The Moons of Zalonia

Ishtorth

Red Moon

This is Cadrone’s opposite, as it symbolizes good fortune. It also appears different to different people. It appears about two-thirds the size of our regular moon. It is the closest moon to the planet and revolves around the planet every 19th day. It would be like almost seeing Mars close to our planet. Magic is often performed when it is half full. Magic can’t be accessed when it is a new moon, and magic during a full moon is very potent and difficult to control unless the blue moon (Cadrone) is also full. Magical purposes:

Day One – New – No Magic is performed
Day Two – Good for healing magic
Day Three – Good for protection
Day Four – Good to gain psychic abilities
Day Five – Good for prophetic dreams
Day Six – Good for overall health
Day Seven – Good for herbal magic
Day Eight – Good for candle magic
Day Nine – Good for making potions
Day Ten – Full – Ask for the heart’s desire
Day Eleven – Good for ending addictions
Day Twelve – Good for weight loss
Day Thirteen – Good for breaking curses
Day Fourteen – Good for cleansing negativity
Day Fifteen – Good for getting over a past relationship
Day Sixteen – Good for picking out who your untrue friends are
Day Seventeen – Good for willing storms away
Day Eighteen – Good for blinding an attacking enemy
Day Nineteen – Good for creativity

The Goddess that represents this moon is named Ishtoria

Cadrone

Blue Moon

Cadrone represents darkness. It can change with each individual person, but this doesn’t happen often unless the person is on a quest; it is shown as a warning. A person who sees it weak or not at all will have good fortune, and bad fortune if it shines bright. However, it’s much more complicated than just that. It appears about half the size of our moon in the sky and is normally relatively faint unless it is telling someone that they are going to have bad fortune. Unlike Ishtorth, the days don’t represent what kind of magic is beneficial, but the stronger it is in the sky, the more magicians can use unethical magic. Some people form battle plans based on this moon. If it is full and shining, they will not imvade another territory. Many people are more cautious about securing their homes, and those out on a quest prepare for the worst.

The name of the God for this moon is Cadronus, and is often acknowledged by those who create unethical spells.

The Golden Moon

The moon is different from Ishtorth and is a lot like the moon going around the Earth. When it comes to orbits, it is further from the Earth than Ishtorth and closer than Cadrone. This moon is often used in astrology and other types of magic that are used to guide people. It doesn’t symbolize good or bad magic. However, it does contain some species of life, such as plants and alien animals. There is nothing that is as smart as the Seven Species of Spoken Language in Zalonia on the moon. Medes have made unsuccessful machines to be able to explore the moon closer, but they have telescopes, and their eyes are seven times stronger than a human’s, so they are able to explore the moon with more precision than any other race.

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Planets of Zalonia

Latrina (1st Planet)

It is similar in size to Aztharian, but is too hot for life as it is the closest planet to the sun. However, there might be heat-resistant beings on it, but no one is certain. Once in a while, the planet can cause a small eclipse, but not as thick as a lunar eclipse. The surface can reach 300 degrees F, but it rotates more slowly than Aztharian, and the side facing away from the sun can get down to about 50 degrees. Most of the planet is covered by an unknown light green liquid.

It represents both romantic and sensual love, creativity, artistry, and self-expression. It rules beauty and pleasure, arts and crafts, all of the sweet things of life. It is particularly associated with sexuality, but like the Maiden, her most essential quality is strength of self.

In negative terms, Latrina is associated with selfishness, greed, and indulgence. Negative Latrina thinks of herself first, and others second, if at all. Over-indulgence of all sorts, but especially sexual, is associated with Negative Latrina, as well as a conspicuous lack of concern over consequences.

Symbology – The hieroglyph for Latrina is the Sphere of the Conscious Self over the Cross of Matter; that is to say, the conscious self-expressing itself in the physical, with little reference to the Higher Self.

Aztharian – World (2nd Planet)

Aztharian is the world where Zalonia exists. Think of it as an alternate world that’s roughly the same size as Earth and follows similar rules of physics, especially gravity. However, the continents and landmasses are arranged differently. Most of the stories happen on the large landmass of Zalonia, but there are other big landmasses on Azatharian with lots of mysterious things, creatures, and more.

People have lived on Azatharian for a really long time. The folks in Zalonia can trace their roots back to close to the beginning of the First Age when they were created. But there are whispers about a Lost Age that might go even further back. On those other landmasses, there are beings that might have been around since that rumored Lost Age.

Now, some ancient stories, especially those from a few mede historians, talk about the Prophet of Old and their descendants in a place called Ruinoneo before it was cursed. Legends say that this Prophet might have been the one who made medes, humans, and the legendary stiminites. But remember, these are really old legends, and a lot of time has passed. There’s some evidence that hints at these ideas, but it’s all a bit of a mystery now.

There’s something unique about its night sky. Instead of regular stars, they have these magical constellations known as the “9 constellations.” These constellations are made up of objects with very little gravitational pull. They might look like stars or planets to the naked eye, but they’re different. They don’t twinkle like our stars; instead, they move across the sky like stars, which could be quite puzzling for someone from Earth who notices these differences.

It has 3 primary moons, which can cause various kinds of tides. There is only one star in the solar system similar to our sun.

Populations exist where food, water, warmth, and shelter

World Population
Humans – 13 million
Medes – 950,000
Elves before destruction – 3 million – There is one elven territory not found in Zalonia
Woodland Elves – 100,000 – They are only in Zalonia
Frolm – 500,000 before the shadow thieves and about 2,500 after – All in Zalonia
Rokars – 9 million
Sxiox – 2 million

Alien Satellite (3rd Planet) – Onog

Onog is a satellite that is near Aztharian. It is used as a base for technology and weapons to spy and try to influence things on Aztharian. There is a wormhole on the side that faces away from Aztharian that leads to the aliens’ (Gnonows) home planet. It is a very compact satellite, but small and further away than the blue moon. To the human eye, it looks like a faint planet. The medes can see it better, but they can’t see the aliens themselves. The aliens also use a force field that the medes can’t see through. This is the satellite they used when they fought in the Great Battle of the Fourth Age. Some believe this is the furthest planet away because of its small size, but it is relatively close to Aztharian.

Gas Giant (4rd Planet) – Anohpmi

This is a further out planet, a little bigger than Jupiter, that works as a shield to destructive materials such as comets and asteroids. Seen up close, it looks like a beautiful planet and has several moons. There are said to be over a hundred moons. It has various colors such as red, yellow, blue, brown, and so on. It is an impossible planet to survive on because of the gravity, but the moons could possibly hold life. It is the biggest object in the night sky besides the moons revolving around Aztharian. Its diameter is thirteen times as long as Aztharian. It takes about 8.6 years to orbit the sun. It is often associated with wisdom.

It is a symbol of wisdom according to the medes. When it is seen in the sky, the medes study a little harder because they believe they will gain knowledge more clearly when it is visible. It is a gas giant with hundreds of moons revolving around it.

There are several spots on Anohpmi which the medes believe are dangerous storms, but they are uncertain. The spots seem to move around on the planet and increase and decrease in size at a slow rate. Its magnetic atmosphere is so strong that it can crush virtually everything that comes through it.

Anohpmi has many moons, and it is possible that they have life, especially the moons with water on them. Between their strong eyesight and telescopes, the medes can’t see the moons well enough to see actual other beings on the moon, but there seem to be enormous structures that appear to have been built by intelligent life.

Gas Giant (5th Planet) – Itenasa

This is the furthest planet away from the sun. It is about half the size of Aztharian. The planet appears blueish green due to its methane gases. There is rumored to be life on this planet among the Zalonians, but that’s only been in legends. Not much is known about this planet, and even the Gnonows have never explored it or looked at it closely. It holds about 20 moons, some fully made out of ice. It is also believed to be a portal somewhere in Zalonia that can reach this planet, or at least near it. This planet also has rings like Saturn.

It is often associated with chaos and uncertainty among the Quintum. The Quintum will never point their ships toward Itenasa because they believe this will lead them to chaotic situations at sea, such as large storms and whirlpools.

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Constellations of Zalonia

Astrology was allegedly developed during the Lost Era originally on the 9 constellations and was rediscovered after the 400th year of the First Age. It was put together by various members of the Society of the Lost Realm. Then it was brought to Magdad to help magicians with their magic. There are certain historical events that seems to line up with the position of the stars and planets.

Constellations and months have the same name and are named after backwards Nyanja Words. They move slightly east from the night before. They are typically seen one month at a time. Remember, a month in Zalonia is 40 days. Astrology isn’t as commonly practiced in Zalonia, but the constellations represent the stages of life and follow the years. There are many other constellations, but they aren’t recognized to the same degree. The objects that make up the constellations are not stars, but were put there for the use of magic. They have weak gravity and large volume. They are closer than the stars and rotate in a similar fashion to the planets by going through the sky. They are magical orbs that are not in our universe.

Awdab

This is the first month of the year and the season when life starts to grow back). It is similar to March/April in the northern hemisphere of our world. The symbol of this is a tadpole and seen in the early evening. When this constellation is prominent, magic for new beginnings as at this height. Magic users who work for leaders will often suggest starting a war during this time. Village councils meet together to plan out the new year. Crops are often planted, and individuals begin projects that they want to work on. Medes often have their babies at this time after about 150 days of pregnancy.

Anawbu

This is the second month of the year, and it is when things tend to grow the fastest. This is similar to April/May in the northern hemisphere here. A willow tree symbolizes this. The armies that have started wars will bring in the most recruits during this time. Preparations for war also happen, and magic users will put heavy study into their magic. The snow has melted, and the water is starting to evaporate, making travel easier. Many merchants set up shop around this time for non-food items, mostly.

Uvmah

This is the third month, and growth is still happening, but has slowed a little. May/June for us. This is symbolized by a dandelion. War is likely to start during this time for those places that have tension toward one another. Merchant start selling more food that comes out early. Travel and trading see an increase. Magically, both offensive and defensive magic is strong due to the wars.

Atama

This is the fourth month and the vegetation reaches its full growth. This is symbolized by a growing cat that is full of energy. The constellation appears vaguely as cat whiskers. There is more food in the markets and the traveling remains steady. Magic can be used to help with crop growth, especially in places that are likely to suffer from famines.

Itaka

This is symbolized by a spider where there is a middle star and then it almost looks like eight lines coming off of it. This is usually the warmest month of the year and merchants in the south often have to take shelter and may be more likely to do outdoor selling at night. Magic that is related to heat like fire magic are the strongest at this time.

Amiw

This is shaped like a house because it is known that mature people often have their own houses. Crops are gathering and merchants are in full force as people prepare for the colder months ahead. The leaves start to change color and harvest festivals take place. This is the time for healing magic, as people who have been working may need to heal some of their body after working during the warmer months.

Uluk

This is shaped like a walking staff with some bends to it. Merchants start slowing down and many people have gathered for the colder months. War starts to settle down, especially in the northern areas. There is a lot of rain which slows down travel. Magic is least strong this month so many magicians do inner work so they can improve their magic.

Afmi

The void. There appears to be a hole in the sky with no stars and is shaped like a fluffy cloud. The snow and cold get strong this month and all the leaves fall off the trees. People are indoors now and merchants can only be found in the south. Those who haven’t properly prepared, may go south to gather items. The roads can be dangerous as the winter creatures start to roam the areas. Magic is used for heat and light.

Inastub (kumbutani) Reminisce

This is the time after death when a person reviews their life. This is symbolized by a mirror. There is a cluster of stars that appear to be oval shaped like most of the mirrors used in Zalonia. This is where it is coldest at the beginning of the month. Magicians and others do a lot of self-reflection during this time. They think of how they spent the year and how they could be more productive the next year.

Utawda

The cocoon symbolizes the transformation from death to life. At the beginning of this month, it is the time of the greatest suffering, as people are lacking food and it still isn’t easy to get out. However, there is renewed hope as the sun gets stronger and the snow melts. Plants are about to start to bud. Magic is used to cause the plants to grow better to increase the likelihood of a good harvest. Leaders start to meet together at the end of this month to plan out for the year.

 

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Inventing Tectonic Logic for a Science/Fantasy World

A science-fantasy worldbuilding guide

If your world has mountains, volcanoes, floating continents, shattered lands, or impossible geography, there’s an invisible question readers feel even if they don’t ask it:

Why does the world look like this? That’s where tectonic logic comes in.
You don’t need Earth-style plate tectonics—but you do need an internal system that explains how landforms form, move, collide, break, or heal. In science fantasy, tectonics can be magical, alien, artificial, or alive. What matters is that they shape history, cultures, disasters, and myths in a consistent way.

This guide shows you how to invent tectonic logic that feels grounded—even when physics is optional.

1. Start with the Role Tectonics Play in Your Story

Before mechanics, ask a narrative question:

What problems does your planet’s geology create?

Tectonic systems are engines of conflict:

  • Earthquakes that destroy empires
  • Continents drifting apart culturally and politically
  • Volcanic zones powering civilizations
  • Sacred fault lines dividing belief systems

If tectonics don’t affect history, trade, religion, or war, they’ll feel decorative instead of foundational.

2. Replace Plates with Something More Interesting

Earth uses rigid plates floating on a molten mantle. Your world doesn’t have to.

Here are alternative tectonic frameworks that work especially well in magical or alien settings:

A. Energy-Driven Tectonics

Instead of heat and pressure, movement is caused by:

  • Ley lines
  • Planetary mana currents
  • Exotic particles or cosmic radiation
  • Where energy converges:
  • Mountains rise
  • Reality thins
  • Cities flourish—or collapse
  • Where energy drains:
  • Land sinks
  • Deserts spread
  • Civilizations die

This lets geology respond to magic usage, not just time.

B. Living Tectonics

The planet itself is alive—or hosts something that is.

Examples:

  • A world-beast whose muscle shifts continents
  • Crust made of regenerative bio-stone
  • Fault lines acting like nerves
  • Earthquakes become:
  • Pain responses
  • Immune reactions
    Signs of illness or awakening

This turns geology into a character, not a background system.

C. Artificial or Engineered Tectonics

Ancient builders may have shaped the planet intentionally.

Possibilities:

  • Planetary stabilizers holding continents in place
  • Gravity anchors buried beneath landmasses
  • Failsafe collapse systems
  • Over time:
  • Maintenance fails
  • Knowledge is lost
  • “Natural disasters” are actually system errors

This is especially effective for hollow worlds, ringworlds, or post-precursor settings.

3. Mountains Should Tell a Story

Mountains aren’t random. They’re scars, pressure points, or growths.

Ask:

  • Do mountains form where energies collide?
  • Are they crystallized magic overflow?
  • Are they the exposed skeleton of the planet?
  • Different origins create different cultures:
  • Mountain peoples near energy convergence may develop mysticism
  • Volcanic societies may worship renewal and destruction
  • Floating mountain chains imply unstable gravity zones

A good rule: If you move the mountains, history must change.

4. Rethink Volcanoes and Fault Lines

In science fantasy, volcanoes don’t need magma.

They might erupt:

  • Raw mana
  • Living crystal
  • Nanotech ash
  • Reality-distorting energy
  • Alien spores
  • Fault lines could be:
  • Borders between dimensions
  • Zones of time distortion
  • Magical pressure valves
  • Civilizations would:
  • Build temples there
  • Harvest energy
  • Avoid them entirely
  • Weaponize eruptions
  • A “Ring of Fire” might be a Ring of Power, fiercely contested and mythologized.

5. Floating Continents Need Anchors

If land floats, something holds it there.

  • Possible anchors:
  • Gravitational nodes
  • Magnetic crystal lattices
  • Orbital resonance points
  • Planetary consciousness
  • These anchors become:
  • Strategic military targets
  • Religious pilgrimage sites
  • Points of catastrophic failure

Floating tectonics should still obey rules. Islands drift, collide, decay, or fall—just on different timescales.

6. Geological Time Doesn’t Have to Be Slow

Earth’s tectonics work over millions of years. Yours don’t have to.
In magical or alien worlds:

  • A century can reshape continents
  • Wars can crack the crust
  • Rituals can raise islands overnight
  • But consistency matters:
  • Fast tectonics = unstable societies
  • Slow tectonics = deep traditions and long memory
  • Match geological speed to narrative tone.

7. How Tectonics Shape Belief Systems

People explain geology long before they understand it.

  • Tectonic logic naturally creates:
  • Earth gods and sky gods
  • Myths of punishment or blessing
  • Sacred mountains and forbidden rifts
  • Prophecies tied to seismic events

Even if some characters know the truth, most won’t—and that tension is powerful.

8. Maps Should Reflect Your Logic

When drawing maps, ask:

  • Why are these continents shaped this way?
  • Why is this desert here?
  • Why does this ocean exist?

If you can explain every major feature using your tectonic system, your world will feel cohesive, not accidental.

You don’t need realism—you need cause and effect.

Final Thought: Tectonics Are Invisible Worldbuilding Muscle

Readers may never consciously analyze your planet’s geology—but they’ll feel when it’s missing.

  • Invented tectonic logic:
  • Grounds fantastical visuals
  • Generates organic conflict
  • Makes worlds feel ancient and alive

In science fantasy, tectonics don’t just move land. They move history.

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Creating Continents and Sky Islands

How to design gravity-defying landmasses that enrich your science fantasy world

Floating continents and sky islands—levitating landmasses suspended high in the atmosphere or orbiting through space—have long captured the imaginations of readers and creators alike. Whether powered by arcane forces, anti-gravity technology, or divine intervention, these elevated realms provide limitless potential for storytelling, exploration, and symbolism in science fantasy settings.

Let’s break down how to build these aerial wonders into a fully immersive world.

🌍 1. Origins: Why Are They Floating?

Before designing the aesthetics and culture, start by asking: what holds them aloft?

🧲 Scientific/Technological Origins

Antigraviton crystals embedded in the crust.

Ancient machines from a vanished civilization regulating gravity fields.

Electromagnetic repulsion zones generated by planetary poles.

🔮 Magical/Mythic Origins

The breath of gods or celestial dragons keeping the islands airborne.

Spellwork from a forgotten age that still clings to the rocks.

Floating trees whose roots keep entire landmasses airborne.

🪐 Cosmic/Interdimensional Causes

Planar overlaps: sky islands exist where dimensions leak into one another.
Planetary fracture during a cosmic war; pieces never fell.
Orbiting “living continents” circling a world-core.

🏞️ 2. Geography and Ecosystems

Sky islands allow you to create ecologies that are completely divorced from traditional climates.

Flora: Floating spores that ride wind currents; bioluminescent canopy forests; plants that feed on solar storms.

Fauna: Feathered gliders, skywhales, gas-filled arthropods, or flying amphibians adapted to thin air.

Weather: Inverse rainfalls, static-charged clouds, or jetstream-torn skies that make travel perilous.

Each island or continent might have its own microclimate, shaped by magical weather or cosmic alignment.

🏛️ 3. Societies in the Sky

Sky-based civilizations can embody isolationism, spirituality, innovation—or war.

✨ Cultural Ideas

Sky Monasteries: Pilgrimage destinations, only accessible by air rituals.
Aetherian Guilds: Technomages who regulate gravity and air-trade.
Falling Tribes: Nomads exiled from one island, trying to land on another before their levitation fails.
Stormforged Empires: Militaristic societies that use lightning chariots to conquer lower realms.

✒️ Social Stratification

Inverting traditional class hierarchies, perhaps those higher up in the sky are lower in caste—closer to danger and divine judgment. Or maybe the highest-floating continent is the seat of a theocracy or god-king.

 

🛠️ 4. Travel Between Floating Lands

Transport matters. How do characters get from one island to another?

  • Skyships powered by elemental engines or giant insects.
  • Teleportation rings that activate only during eclipses.
  • Wyrm-bridges: Living creatures forming temporary paths in the sky.
  • Tethered zipline networks anchored to orbiting moons.

The risks of falling, air piracy, or gravity flux zones can add drama and danger to even routine journeys.

🔍 5. Symbolism and Lore

Floating lands naturally carry rich symbolic weight:

Isolation vs connection

  • Ascension (to godhood, enlightenment, elitism)
  • Control of gravity as metaphor for power, freedom, or instability
  • Fall from the sky as punishment, apocalypse, or mythic origin

You could weave legends of a “Cradle of the Gods” that fell long ago—or of a future cataclysm where all skylands will descend in judgment.

🧩 6. Integration with the Wider World

Don’t let your sky islands float in narrative isolation. Tie them into:

  • Trade routes (e.g., rare minerals only found in high atmosphere)
  • Conflicts (e.g., ground nations vs. sky empires)
  • Religion (e.g., the heavens literally exist above the world)
  • Magic (e.g., gravity-defying runes only function on skylands)

A floating continent might become the key battleground in a war between cosmic forces—or a forbidden zone because of ancient technologies still pulsing in the rock.

🌌 Final Thoughts: Dream Bigger, Float Higher

Creating floating continents and sky islands allows your world to break the boundaries of traditional terrain and physics. Whether isolated sanctuaries, battle-scarred citadels, or ecosystems untethered from the ground, these elevated lands offer endless potential for vertical storytelling.
Give them a reason to float. Then give readers a reason to climb.

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