CoSM:Moonsong

From Telupedia

The information displayed in this article pertains to the continuity of Moonsong. As such, the wording may seem more flowery than normal. This is intentional.

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Moonsong is a high fantasy worldbuilding project made by Camille. Its setting is the world of Álm, a 35280000 km2 area of an infinite flat plane lit up by a gigantic unmoving being called the Tower. A stillborn æon, the Moon, controls the flow of the forces as it courses in a spiralling manner across the sky, getting closer to the Tower in the beginning of the year and further away at the end. Central to the plot is a magic system called thaumaturgy, based on the manipulation of elemental forces and their interactions. The setting itself is heavily inspired by the real-world sixteenth and seventeenth centuries, with a focus on seafaring.

Originally an offshoot of Faolsong with the title Re;Faolsong, early on in its conception it became a distinct project. While Faolsong retains a grave tone throughout, with the central idea being that it's inherent in a person's nature to disrupt, Moonsong focuses on the beauty and mystery of nature, and the potential of people to love and create. This doesn't mean, however, that the world of Moonsong isn't also fraught with peril.

Influences

The very first thing that sprouted the idea of Moonsong was the song Caribbean Blue by Enya, which set the tone for the project as one of curiosity and charm. Several songs by irish band Clannad also served as early inspirations, particularly the slow and peaceful Úirchill and Chreagáin and the sombre and epic Theme from Harry's Game. Adding to the musical influences of the setting is the album Windswept Adan by japanese singer-songwriter Ichiko Aoba, particularly relevant because it also served as inspiration for the predecessor of Moonsong and Faolsong: a very early version of World that centered itself around high fantasy rather than anthropology and speculative biology.

As for visual influences, the main ones would be Team Ico's (now GenDesign) game repertoire, most important of all being their very first game, Ico.

Terminology

Timekeeping

Year, month and day

A year is a period of 12 months. These months are furthermore periods of 32 days, and one day lasts 24 hours. There is also a 6-day period where the moon isn’t present, and a short month with four 4-day weeks.  This makes a full year 406 days long.

Era

An era is a period of a variable amount of years, which usually begins after a major event in the history of the world.

Cycle

A cycle is a period of a variable amount of eras. Like these, a cycle begins when a very major event takes place, often something that changes the world as a whole.

World

Tower

The Tower is a gigantic mass of bacteria sitting atop an island. It has existed since the beginning of life itself, and is the main source of warmth and light on Álm.

Moon

The moon is a bright spheroid object that soars in a spiral pattern in the sky, an orbit that repeats every full year, believed to be the remains of a stillborn æon. Its orbit begins at the center of Álm, over the Tower, and continues in a spiral pattern until it reaches its maximum outer reach right over Lea, at which point it slowly continues its spiral course back to the top of the Tower.  The moon changes in brightness and colour as time passes, and is a major influence over the flow of the æther, restricting it during its new phase and potentiating it during its full phase.

Æther

The æther is a spiritual force that flows in a wind-like manner, following the oceanic currents and generally going in a cyclical pattern outwards from the Tower and back inwards as it reaches the Dark Earth.

Dark Earth

The Dark Earth is the land untouched by the light of the Tower. It is deathly cold, and approaching it seems to change individuals who remain for a very long time, often growing horns.

Realm

A realm is, simply put, a world. The All, where Álm resides, is a realm of its own. Other realms exist, such as the Realm beyond the Hills and the Rondoon, and are the points of origin of several dæmonic orders.

Concepts

Thaumaturgy

Thaumaturgy is defined as any supernatural feat achieved through manipulation of the fundamental forces and their interactions, achieved through great understanding of the worldly flow of a spiritual “wind” called the æther. This may be achieved through one’s talent, the inner processes of the body, known as cisthaumaturgy, or alchemical reactions and external tools, catalysts, known as transthaumaturgy.

Æons

Æons are broadly “deities,” in the sense that they are impersonal forces of nature. They are beings of such immense power that they have gained the ability to incorporate themselves into the worldly flow of the æther, mixing into it, losing their physical forms in the process. They are emotionless, opinionless, mindless things, simplified down to their most basic essences. They may be called upon by priests to infuse catalysts, or influenced into performing massive acts of thaumaturgy.

Dæmons

Dæmons are supernatural beings, usually, but not always, originating from another realm. Despite the modern use of the term, dæmons aren’t all evil or malevolent. The word is instead a general umbrella term independent of the dæmon’s morality.

Pacts

A pact is a dangerous but highly rewarding marriage of the soul. It involves two or more beings performing a thaumaturgical rite that causes their hearts to meld into one. The result of this is that both parties now share each other’s power, and a life−were one to die, the other would follow suit. They may also communicate through their minds alone. However, this comes at a cost: one aspect of either party’s heart, body or mind, is lost. This can be something as devastating as one’s memories, to something as menial as one’s hair.