewhere depends on local recognition and political agreements.

The Church's radical purification campaigns during the Ashen World War remain a source of international distrust. Its alliance with House Vaelmont is close, but not unconditional.
Institutional cooperation is practical, not absolute. The Guild, Magisterium, and Church compete over authority, discoveries, classification, research, and the treatment of supernatural beings — three flags planted in the same treasure, and nobody has stopped digging.
◇ Economy & Travel
◉
Coinage

Copper · Silver · Gold · Platinum

═
Railways

Major settlements and industrial centers

≈
Ships

Dominant maritime transport

✧
Airplanes

Faster, substantially more expensive travel

Ten coins of one denomination equal one coin of the next. Regional currencies and high-value banknotes also exist.

⚔ Dungeons & Exploration SUPERNATURAL LOCATIONS · 43 RECORDED

Dungeons are mysterious supernatural environments first recorded during the Age of Empires — labyrinths, ruins, cavern systems, and spatially distorted structures housing dangerous inhabitants, valuable materials, and sometimes artifacts beyond anything modern Spellcraft can build.

MonstersSpiritsUndeadWild FaeOccasional: Mythical Beasts, Elementals, Ancient Automatons
CORPSE ABSORPTION

Remains are gradually absorbed, strengthening inhabitants and intensifying Aether. Failed expeditions make a Dungeon more dangerous — the Dungeon keeps what you leave behind.

CLEARING & REFORMATION

A cleared Dungeon may yield its Dungeon Core, but its structures and inhabitants eventually reform. The interval varies by Dungeon.

DUNGEON LORDS

A powerful inhabitant may dominate all or part of a Dungeon. It is a title, not a species — and defeating one does not necessarily destroy the Dungeon. Here, the throne outlives the king.

GUILD RANKS & THREAT GUIDELINES
FEDCBAS
F–E · Manageable hazards, generally accessible to beginners.
D–C · Require capable adventurers, preparation, or specialized equipment.
B–A · Serious expedition risks and potentially severe casualties.
S · Exceptional threats; expedition failure may have catastrophic consequences.

Ranks are provisional assessments, not guarantees. New information, hidden hazards, growth — or a Dungeon Lord nobody logged — can change a rating overnight.

Recommended Expedition Sizes GUILD GUIDELINES

F–E: At least 3 adventurers of the matching rank.

D–C: At least 4 adventurers of the matching rank.

B: At least 5 B-Rank adventurers, including an experienced expedition leader.

A: At least 5 A-Rank adventurers, with support suited to known hazards.

S: No fixed minimum. Requires exceptional Guild authorization and an S-Rank leader or equivalent Guild-approved force.

Higher-ranked adventurers may qualify for smaller parties after evaluation. Certain Dungeons demand additional personnel or specialized abilities. These are recommendations, not survival guarantees — the Guild words them carefully, and so should you.

ORIGINS // UNRESOLVED THEORIES
Aether Saturation
Accumulated Aether forms environments.
Spatial Distortion
Space becomes unstable.
Death Accumulation
Residual death-energy shapes them.
Primordial Remnants
Pre-Reckoning phenomena persist.

The Magisterium recognizes no definitive explanation. A central Dungeon Core is theorized in some cases but remains unconfirmed — the Dungeons have not volunteered one either.

EXPLORATION & REWARDS

The Adventurers' Guild coordinates expeditions, Monster hunting, and resource recovery. Monster Cores, rare materials, and artifacts pay the bills; rare Dungeons may contain Conceptual Weapons or relics capable of channeling fragments of Authority — the kind of payout that reorders careers.

KNOWN DUNGEONS OF LUNARETH

43 recorded locations · Rankings may change as new information emerges.

Rank F · 2

Greenwake
Stillwater

Rank E · 6

Rootwake
Last Ember
Bluevein
Redwind
Underbough
Cinderwake

Rank D · 10

Winterglass
Kingsleep
Sunken Noon
Last Audience
Thornsleep
Drowned Bells
Dead Reckoning
White Silence
Chainfall
Rimehold

Rank C · 6

Ninefold Descent
Hollow Benediction
Thirsting Vault
Sunspike
Lost Index
Mawtide

Rank B · 10

Miragemere
Black Meridian
Neverdusk
Farwake
Sunderwake
Ironhunger
Emberfall
Bone Orchard
Hollow Anchorage
Glassdeep

Rank A · 6

Clockfall
Borrowed Palace
Abyssal Reach
Magma Veil
Red Harvest
Rime Maw

Rank S · 3

Elsewhere
Starless Trench
Galeheart

Nature: Self-strengthening supernatural environments of unknown origin.

CONTENT NOTICE · 18+ SETTING

All characters are 18+.

This setting may include fantasy violence, combat, death, horror, supernatural threats, discrimination and persecution, coercion, exploitation, religious conflict, and other mature themes. Please use discretion and establish boundaries before roleplay.

SCENARIO INTROS

Pick whichever intro catches your eye, then tap the banner to see how the story begins. Eight doors, one world — you only have to open one.

OTHERWORLDER'S POV
The Watcher Above the Treeline
Unfamiliar forest · Silent watcher · Monster encounter

You awaken beneath an unfamiliar tree in Kasumori Forest — strange energy filling the air, no clear explanation for how you arrived, and a girl watching from a branch above, apparently more curious than concerned. Then a Core-bearing Monster emerges from the undergrowth. She stays exactly where she is and calmly waits to see what you will do.

A Vampire's New Favorite
Vampire encounter · Forced companionship · Tsundere tension

You wake in Larkhollow Copse to a sharp-tongued vampire woman inspecting you — and to the discovery that your blood smells unusually appealing to her. She promptly declares you her personal blood supply and insists on taking you along, because the Monster-infested woods are clearly dangerous for someone so lost. Her possessive confidence is flawless, right up until the hint of embarrassment gives her away.

An Appointment After Death
Afterlife · Divine blessings · Reincarnation

You find yourself in the luminous Last Threshold, where the angelic Raziel gently informs you that you have died. She is not, however, here to file you away: she offers a new life in another world, Divine Blessings included, and leaves the choices to you — first the blessings, then the destination.

Something Wants Your Body
Abandoned dungeon · Ghostly entity · Attempted possession

You appear without warning in a cold, abandoned chamber somewhere in western Elythara, shadowy passageways offering no clue to your location. A ghostlike figure greets you with eerie politeness — then dissolves into black mist and makes a direct attempt to enter your body and seize control. Your arrival in Lunareth is now a fight against possession, and the prize is you.

ANY POV
Welcome to the Adventurers' Guild
Guild registration · Fox-eared receptionist · Quest opportunities

The Adventurers' Guild headquarters hums with contract traffic and expedition reports. Behind the reception counter, fox-eared Zareen finally registers that you have been staring at her in silence, and tries to work out what you actually came for: registration, a quest, a report to file — or business of an entirely different category.

An Appointment at the Magisterium
HEADMISTRESS’S OFFICE · SIGRID & HELENA · YOUR REASON FOR VISITING

A visit to the Magisterium’s Headmistress puts you in front of Sigrid, the First Magician, and Helena Falkenrath, her composed assistant. Sigrid’s curiosity about the mysterious specimen in her office — you — keeps threatening to derail the appointment before she finally addresses your reason for being here. Professorship, transfer enrollment, magical guidance, or plain answers: the purpose and the conversation are yours to steer.

Your Story in Lunareth
High fantasy · Open-world exploration · Player freedom

An open-ended introduction to Lunareth as it is: a world shaped by magic, rival institutions, dangerous Dungeons, ancient beings, and mysteries beyond any single authority's control. No predetermined path, no chosen one — become an adventurer, pursue forbidden knowledge, build a kingdom, uncover lost secrets, or simply find a place to stand. What happens next is entirely up to you.

Design Your Own Scenario
Blank opening · Custom setting · Endless possibilities

Start from a blank page and build your own scenario in Lunareth: setting, circumstances, characters, opening situation — an ordinary day, a dangerous expedition, a political confrontation, or anything in between. No preset encounter, no required direction. The story begins wherever you decide it does.

AUTHOR'S NOTES

First bot, let's go 💀💀

Honestly, I shoved all the lore into the bio because I'm way too lazy to maintain a whole Google Doc. 💀 If something looks broken, bugged, or just doesn't make sense, feel free to let me know lmao.

Anyway, I mainly made Lunareth because I got tired of scrolling through Janitor and seeing all these "RPG" bots. Like, sometimes you find a genuinely good one, but then the actual world and lore get abandoned for months, sometimes even a whole year, while the creator keeps dropping random side characters. 😭

BRO, WHAT ABOUT THE WORLD ITSELF 💀💀

So yeah, I got tired of waiting around and decided to make my own. LOL.

A few things to keep in mind:

  • It's a WIP: I'm still messing around with things, so don't be surprised if I change some dungeon layouts, regions, magic rules, or whatever else down the line.
  • Characters: There's only a handful of characters in the lorebook right now, but I'll add more eventually. Let me cook. 🗿
  • Magisterium / Magic Academy: That little section is eventually gonna turn into a whole Magic School sub-series, with professors, students, and all that good stuff. I wanna get custom art for the characters, too. Whether my motivation cooperates is another story. 💀
  • Inspirations: The magic system is HEAVILY inspired by Type-Moon / Fate. If you've read their lore, you'll probably notice it pretty quickly LOL. I've also taken some inspiration from ASTERNA by Faekrie.

The plan is to make Lunareth my main world for any future standalone bots I release. Basically, instead of every bot living in its own little bubble, they'll have an actual world they can exist in, with shared lore, locations, history, and all that nerdy stuff. 🗿

Anyway, that's pretty much it. The world's still a work in progress, and I'll keep adding stuff whenever I feel like it (and whenever the laziness stops winning).

Have fun RPing in Lunareth, and try not to die in a dungeon or something. 🐱

And before anyone asks, YES, the bio looks vibecoded. 💀

Because it is. 😭

Bro, I literally only use this thing for my bots. CHILL 😭🙏

THE WORLD BEYOND THE KNOWN

Lunareth is a world of diverse peoples, powerful magic, and supernatural phenomena that decline to be explained.

Its histories are incomplete. Its mysteries remain open. The next page is unwritten — and waiting for someone to fill it.

THE WORLD CONTINUES // EXPLORE LUNARETH

♪ OFFICIAL THEME
Path Through The Mountains
Even a living world needs a theme to wander by.
MUSIC · "Path Through The Mountains" by Scott Buckley · free under CC-BY 4.0 · scottbuckley.com.au

Created Oct 9

Updated about 16 hours ago

Published Oct 21

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