Gates of the Moon

Ervenian Era, 1051 AB
The Gates of the Moon is a mist-silver archipelago adrift upon Asgard, where earthbergs drift like slow comets and the undersides of continents burn with ruddy fire. Here the moon’s face is always present, waxing and waning in hours or lingering for days, its pull raising real tides, stirring hearts, and tinting thought. Luna walks as beacon and midwife to change: sailors sight home by her glow, lovers take oaths beneath her radiance, and those afflicted by the moon’s curse find, at last, the grace to master their shifting.   When Nyx’s grasp visibly devours a full moon, the uncrescention, the Gates shudder. Tides become strange, visions turn sharp and sorrowing, fires burn hotter than they should, and Lune’s clergy taste dread in their mouths like metal. The realm refuses to extinguish; it gathers light for the counterstroke.

Geography

It is a misty coast of islands and low hills, veiled forests and silvered deltas, threaded by moonlit inlets whose levels rise and fall with impossible punctuality. The very air glitters with moondust, harmless lights that settle upon travelers’ shoulders to guide them down safe paths. Roads are white-stone lanes inlaid with lunar sigils; wells, bridges, and sea-gates are the gates from which the realm takes its name.  

Notable Locations

Mahogany, City of Reeds
A river-delta city on stilts and stone ribs, afloat in marsh-flowers and lantern fog. Pilots here read the tide-runes hammered into pier-posts; astrologer-priests set the civic clocks by Sehaine’s color and Luna’s face.
The Lune-Door Landing
A broad, crescent quay of pale stone that manifests fully on nights of the full Luna. From here, skiffs can slip into a tenuous backwater of the River Oceanus; on rare full moons, a landfall of the Infinite Staircase opens within Lune’s palace precincts.
The Moon-Nectar Gardens
Walled orchards of white-belled flowers whose dew can grant visions of true futures to those who keep vigil from dusk to dawn; fools who drink without rite drown in dream.
Sanctum of the Shards
A colonnaded court of moonstone where Lune’s blue-haired planetars, the Shards, receive petitions, train mortal choirs for rites, and choose the rare cleric to ascend into their number during the Conjuring of the Second Moon.
The Lunaris Enclave
A floating Menedyn remnant rescued at the Fall, its people now moon-touched aasimars who keep ancient star-charts and teach runelore to visiting mages.  
The Sea of Glass
A calm bight whose night-surface mirrors not faces but true bearings; captains bring oath-ropes here to bless charters and name keels. The House of Quiet Minds. A lakeside cloister where those troubled by madness, nightmares, or uncontrolled change find rest; lanterns here burn with a cool inner moonfire that banishes phantasms.  
The Silver Lighthouse
On the realm’s outer fringe, an ancient beacon of pale stone sends a lattice of light into the mist; wandering souls and lost ships alike find their way to harbor by its sweeping cone.  

Travel and Access

Approaches from Asgard
White-stone wells and tide-gates open along the coastlines of neighboring realms: Everwatch’s beacon-roads, Atgelaur’s wind-bridges. Announce your purpose when you pass; the realm listens.
Oceanus back-current
At high bright tide, skiffs can slip from the Landing into a faint arm of the River Oceanus. The connection weakens at dim and closes at new.
The Infinite Staircase
On full Luna, a Stair landing appears within Lune’s palace; lillendi and Shards keep patient watch and strict courtesy.
Keys and courtesy
Runes of school and moon-phase grant smoother passage; a moonstone token offered at a shrine eases the way. Lune’s realm rewards honesty and intention, state where you are bound and why.  

Inhabitants

Servitors of Lune
The Shards, who are female planetars, move as moonblades in defense of the realm; Eladrin and Devas compose a courtly diaspora that drifts between Lune’s halls and the Court of Stars; lillendi patrol Stair landings and act as way-guides; slivers and “moon motes” attend rites with play and light. Good chaotic dragons sometimes cruise the high airs when the realm is bright.
Petitioners
Sailors who died sighting home, bards who sang their last beneath the open sky, good-hearted lycanthropes, wanderers, mystics, and many women of craft and power rise here pale and calm, their memories burnished rather than stripped.  
Mortals
Pilgrims come to master changing forms, to seek visions, or to bargain for star-knowledge. some never leave. During Wild Hunts, Heimdalls wardens take counsel here, and Atgeldes’ windward rangers publish waynotes at the Lune-Door.

Localized Phenomena

Most wizard spells require a school-rune worked into the material component or woven into the words if no component is used; locals teach visiting mages the proper scripts (strength and melee-favoring spells, enlarge, fly, haste, polymorph, stoneskin, strength—need no runes). Summoning magics default to einheriar unless a more specific, permitted call is made.   By Lune’s grace, good or willing lycanthropes enjoy complete control over form and mind; in moonlit sanctuaries they can teach others to master the change.  
Tide of Moods
The realm’s people reflect the sky. In bright, they are generous and swift; in dim, contemplative or sorrowing. Misread the tide and you will have the wrong answer to the right question.
Moondust and moonfire
Lune’s motes are guides and witnesses; lanterns throughout the Gates burn a moon-pale flame that outlines glamers and afterimages, and leaves, quite briefly, a silver ring in the irises of those who rely overmuch on darkness.
Uncrescent surges
When Nyx claws the Luna, expect strange tides, angry weather, and brittle nerves. The realm itself dimly arms: beacons sharpen, runes kindle, and the Shards’ wings leave wake-lines in the air.  

Special Boons

Runelore of the Gates
Visiting Wizards learn the lunar scripts quickly here; Lunaris scribes maintain hospices where travelers can practice sigils before risking great work.
Moon’s Kiss
Within sanctuaries, willing lycanthropes can bind their change to prayer and breath; once mastered here, that discipline clings even on other planes.
Drops from the Moon
Rare “tears” condensed from moondust can anoint a blade to shed silver light, hallow a night’s vigil, or seal a promise that outlives the speaker.
Trait Type
Description
Gravity As in Ysgard, floating “earthbergs” drift above seas lit by their fiery undersides. Islands rise and sink with each tide, creating ever-changing coastlines.
Time During bright phases, work, song, and travel hasten; in the dim, quiet and reflection lengthen.
Shape & Size Infinite.
Morphic Traits Highly morphic to sworn oaths and songs skaldic magic, bardic performance, and oath-bound.
Elemental Energy None Dominant
Alignment Strongly Chaotic, mildly Good.
Magic Divinations, necromancy that heals or lays to rest, and wild magic tuned to inspiration are gently enhanced; weather-working that would obscure the moon simply fails. Divine casters of powers far removed from Ysgard may feel their highest gifts thin with distance, Lunites do not.
Location under
Owner/Ruler

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