This is the extended universe of a Storybook called Shattered Moons. That means that every post here is in canon to the other Storybook. Don't worry too much, though! If you have any questions, please post in the Discussion Thread or just pester Omnom. He won't mind. I promise.
The World of Remnant is vast and wondrous and dangerous. There are four main kingdoms in Remnant, with few outlying areas. These Kingdoms are Vale in the west, Vale in the center, Atlas in the north, and Mistral in the east. In this kingdom, there are no militaries (with one exception) but instead there are Husntmen who defend the world against the monstrous and nightmarish Grimm.
Races
Spoiler! :
Huntsmen - Huntsmen are specialized elite warriors that defend the world against the Grimm and uphold the peace in the world. They can act as mercenaries for hire or a quedo-police force against the Grimm.
Highly weaponized and durable, they are trained as kids in Signal Academy of Vale, Sanctum Academy of Vacuo, or Alsius Academy of Atlas. After they are trained enough, they can transition into the elite Huntsmen Academies. These Academies are Beacon Academy of Vale, Shade Academy of Vacuo, Atlas Academy of Atlas, and Haven Academy of Mistral.
Theme - Huntsmen have a theme set to their character. From the Great War ~65 years before, there was an agreement to have a focus on the arts and color. Because of this, all names have been agreed upon to be a color, representative of a color, or cause you to think of a color. This also applies to their armor set. Think of a Huntress' theme as her identity and what sets her apart from the others. Most themed colors are similar to their aura color.
Weapons - Aside from a loose local militia and a strict national guard force from Atlas, most everything in Remnant is defended by Huntsmen and Huntresses. Because of this, these specialized warriors require specialized weapons to help them fight Grimm. These weapons begin as rudamentary in primary Huntsman schools, then are honed and finely crafted to the fighting style, theme, and personality of the Huntsman, with imagination as the only limit to what they can do. Weapons are as much a part of the Huntress as her own aura.
Auras & Semblances - Speaking of, a Huntsman's aura is a physical extension and embodiment of their soul. All living beings in Remnant have souls and have some sort of aura. The only exception is Grimm, which has caused many scholars to debate on whether or not Grimm are actually truly alive. For everyday beings, auras are nothing to them except on rare ocassions; some never see theirs in their entire lifetime. For Huntsmen, auras are a shield, meant to be honed and trained to block physical harm and keep them healthy. Auras are also a weapon, and those manifest into Semblances.
Semblances are an extension of one's aura, often mimicking their personality and battle styles. Some people's Semblances are an all pervasive effect on their life; most are abilities that Huntresses use during battle. Careful, though! These Semblances require a lot of energy from their user.
Training - Early on, children go through Training Academies that lay the foundation of being a Huntsman alongside fundamental learning. For those who wish to pursue the Huntress profession, they then go to one of the four prestigious Huntsman Academies, one located in each of the four major countries. There, they undergo a rigorous and intensive four year program to prepare them for the endless battle they face in the real world of Remnant. After they pass the four year program, they can either offer themselves as pay-for-hired-guns or enlist in Atlas' large military program.
Faunus - Faunus are a first cousin race to humans that inherit a trait or characteristic of animals. Often regarded with racism, Faunus were shoved to an island off the coast of the mainland called Menagarie. There, they struggle to maintain a new life peacefully.
Grimm - Grimm are a scourge on the land of Remnant. Beasts void of color and soul, they resemble various animals throughout the land they roam. They are attracted to fear and negative emotions, and are ruthless hunters. The older and larger Grimm are a match for even the best trained Huntress, and there are rumors of ancient Grimm the size of mountains that once roamed the land before humans stepped foot onto the mainland.
Highly weaponized and durable, they are trained as kids in Signal Academy of Vale, Sanctum Academy of Vacuo, or Alsius Academy of Atlas. After they are trained enough, they can transition into the elite Huntsmen Academies. These Academies are Beacon Academy of Vale, Shade Academy of Vacuo, Atlas Academy of Atlas, and Haven Academy of Mistral.
Theme - Huntsmen have a theme set to their character. From the Great War ~65 years before, there was an agreement to have a focus on the arts and color. Because of this, all names have been agreed upon to be a color, representative of a color, or cause you to think of a color. This also applies to their armor set. Think of a Huntress' theme as her identity and what sets her apart from the others. Most themed colors are similar to their aura color.
Weapons - Aside from a loose local militia and a strict national guard force from Atlas, most everything in Remnant is defended by Huntsmen and Huntresses. Because of this, these specialized warriors require specialized weapons to help them fight Grimm. These weapons begin as rudamentary in primary Huntsman schools, then are honed and finely crafted to the fighting style, theme, and personality of the Huntsman, with imagination as the only limit to what they can do. Weapons are as much a part of the Huntress as her own aura.
Auras & Semblances - Speaking of, a Huntsman's aura is a physical extension and embodiment of their soul. All living beings in Remnant have souls and have some sort of aura. The only exception is Grimm, which has caused many scholars to debate on whether or not Grimm are actually truly alive. For everyday beings, auras are nothing to them except on rare ocassions; some never see theirs in their entire lifetime. For Huntsmen, auras are a shield, meant to be honed and trained to block physical harm and keep them healthy. Auras are also a weapon, and those manifest into Semblances.
Semblances are an extension of one's aura, often mimicking their personality and battle styles. Some people's Semblances are an all pervasive effect on their life; most are abilities that Huntresses use during battle. Careful, though! These Semblances require a lot of energy from their user.
Training - Early on, children go through Training Academies that lay the foundation of being a Huntsman alongside fundamental learning. For those who wish to pursue the Huntress profession, they then go to one of the four prestigious Huntsman Academies, one located in each of the four major countries. There, they undergo a rigorous and intensive four year program to prepare them for the endless battle they face in the real world of Remnant. After they pass the four year program, they can either offer themselves as pay-for-hired-guns or enlist in Atlas' large military program.
Faunus - Faunus are a first cousin race to humans that inherit a trait or characteristic of animals. Often regarded with racism, Faunus were shoved to an island off the coast of the mainland called Menagarie. There, they struggle to maintain a new life peacefully.
Grimm - Grimm are a scourge on the land of Remnant. Beasts void of color and soul, they resemble various animals throughout the land they roam. They are attracted to fear and negative emotions, and are ruthless hunters. The older and larger Grimm are a match for even the best trained Huntress, and there are rumors of ancient Grimm the size of mountains that once roamed the land before humans stepped foot onto the mainland.
Vale
Spoiler! :
Vale is in the middle of the land. Most of it is purely uninhabitable by Grimm, but what is inhabited is strictly defended by Huntresses. It is known as a beacon of hope for those in need. Professor Ozpin of Beacon Academy is a steadfast leader and has been a voice of calm for a very long time.
Signal Training Academy - Signal is a pre-Huntsman Academy and a general school that most children in Vale and the surrounding areas go to. Located on Patch Island, a small piece of land off the coast of Vale.
Beacon Academy - One of the four Huntsman Academies, located in Vale. Known for its wise Head Professor, Ozpin.
Signal Training Academy - Signal is a pre-Huntsman Academy and a general school that most children in Vale and the surrounding areas go to. Located on Patch Island, a small piece of land off the coast of Vale.
Beacon Academy - One of the four Huntsman Academies, located in Vale. Known for its wise Head Professor, Ozpin.
Vacuo
Spoiler! :
Off to the west, Vacuo is a dangerous wasteland of desert and monsters. People born here learn to live life fighting or lose themselves to the sand. It's a rough life, but the people who live there are proud to have lived through it.
Shade Academy - One of the four Huntsman Academies. Resting in the middle of sandy and dangerous Vacuo, not much is known about this Academy, other than that it breeds some of the nastiest Huntsmen around.
Shade Academy - One of the four Huntsman Academies. Resting in the middle of sandy and dangerous Vacuo, not much is known about this Academy, other than that it breeds some of the nastiest Huntsmen around.
Mistral
Spoiler! :
Off to the east, Mistral is a land of beauty and terror all the same. Large mountains separate lands here, so many small towns and bandit tribes sprout up, with leadership of their own. The city of Mistral is beautiful and well-defended.
Sanctum Training Academy - Another pre-Huntsman Academy, this one is known for its beautiful landscape that outweight the often subpar teachings that go on there.
Haven Academy - One of the four Huntsman Academies. It may not be as rigorous as Beacon or Atlas, but it provides stalwart Huntresses all the same. Plus, the views are to die for.
Sanctum Training Academy - Another pre-Huntsman Academy, this one is known for its beautiful landscape that outweight the often subpar teachings that go on there.
Haven Academy - One of the four Huntsman Academies. It may not be as rigorous as Beacon or Atlas, but it provides stalwart Huntresses all the same. Plus, the views are to die for.
Atlas
Spoiler! :
Up in the north, Atlas is a land of cold and rigid weather, and cold and rigid people. With the only military in all of Remnant since the Great War, Atlas helps protect its own borders and extends a hand, sometimes unwanted, to the countries around it.
Atlas Academy - One of the four Huntsman Academies, Atlas is strict and militarized. Most graduates of this Academy go straight into Atlas' regime.
Schnee Dust Company - A well off Dust company that controls a monopoly on the Dust industry, and maybe through illegal means.
Grindelin Tech - A famous tech company that is only rivaled by the Schnee Dust Company. They do not get along.
Atlas Academy - One of the four Huntsman Academies, Atlas is strict and militarized. Most graduates of this Academy go straight into Atlas' regime.
Schnee Dust Company - A well off Dust company that controls a monopoly on the Dust industry, and maybe through illegal means.
Grindelin Tech - A famous tech company that is only rivaled by the Schnee Dust Company. They do not get along.
Menagerie
Spoiler! :
Deep in the southeast, Menagerie is a large series of islands where the Faunus have all but been exiled to. People who reside there are full of resentment, but some are trying to pave a new path in their new home.
White Fang - A peaceful resistance group for the Faunus. However, there has been some trouble stirring from within, and talks of a... more violent approach to get equality.
White Fang - A peaceful resistance group for the Faunus. However, there has been some trouble stirring from within, and talks of a... more violent approach to get equality.
Character Profiles
Spoiler! :
Shattered Moons Characters
Team Viridian
-Valerian
-Rioghail
-Diamond
-Night
Team Amber
-Amaranth
-Midori
-Bleu
-Rhyence
Team Arctic
-Azure
-Reese
-Topaz
-Claret
STAY AWAY FROM TEAM ARTC. THEY ARE EXTREMELY DANGEROUS AND WILL NOT HESITATE TO KILL.
World of Remnant Characters
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Character Template
- Code: Select all
[b]Name: (Name must be a color, make you think of a color, or represent a color)[/b]
[b]Age: [/b]
[b]Gender: [/b]
[b]Symbol: [/b] (this is what is used for official team purposes. It can either be a simplistic version of your weapon (such as a spear and shield) or something that can define your character in one picture (such as a rose if that's your theme or a snowflake if that's your theme. Nothing too complicated! Clip art is best)
[b]Race: [/b](Human or Faunus, a human-like person with some attribute of an animal. For example, a tail or bunny ears)
[b]Location: (Where is your character most likely going to start in the story?)[/b]
[b]Team Name: (If you are/were a part of a team)[/b]
[b]General War Alignment: (Where do you want your character to be in the large scale conflict?)[/b]
[b]Theme: [/b](Your theme is whatever recurring thing you have with your character's clothing, weapon, and semblance. This is here to help you get a focus on what you want your character to look like and feel like. This could just be a color or sets of colors or a flower.)
[b]Appearance: [/b] (If you do use a picture, please use something from an anime or RWBY itself, but I do want a fully detailed appearance. Be creative, you will be known for you outfit too! Outfits should be coordinated. I'm only concerned about gear you would wear into battle. )
[b]Weapon: [/b] (Again, be creative with your weapon! Just to note a few from the source material, there's a scythe/sniper rifle, shotgun gauntlets, a hammer/grenade launcher, a trumpet that uses music as a weapon, a hoverboard/dual guns, and a purse/minigun. Yes, you can be that crazy. This is something that will be with you this entire SB. It should have just as much character as you will)
[b]Semblance: [/b] (This can be an extension of some part of your personality or your fighting style, but those are only guidelines. If you need help, just ask! Nothing too overpowered, as this does use your aura! Certain Semblances are: cloning of yourself, magnetism, speed, power, healing, sight. If you are ever confused, please let Omnom know!)
[b]Personality: [/b] (Please make this in-depth! Also include strengths and weaknessess)
[b]History: [/b] Just a brief history woks. Which school did you go to before this? Signal in Vale or Sanctum in Mistral? How's your family, are they Huntsman? Any conflict is amazing. Omnom loves making history, so if you want help please let us know.)
[b]Up for love: [/b]
[b]Other: [/b]
Story So Far
Spoiler! :
Shattered Moons Story
5 Years Earlier
-Claret is badly injured, and is saved by Azure, who demands her servitude in exchange for saving her life. Claret reluctantly agrees, and is in no position to defend herself. While Claret heals from the fight, she slowly warms up to Azure, but Azure suddenly leaves.
-Azure meets with Reese in Atlas. and offers him a job. She offers him Claret's old weapons as payment. The job? Break into Atlas and seek information about a top secret experimental machine they are working. He accepts, but vows to look further into who exactly Azure is.
-Claret meets a middle man of Azure's, who restocks the cottage she's been staying in every once in a while. He offers her a ride to Atlas, where her brother was injured. She accepts.
Present Day
Before Initiation
-The students of Beacon eagerly prepare for this year's initiation. They converse with each other and some friendships start to bud.
-Valerian and Diamond exchange pleasantries. Rioghail chat with them. Diamond recounts a past fight with her family. A rude dude brings her out of it, but she doesn't get his name.
-Rhyence and Bleu chat with each other a bit, Rhyence is annoyed. Rhyence has a flashback to a chat with his mother. Midori exhanges greetings with him before he leaves the conversation. Midori and Bleu meet Amaranth while fishing for bags.
-They all converse and spend the night in the great hall before initiation. A rumor spreads that initiation this year will be dark and you might want to find a way to land softly. They prepare for initiation.
Initiation
-Initiation this year drops them into the depths of a sunken ghost city, rampant with Grimm. They fight their way through the city to the relic room. The relics are glowing, ominous orbs, but they don't have much time to question this because they are attacked by two insanely large Grimm. Nobody dies, but a few are pretty severely injured.
Medical Wing
-After initiation, students are rushed to the medical wing besides Midori, where she faints and is picked up by Cloud, the man who raised her and whom she called a brother from the Branwen Clan. She then passes out, only to regain consciousness the next day.
-Diamond is dealing with a lot of inner struggles and mentally realigns herself while Rioghail heals. They have a spark of their auras, and maybe a spark of something more, before they leave for the ceremony.
-Valerian and Amaranth are not too badly injured, but Amaranth is reminded of her rough past, and it breaks her. Valerian witnesses her quiet breakdown, but assumes it's because of pain.
Ceremony
-It is pronounced that the teams are VRDN, AMBR, and LBRT, among others. The groups file into their rooms.
-VRDN quickly reassembles the room into a fashion of their liking and Diamond heads for a shower while Valerian spills that he noticed something was wrong with Amaranth. V, R, and N join for a cool sing session. It seems like maybe the group will be able to get along after all.
-Midori recounts what she remembers of what happened between initiation and the ceremony to Bleu while they eat some food.
World of Remnant Story
Disclaimer
You totally don't have to watch RWBY or read SM to join in on this story! I know there's a lot to read here, and I've barely even touched the surface, but I promise that you will love it. A lot of this is foundational information so you can find a place for a character of yours in the story. I will help you along every step of the way, so don't be hesitant to jump in with both feet. Who knows where you'll land.
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