[World Building June 2017: Luxson Cluster] Day 1: Introduction
[Day 1 Prompt] 🌐 [Full Prompt List]
Morbit is an earthlike planet where you will find sugarwater oceans, horrifying monsters lurking in its core, ageless deities roaming the far corners of the world, thousands of sapient species living together in discord and harmony, and scraps of the souls of the dead lingering in the mortal plane long after their bodies are gone.
Life in Morbit is abundant, diverse, and very fragile. A zone might thrive for thousands of years, or it could collapse in a generation due to misfortune or divine neglect.
Every continent and zone in Morbit is ruled by the gods, whether mortals recognize it or not. Primordial deities, the high gods, shaped the land and spawned hundreds of pantheons of greater and lesser gods who brought yet more life into the world and guide and guard their territories as best they can.
A zone without its deities will decay into wasteland with ruthless speed. Thankfully, the islands we’ll be focusing on this month still have plenty of them to go around.
The Luxson Cluster is a group of three islands in the southeast of Morbit: Luxson, in the north; Fallow’s Island in the southeast; and Monte in the southwest. The Luxson Cluster is also the setting of the upcoming video game [ Sleepwalker ].
Each island is guided by its own deities with their own differing philosophies on how best to pursue the growth and management of their territories, but all of the islands depend on one another for survival and have thus, against all odds, generally remained allies with one another throughout history.
In modernity, the Luxson Cluster islands have come to view their gods less as divine beings and more as mere people. Whether they are people of unusual longevity, dynasties fulfilling an ancestral role, or simply cryptids haunting dark streets, it will depend on who you ask.
[World Building June 2017: Luxson Cluster] Day 6: Gender & Sexuality
[Day 6 Prompt] 🌐 [Full Prompt List]
Most cultures in the world of Morbit consider gender and sexuality to be a personal matter; something one determines for themself, rather than something that is imposed from outside sources. As a result of this, gender roles are not a common thing.
In general, open relationships and cohabitation are more common than formal marriages in the Luxson Cluster. Marriage in the islands also lacks most of the legal connotations that it possesses on Earth, relegating it to a primarily social role.
Polygamy and divorce are legal throughout the islands; though divorce can often be viewed negatively by the general populace as marriage in general is such an uncommon thing to do.
The couple or partners involved in the divorce are considered to be equally responsible for the "failure" of the marriage, and are considered to either be flaky for being unable to uphold such a serious commitment, or overly-impulsive. The general attitude towards divorce is confusion as to why they bothered to get married in the first place if they were just going to split up later.
▶ Luxson
XXI considers self-expression and finding your identity to be some of the greatest acts a person can do, and celebrates such individuals. As such, XXI openly embraces those who find new ways to express themselves, and encourages their followers to do the same.
Polyamory, polygamy, and open relationships are socially accepted in Luxson, though such relationships are considered to be much more difficult to maintain successfully. The majority of relationships on Luxson trend towards two partners being in an open relationship.
> Beatfoxes
Beatfoxes are sexually dimorphic, but, following the example of their patron deity, do not consider transgender individuals to be out of the ordinary. They go through annual heat cycles, and give birth to litters of live young that are 1 to 3 children in size. Families related by blood and chosen families are considered to be equally important and commonplace.
> Corvice
Anne, being a child deity, did not have much of a concept of either gender or sexuality, and thus most of eastern Luxson’s attitudes towards both were largely determined by those of her council.
Before their downfall, the corvice were known for their extremely utilitarian approach to identity and reproduction. More of less, what an individual identified as was of little consequence so long as it didn’t interfere with their work or general productivity. Conversely, recreational sex of any kind was considered a frivolity at best, and hedonism at worst.
The standard procedure used to be that corvice children were removed from their birth parent’s care at a young age and subsequently placed into communal, boarding-school like institutions. These institutions were focused around educating the next generation and sorting them into the careers they would have for the rest of their lives.
As a result, bloodlines were of no importance to most corvice excepting when one was seeking a partner to have offspring with. As individuals often had no idea who their parents were, partners wishing to have children must submit to genetic testing or consult a records-keeper to ensure that they aren’t related. Couples or individuals found having children without paying for such services and obtaining proper documentation are generally fined and punished..
> OBJ
Most of the contemporary OBJ attitudes towards gender, family, and sexuality are direct rejections of old corvice mores and are generally more in line with those of the beatfoxes. OBJ have begun experimenting with creating chosen families, and even retaining custody of and retaining their blood-related children.
> TCPs
All TCPs are asexual beings, functionally and mentally. This being said, they can develop romantic attraction and relationships from time to time. Such relationships are most common amongst other TCPs, as interspecies romantic relationships and marriages with TCPs are considered extremely taboo in the Luxson Cluster and most other regions.
TCP relationships tend to be polyamorous, with open and free affection between a large number of individuals being the norm. TCPs will rarely even marry one another, in appropriately tiny marriage ceremonies. Scientists believe such ceremonies have the possibility of being the most adorable thing in Morbit, but research continues.
▶ Monte
The cultures of Monte are largely influences by the caste culture of the de'moneres, and their attitudes towards gender and sex are no different.
> De’moneres
De’moneres go through annual ruts during the height of the summer, with certain people experiencing an upswing in aggression during this period. Over time these duels and scraps, once displays meant to attract a partner, evolved into the Summer Tournaments seen in Monte in the modern day.
While the focus of these battles shifted from finding a partner to generally displaying one’s fighting prowess in the arena, capable athletes and warriors are often celebrities and can set trends of beauty and desirability.
While some gender identities and expressions are inherently tied to a certain caste, in general most folks in Monte consider whatever gender a person has or how they arrived at it to be a non-issue so long as they obey caste laws and guidelines with regards to procreation and marriage.
Some things that are considered femininely-coded on Earth, such as lipstick tattoos, cosmetics, elaborately styled hair, and a concern for physical beauty in general, are regarded neutrally in Monte. A person of any gender expression can, and may in some ways be expected to, participate in them without issue. Displays of beauty are often displays of power in Monte, the two almost always hand in hand.
In contrast to most of the other islands of the cluster, most individuals are generally expected to marry and have children in Monte, as blood-relation and furthering specific dynasties are of far greater importance to the de’moneres who live there.
Closed relationships are the norm in Monte, as free romantic association often leads to unwanted children and muddled bloodlines. Being transgender, homosexual, or polygamous is accepted, so long as the individual can make an acceptable match that produces a child in some way. Thus, a typical family in de'moneres cultures can often consist of multiple parents of the same gender.
▶ Fallow's Island
Romantic relationships of all kinds are found on Fallow's Island, with the majority trending towards open polyamory. Additionally, in most of the cultures that originate from or currently exist on Fallow’s Island, transgender individuals have a traditionally spiritual and sacred role which mirrors their similar positions in Fallow’s faith in general.
> Centinels
Centinels are sexually dimorphic, but no one is entirely certain how they reproduce despite them often forming relationships with members of other species.
Romance in centinel cultures are generally a strange mixture of highly ritualized and extremely open, which comes as a result of their dedication to Fallow’s teachings merging with their systems of respect and courtesy.
> Combers
Combers express a high degree of dimorphism among their different castes, with workers, drones, queens, and so forth varying tremendously in size and physical and reproductive capability. As such, the general comber perception of gender is highly tied to an individual’s caste or physical appearance.
While transgender individuals aren't exactly scorned, there does exist a high degree of general gatekeeping and career-related stigma. The legal hoops that non-conforming individuals have to jump through to be recognized as a gender outside of their caste are often enough to drive such combers away to other, less rigid societies.
>Fungi Constructs
Fungi construct culture, in general, considers all individuals to be born asexual and agender. Gender, sexuality, sexual organs are seen as something that one can opt into, rather than opt-out.
If a fungi construct wishes to add, change, or remove certain physical parts or social descriptors, then it is an easy enough thing to do. Changing one's gender or presentation is seen as a natural and unremarkable thing to do.
> Masques
Masques are sexually dimorphic but do not have a binary gender system, as such matters are seen much more loosely in most of their cultures.
Much like the centinels, the masques have a very low birth rate and it can be difficult for a couple to have children. Some scientists theorize this was an intentional choice of Fallow's when it made them; something to ensure that the variety of peoples on Fallow's Island wouldn't out-compete one another for food, but this is still greatly debated.
[World Building June 2017: Luxson Cluster] Day 4: History
[Day 4 Prompt] 🌐 [Full Prompt List]
Like most other regions in Morbit, the Luxson Cluster divides known history into roughly 3 different eras: the Creation Era, the Construction Era, and the Revision Era.
The beginning and end of an era is determined largely by the consensus of the gods, rather than strictly by any given period of time.
▶ Creation Era
Mortals understand the Creation Era as the beginning of time itself. Most knowledge of this era has been passed down through the generations in the form of stories and myths. While some of these myths inevitably contradict each other in some ways, there are common threads through most of them that are accepted as fact.
It was during this time when the world was empty and new that the high gods of Morbit first came into existence. They quickly went to work, creating the continents and islands of the world as well as the majority of the greater and lesser deities who would later form their pantheons. Thousands of species were created as well, coming into the world in their much simpler, primordial forms.
It is unknown exactly how much time this era encompassed, as existence was generally regarded as liminal and strange at this time.
▶ Construction Era
The Construction Era marks the beginning of recorded history in the Luxson Cluster, and as such far more historical accounts and records than the previous era. Most historians measure the Construction Era as having lasted a few thousands years.
The species of the cluster became more physically “refined” during this period, and would eventually come to resemble their modern descendants. Their societies throughout the islands also began to flourish, with the islands rapidly being organized into distinct districts.
Trade and travel between the different islands of the Luxson Cluster took off, and with the increase in population and wealth came an increase in crime. Many believe the criminal organizations and families that would later come to control large portions of Luxson and Monte were established during this period.
One such group was a pirate fleet led by Lana Arcanis, a de’moneres who would later go on to become the demon and wife of the greater god Stope. This fleet achieved a legendary status and fame for its numerous victories at sea.
Experimental research into energy production took off in Luxson at the end of the Construction Era. Many believed that horror radiation, found in abundance in the Luxson Underground and in surface horror vents, could be utilized as a powerful source of energy.
However the increase in general exposure to the dangerous radiation had much of the population nervous and volatile, and so XXI eventually stepped in to shut down the horror research initiative.
▶ Revision Era
The end of the Construction Era and the beginning of the Revision Era was declared due to an event that decided it outside of the cluster, but most mortals believe that it is named for the fact that body modification technology began to take off and spread globally at the time.
For the Luxson Cluster, the Revision Era has been largely defined by the arrival of a gigantic surface horror to the cluster in the year 290 RE, and the subsequent terror plague which resulted in widespread destruction of person, property, and the death of the greater god Anne.
The surface horror made its initial landfall in Fallow’s Island. Most of the inhabitants were utterly unprepared or incapable of defending themselves against the beast and were slaughtered outright before the creature at last moved on to eastern Luxson.
Fallow, with its body making up much of the land of the island, did nothing, as any movement from it would have resulted in further destruction. While the inhabitants of its island have mixed feelings about this, those elsewhere in the cluster (Luxson in particular) remain far less understanding of its circumstances.
After making landfall, the devastation caused by the surface horror was immediate and spread throughout Luxson. Even those not in the direct path of the horror were killed or mutated into monsters by the immense amount of horror radiation the creature put out.
While forces from Monte were quickly deployed against it, the response from Luxson’s own inhabitants was slow and hesitant. Many attribute this to the poor decisions or outright inaction of XXI during this time, and even more place the blame on the Luxson’s initial inability to contain the spread of the terror plague on his inaction.
The spreading horror radiation affected the native corvice in a very specific and particular way. Their natural adaptability had allowed them to survive the exposure, yet their bodies compensated by simply sloughing away into sludge or outright exploding. Many beatfoxes, despite their naturally high thresholds for horror radiation, also began to mutate into the first soups at this time.
It would be a full year and a half until the surface horror and the majority of the monsters it created were finally contained. The masques, centinels, and corvice populations in the islands were almost completely destroyed, resulting in Fallow being tremendously weakened in power and Anne outright fading from existence due to the loss of her followers.
▶ Present Day
The current year is 316 RE. With the islands finally beginning to recover from the surface horror attack, science and technology has begun to rapidly progress throughout the cluster. One of the most notable recent accomplishments is a proto internet-like computer-based invention, though the technology is still in its infancy and somewhat expensive to use.
Infighting between the mob families and criminal groups of the cluster has reached new heights of violence, with many of their conflicts becoming more deadly by the year. In order to combat this, XXI has established a supplementary detective agency in order to assist the overwhelmed peacekeepers of the island.
[World Building June 2017: Luxson Cluster] Day 5: Civilization & Architecture
[Day 5 Prompt] 🌐 [Full Prompt List]
The islands of the Luxson cluster are home to a set of widely variant and unique cultures, and therefore architectures. From the sprawling, zone-wide cities of Luxson, with its twenty-one districts and open-air markets. To the neon-lit casinos of Monte, where narrows streets and a rigid caste system rule supreme. Or even the overgrown ruins and temples of Fallow’s Island, where you can hear the whispers of the gods.
The following sections will go in depth on the unique aspects of architectures of the Luxson cluster. And how the cultures of each zone uniquely affect or are affected by it.
▶ Luxson
Luxson is, essentially, a giant city stretching from coast to coast, divided into 21 districts. Each district has its own particular subculture and function, but each is considered a part of a larger whole.
Contemporary Luxson is a winding labyrinth of wide cobblestone streets and towering buildings in a patchwork of recycled pastel plaster and neon signs. Throughout most of the West, and slowly spreading to the east, is a complex system of piping, meant to carry sound from place to place, or to XXI himself.
A common sight in Luxson is the presence of sprawling, low to the ground open air markets (See illustration). Where people of all sorts come to offer their skills and to see what others have to offer as well. Stalls covered in heavy, brightly colored cloth stretch far and wide, bustling and noisy, these markets are a centerpiece of Luxsonian architecture and style
Most housing in Luxson takes the form of standardized apartments or otherwise joined housing. Mobile homes, RVs, and trailers are a common sight around the coast and have recently been increasing in popularity throughout the landlocked districts. Most people live in these sorts of joined or portable homes. Rarely will a single family or person own or rent an entire building by themselves unless they are extremely wealthy, or live in the coastal district.
Another facet of Luxson is its bathhouses, public locations for people to bathe and keep clean. Bath-houses have been especially popular in the more crowded or populous districts, as most apartments are too small to provide a full shower or tub.
After the terror plague was contained, more consideration was put into protecting the populace from future horror and terror attacks. For the most part, this is accomplished by reinforcing new buildings and constructing mass evacuation centers. As well as keeping the population prepared for attacks with emergency drill scenarios. Every day, another novel method for counteracting terror and horror attacks; underground bunkers were briefly proposed but shot down due to a blatant and fatal flaw in the concept.
▶ Monte
The territories of Monte are ever-shifting, constantly fighting against their neighbors for whatever bit of territory they can take.
The cities of Monte (see illustration) are extremely dense crystalline monstrosities, abundant in enormous neon signs whose light distorts and flashes off of the buildings around them. Advertising the clubs, casinos and oxygen bars, all for the sake of driving the competitive and destructive nature of the De’moneres’ culture.
The most extravagant architecture is found in the Diamonds’ district, where the most wealthy pool their fortune to build ever-taller monuments to their own power and influence. These monoliths stand among the mountain homes of the most influential families of the island, looming over the lower castes and the less wealthy.
Hearts’ cities are unusually plain, given the status of those that live there. Often found on the surface levels of the deep mines, mostly managers. For those who live in Hearts cities, pollution from the mine-work below is an over-arching threat. The status of those who live in Hearts cities come from their comparative safety when compared to the viciousness of the rest of Monte, their role in policing Spades mining workers, and the fact that most of the weapons trade is central to their district
The largest cities in the Clubs’ district are found on waterfront property, either at sea or on the largest rivers. There, crystal, bone, and wood are fashioned into buildings distinctly inspired by those on Fallow’s island. Whereas most cities in Monte are distinguished by their glitz and fluorescent, bright flashing strobe lights. Clubs cities are much more sedated. Many of the cities in this unique district are covered in dense moss and air plants with vertical gardens of plants from Fallow’s island.
Spades cities are compact walls of noise and people, densely packed like sardine cans, full to capacity and then twice over. Most spades cities are centered around old mines, be it active or abandoned. The lowest of their society live the deepest down in the mines, where horror attacks and cave-ins are constant threats. While the upper levels do not have the threat of death by Horror, crime is a significant issue due to a lack of any care given by the other castes.
The Joker Cities are filled with a wide variety of people, either those exiled there because of varying views or forced out from their homes because they simply made the wrong person angry. The structure of these cities is mostly based on old run down Spades mining towns, while towns in the Jokers’ district are somewhat better off than those of the Spades, Jokers’ are often neglected and ignored as an undesirable sort of people. Because of this fact, a few anti-caste groups have formed in the far reaches of Joker territory/ While many of these act in the form of peaceful (for De’moneres) protest, there have been a small number of these groups who have begun to resort to more violent activities, such as public attacks.
Monte is famous for its casinos and shred farms. Casinos are run by the mob, who rinse you for your money, steal your organs and leave you at the Oxy bar. Shred farms are a structure originating in Monte, which take advantage of naturally occurring shred-conductive crystals. These crystals are on the large scale to make power-plant transformers, and on the small scale to make things like batteries.
▶ Fallow’s Island
Fallow’s island is the most undeveloped island of the cluster, with much of its land being wilderness, ruins or rural farmland. Most of the development on Fallow’s island is located the western coasts, where spacious port towns have been slowly established over time. However, none of the cities of Fallow’s island come close to the density or height of those found in Luxson or Monte. The architecture of Fallow’s is distinguished by flowing, organic shape and working with nature, homes built alongside trees, or utilizing natural terrain for one or more supporting structures are common.
Overgrown ruins (see illustration) can be found dotted throughout the island, particularly the hexagon-based constructions that the Comber left behind during their migration to the West. Among these ruins are many temples and shrines dedicated to Fallow. The largest and oldest of these temples and buildings are based on cavities or areas of Fallow’s body that are directly exposed to the air. With complex drainage systems to prevent flooding.
Most of the buildings on Fallow’s Island are constructed out of stone, living wood, bone, and even cloth. Some regions utilize massive trees that abundant in the area and build their towns among the branches. Walkways and pathways interlacing and interlocking from lower ground to the higher branches. The Multi-leveled towns of the forests of Fallow’s Island are a sight to behold. On the other side of the spectrum, small houses that fit a single family, or natural house-complexes are common. The buildings of Fallow’s island take a step towards the personal when compared to the cities of Monte and Luxson.
A common feature of constructions is that they are all made flexible, moving in sympathy with the slow rhythm of Fallow’s natural breath and movements. While Fallow tries hard to not cause any harm to those who live upon its head, some movement is inevitable.
[World Building June 2017: Luxson Cluster] Day 7: Economy
[Day 7 Prompt] 🌐 [Full Prompt List]
Throughout most of Morbit exists a shared monetary system of cash and change, implemented by the gods themselves. Of course, not all civilizations utilize or primarily trade in cash, and barter, trade, gift, and other alternative systems can be found throughout the world.
Cash and change are considered to have inherent, even divine, value as they carry blessings of the gods. Depending on which god’s blessing the money carries, it can exchange for a greater value among groups for whom the blessing would benefit, or even just devotees of the god.
As a result of this, most mints tend to be located near a god’s place of residence, or are supplied from other, stronger regions. Temples can often double as mints and banks in most places as well.
The Luxson Cluster islands mostly deal in cash and change, with each having their own native supplementary systems in place.
▶ Luxson
Luxson is the main source of manufactured goods for the cluster, thanks to its developed industrial districts. The island also exports a tremendous amount of portable entertainment-- usually music in the form of cassette tapes. Concerts and other live shows are common and popular events that many people will travel far to see.
Most of Luxson’s districts also host weekend markets, claiming large stretches of the streets and quickly flooding with people, stalls, and goods in a matter of hours. Most of a person’s shopping is done on the days these markets are open.
Thanks to the island’s diverse populace, Luxson’s fashion industry produces a wide variety of highly modular, basic pieces that are easy to customize to a specific person’s tastes and needs.
As most of Luxson is urban, the island tends to import a large amount of raw materials and food.
▶ Monte
Monte supplies the rest of the cluster with Montenite, a type of crystal unique to the island that is capable of conducting shreds or containing shreds, depending on how it is processed. Monte is also the primary supplier of precious gemstones, minerals, and metals in their raw or refined states.
A continual influx and output of weapons fuels the constant caste fighting, either as actual tools for their conflicts, or as products to support their campaigns financially. Most of the illegal weapons trade in the cluster is centered in Monte as a result.
Aside from that, Monte imports a significant amount of food, dirt, and tobacco for it’s native and immigrant populations.
▶ Fallow’s Island
Fallow’s Island is primarily known for producing religious paraphernalia and writings of all kinds for the followers of the deity. Additionally, many great works of literature have been written by those residing Fallow’s Island, where it’s a more popular form of entertainment.
Unique varieties of plants and flowers from the island are in constant demand, as well as the plentiful food produced there. Fallow’s island is the bread basket of the cluster, as the god’s ability to expedite the growth of the flora found there and replenish the soil it grows in is unmatched. Soil from the island is believed to be blessed by some, literally infused with the life-giving powers of the god who tends it.
As there are no large factories or manufacturing centers on the island, finished goods are generally always in demand, as are montenite crystal goods to power the machines that require them. In general though, the island is mostly self-sufficient, with imported goods being regarded as luxuries.
[World Building June 2017: Luxson Cluster] Day 13: Flora
[Day 13 Prompt] 🌐 [Full Prompt List]
Whether through the actions of mortals, the gods, or nature itself, the plant life of most regions of Morbit can be quite strange and, at times, seemingly incongruous to its surrounding environment. Most plant species are as adaptive and fast-changing as the sapient organisms of the world, leading to a truly tremendous variety of life in a very small area.
The Luxson Cluster in particular boasts a far greater number of unique plant life than comparable regions of the world; thanks in no small part to the presence of a powerful nature deity in the territory.
▶ Luxson
Genetic modification and engineering is extremely common in Luxson, and, until recently, it wasn’t unheard of for plants to be intentionally irradiated with horror energy to observe and utilize various mutations.
As most of the plants found in Luxson are unsuitable for use in textiles, they instead import the raw natural fibers from Fallow’s Island or use artificial alternatives. With lumber being in high demand for construction, the logging industry in Luxson is constantly trying to improve their supply of trees through imports or through lab-created specimens.
> Spudbud
One of the results of the bygone age of horror energy experimentation, Spudbuds are the most popular brand of the strange irradiated tubers found on Luxson island. The plant they come from are extremely invasive, and can be found in ridiculous abundance in northern Luxson.
Starchy and mild in flavour, Spudbuds are generally sold canned or pre-processed, as the plants often grow to enormous sizes that are difficult to ship whole.
There is a lot of controversy over the safety of the food product as many are concerned over the effects of ingesting irradiated plants, but the company assures its consumers that the food is perfectly harmless.
> Pipelife
Found throughout western Luxson, the strange organisms known simply as pipelife are a varied species that adapted to living around or within the sections of pipe that XXI weaves throughout the island.
Depending on the size and life stage of the organism, pipelife can be found either deeply rooted into a pipe system, feeding off of the soil and contents of the pipe, or found crawling around in a section of pipe that has been disconnected from the network entirely.
Dubiously edible, but most elect not to eat or harm the plant, as it is considered to be rather cute.
> Floatbulb
Found throughout the Luxson Underground, floatbulbs are, amazingly, bulb-like plants noted for their strange ability to grow while remaining buoyant in the air. All floatbulb varieties are bio-luminescent, which has led to them being used as a guiding light source in the dark.
Technically edible, but most creatures find their taste repugnant. The only exception to this are lantern bearers, who consume the plants whole.
> Totino’s Pizza Gems
A plant of many names that has adapted over time to wash up on and cling to the steep cliffs of Luxson island. The plant grows fruits filled with a thin, potable liquid that can be compared in flavour to salted caramel. The fruits are common snack items sold along the coastal regions, usually served whole with a sharp straw for drinking the innards.
Some varieties of the fruit, usually those on the most sheer cliffs, can be processed to produce strongly-coloured pigments. These pigments are most commonly used to dye fabrics for the textile industry.
▶ Monte
Many of the plants in Monte either adapted naturally or artificially from other species, or were specifically created by Stope in order to be able to survive the soil-barren environment of the island. Thus, the native flora generally runs the gamut of crystalline cacti and succulents, air plants, moss, or water plants.
Cities with pollution problems tend to be devoid of plant life that isn’t native to the island, and are instead filled with plants who are capable of gathering airborne carbon and hardening them over time into coal or diamonds.
> Shankroot
A local adaption of a plant originally believed to be from Fallow’s Island, the shankroot is an organism that is considered to be either a natural hazard or a decent way of keeping others off of your property.
The organism buries the main portion of its body underground, exposing only its flower-like mouth on the surface. When an animal or unsuspecting individual attempts to eat it, or simply steps on it by mistake, its mouth snaps shut, sinking its spines deep into the flesh of whatever approached it.
Shankroot are notoriously hard to dislodge once attached, and many people are forced to amputate limbs the plant grabs on to if they cannot successfully burn the organism away.
> Beatweed
Considered a staple crop by the de’moneres, beatweed plants are capable of producing diamonds of varying qualities within large, melon-like fruits. While the de’moneres have little use for the flesh parts of the fruits, other species who inhabit the island have much more of a taste for it.
▶ Fallow’s Island
Even after the death caused by the terror plague, Fallow’s Island remains verdant with life to the point of being completely overgrown. Many of the plants found on the island seem to be as alive and mobile as the animals who live there, coming in all shapes and sizes.
Unique to Fallow’s Island are the large array of plants which seem to produce or collect shreds and scraps. There has been a lot of debate by the inhabitants of the island as to whether it is truly ethical to use these plants for energy production, but most elect to leave them be as they are seen as being holy to Fallow.
> Slamdrake
Ranking amongst one of the stranger plants native to the island, the slamdrake is a strange plant that mimics many of the features and behaviours of its biped neighbors.
Extremely large and very loud, it’s generally easy to tell when a slamdrake is “awake”, as most enjoy babbling indistinctly or outright parroting whatever language it hears. And also screaming. They scream a lot.
Slamdrakes possess an empathetic ability to make others produce tears when it begins to cry, though it is uncertain how it actually accomplishes this. Though many wild animals attempt to consume the slamdrakes, so far none have succeeded.
The plants are often decorated during festivals, with some cultures going out of their ways to include the slamdrakes in their festivities by offering them food, drink, and toys.
[World Building June 2017: Luxson Cluster] Day 16: Scraps & Shreds
[Day 16 Prompt] 🌐 [Full Prompt List]
Two energetic phenomenon found in Morbit are scraps and shreds.
Scraps are believed by some to be fragments of the soul that are lost or expelled after particularly emotional, traumatic, or generally life-changing events. They carry the emotions or memories involved in their formation with them, and can form together with other scraps or be used by mortals in strange ways.
Shreds, meanwhile, are a form of pure energy that do not carry emotions or memories. They are harnessed by many societies in Morbit as a power source, as they are plentiful and renewable. Shreds are given off by people as they go about their lives, and all creatures give off massive clouds of shreds when they die.
▶ Scraps
Scraps are naturally made from mortals who experience extreme changes of emotion: being born, dying, getting into a fight, falling in love, etc. Animals and plants can produce scraps as well, but it’s far more uncommon. Scraps by themselves, undisturbed, simply float around. In fact, unless a scrap user interacts with them they’re fairly benign and harmless.
All scraps have a fragment of a kind of sapience-- as while a single scrap isn’t particularly coherent, a gathering of scraps or even a scrap ghost will be. Scraps are also known to become mutated by horror radiation, which can alter their appearance and effects.
This has caused some cultures with greater belief in scraps to debate on whether or not scraps themselves can be considered people in their own right, though there is no great consensus on the matter. The majority of people don’t believe that scraps even exist to begin with, which relegates discussion of them to the realm of esoterics and conspiracy theorists.
> Scrap Users
A scrap user is someone who can manipulate and interact with scraps, actively or otherwise. Many people who are scrap sensitive reject their abilities, but a lack of use will not diminish these abilities, and there is currently no known way to make a person lose their ability to manipulate or sense scraps.
Only 20% of the population is scrap sensitive, and of this population only 10% can actually interact with scraps in any real capacity. All scrap sensitive individuals can detect scraps on some level-- even if only sensing some sort of uncanny or strange aura, much as if they’re being haunted by a ghost.
Rarer are those who are actually able to physically see scraps, but most of them remain unable to interact with them. Fewer are those who can touch and handle the scraps themselves, able to carry the scraps around with them and generally are able to get a faint impression of the residual memories or emotions that the scrap carries. They would not have control over what impressions that they get from the scraps, however.
The least common variety of scrap sensitives are those who are able to manipulate the scraps themselves. The actual extent of their abilities varies wildly between individuals, whether as a result of differing basic potential or experience.
While scrap users once held a traditional role as psychopomps in Fallow’s Island, their role in society has largely been forgotten in the modern day. This is due in no small part to the fact that scraps are generally viewed as weird urban legends; and thus scrap users are subsequently viewed as little more than weirdoes.
> Object-Mounted Scraps
Scraps can naturally attach themselves to objects of sentimental value, or they can be separated and mounted to specific tools by scrap users. Some people and cultures who believe in the existence of scraps may perform rituals in order to prevent the possible possession of their objects by scraps, or to appease scraps in general. Whether of not any of these rituals actually work is debatable.
One of the objects that scraps are commonly mounted to are sticks or staves, which act as the traditional weapons of most scrap users. These staves can take on different shapes and properties depending on the exact kind of scraps that are mounted to them, making them highly versatile and dangerous.
> Scrap Ghosts
Scrap ghosts are beings who form from certain gatherings of scraps of similar types, or scraps who were created from a similar emotional event. As such, it’s common to find scrap ghosts forming around places of cultural importance, battlefields, hospitals, etc. The type of scrap ghost made and its behaviour depends heavily upon which scraps went into its formation.
Scrap ghosts can sometimes be visible to non-sensitives, with more powerful scrap ghosts being able to interact with mortals. These interactions can be benign or deadly, depending on the nature of the scrap ghost.
It is possible to artificially create a scrap ghost, but the intentional creation of a scrap ghost is considered by scrap users to be one of the cruelest acts you can commit.
> Scrap Storms
Aside from scrap ghosts, a gathering of scraps may result in a phenomenon known as a scrap storm. Typically scrap storms form when its component scraps are too dissimilar in nature to form a coherent ghost, and instead congeal into an animalistic, turbulent amalgamation.
Scrap storms are visible even to non-sensitives, and seem to act as tangible things-- that is, they are unable to pass through walls or solid objects. While scrap storms are harmful for non-sensitives to interact with, scrap-sensitive individuals who interact with them are likely to die.
▶ Shreds
Shreds, unlike scraps, are visible to everyone, and are widely utilized by many people. Shreds are a form of pure energy, and do not carry emotions or memories of any kind. They are shed by living creatures as they go about their lives, and can be harnessed as a source of highly renewable energy.
When a living creature dies, it will give off a large cloud of shreds. It is illegal in the Luxson Cluster to harvest these shreds for energy, and even among criminals it is considered a distasteful act. Some cultures do gather these shreds into objects to act as memento mori, however. Generally once the object made completely exhausts the shreds within it, it is considered to be an end to the first phase of mourning.
Shreds cannot become scraps, as they can never contain emotions and memories, but a scrap can break apart into shreds. While the energy in a scrap decays slowly and will refill over time so long as it isn’t completely depleted, a shred decays much faster and is too delicate to refill.
> Shred Storms
Shreds in nature will tend to gather together much like scraps do, but their gathering will instead result in a phenomenon known as a shred storm.
Shred storms occur relatively close to the ground, and are generally harmless to living creatures. Their most obvious effects are statically charging fur and hair, damaging electronics, and sending an individuals “mental clock” out of sync.
Still, there is a large amount of superstition surrounding the phenomenon. Some believe that being caught in a shred storm puts you at risk of being spirited away, while others believe that it simply damages the finer functions of the body.
[World Building June 2017: Luxson Cluster] Day 10: Holidays & Traditions
[Day 10 Prompt] 🌐 [Full Prompt List]
The main calendar in the Luxson Cluster is divided into six seasons: spring, summer, monsoon, autumn, early winter, and late winter. As is the case with most of the southeastern islands in Morbit, weather in the cluster is typically mild and pleasant year-round, with hot summers and temperate winters.
Many traditions in the eastern cluster have been in decline after the terror plague, as their participants have slowly died out or simply refuse to pass them on to the next generation. There are still many holidays that remain popular, however.
▶ General
> New Year
The new year in the Luxson Cluster occurs during the spring equinox, and is considered a day when all things are reborn. Festivals are commonly held throughout the islands to celebrate, with individuals and families coming together to commemorate the year that has gone by and share their hopes for the next.
> Summer Solstice
Though marked by different festivals and local events on each specific island, but the day of the summer solstice itself is generally used to mark the creation of the cluster itself. Most of the festivities revolve around the veneration of and thanksgiving to Fallow.
> Darkest Night
Darkest Night is, appropriately, a festival held on the darkest night of the year. For the Luxson Cluster, this date generally happens sometime in late autumn. It is one of the largest festivals of the year, with the populace of the islands flooding out into the streets to ward off the darkness with a long night of music, glowing lights, and masquerade-like celebrations.
> Autumnal Equinox
The autumnal equinox is celebrated in the Luxson Cluster and Fallow’s Island in the form of harvest festivals. It is also during this time that the highest-quality crops are set aside for the elaborately preserved or prepared foods that will be served during the Winter Festival.
> Winter Festival
Held around the winter solstice, the Winter Festival is essentially a week-long feast. Considered by many to be the highlight of the year, drinking and merrymaking are encouraged and generally expected, along with the sharing of traditional foods such as pies and tamales. The week after the Winter Festival is usually a time where families break out their strangest hangover cures.
> Fallow’s Blessing
A common rite of passage in the cluster is to have children visit and confluence with Fallow at one of its temples on Fallow’s Island, so that they might receive its wisdom and encouragement to grow strong. While many see this as a chore, some children find the experience extremely fulfilling.
▶ Luxson
> Day of Memorial
While most islands in the cluster hold some sort of memorial day around the date that marks either the end of the terror plague or the containment of the surface horror, it’s observed most widely in Luxson.
As the years go by, the event has gone from a very sober holiday to a more governmental holiday. Those who were alive for the war itself generally take it far more seriously than the younger generation; partly due to the older generation’s general unwillingness or inability to talk about the events of the war.
> Funerals
As the meat industry is generally looked down upon in Luxson, it isn’t a method often chosen by those who can afford burials. It is still legal to be a meat donor in Luxson, though.
Most burials in Luxson take place either in the parks and farming districts, where the only open ground is really available, or in towering mausoleums interspersed throughout the more developed regions of the island.
> Marriage
Marriage is a very casual and generally very personal affair in Luxson. The exact celebrations are usually very tied to the tastes and beliefs of the individuals involved.
> Birthdays
Birthdays are commonly celebrated by large gatherings of friends and family, and usually a large meal is served. Gift-giving isn’t generally an expected thing as the focus is more on re-affirming one’s ties to their loved ones and communities.
▶ Monte
> Rut / The Summer Tournament
De’moneres go into rut once each summer, and over time this period of general aggression was honed into the annual fighting tournaments held in the arena of central Monte. While smaller tournaments and matches are held throughout the year, they pale in size and grandeur to the summer rut.
> Martyr’s Day
The exact origins of the holiday are unclear and contested, but it is observed by every district in Monte. Martyr’s Day is observed as a single day of armistice between all peoples, castes, and factions in Monte. Breaking this armistice is considered immoral, unlucky, or inviting misfortune.
> Funerals
Funerals in Monte vary wildly depending on who exactly the funeral is for. The cheapest and most common method is for an individual to donate their corpse to a meat processing facility, where it will either be harvested as flesh or burnt into ash to be sold as affordable food for the general populace.
Upper caste funerals generally involve either cremation or embalming of some sort, with the remains of the body that are left over being interred in a family tomb with a measure of their personal wealth. These tombs remain as status symbols for the families who maintain them and as prime targets for rival clans or grave robbers.
> Marriage
Elaborate marriage ceremonies and enormous receptions are the norm for Monte, and can stretch on for weeks at a time depending on the families involved. Marriage is a time for extreme pageantry as well as the internal shuffling of the now-joined families’ power structures.
Inter-caste marriages are considered taboo as a rule, though not explicitly illegal in most regions of Monte. This being said, it generally happens in secret or very quietly. Such partnerships are dangerous, as it’s not uncommon for the lower-caste partner to be killed or otherwise driven off in order to preserve the “integrity” of the higher-caste partner’s lineage.
If two members of a different castes manage to have a child together, their child would automatically be considered a member of the lower-ranking caste of their pairing, depending on which traits they show and how strongly they display those traits. The child is also generally considered to have a higher social standing than others of their caste due to having a higher “ranked” parent in their lineage, provided that they don’t display joker traits.
> Birthdays
A de’moneres child’s birth is only formally celebrated 52 days after they first hatch, as by then it can generally be assured that the child will be relatively hale from thereon out.
As with marriages, birthdays can be elaborate affairs among the de’moneres in Monte. For those of more powerful families it is generally a time where allies show their fealty, either through specific ritualistic actions, gifts, or oaths. Average citizens, conversely, generally celebrate with gifts, good food, and friendly company.
▶ Fallow’s Island
> Funerals
Most funerals in Fallow’s Island are simple affairs, with bodies being shrouded and then interred directly in the dirt so that they may easily decompose and “return to Fallow”.
Certain individuals, usually those of great distinction, may choose to have their bodies preserved by being encased in amber. The pose that their bodies are arranged in, as well as the outfits and items the bodies are dressed in prior to encasement are usually ritualistic or relevant to what actions or work they were known for in life.
These amber mummies are considered to be extremely holy objects, and will generally be enshrined in the various temples of Fallow’s Island, or attached to metal or stone weights and sunk into the seas around the island. Desecrating these mummies is considered sacrilegious to many throughout all of the islands, though there is a demand for them on the black market as a luxury food/medicine for de’moneres.
> Marriage
Marriage traditions vary depending on the culture of those involved, but is generally a more subdued and private affair on Fallow’s Island. More often than not, couples will simply begin cohabitation and declare that they are married.
> Birthdays
Birthdays on Fallow’s Island are usually celebrated together, with a single large celebration for all of the children born in the same month. They are generally seen as a loving indulgence for children, thus they become less elaborate or may even pass unnoticed as a person ages.