Post by Grimm on Jan 4, 2017 17:18:03 GMT -8
In this thread, we’re going to expand a bit on what was mentioned in the overall lore thread with a bit more information thrown in. Some will be review, some will be new. For the most part, we have tried to keep these entries brief so people have quick lookups of information that they can refer back to. Consider this a sort of “lexicon” of the site.
Abditus (āb-dī-təs)
The region in southeast Sanus that serves as the primary setting for Dust Wars. A wooded mountain valley abruptly cut off with cliffs looking out to the southern ocean.
Abditus Academy
The formal name for the combat and training school of Abditus. Structured as little more than a few military style dorms, a few courtyards litter the campus. Ringing a central training field, the whole of the school is tucked into one of the canyons to the northwest of Lake Vitrea.
Aer Falls (āēr)
A seasonal waterfall produced by rains and melting snows in Abditus. Though it flows as a trickle year round, its thunderous current and misty curtain only flow down the cliffside during the spring thaws and late summer-early autumn rains.
Age
How old people are. A notable part of the setting, as most do not live to see years beyond 60 or so. Lifestyles reserved to almost endless hunting has resulted in a rather high mortality once people start to degrade in body. Most have children young - in their mid to late twenties, so by the time that they meet their eventual demise, their child has a better chance at surviving this world. So, if your character had parents who died recently, you aren’t much of a cliche in this world so much as a part of the ever turning wheel of life, age, and death.
Aura (1)
Aura is the lifeforce, the soul if you will, of all living creatures. Everything from squirrels to Faunus to People have an aura, though it is often only seen utilized by the latter two. Aura is capable of allowing one to attack, defend, heal, and utilize Dust. For more information on Aura and how we account for it on the site, visit this thread.
Aura (2)
The gauge of a character’s abilities, relative strength, and other things that we use here on Dust Wars. Information on this can be found here, though it is recommended to read about Aura, Semblances, and Dust first.
Color Naming Rule
Though Dust Wars takes place long before the Great War, we do try to abide by the color naming rule established by Monty for fan characters and teams in RWBY. Please try to abide by it when making characters. Vague references, such as Alexa -> Alexandrite are acceptable.
Coruscum Caverns (kôr-əs-kəm)
A series of caves and caverns in the mountains to the northwest of Abditus, Coruscum Caverns are where the vast majority of the region’s dust is mined. Being close enough to the main mouth of the valley allows for easy access, but it is still far enough into the mountains that control of the caverns is difficult, with Grimm frequently attacking the operations there.
Death
Death is a real possibility in Abditus. If you are not careful, you may simply be overrun by Grimm or some other nasty that lives out beyond the mountains. Consider this a possibility in every thread you join: “I can die here.” Whether from site events to just a routine spar, sometimes you just take too much to recover from. Be cautious, but know that your characters are keenly aware that death is something that will happen to them at some point and probably have less qualms about death than you or I.
Dust
‘Nature’s Wrath.’ By using one’s Aura, one is capable of activating and using Dust. Powerful, and useful for many applications, Dust is what has allowed humanity to move from swords and normal bullets to things that allow them to finally stand up to and fight off Grimm. Read more on the different types of dust here.
Faunus
Faunus are a humanoid race with all the traits of humans, save one. Faunus tend to have some animalistic trait, be it from an actual animal, or insect. Though not observed yet in Canon, we assume that aquatic and avian Faunus also exist. Each only has a single trait of their respective animal, be it a tail, ears, fur, or scales. Due to their traits, they tend to live on the outskirts of society and are greatly looked down upon by Humanity.
Grimm
Creatures of darkness and destruction, Grimm have no Aura. Humanity no longer believes that they are animals possessed by evil spirits, though we still do not know their origins. It is simply known that they take on many bestial appearances, and that they seek out Humans and Faunus to kill and feast upon. For more on the sorts of Grimm you may encounter, check this thread.
Huntsman/Huntresses
Those who have had or are completing more formal training to fight Grimm. While most in Abditus are capable of fighting the beasts and do so on a regular basis, Huntsmen train almost exclusively for the task at the Academy.
Lake Vitrea (vīt-rē-ə)
A lake in the middle of Abditus Valley. Shallow, but deep enough for fish to be safely found in its waters without the risk of seafaring Grimm. Freezes in the winter.
Livens River (liv-əns)
The main river flowing from Lake Vitrea to the coast. Terminates by flowing off the edge of the coastal cliffs in the spring and early fall to form Aer Falls. Freezes in the winter.
Partners
Upon beginning formal training, a Huntsman is often paired with another. This partner stays with you until such a time comes that one of you dies, you both find new partners, or one of you decides to cop out for a few years and start a family. Teams of four sometimes arise, though they are not as common as the mandatory accountability buddies one gets with a partner.
Port Anguilla (äNG-wē-lə)
The second largest collection of People in Abditus, in the far east of the valley, and home to nearly two thousand people. Nestled into the side of the mountains and tapering down the coastal cliff to the waters below, Anguilla is often the site where many would-be explorers try to embark from. Fortunately the deep waters allow for a great number of fish to be caught in the area. Unfortunately, this depth also allows for sea monsters to make their presence known.
Scroll
Small wireless devices carried by most. They are capable of making calls within the Abditus valley, and tracking the Aura of the owner and others the device is synchronized with. A series of three small radio towers - A primitive CCT - in the Village of Abditus, Abditus Academy, and Port Anguilla are what allows the network to be ‘reliable.’
Semblance
Semblances are the manifestation of one’s Aura and serve as representations of their user. They can range between things such as enhanced speed to control of metal. Some allow the user to produce clones, while others form illusions. As most all semblances are unique to their user, they serve as small things that could potentially be used as a sort of “fingerprint of the soul.” Detailed on more heavily here.
Village of Abditus
On the south of Lake Vitrea, is the small village of Abditus. A city more in function, perhaps three thousand of the residents of Abditus Valley live in the town by the lake. It sits at the mouth of the Livens, and is mostly a place where a bit more “relaxation” can be afforded since it is about as far from contested territory as possible.
Abditus (āb-dī-təs)
The region in southeast Sanus that serves as the primary setting for Dust Wars. A wooded mountain valley abruptly cut off with cliffs looking out to the southern ocean.
Abditus Academy
The formal name for the combat and training school of Abditus. Structured as little more than a few military style dorms, a few courtyards litter the campus. Ringing a central training field, the whole of the school is tucked into one of the canyons to the northwest of Lake Vitrea.
Aer Falls (āēr)
A seasonal waterfall produced by rains and melting snows in Abditus. Though it flows as a trickle year round, its thunderous current and misty curtain only flow down the cliffside during the spring thaws and late summer-early autumn rains.
Age
How old people are. A notable part of the setting, as most do not live to see years beyond 60 or so. Lifestyles reserved to almost endless hunting has resulted in a rather high mortality once people start to degrade in body. Most have children young - in their mid to late twenties, so by the time that they meet their eventual demise, their child has a better chance at surviving this world. So, if your character had parents who died recently, you aren’t much of a cliche in this world so much as a part of the ever turning wheel of life, age, and death.
Aura (1)
Aura is the lifeforce, the soul if you will, of all living creatures. Everything from squirrels to Faunus to People have an aura, though it is often only seen utilized by the latter two. Aura is capable of allowing one to attack, defend, heal, and utilize Dust. For more information on Aura and how we account for it on the site, visit this thread.
Aura (2)
The gauge of a character’s abilities, relative strength, and other things that we use here on Dust Wars. Information on this can be found here, though it is recommended to read about Aura, Semblances, and Dust first.
Color Naming Rule
Though Dust Wars takes place long before the Great War, we do try to abide by the color naming rule established by Monty for fan characters and teams in RWBY. Please try to abide by it when making characters. Vague references, such as Alexa -> Alexandrite are acceptable.
Coruscum Caverns (kôr-əs-kəm)
A series of caves and caverns in the mountains to the northwest of Abditus, Coruscum Caverns are where the vast majority of the region’s dust is mined. Being close enough to the main mouth of the valley allows for easy access, but it is still far enough into the mountains that control of the caverns is difficult, with Grimm frequently attacking the operations there.
Death
Death is a real possibility in Abditus. If you are not careful, you may simply be overrun by Grimm or some other nasty that lives out beyond the mountains. Consider this a possibility in every thread you join: “I can die here.” Whether from site events to just a routine spar, sometimes you just take too much to recover from. Be cautious, but know that your characters are keenly aware that death is something that will happen to them at some point and probably have less qualms about death than you or I.
Dust
‘Nature’s Wrath.’ By using one’s Aura, one is capable of activating and using Dust. Powerful, and useful for many applications, Dust is what has allowed humanity to move from swords and normal bullets to things that allow them to finally stand up to and fight off Grimm. Read more on the different types of dust here.
Faunus
Faunus are a humanoid race with all the traits of humans, save one. Faunus tend to have some animalistic trait, be it from an actual animal, or insect. Though not observed yet in Canon, we assume that aquatic and avian Faunus also exist. Each only has a single trait of their respective animal, be it a tail, ears, fur, or scales. Due to their traits, they tend to live on the outskirts of society and are greatly looked down upon by Humanity.
Grimm
Creatures of darkness and destruction, Grimm have no Aura. Humanity no longer believes that they are animals possessed by evil spirits, though we still do not know their origins. It is simply known that they take on many bestial appearances, and that they seek out Humans and Faunus to kill and feast upon. For more on the sorts of Grimm you may encounter, check this thread.
Huntsman/Huntresses
Those who have had or are completing more formal training to fight Grimm. While most in Abditus are capable of fighting the beasts and do so on a regular basis, Huntsmen train almost exclusively for the task at the Academy.
Lake Vitrea (vīt-rē-ə)
A lake in the middle of Abditus Valley. Shallow, but deep enough for fish to be safely found in its waters without the risk of seafaring Grimm. Freezes in the winter.
Livens River (liv-əns)
The main river flowing from Lake Vitrea to the coast. Terminates by flowing off the edge of the coastal cliffs in the spring and early fall to form Aer Falls. Freezes in the winter.
Partners
Upon beginning formal training, a Huntsman is often paired with another. This partner stays with you until such a time comes that one of you dies, you both find new partners, or one of you decides to cop out for a few years and start a family. Teams of four sometimes arise, though they are not as common as the mandatory accountability buddies one gets with a partner.
Port Anguilla (äNG-wē-lə)
The second largest collection of People in Abditus, in the far east of the valley, and home to nearly two thousand people. Nestled into the side of the mountains and tapering down the coastal cliff to the waters below, Anguilla is often the site where many would-be explorers try to embark from. Fortunately the deep waters allow for a great number of fish to be caught in the area. Unfortunately, this depth also allows for sea monsters to make their presence known.
Scroll
Small wireless devices carried by most. They are capable of making calls within the Abditus valley, and tracking the Aura of the owner and others the device is synchronized with. A series of three small radio towers - A primitive CCT - in the Village of Abditus, Abditus Academy, and Port Anguilla are what allows the network to be ‘reliable.’
Semblance
Semblances are the manifestation of one’s Aura and serve as representations of their user. They can range between things such as enhanced speed to control of metal. Some allow the user to produce clones, while others form illusions. As most all semblances are unique to their user, they serve as small things that could potentially be used as a sort of “fingerprint of the soul.” Detailed on more heavily here.
Village of Abditus
On the south of Lake Vitrea, is the small village of Abditus. A city more in function, perhaps three thousand of the residents of Abditus Valley live in the town by the lake. It sits at the mouth of the Livens, and is mostly a place where a bit more “relaxation” can be afforded since it is about as far from contested territory as possible.