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Found 61 results

  1. Hey everyone, Null here with a new roleplay. This comes from a series I wrote with my friend. The series will probably never be published in its current form, but I couldn't let all our worldbuilding go to waste! I've attached a doc that's a summary of all the worldbuilding we did, or I have a TL;DR of the summary in the spoiler below. Because this world is big, complex, and has a bunch of secrets, I'm going to play a bit more like a DM than some of the other RPs on this site. I don't really have a plan for where we're going though, so please come in and explore Siren! Characters First scene:Jay Argentae is in Halcyon Stadium, wandering around the many shops and vendors. He was told to meet someone here by a mysterious note. Worldbuilding for the Siren RP.pdf
  2. This role-play is set in the world of Kasjadu, a world similar to our own geographically. Kasjadu is set in the same universe as that of Zvso, it being not that far in orbit from it. It has a total of three continents, but we’re going to be focusing on one for now; however, I will keep the other continents on the backburner if anyone is interested. The continent that we’re playing with today is Huyat. Our story takes place in the City Region of Huyat, Validus. The city has been there for as long as anyone can remember, but more people have been finding refuge in its borders ever since the Magnuscassis, which was the greatest and most bloodiest war that Huyat has ever seen. All, save the Island Regions, were involved in the war, and there were terrible losses on all of the sides that did fight in it. It’s been two years since the war has ended and the treaty has been made to benefit all of the Regions, and it’s only now since the tensions have only started to ease off a bit between the people enough for them to come to terms with the existing city Validus where anyone can go to. The Prophet of the Past Generation has unexpectedly passed, and there is no other Prophet to replace her. The Prophet is the mediator of Huyat, finding peace even in the most unlikely of situations; there is only one Prophet per generation, and when one passes, another rises to take their place. The High Autarch of Validus, a Honqip by the name of Jynid Tradge, is certain that the Prophet is somewhere in the city of Validus. He believes that since the last Prophet was from the Kelijah Region and Validus would be next in the Cycle of Prophets. Although there is no exact evidence backing up his claims, a good portion of the city believes him and is on the lookout for the next Prophet of Huyat; however, there is a group named the Elegant Knives that has claimed that the Cycle of Prophets has ended, and that Jynid should be replaced with a Xefic in their group by the name of Vaos Oiuy as High Autarch. They have been using extreme methods to sway the people (e.g., assassinations of Jynid’s closest friends and family, destroying some public property, etc.) and some of the Validus people have been swayed to join their cause of believing that there is going to be no more Prophet. The people of Validus seem to be falling under the ploy that the High Autarch has been going insane after all the deaths of his closest friends and family, although they don’t know for sure that it’s been the Elegant Knives’ cause. In response to the Elegant Knives, Jynid created the Guardians of the Prophet: a strikeforce for the Elegant Knives. They have been going at each other for the past few months since the Prophet’s death. They have unspoken rivalry towards one another, and so basically think of the teams from the Pokémon video games with the rivalry against the main protagonist. The time period that we’re set in is post-industrial, but the Huyatians have literally just come out of it. They are moving along fast in technology, but they haven’t hit the technological point that we are at, as of yet. They have gunpowder, but guns have not become a household item but one for the rich to have. Most people still use blades, but they are switching to muskets and flintlocks. Fashion-wise, it is not uncommon to find women in trousers and tunics, but there are a few of the older generations that still expect women to wear those Victorian types of dresses. Basically think of Hamilton outfits, if that’s what gets you to think about. Races of Huyat The Magic System of Huyat the part y'all been waiting for [Note: People can have multiple subgroups in one of these groups of Talented, but keep in mind that we do not want super overpowered people here. Maybe make them a “jack-of-all-trades, but master of none,” but not a god. Another thing is that one does not need to have a subgroup to be one of the Talented; rather, it’s just an idea and what the people of Huyat have already identified] Characters
  3. Would you guys in the RP be supportive of establishing a monetary system in the RP? If so, what do you think it should look like?
  4. So this is my very first post on this site. I just wanted to throw this magic system out there for people to see and get their thoughts on. This magic system was created for my first ever original fantasy story--Fantasia. Fantasia is an anthology series that is separated into different sagas. These sagas take place in different points in time, one book could take place in a modern time period while another book is set during ancient times, and another in the far future. These sagas also have their own characters and conflicts, all taking place in the same world but not interconnected enough that you'll feel lost, unless they're direct sequels to each other. Overview In Fantasia, magic is the manipulation of the elements. I've taken inspiration for this system from other series like Avatar, the Witchlands book series, and the anime series Magi. Since I've never been a fan of the whole "magical gene" story element that seems to be famous these days, I've made magic as something anyone is open to learn, like music and art. But like music and art, only certain types of people are talented and skilled enough to use magic properly. Before we get into that, though, I have to get into what makes magic possible--Mana. Mana Mana is a metaphysical energy that exists in all forms of life. It exists and flows through nature and within people. The specific abilities and strengths of mana differ from individual to individual, and are dependent on a number of factors, such as experience, training and innate skill. The manipulation of mana is not magic, and there are many non-magicians who can control their mana but can't do magic. Mana can be channeled throughout the body to increase the user's physical abilities, such as strength, speed, and durability. Users can cloak their bodies in mana to protect themselves from most physical and environmental threats. They can still feel pain, though, and feel sensations such as heat and cold. Mana can be used in its raw form--as pure energy. It can be projected from the body as pure concussive force, heat and light. Mana can also be used to create energy constructs such as shields, weapons, platforms, domes, or stepping-stones. These constructs can be summoned from any part of the user's body (arms, legs and feet). Experienced users can even vary the tensile strength of their constructs to some extent, rendering it soft and yielding enough to cushion a fall from a great height. All living beings generate the same amount of mana, though this differs depending on their species. As an individual trains in mana manipulation, their body's ability to generate mana grows, increasing their reserves. A person's mana reserves degrade with use until they are left weakened or even incapacitated. An individual can recharge their mana with time, food and rest, but this recharge time differs between people. Magic Magic is the manipulation of the elements. In nature, mana flows throughout the world and everything within it. Fluctuations in this flow of mana cause events such as storms, earthquakes and tsunamis in the physical world. Magic is the art of using mana to give commands to the elements within nature to reproduce these natural events. All magic in the world is connected to the six elements: four physical--air, water, earth and fire, and two spiritual, aether and void. A mage can draw upon these elements to cast different spells. For example, a mage using air magic can cast wind and lightning spells. The art of casting a spell is done by directing one’s energy to give ceremonial commands to an element and direct that energy towards accomplishing a particular goal, often through the use of incantations and physical movements. From simple snaps to complicated hand gestures, all movements of the hands and feet are used to harness the elements and produce the desired magical effect(s). High level magicians are capable of casting spells without an audible incantation. All creatures are born with an affinity to one of the six elements. Magicians have an easier time learning to control an element that matches their affinity, although even then it may take a number of years. Mages are not limited to the element they have an affinity for, and it is in fact common for master magicians to have mastered two elements. Although it is technically possible to master all six elements, it is very rare because of how much training is involved. Few mages have total mastery of their element, as they usually specialize in a certain part of it. If a user overexerts their magical capabilities too much, it physically takes a toll on their body causing them fatigue, exhaustion, dizziness or fainting. It could also cause their energy to be drained or depleted, leaving them unable to use their magic until it recharges, leaving them defenseless. If the magician isn’t powerful enough and don’t know how to cast them effectively, they will be unable to cast incredibly powerful spells. Aether Aether is the spiritual element associated with life and the heavens. Said to be the purest of the six elements, aether magic is the art of manipulating the substance that forms the celestial heavens and affects the mind. Subtypes of aether magic include light magic, psychic magic, illusion magic, gravity magic, and space-time magic. Air Air is the physical element associated with the sky and storms. Air magic is the art of manipulating air and wind. Subtypes of air magic is lightning magic, sound magic, and weather magic. Water Water is the physical element associated with both fluids on the earth and fluids in the body. Water magic is the art of manipulating water in all its forms. It is considered to be the most versatile element. Subtypes of water magic include ice magic. Earth Earth is the physical element associated with all things linked to the earth-from stones and metals to plants and animals. Earth magic is the art of manipulating earth and earthen materials in all its various forms. Subtypes of earth magic include metal magic, plant magic and animal magic. Fire Fire is the physical element associated with heat and flames. Fire magic is the art of creating and manipulating fire. Void Void is the spiritual element associated with death and the underworld. Considered to be the darkest of the six elements, void magic is the art of controlling the chthonic substance that flows between the realm of the living and the dead. Subtypes of void magic include shadow magic, bone magic, blood magic, poison magic, and death magic. So that's my magic system for my story. I'll add another entry to this topic describing some of the subtypes of the six elements, but this is the gist of it. Thanks for reading!
  5. Hello! I'm relatively new to the forum, so please let me know if I somehow misunderstood and this isn't the right place for that. Anyway, I had an idea for a story, only I got a little stuck at some part in the worldbuilding - I'll outline what I already have here. Any help with it will be gladly accepted, but not necessarily applied, of course. BTW, I believe the magic system I thought of could get smoothly with the realmatic theory, but judge for yourself. The idea is basically about a group of animals of many species that are acting as sort of parasites to the minds of sapient creatures (actually, I also don't know the difference between sapient and sentient, I would like if someone could explain it). those animals - supposed to be creatures like foxes, wolves, bears and such (non mammals are possible) - are taking parts of the human mind to have semi-sapience, specific parts for each animal. The idea is that each species is centered around some idea it represents - so far I thought of Wisdom for owls, Change for foxes (that one's actually is a little weird, I admit), and I guess I can go with royalty or whatever for lions - maybe pride? but I don't really like this idea (and that's why they don't get to be capitalized). They could also do magic related to their Center - like foxes shapeshifting. I actually haven't build it all that much. In the world where those animals live - they're called there "the Biopsyche" (I have a little nicer name for them in my native language, Hebrew, but that's a fine enough translation, I think) by the way - there are groups who hunt them down, mainly a group named Ironrod, after their weapons, that work surprisingly well on Biopsyches. part of the idea is that the Biopsyche as a whole represents representation, and the Ironrod is the lack of thereof. There are also people who believe the Biopsyche aren't truly parasites, and that sapient species can live beside them in symbiosis. all of that is in a universe parallel to ours, and only the Biopsyche can create a portal between universes, though they leave some open. I'd like to know what you think of this, and which animals you think should be added to the Biopsyche, with which Center and magical abilities. You can also offer alternative ideas to those I've wrote here, and offer a better name to the Biopsyche. Do remember the nature of them when you offer. Biopsyche members have to be: a. a normally not sapient animal, that's b. represents an idea in our world, which would be it's Center and the source of it's magical power. Thanks for your help and your time. If it's too long for you and for some reason you expected to see here a tl;dr shortage, I'm sorry, but you won't have any. leave this thread at once, or read this from the beginning to the end even though it's long. thanks again for your time!
  6. I've run into an interesting worldbuilding dilemma- the main setting is a gaslamp fantasy series of man-made floating islands, sailing along leylines to gather magical energy to do stuff with. One of the things this magic can do is transmute, similar to soulcasting, which helps a bit with the resource problem, but there's still a very finite source of material to transmute into needed goods- and the islands are in the sky to begin with is because man-made disasters choked the surface with smog and ash. How can these sky islands collect new resources without mining the ground out from under them for stone, or leeching the limited nutrients from whatever soil they have for wood?
  7. worldbuilding

    It's been more than four months since the Other Side of the World thread was posted, and people (thank you @Arky-boi and @I think I am here.) have done some great worldbuilding around the concept. Here's a thread to consolidate what we have so far. If you have any comments, questions, or additions, post below!
  8. Recently, I have decided that I want to start my rough draft for a book I want to write. It exists in an epic fantasy setting similar to a D&D setting. I want to create one or multiple magic systems for this story that I want to be unique but at the same time reflect my love of Dungeons & Dragons with their magic system (arcane and divine). I want to make sure it is simple to understand but I want to make sure there are limitations, costs, and weaknesses to how it operates and can be accessed. I've read over Sanderson's Laws of Magic and I think they have helped me create some guidelines for myself but I still don't know where to start. I don't know how much I should add to it before I expand on it more and more. I feel like I'm in the dark on this one.
  9. I love Chulls! Chulls are my favorite! Who else loves chulls? Seeing realistic Chulls who actually move and live is one of the things I am looking forward to most about a posable Stormlight Archive adaptation. And so, I propose that we proactively name the first ever Chull to appear on screen. My suggestion is Charley Chullington. What are your ideas? P.S. An honorable mention to Chully McChullface, the first ever Chull to appear in Escape from the Shatterd Planes, the V.R. Experience. But this Thread is specifically in honor of the first Chull of the hypothetical show or movie.
  10. In my world called Teroth, there are 4 different forms of magic: Arcane Arts, Sacred Power, Druidism, and Occultism. Each form of magic focuses on casting spells and using materials, gestures, and sounds to channel them. Arcane Arts - Arcane spellcasting uses logic and rationality to categorize the magic inherent in the world around them. Because of its far-reaching approach, the Arcane Arts has the vastest array of spells for people to use, but it suffers to be able to cure the ailments and heal the world like other forms of magic. Sacred Power - Sacred spellcasting focuses on the power of the divine and users of this type of magic to call upon the many gods and goddesses living beyond the realm. This form of magic mainly focuses on healing, performing miracles, and enhancing the powers of others, with a small number of spells that do damage to others. Druidism - Druidic spellcasting is similar to Sacred Power in the fact that it uses faith to fuel it, but it dabbles more into the natural energies and cycles of the world. The Druidic spells have elemental and healing powers, as well as transformative magic. Many Druids use this power to turn into animals and control the primordial energies of the universe. Occultism - The practitioners of occult traditions seek to understand the unexplainable, categorize the bizarre, and otherwise access the ephemeral in a systematic way. Many see Occult spellcasting as evil and demonic. Many Occultists worship dark forces and elder gods to gain this form of magic. I am open to any critiques at all, so please critique away.
  11. Hello hello! So I'm relatively new to worlbuilding and learning how to find ideas among the everyday. I just wanted to ask, how do you guys narrow down your ideas to successfully worldbuild? I've been doing brainstorming sessions, but I end up with so many ideas and possibilities that I feel more overwhelmed than I did before I started. I don't know how to pick which way to go; there are so many things to make decisions on, I just feel I'm going to make a mess of things down the line
  12. worldbuilding

    Hello everyone! This thread is for planning a fantasy world as voted on in the Chat Thread. Fantasy is a pretty broad topic, so there are a lot of different settings that we could come up with, ranging from the extremely bizarre to the almost normal. In my opinion, it's probably best if we based it off of Sanderson magic systems, but that still leaves a wide range of possibilities open to us. A few options have already been presented, but nothing's been decided on yet. Post here if you have an idea on what you think this fantasy world should be! Master Planning Google Doc Here's what we have so far:
  13. Marvel Cinematic Universe Roleplay? Who's in? I'll need some help to think of a plot, but this should be fun...
  14. I want to add to the Alleyverse a piece of lore that is places where no powers, of any forms, work. My explanation is there was some quirk in the alleys, and these were created. ~20 city sized locations on the planet that nothing magical works, you can't tap feruchemy, can't use alleymatics, can't awaken, channel, no epic powers, cytonics, nothing. So, thoughts?
  15. These are (the pretty outdated) Rules of Warfare for the Alleyverse. Please read them carefully IMPORTANT: the good of the 17th shard comes first, do not derail threads or host fights anywhere outside of: RPG, Social groups, PM’s and (rarely) in the odd introduce yourself thread all new members are listed as non-combatants, these people should not get tied up in the alley wars unless they say so otherwise, new members have a 1-month grace period in which they cannot die unless it is in self defence. FIGHTS: Fights will occur on separate threads in the role playing area. Whatever thread you last posted on in character, that is where your character is. Assassinations will occur in private chats, unless they are disguised attempts (IE: Exploding monkeys) if you are the victim of one and have ample ability to get assistance, add allies to the PM Duels are a special case, death CAN happen there, with the same penalties, but if over 50% of the audience enjoyed the fight, they can be made a "returned" COMBAT SYSTEMS: DEATH: Upon death, the character is lost, and the player need to create a new one. Unless the Unbiased ones as a group decide to revive them for whatever reason. Anything that they may have had is removed upon their last death and given to the person who killed them. If that person is revived, or to be revived, then their stuff stays with them. You will be told asap following the death whether or not it is their last death. If a guild leader dies (like me, @Mraize or @Voidus) we are unable to manage our guild until we are revived, the last thing we can say in management is to appoint an interim leader.
  16. These are the Alleyverse elections. We are electing somebody to be our mayor of the Alleyvillage. They will be elected and everyone will have to do what they say, except Voidus, because he literally created the universe. If you create the universe, you kinda transcend this kinda stuff. Also, he's a mod, so he has that going for him. That's not to say he can't be elected, just that it would be redundant. So, the way it works is through a democommunicapitelectocollegsyste system, which is completely original. The way it works is that there are three parties, the pro hemalurgic party, the anti hemalurgic party, and the indifferent party. These are separate from guilds. To become a candidate, this is all you have to do: 1. Be nominated by someone else. 2. Accept that nomination. Name the party you plan to run for. Then I'll make a poll for it. This is definitely not a joke and should be take completely seriously. Nominations: Anti Hemalurgic: @Archer @AonEne Pro Hemalurgic: @ElephantEarwax Indifferent: @Gancho Libre @The Forgetful Archivist
  17. This is the poll for the official Alleyvillage leader.
  18. Recently, I wanted to create a fantasy world setting with two moons. And, of course, because I’m a complete mathochist, I decided to have a theoretically possible solar system in which to create this. This lead down the rabbit hole, and I got to have a long worldbuilding session (actually several) to create this world, with some pretty amazing results. So, I figure, why not go over this whole process on these forums? I’ll go into it in detail, explaining as much as I can, but I’ll leave markings if you don’t want to go through all the hard work. IMPORTANT NOTE: Whenever I mention something like ‘full moon’ or ‘equinox’, I’m not refer to the day, I’m referring to the precise position which occurs in an instant. Keep this in mind. WARNING! GEOMETRY AHEAD! SKIP TO WHERE THERE’S MORE CAPITAL LETTERS TO AVOID! Earth has one moon, but, like all orbiting bodies it follows very specific rules, known as Keplerian geometry. There are a few rules to Keplerian geometry, but (for now) we’re just interested in the one which states that all orbiting bodies orbit in an ellipse with two foci. All planets must have the star they’re orbiting around as a focus point, consequently, all moons have the planet they’re orbiting as a focus point. That’s good. All Kelplerian orbits have 5 points known as Lagrangian points. These are fixed points in which objects can be placed to have stable orbits. In relation to the Earth and its Moon, they are as follows: L1 is between the Moon and Earth. L2 is on the far side of the Moon, lining up with the Earth (though not with the Sun, because the Moon orbits the Earth). L3 is the far side of the Moon’s orbit. L4 and L5 are 60 degrees off in the orbit, ahead and behind respectively. (Yes, L4 and L5 are slightly more complicated than that, but that isn’t needed now). I do know (some of) the physics behind it, but that’s a bit off-topic right now. So, it seems that, to have two Moons, we just have to put a Moon on the L3 point, right? Wrong. Because L1, L2, L3 are all unstable points. Can’t put stuff of any decent size mass there. I mean, theoretically, you might be able to put very small mass objects in L3, (like, say, an artificial satellite) but we’d have to resort to magic rock to have a Moon-sized object. So that’s out. We can put a Moon in the L4/5 spot, but I’d rather avoid that because I like the thematic idea of opposite Moons. So, suppose we avoid Lagrangian points, and just have two Moons in the same orbit, opposite each other. Does that work? Yes. And no. The L3 points aren’t enough to keep it in balance, so, (as best as I can figure, and I’m not an astrophysicists) it would need to be perfect placed to avoid them accelerating towards each other due to gravitational forces. A solution, sure, but it’s inelegant and isn’t likely to ever occur naturally. Instead, I decided to follow the binary approach, as in, ‘binary star system’. Binary stars orbit each other (oddly enough) sharing one focus point, while having the other one opposite each other. And, since the Earth is a focus point, we can have two moons orbiting it similar to a binary star system’s. Solved! END OF GEOMETRY SECTION! Long story short, we can two moons orbiting a planet opposite each other. We’re going to assume that the orbital period is exactly 28 days (synodic orbit), because it makes my life easier. (You’ll notice I’m about to make a lot of these assumptions) Now, I could go through the complete lunar calendar with respective positions, but seems like work which doesn’t involve math or writing, so instead, I’ll just list a quick set of rules to follow. 1. There will always be a total of a full moon, if you add the two moons together. 2. Draw the two moons in orbit around the planet. Draw a line between them so it looks like a ‘divide’ symbol. The respective moons can only be seen by people from their side of the planet, both can be seen while on the line itself. The moons can only be seen at night, though. 3. The moon which can only be seen in the beginning of the night is the waxing moon. The moon which is seen after midnight is waning. 4. Once every two weeks is full moon, swapping moons. Once every other series of two weeks is perfect half-moons, swapping waning and waxing Are we done? Hah! As I said, I’m a mathochist, and, what’s more, I’m a Julian-loving mathochist at that. I haven’t even started. Because now that we’ve gotten the moon out of the way, let’s talk about the planet. MORE GEOMETRY! IT’S FUN, I PROMISE! Kepler’s Law of Orbital Motion states that planets have a constant area speed. In other words, time it takes to cover a portion of the orbit such that it has area n between the start point, end point, and the sun (as a triangle, of sorts) is the same time it takes to cover any other points with the same area. Or, bluntly, area = time. (Not entirely right, but right enough for this discussion.) Equinoxes and solstices are caused by the tilt in the Earth’s spin which is completely independent from the elliptical orbit. Equinoxes are when the tilt is in a tangent to the Earth’s orbit to the Sun, solstices are when it is either pointing towards the Sun or away from it. Equinoxes have equal 12 hour day/night, solstices have longest day or longest night (summer, winter respectively). This is important because of the equinoxes and the solstices. Since these occur at 90 degrees from each other, we can adjust the time between solstices and equinoxes by moving the free focus point around and mucking around with length and width of the ellipse. (If you want to draw a diagram, draw a plus. The center of the plus is the sun. Draw an ellipse, with one focus being the center of the plus. Where the lines of the plus and the ellipse lines meet are the solstices and equinoxes.) Time adjustment to is possible, but it is complicated, so let’s move on. I’m just going to assume all the finite little adjustments I’m about to mention is possible because I think it is and because even I have my limits when it comes to this stuff. Calendar math is just a hobby. AND WE’RE ALL DONE WITH GEOMETRY! COME BACK, PLEASE! Now, this section requires some math. You can’t skip it, because this is necessary for orbital calculations. Promise. (Well, okay, you can skip to the last three paragraphs, but come on! It’s calendar math. Why would you want to skip it?) (No seriously. Don’t skip if you want to learn how to do this yourself.) So, let’s say we make the year 364 days, exactly 6 hours. (cough can’t imagine why I’d do that cough) That means (aside from needing a leap year precisely every four years, but see the note on that later) the solstice would move six hours, and we’d have a total of 13 28-day months. What does this mean? Well, let’s assume the winter solstice occur at precisely 1200 hours the first year. At Year+1, it will occur at precisely 1800 hours. At Year+2, it will occur at 2400, Year+3 0600, Year+4 back to 1200 and the cycle repeats. Same for the others. Now it’s easy to see why time adjustment between the equinoxes and solstices are necessary. There are 13 lunar months. If there is an equal amount of time between solstices + equinoxes, only one solstice/equinox can fall out during a full moon. If, say, the distance between them is 5-3-2-3 months (this is possible), they can all occur during a full moon, they just have variable time lengths between them. (In fact, the Earth’s distance between equinoxes is slightly off.) All’s well that ends well? Ha! Because, remember, the equinox progresses 6 hours per year (assuming the year cycle we established. Remember, you can whip up any numbers to your own liking) So, after a perfect solstice / full moon overlap, in 4 years, the full moon will have moved 1 day forward. In 28 years the full moon will have moved 1 week forward, and the winter equinox will now occur during perfect half-moons. In 56 years, we’ll be back at full moon, but with the other moon (remember, this planet has two moons) and in 112 years, it’ll be back where it started. All-in-all, I now have a 112-year lunar cycle calendar to use for my fantasy world. But wait! I was using the winter solstice in conjunction with the full moon as an example but we still have the summer solstice, vernal equinox, and autumnal equinox to use within our 112-year cycle. Can we have a system which only allows one full moon per year to coincide with one of the four? Yes, the easiest way to do this is to add a six-hour gap in the cycles, giving us 5-3-2-3, except each one also has six hours in addition to the months, but giving either the 5 or 2 an extra 12 hours after subtracting a day. (The math works, trust me on this. There may be other ways, but this is my way.) SUMMARY: So, every four years, the winter solstice, vernal equinox, summer solstice, autumnal equinox all swap between full moons, but these series of four years only occur every 28 years, but every cycle of 28 swaps between one of four options, (Full moon A, equal moons waning A, waxing B; Full moon B; equal moons waxing A, waning B; in that order unless I made a mistake) giving us a full cycle of 112 years total. Now, how does this cycle work when we have a specific 13-month calendar? Evil laugh. I thought you’d never ask. Since every four years adds a day, the calendar is moved one month every 112 years, if we don’t add leap days (which I don’t intend to). Which means, when a winter solstice occurs during a full moon during a specific month, that will not happen again for 1456 years. See? Math and world-building is fun. And, for those who remember me, I'm back. Nice to be here again.
  19. The Thousand Realms In the Beginning, the Rulers spoke, and the Realms of Being were shaped from the primordial Chaos, awaking the intelligences that dwelt in the Void. To them, Eil All-Father and his soul-sealed Ashyr offered the gift of power, covenanting with them that there would be a place made that they could grow one day to have power over the Chaos, and order it according to their will. Thus were born the beginnings of the Thousand Realms. In the uncounted eons since that event, innumerable stories have been told, and innumerable stories remain unsung. Here, the interested and curious can find information on the Thousand Realms, their structure, and the beings that inhabit them. This worldbuilding thread will serve as the repository for all publicly released information on the Thousand Realms, including Edassa, Starnet, Hatharin, and the City of Mortals settings. This information is under copyright - please do not use, modify, publish, or otherwise disseminate it without prior permission. Cosmology The cosmology of the Thousand Realms begins with the primordial Chaos. It appears to be a simple feature of the landscape, as it were, always existing and able to be influenced. From this Chaos is formed all of the Realms of Being. The oldest is the Realm of the Unmanifested (also called in various places the Spiritual Realm, the Traveler’s Realm, and the Gates of Heaven, among a whole host of other names). It most closely resembles the Chaos from which it was formed, but it has been stabilized such that even intelligences of the lowest ability can exist and experience safely within it. It is a far more benign place, connecting all of the other Realms, and serves as the base material of the other Realms - Chaos tamed so that other things may be formed. Realms so crafted are often called subsidiary realms or mindworlds. The second, and most important, of the Realms of Being is the Realm of the Manifested (also called the Material Realm or the Realm of Mortals, among other names). It is the most stable of the subsidiary realms - requiring no supporting maintenance, as far as can be discerned. It was created by the Rulers as a place for mortals, where the unembodied intelligences could gain experience in ordering brute matter to their will - the same techniques that enable one to impose their will upon Chaos. It is the only Realm inherently fit for long-term inhabitation by mortals, although a few of the Outer Realms have been crafted in such a way that mortals can live in them for some time. Because this realm seems to be permanent, unlike the others that fade away unless they are maintained, it has historically served as a baseline for measurement both in n-space and time. The remainder of the Realms are the Outer Realms. These are uncounted in number and vary wildly in their nature, based on the personality of their creator. A number were originally created by the Rulers themselves, but of those, many are now defunct, and some have wholly faded away into the fabric of the Realm of the Unmanifested. This is the eventual fate of all of the Outer Realms - they require periodic maintenance by their creator in order to remain, and without it, they begin to fail. Chaos Realm of the Unmanifested Realm of the Manifested The Outer Realms Intelligent Beings Among the Thousand Realms, uncountable numbers of beings work out their existences. Powerful gods manage planes of wonder and beauty, mortals are born, live, and die, and vast numbers of intelligences cycle through lives of non-sapience. But all of these beings are, at their core, of the same substance. In the primordial Chaos, ancient beyond the reckoning of the Creators, dwelt and still dwell intelligences, beings of will and spirit. All who inhabit the Thousand Realms were once as these, and all who will yet dwell there will come from the Chaos in the same manner. It is unknown what the origin of these intelligences is. Some believe that they are simply an artifact of the Chaos, and have existed eternally along with it. Others assert that these beings are created, either by some natural process within the Chaos or by some greater being, transcendent beyond detection or knowing. It is very likely that the question will remain forever open - however, the fact that no known process is capable of destroying the core of an intelligent being may lend weight to the hypothesis that they were not created. The Heynes-Laurel Scale Intelligent beings exist at a wide range of power levels. Over the eons, scholars studying the base nature of intelligence have developed a number of classification systems in order to organize them. One of the first popular systems was the Heynes classification, which ordered intelligent beings based on thresholds of capability. Widely adopted because of the clearly defined nature of its categories - an intelligence was either capable of achieving the referenced use of power or not - it eventually became clear that the the ability to perform certain feats, such as maintaining a mindworld, was a function of both skill and power. The Laurel Scale was proposed as a competing model, ranking beings by the amount of energy they could draw in and channel. This, too, had a number of flaws - not least the difficulty of actually performing tests on how much energy could be safely drawn. Several influential scholars adapted the Laurel Scale as an extension of the Heynes classification, and the resulting Heynes-Laurel Scale is the current standard of measurement. The Heynes-Laurel Scale sorts intelligent beings into classes by power level - a logarithmic scale from 0 to 8 (so far), and then assigns them a subclass, running from A-G, each associated with the ability to perform a particular use of power. An additional subclass - A` - was added after later study. The classes and their associated abilities are given below: Class G: Characterized by not being able to perform any of the tasks of higher classes Class F: Characterized by the ability to travel by imposing will on the Realm of the Unmanifested Class E: Characterized by the ability to maintain a mindworld in the Realm of the Unmanifested Class D: Characterized by the ability to maintain a region of spacetime in Chaos Class C: Characterized by the ability to create immortal bonded shells Class B: Characterized by the ability to initiate and guide the evolution of new biological life Class A: Characterized by the ability to initiate new species of mortals Class A`: Characterized by the ability to tame Chaos over a wide area, resulting in the formation of a region similar to the Realm of the Unmanifested. This class was added to the scale in order to extend it to include Eil and Ashyr. It remains controversial, because it is known that the process requires a paired soul-bonding, and is thus difficult to describe a single being as being of this class. Despite the controversy, it remains a useful shorthand to refer to beings of the class of the Rulers. In addition to the more exact classification scales, intelligent beings are also colloquially classified on the basis of other, less formally quantifiable traits. The most common distinctions are given below, with descriptions of what characterizes a being of that kind. Gods Mortals Ascended Immortals Manifested Unmanifested Nameless
  20. In the beginning, there were the universes. Every possible one existed separate and apart form the others. Nothing connected them except for the primordial vacuum that they floated in. This vacuum is known as the Void. It is impossible for mortals to understand the Void in its true essence. To attempt a description, I will use the metaphor that I was told once. The Void is like the alleyway between buildings, but on a inter-cosmic scale. The universes are like different buildings in a city, and the Void is like the Alleyway in between the two buildings. There was a being who resided inside of the Void. His name is Voidus. similarly to the Void, it is impossible to understand his true form, but to try to understand him, I will use a quote from a very helpful member of the reptilian royalty. He stated that "A Voidus is pages upon pages of Epic profiles, It is a spike in the back in a dark alley. It is a slowpoke with a horriffic crab monster parasitically attached to its tail. It is, to put it simply... the void that is in all of us." Voidus wanted one thing, to be able to push the bounds of knowledge, and sell cookies while he was at it. So he used his ability to maneuver around universes to found an organization that would accomplish these goals. They would push the bounds of the most complicated and elegant of sciences, Hemalugy, and sell the spikes in cookies. The trick was actually getting people to buy their products. The members of this organization were the People you wouldn't want to meet in a Dark Alley. The people who would stab you in the back with a spike. Those who were connected with Voidus. Who shared his purpose, his drive. They played to their advantages, selling cookies in the backs of dark alleys. This was the foundation of the organization modernly known as the Dark Alley, known as the DA for short. To accomplish their second goal, Voidus realized that they would need a base of operations. To do this, he set up labs on the various worlds, because communication was impossible between the universes for anyone that wasn't a cosmic being. Unfortunately, these labs kept on rediscovering the wheel. They would make the same discoveries, once one on Earth discovered something, one on Nalthis would discover the same thing a week later. He realized that they needed a way to communicate, to share ideas for the progression of science. To accomplish this he founded the allies. He took some of the essence of every single universe, and wrapped around a single spike that he had stabbed through a random universe, to spike out its cosmic stability. He inserted the spike into the void, and stabbed it into it. This new found place, where bits of all the universe were connected, became the alleys. They became the shortcuts between buildings in the cosmic city. This was to be the Head Quarters of the Dark Alley. The World Spike was ahemalurgic spike that literally holds the alleyverse together. It was placed by Voidus in the beginning. To help prevent accidents, <REDACTED FOR SECURITY REASONS*>. Visually, the Alleys looked like an endless plane of alleys cutting through a city of empty buildings. Truly infinite, they followed no logical order, shifting and moving themselves to create the shortest path to what ever place a person needed. Its important to note, that the alleys are not under our control. As members of the DA, Voidus lets us manipulate the alleys to better achieve our mission. People who aren't members of the alleys don't have access to their spacial warping abilities. They aren't able to move the alleys like we can. The allies were connected to the different universes through their allies. Anything that was perceived to be a Dark Alley in the multiverse, could be used to teleport into any part of the allies by a denizen of the dark allies. To cover his creation from the rest of the multiverse, Voidus created a more physical representation of the alleys. If the Alleys were the cognitive realm, subject to the perception of Voidus, or whoever needed to use them and was granted power by voidus, this was the physical realm. Subject to the physical laws of earth and the cosmere and randland (these were the universes closest to the alleyverse) it was what most would consider the normal part of the alleyverse. It was built using the alleys as a base, a foundation, which were built using the world spike. People eventually found out about the allies. This physical plane was where they could safely reside. (for non denizens, the allies posed a danger. without cognitive manipulation it was nearly impossible to avoid the hordes of eldritch horrors that populated this plane.) On this physical plane, people gathered into guilds, each one with a goal. Many guilds rose to oppose the DA, but they eventually fell as they weren't strong enough. Other guilds survived for many years. Then, the plague struck. This was known as the plague of inactivity. It destroyed many guilds, most of their members left, either to join the infected, or to escape its horrible effects. The DA was able to survive, because of the Allies, and the fact that it could always retreat to its original labs on various worlds. It was the only guild left in the wreckage. Eventually, activity returned to the Alleyverse. With new guilds such as the Canton of Combat, TUBA, the Ghostbloods, the Liebrary, among others. you can see this modern history of the Alleys by reading various records. *Please note that the defenses of the world spike have been written and recorded, and when the RP reaches a point where they are necessary to reveal, the DA will provide a description with timestamps to show when they were finalized.
  21. I need names. Names for cities, people, animals, landmarks. Really anything associated with worldbuilding. I am working on a novel and am in the process of worldbuilding. On this planet, there are two separate continents separated by a river so deep that they are considered separate continents. The river is almost wide enough to be called a channel. On one continent, the land is all taken up and split into Kingdoms. The other continent is almost completely open and lived on by Clans. The Seventeen kingdoms are patrons to the largest seventeen clans. There is frequent trade between the two. Both continents are nearly symmetrical to one another. There are eighteen basic regions that are associated with the main magic system on this planet. Seventeen regions have semi-magical (Geography is involved to an extent.) borders that keep everything the same. The last region is mixed and variable. On the kingdoms continent, there is a capital of each kingdom and the kingdoms' borders are nearly identical to the magic/natural borders. I want the name of each capital and king/queen to be blatantly or loosely associated to the corresponding element. The elements are in the chart below. Clan leaders the same. I also need names for characters. The cultures are based on the cultures associated with the romance languages (plus a bit of Gaelic and Germanic). By this point in the timeline, nearly everyone has one, two, or all the elements. Holidays would be great too. The only major event is sponsored by the kingdoms and performed by the Clans. The Sterling Star Ceremony. This event contains the ceremony just after sunset and the games and carnival-like celebrations continue on until morning. Most things there cost between an Imus and a Primus. Some selective and experimental things cost more. (See chart below). Things like activities would be great as well. The only major activity I have is four-way capture the flag. The only experimental activity I have set up is a group that specializes in hover technology and magnetism. They have all sorts of playground and skatepark equipment. Important things to know: Seventeen Kingdoms, Seventeen main clans (as well as many other small clans), Each kingdom has a capital, they are in a time period like after medieval but before guns. Canons do exist though. As well as basic mechanical machines. Their time system is different. Their monetary system is different. They are associated with the elements. Culture backgrounds are a mix of Latin, French, Gaelic, Germanic, Spanish, Tribal, and the element they identify with. Also one question. Should I change Bug to something more along the lines of Animal? Any other worldbuilding Ideas would be great. The channel referred to at the beginning is actually a river of power. There is one in every world in the series. This river is the river of Guidance. It bestows symbols of guidance to some. It considered sacred to those who follow the Paths.
  22. Rules the Guild Wars Tournament and match ups below. The Tournament will be renewed every month to ensure that guilds don't earn the reputation of being the worst. The Guild War Tournament is a duel of Honor and Valor, no deaths will be occurring. There is another tournament going on at the same time. This is the Challenge of Champions Tournament. This tournament is to see who is the best at fighting, this will renew every month as well. To participate Challenge of Champions one will need to sign up here via quote. We high advise Rp when participating in any duel or tournament. Important Note: Separate RP Threads will be made and tagged with the name of GuildWars: GuildvGuild. Ex. GuildWars: DAvGB Rules: Guild Matchup:
  23. Because what better place to go for help designing a magic system than a Brandon Sanderson fan forum, right? One of my big inspirations in designing a magic system has been Sanderson's Metallic Arts in the Mistborn books. I especially admire the storytelling simplicity of Allomancy, a list of ten twelve sixteen powers that are easy to remember, thematically linked with each other (Pushes and Pulls), and all seemed like an intuitive fit for the kind of epic fantasy heist novel that The Final Empire was. I'm trying to do something similar, only instead of making powers that would fit well within a heist novel, I'm trying to think of interesting magical abilities that would fit within a detective/mystery story. How the magic will work is already decided, but I'm having trouble actually deciding what it will do, if that makes sense. I'm trying to think of a good thematic link for them that also would make them useful to a detective-like character. I'm leaning towards two ideas: Magical effects that alter the user's interaction with/perception of time (since interacting with the past seems like a very useful magical skill for a detective character) Magical effects that share a thematic link to blood (since blood sacrifice and bloodletting are an important component of how the magic will work) Basically, I'm looking for ideas on not how the magic will work, but what it can do, and giving the "things magic does" a connecting theme/element so they don't feel like a bunch of generic fantasy spells thrown into a box. Any suggestions are welcome. If you need more details on the "how magic works" side of the equation, I can elaborate, though in general I'm leery about giving away too much.
  24. I have some questions, and am going to address them, but first. I am going to take on a project, I am going to become The Architect of the Alleyverse. I am going to create something similar to the national mall in D.C. where there are buildings from each organization (DA/LA/TUBA/GB/Liebrary/Bakeries/New Arena). If each group could respond with what type of building they would like that would speed this up. I am not sure the program I will use to create it, but it will be made. Now on to the questioning. With the recent revelations in the alleyverse, I am going to adress all of the members of the guilds that were involved. 1. Why were there so many people that joined the DA and then switched or were unloyal? 2. Why do you oppose or support the DA or foin the LA? (Not propaganda about why it exists, why you believe in it.) 3. When did you choose to join the fight for any side or switch sides? 4. Why be so closed door on your dealings within the LA/TUBA? 5. To the people that switched, why did you switch sides? When you see this please tag people and bring them in, I do not wish to tag 20 people in a single post, but I will tag a few, becasue I feel that this should be made public for all Sharders and Ally[ers]. @Archer @The Forgetful Archivist @MacThorstenson @Mraize I will now answer my questions so this is not an interrigation. 1. I cannot say for sure, but I believe it may be associated with the eccentricities of the DA, and the hemalurgy. 2. I support the DA because it is freedom. We choose what we want to do, and do it. I choose give out cookies, after the first to join, and to trick new members out of their souls, and I respect those who oppose me. 3. I chose to join the DA when I found it, in the intro threads. 4. I cannot answer this, as I was not a part of it. 5. I cannot answer this either. And last, to make everyone feel welcome, some Certified NON-Hemalurgic cookies as refreshments.
  25. So after making the rules of warfare and the guide to alley combat, we need some moderators to judge the outcomes of duels and assassinations. there are three types of moderators, they all shoul Non-bias: people who join this type must cut off all ties to any guilds involved with the alley-verse, they can judge all fights and make some important rules decisions, at least SOME experience with the alley-verse is required Bias: people who join this can still be affiliated with guilds, but cannot moderate actions between any guild that you are in. for example, lets say @LopenTheTwoArmedHerdazian wants to become a bias moderator, he cannot moderate a fight between the DA and the LA because he is part of the DA, but CAN moderate a fight between tCoC and the ghostbloods, because he is not affiliated with either guild. Rep's: each guild can nominate 1 or 2 members to be a rep, they can still fight, but they can't moderate, they (along with the leaders of each guild) help make decisions on the alley-wars rules, record deaths (who is dead, and who has been revived) and assassinations. Non-bias people are non-combatants, therefore they cannot kill or be killed. Bias people and reps can be killed, but that will not stop them from being able to moderate.