Eagle of the Forest Path

  • Content count

  • Joined

  • Last visited

Community Reputation

598 Dakhor Monk


About Eagle of the Forest Path

  • Rank
  • Birthday 12/11/1987

Profile Information

  • Gender
  • Location

Recent Profile Visitors

2,628 profile views
  1. Hi, I'm Eagle of the Forest Path, but I'll answer to "Eagle" (or even "Hey, you!" in a pinch). I sort of epitomize "Jack of all trades, master of none", so I'm usually good if you want someone to bounce ideas off of, less good if you're looking for pointed knowledge (ready and willing, but hold off on the able until I've read this non-fiction book, and maybe that other one, too). Like aeromancer, I'm predominantly a world-builder using Sanderson's Laws compliant magic systems, though hard science comes with more difficulty. I will admit specifically to some skill in the following subjects: Heraldry (aka Coats of Arms) - Basic to intermediate knowledge Typography - Intermediate knowledge Spices - Intermediate knowledge (wide margin of error on this rating) Sailing - Notions, trending to basic knowledge (but I've got good people!) Languages: English, French, Dutch, some Latin, and a very little bit of Ancient Greek @Severian4Scadrial: try this link for your naming problems.
  2. If you've got the lift figured out through magic, the only problem is generating forward momentum, right? Because turning can happen with a rudder as usual (ships, planes, zeppelins). Since you don't want combustion or steam engines driving propellers, I suggest propellers anyway, but human-powered through pedals. Or via a bank of "rowers" driving a crankshaft. A bit of an odd one: a big rock (or block of steel or something) hanging from a rope wound around a big spindle. You drop the rock and the spindle turns gears which drive the propeller. Because of the "mechanical resistance" (big gears driving small gears) the weight should descend slowly, giving you a fair amount of time before your sailors have to rewind the spindle, which should be easy because you have anti-grav magic to help. If you have two weights it becomes even easier (you could have this on newer models or something), because you can use the second weight to rewind the first (which magically became a lot lighter) in addition to driving the propellers. I guess you could just have two alternating anti-grav spells acting like the pistons in an internal combustion engine, but that's getting a pretty post-industrial feel to me. So (apart from the pedals and rowing banks) I guess it depends on the cost for your magic and how far they can "program" it.
  3. There are also several published authors on here, so maybe take out the "new and beginning" part?
  4. Greetings. You've gotten off to a nice start here, I think. I do have some notes for you. The economic aspect of Extraction. You aren't sure yet whether to make your system Global or Limited (personal terminology, but it gets the point across clearly enough, I think). A Limited system would, IMO, detract from the Eye Colour economy you propose. The Breath economy in Warbreaker works because everyone has a use for Breath, as everyone can, in theory, become an Awakener. Even non-awakeners get advantage from BioChroma (even just a single Breath) through the Heightenings (it also boost your immune system). If the only use of Eye Colour is as a fuel source for the magic, then there's no advantage for non-users to hold on to their Eye Colour. I'm not saying this can't work, but it's a choice you have to make. If you add a benefit to keeping one's Eye Colour, it justifies the high price. If you don't, non-users flood the market with Eye Colour, meaning it's probably cheap and you lose a reason for magic-users to be sparing with their abilities (which may not be that important to you in the first place). I did notice the similarities between your system and both Surgebinding and BioChroma (any Sanderson-fan would). The BioChroma similarity is something you can make your own, depending on how you use it; as discussed above, there can be (minor/moderate) differences with far-reaching consequences. The only similarity I see with Surgebinding is the combination of 2 abilities per user-type, which is rather superficial, all things considered; I wouldn't worry about it. What I do worry about is the seeming randomness of the abilities. I may be missing a common theme, of course, but I see no connection between Ruin, Perception, and Polarization, for instance. Now, this isn't necessarily a bad thing, though it does bring with it a risk of your system feeling somewhat incoherent (I'm struggling with something similar myself at the moment). This feeling may be exacerbated by only 3 of your 9 user-types having "specialist" abilities. Pneuma: I see how the loyalty/awe of Aura could be linked to controlling undead, but I don't get how Suppresion enters into it. Convergence and Focus: Contrary to Pneuma, you don't link these additional abilities to another basic ability, which leaves me wondering why only Dancers and Changeminds can use them, instead of Shifters and Starchewers. Mimicry: This ability seems far more versatile than the other basic abilities (except perhaps Arsenal). Overall, this magic system shows promise, but it could still use some more work.
  5. @Kaj, could you add some line breaks, please? It's rather hard to read in such a big block.
  6. Is this test something everyone has to go through, or is it something one has to volunteer for? Or would a nomination be required? If it's obligatory, you can't make survival a pass condition, unless you make every single adult a magic user. It could work, if a secondary purpose were to keep population numbers under control, it's set in a desert, so I assume resources are an issue. If it's voluntary, you can make it very perilous and the need to volunteer for it already weeds out those lacking courage and/or confidence (assuming this is something you want to test for). With nominations, you can introduce a political element. The wealthier, more powerful families or factions in your city would probably have a greater chance of getting their teenagers nominated. Does this test take place for everyone at the same time, like an exam, or does it happen for each participant individually, say, on their umpteenth birthday? The latter precludes cooperation as a strategy; of course, it also means you don't have competition between participants to work with. Sorry, no specific ideas for tests, just things you might want to consider.
  7. I could do it, but I'd need to know what you want => sketches, logo shout-outs, even just descriptions will do. Edit: just found this: https://recon.cx/2018/brussels/ It's... pretty bad
  8. Is your story set in a secondary world (e.g. the Cosmere, Narnia, Middle-earth, but NOT Asimov's Foundation universe)? If it is, you might want to change the name of the Dyson sphere and get across what it is by description (which you probably should anyway, not everyone knows what a Dyson sphere is to begin with), because Freeman Dyson is unlikely to (have) exist(ed) in another universe.
  9. Ooh, shiitake, please! Edit: Or truffles, your pick.
  10. ... and how do the White Supremacists feel about that? Or, for that matter, Fairy Fundamentalists?
  11. Alternatively, you could dig down and use a version based on traditional mythology, instead of the versions prototyped by Tolkien (and endlessly copied since). The Celtic (and/or Nordic) versions of elves like the Tuatha de Danann, Germanic Dwarfs (note the non-Tolkien plural), et cetera. It depends on "style" and intended audience, IMO. For middle grade and young adult audiences, I believe you'd be best served with versions as recognizable as possible. If the "style" is satirical, you also need recognizable versions, in order to mock them. If you're going for a gritty, realist feel instead, then traditional mythology is your friend. There's also the Neverwhere (Neil Gaiman, 1996) route, it's undoubtedly fantasy, in a modern, urban setting, with non-human creatures, yet no classical fantasy races (apart from a single angel).
  12. Try the Real Names section on http://www.fantasynamegenerators.com for inspiration.
  13. Elantris, actually.
  14. Wow! That's like, half as tall as Mount Everest. (Discounting that Everest is on a plateau, so it's not actually 30,000 feet from foot to top) That depends on what you want. Granite or basalt are sturdiest, so you can dig out more without compromising the structure and house a larger population. But if you use weaker rocks like sandstone or even limestone, you can add more risk of cave-ins, which is something you might like in the story. I suggest that you first figure out what you need from the stone for the story, then find a geologist or engineer to work out what materials work best for that. The alternative is that you decide on the material(s) first, then find the geologist or engineer to work out what that means for the story. Okay, then! But what happens if the magic fails?
  15. No idea about the excavation thing. But concerning the towers, how tall do you want them (it), and how steeply angled are the outside walls? 304 mi squared, is that a square 304 miles on a side or 304 square miles? Since you talk about excavating, I assume they're natural features, so what kind of rocks they consist of is going to be an important factor. A granite spire is going to be different from a sandstone spire. More than that, at the sizes you're talking about it's probable that any one spire is going to contain areas of different types of rock. Do you have a plan for ventilation and lighting?