Mythverse
The world of Tsukimori, from Lantern Grove to the Floating Isles.

The city that lost its moon

The Eclipse stole the moon of Tsukimori. Beyond the Veil, heroes from a thousand worlds await your call.

Tsukimori, the city beneath the Veil

Tsukimori was born around a lake that reflected the moon even on moonless nights. The first inhabitants discovered the reflection was a door: the Veil, a film of light that separates this world from all others. For generations, the Guardians of the Veil wove it with lanterns and songs, and the city grew into eight districts among mountains, canals and cherry trees.

The Eclipse

Three winters ago the moon was swallowed. In its place appeared the Eclipse, a black disk that does not move. With it came creatures that belong to no world: mist onis, shadow foxes, ownerless automatons. Sayo, the last Guardian, realized the Eclipse was not one thing: four lords sustained it, each bound to an ancient seal they themselves broke.

The four seals

Shirogane, the King of the Eclipse, guards the first seal in the Shrine of the Veil. Mizuchi, the Abyssal Dragon, sank the second beneath the Tidal Coast. Apep, the Serpent of Time, wrapped the third in the Sands where a day lasts a second. Raijin, the Drum of Thunder, cracked the sky to hide the fourth among the Floating Isles. Each restored seal returns a piece of the moon.

The Rift

To fight, Sayo tore the Veil. The wound became the Rift, a bottomless corridor through which heroes from other worlds cross, drawn to those who need them. No one arrives by chance. Each traveler carries a debt, a promise or a question that only Tsukimori can answer. The Rift also lets worse things through, and the deeper you go, the older what you find.

The bonds

Heroes from the same world recognize each other in the Rift like someone hearing their own name in a crowd. Fighting together, the Veil strengthens them: it is the Kizuna, the bond that names ultimates in sequence. Sayo believes the Eclipse only falls to those who fight together.

The Invasions

Three times a day the Rift opens over the city and something too large for a single team crosses through. At those times all of Tsukimori’s travelers fight together, and the creature’s life is split among them. That is how guilds were born: from people who refused to face the next Invasion alone.

The campaign

Chapter I

The stolen moon

The lanterns go out one by one as Shirogane turns ancient guardians into shadows.

What is at stake. Restore the first seal before Tsukimori forgets what moonlight was like.

Lantern Grove
Veil Temple
Eclipse Altar
Firefly Swamp
Jade Crypt
Chapter II

The sea that remembers

The restored seal wakes Mizuchi and returns to the shore every name the sea had buried.

What is at stake. Save the Submerged Archive, where the origin of the Veil is recorded.

Tide Coast
Submerged Archive
Mizuchi Abyss
Frozen Plateau
Abyssal Forge
Chapter III

The devoured hour

Apep swallows entire days to prevent the appointed moment of its own death from coming.

What is at stake. Make time run again and stop entire cities from becoming motionless memories.

Sands of Time
Clocktower
Apep's Nest
Ghost Town
Chapter IV

The broken sky

Raijin strikes the drum to keep the islands aloft, but each beat tears the Rift further.

What is at stake. Silence the thunder without bringing down the cities suspended over Tsukimori.

Floating Isles
Cloud Sanctuary
Raijin's Throne
Valley of the Eternal Cherry Blossoms

Those who hold up the Eclipse

  • Shirogane, King of the Eclipse

    Eclipse Altar. What it wants: Return the lost sister, even if you must erase the moon.

  • Mizuchi, Abyssal Dragon

    Mizuchi Abyss. What it wants: Forever fulfill the last order to protect the Archive.

  • Apep, Serpent of Time

    Apep's Nest. What it wants: Escape the hour in which it was destined to die.

  • Raijin, the Thunder Drum

    Raijin's Throne. What it wants: Sustain the islands and prove that its thunder still rules the sky.

Where the heroes come from

Aurum Peaks

Golden mountains where the sun never fully sets. Solar mages and the fencing nobility have disputed who rules the peaks for centuries.

Valley of Windmills

A village of mills trapped between two winds. Every boy learns to hold a shield against the gusts. Every scholar, to read the storms.

Archipelago of Sails

A thousand isles linked by rope bridges and boats. There, a debt is paid with a voyage, and a voyage never ends.

Waning Moon Monastery

A monastery atop a snowy mountain, where swordsmen and healers guard the last light before night.

Grey River Village

A village of smiths and fishermen on the banks of a river that carries the ash of a sleeping volcano.

Veil Academy

The school where the Veil itself is studied, in another world that also has a false moon. Teachers and students distrust everything, especially books.

Eldria Frontier

A chain of stone forts that protects the kingdom’s fields from something that lives beyond the ridge. The patrol never sleeps whole.

City of Distilleries

A city of glass and copper where everything turns into something else, including soldiers, who traded swords for gunpowder and formulas.

Oathsworn League

A workshop academy where each student builds their own weapon and takes an oath before the class. Breaking the oath is breaking the weapon.

City of a Thousand Steps

A vertical city of endless stairways. Monks train by climbing. Automatons carry what the monks forget.

Forest of Tall Roots

Trees so large there are villages inside them. Children learn to hunt before they learn to read, and no one knows who planted the first root.

Realm of the Silver Moon

A realm where the moon still shines and the priestesses rock it with lanterns. When they learned of the Eclipse, they sent their best.

Isles of Mist

Islands shrouded in a mist that erases memories. Spirits and swordsmen live side by side, and no one fully trusts their own past.

Valmar

A republic of guilds. Everything in Valmar has a contract, a stamp and a fee, even courage.

Dojo Road

A pilgrimage road with a dojo for every day of walking. Whoever reaches the end may challenge the nameless master.

Emerald Crown

A fallen empire where mercenaries and warlocks contest the ruins of a green crown that still sings at night.

Desert of Lost Maps

A desert that changes shape. Whoever draws the right map finds whole buried cities.

Lands of Long Ice

A winter that lasts generations. Families count their age by the number of winters they've survived together.

Orion Fleet

A fleet of city-ships that lost its planet and wanders between stars protecting the survivors.

Abyss Forges

A world in flames where iron executioners guard gates that must never be opened.

Scrap Galleries

Tunnels full of broken machines and children who fix them. Everything explodes a little, and no one thinks that's a problem.

Forest of Nine Lanterns

A grove of fox-spirits that light lanterns to guide the lost, or to lose them forever.

Steppes of the Free Wind

Endless plains where the wind carries conversations for miles. Wandering swordsmen live duel to duel.

Aurora Squad

Not a place: it's a rescue squad that crosses worlds in crisis. Three of them were on a mission when the Rift pulled them in.

Rooftop Brotherhood

A city of roofs pressed together where a secret sisterhood protects the weak without them knowing.

City of the Green Mist

A city taken by a sickly fog. Those who remained learned to fight and to heal with what they had.

Coyote Plateau

A border of ranches, trains and outlaws, where a person's word is worth more than gold.

Rune Vale

A valley where every stone bears a rune. Smith-mages teach apprentices to fire metal with words.

Automaton Citadel

A city of machines that woke without knowing why. Some search for who built them. Others, a reason to fight.

Crimson Pact City

A city where every family made a pact with a demon. Children inherit the pact and decide what to do with it.

Gear Jungle

A jungle where beasts and machines grew together. Hunters respect both.

Arena of Ashes

An eternal tournament in a volcano. Champions fight for names they've lost and rarely recover them.

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