Thursday, May 06, 2010

Day 5 – Seekretya – The Map

FINALLY! I got a chance and an idea on how to do the map.

I had an idea in my head, but I really wasn't able to realize it. I tried several methods, but nothing worked except hand drawing it and that didn't even work well. All I had was a tiny sketch. Finally I pulled out a full size piece of paper and a ruler and drew it.

It's still not good, not at all, but at least you can get an idea of the kind of thing I was thinking about.

I was working from these ideas:

A plateau in north central Montana (southern Alberta) about a mile high and 100 miles in diameter.
  • 7 Valleys
  • 7 Spurs
  • 7 Rivers
  • Valleys are Alpine leading down into Aspin woods, then into Temperate Rainforests and finally down to the 7 Bay Lake
There are 9 Lands
• Two span two valleys (one is The Confederation of Light in the north and the other is The Dark Empire in the south (capitol is Obsideeopolis))
• The Orange Valley and the Yellow Valley are divided in two by the river (the OV borders the CofL on the west and the YV borders the CofL on the east)
• The Green Valley is divided into three by elevation
• The rivers and the center of the lake are generally considered the be Water People "Land"
• The working titles for the single valley lands are Bludland (in the Red Valley on the west side of Seekretya) and Akwaland (in the Bluu Valley surrounded by the Bluu Mountains and the Green Hiits)

• Working Titles for Ridges
- Red-clifs
- Oranj-hils
- Yeloo-ridj
- Green-hiits
- Bluu-mountens
- Indigoo-peex
- Violet-buut

7 Colors = Red, Orange, Yellow, Green, Blue, Indigo, Violet

General Color rules
• Big people (Trols and Megans) use Violet and Indigo
• Humans use Green
• Little people (Faes and Wees) use Yellow, Orange and Red
- Exception - the water people who are Racially Fae use Blue almost exclusively
- Accents – Silver, Black, White, Brown

Wizards (use colors too)
• 7 Archwizards
• 49 Viswizards
• 363 Common Wizards
• 399 Wizards Total

Populations
Total 5/mi2 = 40,000 Total
5% (2,000) Human
10% (4,000) Megans
15% (6,000) Wees
30% (12,000) Trols
40% (16,000) Faes

Humans are in 7 towns
• Heeleeos [I don't really know the names to use, maybe Suntown] – 1,000
• Fegareeos [maybe Moontown] – 500
• Afrodiiteeos [maybe Venustown, or Tuestown] – 100
• Areeos [maybe Arestown or Wenstown] – 100
• Zeusos [maybe Jupitertown or Thurstown] – 50
• Kronos [maybe Saturntown or Friitown] – 50
• Hermeeos [maybe Mercureetown or Saturtown] – 50
• Scattered outside of towns or nomadic - 150

Sunday, April 25, 2010

Day 4.5 – Seekretya - More About Scars

I've been thinking (and I haven't gotten a chance to do the map yet so I'm stalling as well).

As written the magical items, animals and people were all FORCED into Seekretya. I don't like that and it doesn't really match the MOOD. It is somewhat allegorical of "Indian Reservations" and I don't want that feel at all.

A better way to look at the World Scars is that the Ley lines were affected. This affected the usefulness of magical items and changed the power base. True this was caused by humans, but humans did not corral, transport and imprison the magical races. There were no Nazi death trains, slave ships or Trails of Tears. The magical races followed the magic to Seekretya. They are more akin to humans going to the new world to find new wealth and opportunities.

I think the magical animals both followed the Ley lines and were brought by the magical races. The magical artifacts as well, both followed the magic and were brought by the magical races.

Also, there is no Fate and no prophesies.

Wednesday, April 21, 2010

Addition to Day 4 – Seekretya World Building Scars


I know I said I wouldn't revisit Day 4 for Seekretya, but I have a few things I need to talk about.
I've been toying with the name of this land (I have to name the land so I can put a handle on what I'm doing, though naming comes much later in this process). It's all based on the spelling convention I intend to use.

In this book all letters will be very civil and behave properly. Each letter will say its name and say it in only one way. When vowels whisper their names (short vowel sounds) it will stand alone, and when it shouts its name (long vowel sounds) it will be doubled. Y says yeh, not ee. C can't be trusted at all, so the only place you will see it is if it's being accompanied by a letter that can be trusted. For example you may see it with the letter H (ch).

Because of this spelling convention Sekretia would be pronounced, SEE-kreh-t-ih-ah. I have a hard time saying it like this so I'm changing it to Seekretya (SEE-kreh-tyah). It doesn't look as right, but it's much easier to pronounce and it this way and it invokes the feel I want, that this is a secret place.

The other thing is this: most writing guides that talk about magic and fantasy say that you need to create a system of rules for your imagined world and stick to it; but I've found some of the biggest sellers never did this.

J. K. Rowling and L. Frank Baum never let rules and consistency bother them. Heck, Baum swapped East and West on his maps, made the Wizard a good guy, a bad guy and then a good guy without explaining any of it (not in the same book but between books). It didn't seem to make sales suffer. Rowling is renouned for plot holes big enough to fly a Ford Anglia through and obvious enough for a muggle to spot. Doctor Who, Star Wars and Indiana Jones all take such liberties with science that they could be called Fantasy, but still they wouldn't be following their own rules, but instead follow the money and never let little things like consistency and logic get in the way of making the story exciting.

I'm not going to go into pointing out all the inconsistancies and plot holes (there are plenty of websites out there for that). What I want to point out though is that the big blockbusters don't follow that rule, so why should I try so hard?

The most popular music isn't always the best, the most expensive "art" often isn't art. Curse you Henry Ford! If you hadn't pointed out that the most available bucks are to be gotten by good-enough with the masses, and not by excellent with the rich, I wouldn't be suffering this crisis of creativity.

I like order and rules, but I sometimes get caught up in creating the system and not the story.

Anyway, it's Seekretya now, going forward. I'll correct a few things I already did if they are connected with things going forward so that searches will work correctly. This has nothing to do with World Building Scars, but Day 4 is one of the things I'm going to go back and change the spelling on.

Tuesday, April 20, 2010

Day 3 – Seekretya – Going Back to Mood and Setting

I'm not really sure where or when I abandoned the children's fantasy with the 30 Days of Worldbuilding, but I did and I started only doing this exercise for Heavy Magic. That's nice, but now that my Father is gone I've been telling bedtime stories to my two younger daughters and I want to bring Seekretya back up to where I got with Heavy Magic.
I think I got to Day 4 with both. I want to catch it up with Heavy Magic. First, I'll revisit day 3 because I want to adjust it a bit and crop it down to just the Seekretya part. I don't have any changes to Seekretya from Day 4 so I won't post that again.

Write down four words that fit into that feeling: two adjectives, a verb, and a noun. Now return to the page with your list of climates and emotions. Do any of them match up? If they do, you have your climate. If not, try to find closest-match words.

If you spend 10 solid minutes thinking about this and still can't decide, pick two climates that express moods you like. You can make up your mind later, and you can even build your world with both climates containing equally probable sites for your story.

Children's Fantasy Part of Day 3

1. ADJECTIVES: Cuddly, warm, fuzzy, lush, rich, inviting, homey, difficult, attainable
2. VERB: Teach
3. NOUN: Challenge

The climatic responses are:
• Green valley
• River
• Smokey Mountains
• Temperate forest

Today I'd just make a few minor changes. I'd emphasize Teach NOT preach. I'd add Anxious (not fear, but trepidation and eagerness to continue in spite of the uneasiness they feel (the listeners/readers). I'd combine Green Valley and Smokey Mountains and change them to Alpine (valleys, balds, lakes, peaks, cottages etc.). I'd add Great Lakes and Aspen Forest.


Children's Fantasy Part of NEW


4. ADJECTIVES: Lush, rich, inviting, homey, difficult, anxious, attainable
5. VERB: Teach (NOT preach)
6. NOUN: Challenge

The climatic responses are:
• Alpine
• Aspen Forest
• River
• Temperate forest
• Great Lakes
For inspiration on this story I'm thinking L. Frank Baum's Oz series crossed with C. S. Lewis' Narnia, Princess Bride, Indiana Jones and the Sound of Music. They'll be no talking animals though.


I want Multi-level appeal = Guy/Girl, Adult/Child. I want the kind of romance that boys like and the kind of adventure that girls like, I want the kind of story that a grandpa could read to a sick grandson, or a father to his daughters at bedtime.

Maybe it will have to have bedtime parts and parts that you shouldn't read at bedtime because they'd be too exciting and keep you up. I do want it to give you exciting dreams though. A warning before each cliffhanging chapter might be cool.

Monday, April 19, 2010

Day 19 - What If?: Character

BTW - Looking at Boris Vallejo's work I posted earlier I realized that his work does NOT actually fit the mood I'm trying to set. His work has mostly naked women like Frazetta or Corben, but it's too bright and overall too smooth (I do like smooth women, but the whole scene is too smooth).

These bullets are from 30 Days of World Building. She had used the name "Joe" but I'll use my wizard, Thahn.

• Describe Thahn's physical appearance, age, educational background, and speech patterns:

o See Spreadsheet

• What would a stranger notice 5 minutes after meeting Thahn?

o He wearing a Black Wizard's hat, but a Green Wizard's vest and carries a wooden staff (really his magical bow) that also shows that he is a qualified Green Wizard. He is under average height and weight, but has a look in his eye like he means business.

• What would a companion notice after 5 days of travelling with, working with, or being around Thahn?

o He's much more lighthearted by nature, but serious because of the situation of the story. He likes to smile and laugh, and will laugh easily, but the situation will cause the laughter and smiling to fade quickly. He takes a great deal of pride in his work, both Black Magklik and Green Magklik.

• Who are Thahn's parents? Are they still alive?

o When he was still a teen the local lord, Count Grogan conquered the land his Father farmed. Because Thahn was taken to become a Wizard his Father was taken into the army as a reward for providing a Wizard. He died in battle. Thahn's mother was made one of the lord's concubines as a reward. She has worked her way up to first concubine. (This is from the story I wrote originally, I'm not sure if it jives with the current marriage rules I laid out above, but I think it would suit the ultra-evil Grogan).

• What if Thahn met his parents? How would he behave?

o He would quietly weep if he ever found his Father's grave. If he ever met his Mother he would be respectful, but would resent her for using her sex to get ahead.

• Where did Thahn grow up? What if Thahn had grown up somewhere else? What if he didn't like his home?

o Thahn grew up on a farm in the forest. When he was a very young teenager he was taken to the Academy to become a Wizard. He hated having to learn to be a Black Wizard and eventually left with his degree but sought other work.

• What if Thahn wasn't born there?

o This question doesn't make sense, it would have to ask what if he had been born in a specific different place.

• Who is Thahn's biggest hero? What if Thahn met his hero?

o Thahn's hero is the Green Wizard Lohm, who died defending his forest from wonton distruction. Thahn would be very surprised and confused to meet the dead wizard.

• What if Thahn met his nemesis in a neutral public place?

o He wouldn't hesitate to try to kill him. He would try to attack the instant he saw him, not in a sneaky way, but also he doesn't care if his enemy knows or not who killed him, just that he die.

• What if Thahn had a family, kids, etc.? What if Thahn's kids were part of Thahn's problem?

o Thahn thinks he wants a nice farm girl for a wife, but he is actually attracted to the ultra sexy Priestesses if they are the village type. He would marry one and try to go off somewhere to be the protectors of whatever village they end up in. He would closely and lovingly rear his children and would be crushed if they were a cause of problems. He would never be able to kill or hurt them even if they were evil, but he might help the officials who were hunting down his child.

• How does Thahn fit into your speculative element? Does he not believe in it? Is he an expert in it? Is he an outsider?

o Thahn holds a degree in Black Magklik and Green Magklik. This is very rare and he is considered a prodigy in magklik.

• What if Thahn encountered something he didn't believe could happen? How would he react? What would that something be?

o He'd be skeptical, but approach it in a scientific way. That something would be a truly good Priestess.

• What secrets does Thahn have? What if his nemesis knew his secret? What if a love interest knew? What will Thahn do to protect his secrets?

o His secret is his involvement in The Movement. He might kill an official who knew if they were a sufficient threat to the Movement. He would suffer torture and death is he could keep the Movement a secret.

• What does Thahn not know about himself? What if Thahn wasn't who he thinks he is? What if he learned about himself? How would he take the information?

o He can and does love a Priestess. If he didn't have the history he thought he did he'd disown it if it didn't match his current moral values.

• What if Thahn left home? What if he returned? What if Thahn became an outsider or outlaw?

o He did. He can't it's destroyed. He is an outlaw, he doesn't mind if since he's in the company of good people.

Tuesday, April 06, 2010

Mystery Analysis

I know I've been doing thus 30 Day Worldbuilding, and I do intend to continue, but I've been having a hankerin to do mystery shorts. The trouble with that is I can't seem to be able to focus my efforts. I thought it might help me if I analzed what kind of myteries I like to read.


For this I'm going to look at what I like and what I don't like and why. I'll also look at the style, and look at Pros and Cons.  This may take a couple of posts.

Who I like - Doyle's Holmes (of course)
Style - Old Contemprary (historical but it was contemprarary when written)
POV - 1st person Watson

Who I like - Poe's Dupin
Style - Old Contemporary
POV - 1st person "Watson"

Who I like - Rex Stout's Nero Wolfe/Archie Goodwin
Style - Old Contemporary
POV - 1st person Watson/Sleuth

Who I like - Donald Sobol's Encylopedia Brown
Style - Contemporary Cozy/Puzzle
POV - 3rd person

Who I like - Psych / Shaun Spencer
Style - Contemporary
POV - TV

Who I like - Raymond Abrashkin and Jay Williams' Danny Dunn Sceintific Detective
Style - Contemporary Cozy/Puzzle
POV - 3rd person

Who I like - Lindsey Davis' Falco
Style - Historical
POV - 3rd person

Who I like - Christie's Poirot
Style - Contemporary Cozy
POV - 1st person Watson

Who I like - Max Allen Collins' Nate Heller
Style - Historical
POV - 1st person Sleuth

Who I like - Martin Cruz Smith's Arkady Renko (Gorky Park)
Style - Contemporary
POV - 3rd Person

Monday, March 29, 2010

William G. La Fleur BG (Ret.) 1942 - 2010

My father died last night.  He had been diagnosed with pancreatic cancer in September 2008, and after over a year of chemothearapy he had come home.  He had been being cared for by his family for six weeks before finally succumbing to the desease, surrounded by family and friends.

He had been a US Marine, retired Captain of the Chicago Police, retired Brigadier General in the Illinois Army National Guard, a Silver Beaver awarded Scoutmaster, Rochelle and Flagg Center Firefighter, son, brother, husband, father, and grandfather.

He is greatly missed.

He donated his body to science.

Visitation will be held on Friday April 9th from 3:00 to 6:45 p.m. at Unger-Horner Funeral Home, 400 N. 6th Street Rochelle, IL with a celebration of Life at 7:00 P.M. and Memorial Mass will be held at St Patrick Church on Saturday April 10, 2010 at 10:30 a.m. Memorials may go to donors choice.

Sunday, March 21, 2010

Day 18b - Speculation and Society (Addendum)

LAW and LAW ENFORCEMENT
I pulled this out from within the questions from the previous post because I think it'll be a big topic.

MAGKLIK LAWS IN NOKKATLAD AND LADDAN.
Before there were Wizards the Klelryn Web held all power to use magklik and mag. It was unlawful for non-priestesses to collect or use mag, and all Sourcerers were to be turned into the Web. The Nobility backed this, but it was mostly regulated by the Web itself, much like the Church policed teachings in the Middle Ages.

With the advent of Wizards and wizarding use of mag and magklik the laws had to be changed, but since they were more like canon than laws it just meant a widening of the way in which the Klelryn Web controlled magklikal situations. By dogma only the Klelryn Web can make use of Sourcerers and only the Web is allowed to provide mag in its raw form to Wizards for their use.

There is a Klelryn Inquisition that is responsible for ensuring the control of Sourcerers and mag. All Sourcerers are considered property and chattel of the Web.

In terms of the story, smuggling Sourcerers out of the country is against the law and canon. Although pursuit and prosecution by the secular authorities is possible, the real danger is from the Klelryn Web and its Inquisition.

Magklik items (artifacts) are regulated by the Academies more as a quality regulation of the items and how they are provided. This is similar to guilds making sure the goods of their guilds are quality and sold for a fair price.

The Academies make no claim of ownership to any magklik artifacts unless they are actually property of the members of the Academy.

The Wizards police themselves and leave it to the secular authorities to police the rest of the populace. The Academies, unlike guilds, are less interested in making money or controlling production and are more interested in making sure any artifacts or services are of the highest quality and any new processes or methods are investigated and recorded.

For the most part there are no Wizard laws restricting, controlling, limiting or forbidding any use of mag, magklik or magklik artifacts. Of course it is criminal to use a magklik artifact in the commission of a crime and the secular authorities call upon the Wizards to aid them in pursuing, apprehending and prosecution criminals who use magklik.

In story terms, smuggling Sourcerers is of almost no concern to the Academies. The only real concern would be if it caused the Klelryn to restrict the supply of mag to them. By the time of the story this has not occurred, but is a possibility that has begun to occur to a few Chancellors. There has been no decision on which side the Academies will fall in this or if they will impose restrictions because of it.

At present, since no magklik or magklik artifacts are in question, the Academies have no legal stand on the issue. They are not even taking a stand of the conduct of there members. Wizards have been considered technicians and non-decision makers for so long that the Academies are taking the stand that their Wizards are merely technicians who are doing their jobs and not responsible for how their devices, items or services are being used by their customers, even if they are in active maintenance of those devices while they activities are going on.

DATING and MARRIAGE
Again, dating and social relationship building is a very big topic. In fact I think that reproductive relationships are probably the most powerful driving force in all life.

I discussed before that Klelryn Priestesses are encouraged to participate in sexual activities but are forbidden from marriage. Daughters are committed to the Priestesshood very early in life and it is much like sending a daughter off to a convent. Sexual activity and social interaction while in the Abbeys is very much like it would be in a convent, except that there is instruction in how to use sexual favors and acts in magklik.

Among the Golchin the strict social hierarchy controls who is allowed to socially interact with whom. Up and down one level is fine for social interaction, but inter-level marriage is rare and involves many requirements.

It most often occurs while a man is in military service because service includes a natural progression of capable soldiers and the stagnation of incompetent ones. A soldier can go up in status and class by talent, but cannot slide down. Likewise a soldier with potential may marry above his current station, with the expectation of greater things to come and perhaps even better soldier progeny.

While Golchin can get to higher rank by outdoing someone of higher rank (assassination, duel, etc.), they can not by marrying up

Marriages are conducted by the Klelryn Priestesshood, as they are the equivalent of clergy and they can enchant the couple to produce more children of better quality and bind the couple together. Even the lowest level Priestesses are thought to have this power (whether they do or not).

Divorce among the Golchin is relatively unheard of. In the fairly rare cases of infidelity it is more often that a Priestess is called in to enchant the couple once again and re-bind them.

Social interaction and dating is not regulated at all among the Fidchin. Marriage is conducted by the Academies because they maintain all records of everything. Some Fidchin have Klelryn marriages as well, but this is not common.

Divorce is not common, but holds no stigma. Records must be kept and an adjudicator is assigned by the Academy.
Sex is not treated as a taboo subject by either groups and pre-marital sex is very common. Once a couple is married they are expected to remain faithful to ensure that children are well taken care of and it is very clear who the parents are. For the Golchin this is important for social standing, for the Fidchin this is important because they want to know everything about everything.

BTW - that painting is Boris Vallejo, who also does art that matches the mood of my story, but very much of what he does is not safe for work.

Sunday, February 28, 2010

Day 18 - Speculation and Society

From 30 Days of Worldbuilding (I've modified it a bit):

1. Revise your cultural write-up from Day 10 to include your speculative element
ANSWER: I originally wrote it with my magic (magklik) in mind. I reviewed it and that is still true.

2. Answer the questions.
--a. How does the addition of magklik, with all of its powers and limitations, affects your culture and society?
ANSWER: This is a VERY open ended question. I think Days 13 and 16 went into this exhaustively and it should be pretty clear by now.

--b. How are people different in your culture, now that you have magklik?
ANSWER: It is a power that they fight over; it is the technology that drives progress and wealth. Imagine how much electricity changed the world, agriculture, automobiles, railroads, telephones, and computers. That's the kind of change it had over people. The GOE has no magic, but they have Romanesque technology. The introduction of magklik to them was like introducing gunpowder or the printing press to the Romans would have been.

--c. With magklik in the world, does that change how people react to unexpected situations?
ANSWER: Magklik is very predictable and permeates society. People today don't think twice about computers, but some still believe in magic and fairies. Within the framework of magklik people aren't surprised, but outside of it they are still just one step into civilization. Magklik didn't change that.

--d. Do people still bother to pray?
ANSWER: This question was in 30 Days specifically for stories that have a mythological bent. Mine doesn't but I wanted to touch on this. Wizard magklik is technology, Klelryn magklik is religion, but it's regular, organized religion like Catholicism. Catholics take for granted that the bread and wine are miraculously transformed into Flesh and Blood. Devotees of the Klelryn, the followers are no more surprised by the priestesses powers than the followers of faith healers, in fact they expect it. Do they pray? If the Priestess tells them to they do.

--e. How do crimes happen, or do they not happen at all?
ANSWER: Precognition is not a power of magklik. Postcognition may be available and enchanting witnesses to discover forgotten memories are available. These are controlled by the Priestesses. Law and law enforcement is a very interesting topic and deserves more time and space than here.

--f. How does a teen go on a date?

--g. How is society the same? What do you think basic, unchanging human behaviors are? What do you think people will continue to do, with or without magklik?

--h. How do "ordinary" people react to those with or without the ability to use magklik?

3. As a bonus, you can get back to your character sketch and figure out where your protagonist and supporting cast fit into your speculative elements and society.
ANSWER: That's exactly what the story is about, so it doesn't really make sense to do that here.

(more to come)

Tuesday, February 23, 2010

Day 17 – Moody Review

1. Pull out the list of adjectives you wrote down that set the mood for your novel...Read them out loud.

2. Take out your notes on your speculative element. Read your rules out loud.

3. Try describing how your speculative element works in your novel. How do you feel when you describe it?

4. Look at what you decided to name your speculative element. Say the name out loud and decide if you feel the way you want to feel when you read your novel.

5. Rename and rework your speculative elements and their rules if you need to.

I was thinking of recording myself reading these things and posting the audio link, but that would just be silly. You can read them out loud yourself if you want.

1. ADJECTIVES: Sexy, Dangerous, Magical, Larger than life, Erotic, Powerful, Action-packed

2. Rules, they were just back one post.

3. I won't write the description, but when I describe the parts that the Priestesses use, I think they're a bit naughty (which IS what I'm shooting for) and the Wizard stuff is a bit mundane, but it is supposed to be mysterious simply because Wizards love the details so much that no one not a Wizard can penetrate the jargon. The heroic feeling comes from the Paladin's use of magic, just as it's supposed to.

4. Name? Name? I haven't really (cough cough) named magic yet. I guess I'll have to do that now huh? How about the power, the force of magic is called klik and the use of magic is called magklik.

5. NA yet.

Friday, February 12, 2010

Day 16 - More Speculation

"Well, today is another day to nail down the rules for how your magic… work[s] in your story."

I'm conflicted. On the one hand that's what I've been doing right along and it was even the start of the idea for the story in the first place. On the other hand the details have been escaping me and that's why I came to the 30 Days of World Building in the first place, I was looking for a guide for generating a Magic System.

I haven't really gotten any help with creating a Magic System in these exercises. I can regurgitate what I already have for rules, but I still have a lot of questions.

What is magic? What is the power that the Sourcerers produce? How exactly do the Wizards, Priestesses and Paladins use it?

Let me give you the rest of the exercise for today and then I'll compile all the rules I have so far in this post.

I boiled the exercise down to three bulleted question and two bulleted instructions:

1. What are the limits of your speculative element?
2. What is that cost? If there's no cost, then what's the trade-off?
3. What keeps it from being used all the time, for everything, or is it used that much after all?

1. Write down your rules, specifically focusing on what's impossible…
2. Establish the limits and boundaries of your spec element today.

Things we already know about Magic:

From Day 7 – Recent History:

1. The people of the GOE don't have magic at all and think they can sacrifice Sourcerers to get it. It doesn't work that way.

2. Wizards can make magical devices, given magically "charged" raw material to work with.

3. Magic is known/available only to descendants of the aliens, but it was not known to the aliens when they lived in what is now Emptyland. It also didn't appear as soon as the Mega volcano erupted, but thousands of years later.

4. The most powerful source of magic is the Sourcerers of the Golchin, followed by Sourcerers of the Fidchin, the Paladins of Fjordland and least of all by the Sourcerers of the Desert people.

5. Several groups have been formed to control magic. This started with the Old Priesthood of Magic (OPM), then the Klelryn Priestesses and the Wizards. Each had a slightly different way of using magic.

6. Magic can be and has been used to great effect in war, but it is not all powerful.

7. People without magic can be very powerful, but they must acknowledge and respect the power of magic wielding people, even among Golchin and Fidchin.

8. Once you have set your magic system in place it doesn't seem that you can waver from it (e.g. Wizards only work with inanimate objects and are powerless to affect people directly).

9. Sourcerers are really not in control of their own lives or destiny.

10. Magical devices (not just magical items) had to be invented.

11. Magical devices are more effective in war than the way the Klelryn use magic.

12. Wizardry is regulated by a Wizards' Council. Though I hadn't thought of it at that time, this council would be subject and under the control of the Academies.

13. The Klelryn didn't always lock every Sourcerer away. This development somewhat mirrors the development of insane asylums as the industrial revolution grew.

From Day 8 – Economics and Politics

14. Magic seems to be a byproduct of the alien originated races and so it is absent from the people of the GOE. They never really needed it when they didn't regularly encounter magical people. They substituted community.

15. The greatest resource of Goldland [Goldan] is Magic. Only Golden [Golchin] people produce pure Sourcerers. They have fought over this resource among themselves for hundreds of years, but recently it has become a valuable commodity outside of Goldland [Goldan].

16. Sourcerers born to Forestlanders [Fidchin] are usually less autistic and less powerful magically. They are always abducted by the Klelryn.

From Day 11 – Focus In

17. The Klelryn are divided into Village Priestesses, who have no interest in any more power than to be able to aid and nurture their villages; and the Klelryn Web, or the "nobility" of the Klelryn who fight amongst themselves and with and against the nobility.

From Day 12 – Speculative Element

18. Here was where I wrote about many images of things within my magic system.

19. Wizards do not cast spells, they create magical artifacts that can be manipulated and/or triggered.

20. Klelryn Priestesses do cast spells, with words, song, music, dance, gestures and most potently with sex.

21. Fjordlander magic was explained pretty thoroughly.

Then there is Day 13. Day 13 is almost all about the magic, so go there and read it.

Day 14

This was about education and there we found out that Wizard magic can be learned by anyone bright enough and with a flare for it, just like any advanced degree we have in reality. Priestesses learn their craft in seminaries and abbeys. Sourcerers are born, but they can be coaxed and taught to go into deeper, longer trances if they aren't particularly powerful. The most powerful are the most like people with autism; no one can teach them or coach them to be more or less than they are.

Paladins are born with abilities and have to be taught to use them. They must devote their lives, and must be trained as clerics.

So there you are. What is magic? I'm still not really sure. How exactly is it manipulated by Wizards and Priestesses? It is drawn out and stored until it is used, like energy, but there are still details I haven't decided.

Wednesday, February 03, 2010

Day 15 – Resources

This is a gimme day. The 30 Days of World Building exercise takes this day to tell you to read some world building books. I have read several and I have gone to several of the websites suggested. So I can sit back and relax today (I've been waiting for this day for a long time).

Thursday, January 28, 2010

Day 14 - Education

I've been trying to get back here for days, but other things keep coming up.

As I was exploring this idea a very interesting line of thinking occurred to me.

The Fidchin value knowledge and the sharing of knowledge among the highest of virtues. Accordingly, very early on in their history they established Academies for the collecting, archiving and sharing of information. Each clan had it's own academy and they were clan based rather than subject based. In the poorest clans it was something of an invisible college, but in the larger, more powerful clans it could be a building or several.

Whenever a craftsman or scientist reached the skill or knowledge level of master they were automatically invited to be a member of the academy. They would teach and share their knowledge and skill. They could also retire to the academy and become a professor.

This is where it got interesting, because I wondered about the organization of the Fidchin people if instead of being clan based they were academy based. I thought it would be very interesting if, after a few hundred years the academies became the ruling groups themselves and the clans died away. The academies would have to control things like banking and marriage and law, which seem a bit congruent, but that may be okay since the Fidchin don't care that much about all that.

The Fidchin aren't interested in power or in getting credit for knowledge, but in gaining more and sharing it all around, so the academies tend not to fall into the problems of the school systems of our world.

The academies started out a invisible colleges, grew into something like Plato's Academy, then into something like a national institution for controlling teaching and knowledge with actual teaching branches (much like the French system, and the National Academy of Sciences in the US). Eventually the clans became less important and the academies took over all the roles of government.

Then the Golchin influence started. The Golchin established a king among the Fidchin in 2100EG (500 years before the story began). They also forced hierarchical structure to the Fidchin government. The Fidchin don't really pay much attention to that, but there were Universities established under Golchin influence. The Universities are an attempt to stratify the teaching systems within the lands of the Fidchin. Universities were supposed to outrank High Schools which outranked Elementary Schools.

Currently there are three Universities in the land of the Fidchin, but they aren't any more than the highest level of the teaching branches of the academies in those provinces. They are still answerable to the academies.

In the Golchin lands the stratified schooling system is in place and functioning as the Golchin intended. There are three major universities there. They all have Fidchin professors with boards made up primarily of Golchin.

From early times Fidchin children were all expected to learn to read, write and do arithmetic up to multiplication and division. This would take about 2 to 4 years. They would learn through the academies.

After a time the schooling became more structured and a four year elementary education became mandatory for all Fidchin children, culminating in a test and a determination of where the child would best be placed for apprenticeship. A member of the academy who was a master would supervise the child's professional education from there. This included boys and girls and was based entirely on ability.

This still happens for the most part at the time of the story, but the schooling is longer and even more structured.

The Golchin influence on this process was to make appointment to the universities very prestigious and difficult to obtain. Appointments could be bought through money or political pressure. In Fidchin lands that very rarely occurs and it is more often the ability of the student that controls his/her higher education.

In Golchin lands this it is very true that only the highest born and brightest go to university. Think rich ivy-leaguers.

For the Fidchin, your education is your passport to your future. You become what you make of yourself and it is actually rare that a child will follow in the parents' profession.

For the Golchin education is just another mark of status, and/or a way of becoming better than your neighbor so you can overcome him and eventually outrank him. Children are born to their rank and only through overcoming others can they elevate themselves. School can help you learn better business or better military skills.

The Desert people follow a more traditional mediaeval system of apprenticeship. Children follow in their parents' professions. Rarely might a Desert child be adopted into a Fidchin academy (it would be based mainly on the child's abilities) or maybe be sold/bought into a Golchin household because of their ability or their parents' greed. The most common instances of Desert people attending Fidchin schools is when they are ships' officers. About half of the officers aboard Desert ships (air, sand and water ships) are Fidchin trained. All of the Desert officers of Golchin Royal Fleet ships are Fidchin trained, it's a requirement.

Fjordland people too follow the traditional mediaeval system of apprenticeship. They have too little contact with Wispollil to ever have any of their children attend any of the schools there.

Tuesday, January 26, 2010

I've Signed Up for Another Tour

Of Rugby I mean. I talked to the president of our local Rugby Club (DII Lake County Men's Rugby Club) yesterday and told him that I could go to practices and most likely all the games this season.

The club was on it's last legs (they are down to 19 committed members before I said I'd go) and there was a chance they would disband.

I figure this is the first full year that I have no Guard, family committments or FRG on weekends, so really in the 25 years I've been playing Rugby (Yes, Jac and I started in Feb of 1985) this will be the first year I don't have something that stops me from going.

Wish me luck. I'll keep you posted of how the season goes.

Monday, January 25, 2010

Day 13 - Plot Hooks and the Speculative Element

I've been very busy lately, and I'm losing steam. I don't mean that I'm losing steam for the story, well, alright I am a bit. I'm mainly losing steam for the exercise, but I'm also losing a bit of steam for Fantasy. It's been foggy and cloudy and great weather for Mystery, and I haven't finished my NaNoWriMo novel from November yet. I will stick to this exercise though, because I said I would and I think the Mystery could stew a bit more.

- "If you have some idea of your plot by now, get out whatever plot notes you have and write down ten things (minimum) that your speculative element can do to your plot."

- I guess I should tell you what my plot IS then. There are a small group of people trying to smuggle Sourcerers away from Wispollil, as part of an underground railroad called, "The Movement." They're chased off track and they find a new land, new allies and new enemies on their way to the Empty Lands.

With that in mind here are ten things affected by my Speculative element of Magic:

1. Magic allows for flying machines (airships, gunbirds) that allow the heroes to fly over the North Pole.

2. Magic comes from people called Sourcerers who are afflicted with a kind of autism and must go into a trance to produce magic. They are vulnerable because they can't use the magic themselves, but they are very valuable. Because they can't defend themselves and are being abused. Because they are being abused and can't defend themselves, the Movement was formed.

3. Magic can make their pursuers able to track them.

4. Magic can help them hide.

5. Magic helps both sides fight.

6. There are no true Sourcerers anywhere else in the world. They are valuable to everyone everywhere. They could be a cause of danger in foreign lands.

7. Wizards are magic users who only perform magic on non-conscious things (plants and inanimate objects). They are in conflict and competition with the Preistesses, who can only perform magic on conscious things (animals and people), but they must work together to get to the Empty Lands.

8. Magic is a power that corrupts, as it becomes available to those who didn't have it before it could corrupt those who hadn't known it before.

9. What do the Sourcerers think of the Movement? Most are grateful, but wouldn't some be resentful and want to use the magic themselves?

10. Fjordlanders have Paladins who are a mix of the three elements of the Wispollil magic system. Do the Sourcerers look to them as inspirations? How much of a threat are they to the Wizard and Priestess?

11. Will magic be too much to keep the alliance together, with Wizards, Priestesses, Sourcerers, Desert people and Fjordlanders? Who will split off first? Who will split off and stay split off?

12. Priestesses use magic to enchant others, most powerfully with their sexuality and through sex. Can the males trust that their feelings for the Priestess are their own true feelings and not magically influenced feelings? When/if the Wizard and Priestess get together romantically, won't magic cause him to doubt himself and his love? What about her, is she confident that she hasn't enchanted him or herself unintended?
EDIT (Additions):
13. (in association with 8 above) What does magic use do to your ego? Doesn't it make you full of yourself? I think in a lot of people it does. It also makes people jealous and/or put off. It's kind of like people who are literally geniuses. Some of them are regular people and some of them are either always saying, "I'm a genius you know," or giving you the impression that that is what they are thinking. The non-magical peoples (like the desert people of Wispollil and the people of the Great Old Empire) react this way toward magic users.
14. Are Wizards standard crew members of magical vehicles (airships, dirigibles etc.)? I think they are. They are usually found in the bowels of the "ships" and if the ships are owned/operated by non-magical people (Golchin nobility (rather than the Priestesses), the Desert people of Wispollil, and others) then they downplay the indispensable role the Wizards have to play with the operation of the ships. Like the British Navy in the early days of Steam, the engineers were often working class people who were looked down on by the line officers who were more often of higher birth.
EDIT (Additional Addition):

From a friend I got this line of questioning:

15. Can a priestess control what type of baby she will have (gender or if it's a Priestess or a Sourcerer)? I'm thinking that they can to some extent, but they don't let on to the nobility. Some of the nobility suspect. An alternative is that they negotiate it when they negotiate the reproductive contract. I think I don't like the second scenario as much because it makes the Priestesses seem more cold hearted and less sinister. I think I will go with they can to some extent (some are better than others), but they generally don't let on and it normally doesn't enter into the contract unless both the noble and the priestess are both cunning and conniving.

Thursday, January 21, 2010

Day 12 – Speculative Element

From 30 Days of Worldbuilding:

1. "Write down the snippets and images that you already know you want in your story."

2. "Next, ask yourself the hard questions. 'What if?' What would that do to them? Would that change my plot?"

2a. "Drill down on the big things and the details, decide what would happen if they work one way vs. another."

One thing that I forgot to mention is the influence of Jules Verne. Originally, when I was first coming up with the idea for this story I was playing with the title of Magicpunk. My speculative element, as has been very clear is Magic, as produced by Sourcerers and used by Wizards and Priestesses. What hasn't been clear is it's roll in the society on Wispollil.

I'm thinking Gilded rather than Ironclad, Filagree and Inlay rather than Boilerplate and Rivets. Wispollil is physically larger than England, but has less than one quarter the population. Think Victorian England without the population pressure to drive industrialization (also without all the sexual restrictions). This is a much younger society than Europe was by the time they entered the Gilded Age, there was no Roman or Egyptian Empires, no Classic Hellenic Age to look back on and model themselves after. This isn't Neoclassicism, but it is the dawning of Humanism (at least for the Fidchin).

The story leads the characters to Fjordland, a place that is more wild and dark ages, more Conan, Den and Tarzan, but they are coming from what they consider to be civilization.

1. Images of things within my magic system:

· Flying ships with great bird-like wings
· Dirigibles
· Magic-drawn carriages
· Magic Railroad (there is a single "railroad" between the Golchin capitol and the Fidchin capitols, it is a marble half pipe that runs absolutely straight, there is a single "car" that is more like a cross between a luxury steamship and a Roman pleasure barge, the car runs two round trips a day with only the rich and powerful as passengers).
· Ballistae as cannons, propelled by magic. There are no guns, but there are crossbows of all types and bows. Arrow and bows being better for use with magic than small lead pellets.
· Cathedral temples erected by Gray Wizards
· Brick and stone castles erected by Gray Wizards
· All Fidchin cities and towns have been rebuilt by Gray Wizards of brick and stone with very square dimensions and restrictions (some villages have not been rebuilt, but there had always been great order in Fidchin villages and they are laid out logically)
· Golchin cities have been rebuilt by Gray Wizards, but more noticeably by Gild Wizards.
While Fidchin cities are elegant in their utilitarian efficiency, Golchin cities are elaborate and ornate, but with a light and airy feel, a cross between Baroque and Gothic Revival. Something like Jackson's Rivendell, but without the connection to nature.
· Communication through magical means, (eg. palintae)
· Cities are lit by magical streetlamps

Wizards do not cast spells, they create magical artifacts that can be manipulated and/or triggered. Klelryn Priestesses do cast spells, with words, song, music, dance, gestures and most potently with sex.

What if? The idea here is to flesh out how the elements mentioned affect society, but I think I sort of gave that answer in the first few paragraphs about a magic driven gilded age. At least this is true of Wispollil.

The Fjordlanders have a different relation with magic. They have no proper Sourcerers or Wizards. They are just as sparsely populated, but they have no highly organized system of government or magic. They have Paladins, who serve the function of Sourcerers and Wizards combined into one person. It is more the age of heroes with a Viking feel. Magic is reactive to events rather than being a proactive system.

Some elements of Fjordland magic:

· Live in A frame houses (this is the predominant architectural style along with the upturned boat style).
· Heroic deeds done by Paladins in rescue or protection.· Paladins are honored and respected. They NEVER hold public office.
· Paladins are like a cross between Cincinnati and Achilles (or Heracles), Superman and George Washington.
· Magical artifacts are VERY rare, the most common of which are swords and armor.
· Paladins MUST hold down a regular job because they are not allowed to take compensation for their noble magical work. If they are craftsmen then they MAY create a magical item for themselves (to be handed down the generations). These are invarably tools of the Paladin art (thus swords and armor) or small trinkets like magical boxes.
· Magical artifacts are never everyday items (like magic pots or brooms).
· Magical artifacts are never to be made to woo the favor of a love interest. This has happened on occasion so those artifacts are out there, but they invariably disqualify a person from being a Paladin (misuse of magic for personal gain).
· There is a single romantic story of a Paladin forsaking their calling by making an artifact for a love or using magic to save a love over the community (depending on how the story is told). There are many morality tales of Paladins doing the same thing and paying dearly for it.
· Honor and duty are looked upon as higher than love (love is too easily confused with sex and infatuation), especially when the individual is blessed with magical abilities.
· When Fjordlanders encounter people of Wispollil and their banal attitude towards magic and magical items they are offended. They are particularly offended by their treatment of Sourcerers.
· They are also confused by the fact that the practitioners of magic (Wizards and Sourcerers) are looked down upon by the exploiters of magic. To them that would be like the normal people looking down on the Paladins.
· Fjordlanders are awed by the number and power of the magical artifacts a Wizard can weild.

Wednesday, January 13, 2010

Day 11 - Focus In

30 Days of Worldbuilding says to choose one of the following:

1. "Write a complete timeline for your setting (last 500 years or so should do) and for your protagonist's life up until the novel opens."

2. "Write a 1-paragraph description of each major political body (churches, governments, kingdoms, factions, economic forces, guilds, etc.) and name them
2a. "write one sentence about how 3 of your groups (the 3 most important groups) feel about all the other groups."

3. "Write a short glossary or lexicon for some common or important words (like rock, bird, horse, king, ford, river, stream, mountain, holding, village, magic, outsider, etc.)"
3a. "Write down five place names and five character names"

I've done #1 and #3 except for character names based on the sylabary.

2. In the history I talked about the "political" forces, but I may not have made it clear that the nobility of the Golchin are a major political force and it is subdivided into different factions. Outside the nobility hierarchy are the Fidchin, and the wizards who predominately come from that group. The nobility have tried and continue to try to bring the wizards under their own hierarchy, but the wizards don't really fall that way and are a potent political force with little interest in exercising their power. The Fidchin themselves are a political force, but they had been effectively brought under control several decades ago. The other truly powerful force are the Klelryn Prestesshood. They are divided into Village Priestesses, who have no interest in any more power than to be able to aid and nurture their villages; and the Klelryn Web, or the "nobility" of the Klelryn who fight amongst themselves and with and against the nobility.

3a. The first name I had was
Letzitiel = Violet beauty girl (Let = violet, zit = beauty, -iel a girl suffix)I had Thahn as a character from my earlier stories. By the work I did the other day it his name would now be Thanar, pronounced Thahnahr by Golchin folks. The Priestess Hwah will become Hawahiel.

Tuesday, January 12, 2010

Another Race Tweek

I originally wrote a couple short pieces for Heavy Magic and had the same basic ideas that I'm expanding with the 30 Days of World Building.

One thing that I thought about as I was thinking over those original pieces was that I never intended the Fidchin and the Golchin to be different races, more like different classes.

I'm not sure how to annotate that to stress that they are really the same race. I kind of moved them closer by giving them the same language, with accents.

The desert people on Wispollil are a different race as are the Fjordlanders, but they are all much more closely related, being descended from the alien settlers and not of native stock like the people of the Great Old Empire.

I don't think I'm going to go back to the other posts, but let this be enough of a note and continue to treat them in further posts like they are part of the same race.

Day 10 - Mood

" Take a deep breath and think "When I read this story, I want to feel....." what?"

"That's your mood. Now think about that emotion and write some concrete words that make you feel that way."

"Settle on the overall mood for your story if you haven't already. Look through your timeline, political groups, and language notes and mark for revision anything that doesn't fit your mood. If you have time, revise those things. Otherwise, leave them for later."

I think I've pretty much done that, but I'll keep looking at the words and modifying them to make sure they sound moody.

I've said before that I want the feeling of Corben and Frazetta; Den and Princess of Mars and Conan. To put the mood in a few "concrete words":

Exhilarated, edgy, slightly aroused, on endorphins, alienated but you can handle it.

If I had to say what the THEME is I'd say alienation, struggle for the oppressed and magic.

Important to the story is not to take cultural norms at face value. Women and sex and heroes and villains.

For instance, the Klelryan priestesses treat sex like a commodity, with value and power. They are able to control their reproduction so they can sell that specifically, or just the pleasure. No one can own them because they aren't allowed to marry, but they are too powerful to be treated like sex objects or owned. Sex is also one of the most powerful enchantments available.

Day 9 - Language

EDIT: Okay, I mis-read the 30 Days of Worldbuilding exercise for this day. Apparently I was only supposed to come up with the general sound of the language and some syables. Well, you can see the sylables in the words I provided, but I'll give you a bit more of the sound of the language in orange.

The Common language of Wispollil is the language of the Forest People (hereafter called by their name Fidchin). The language is called Slansus (meaning our manner of speech). I actually have much more than this, but this will give a taste.

The map is rather difficult to label so I'll give the list and label it later.

SOUND
- Sounds like leaves rustling in the breeze or a brook
- Fidchin pronounce vowells as thinner and lighter, Golchin pronounce them as longer and lower (Ne-vah-dah, not Nevada)
- Soft stops common (B, P, D)
- High vowells common (I, E, A)

RULES
Word order: Subject - Verb - Object

Descriptors follow the words they are describing (Etas Unis)

All verbs are regular

Many suffixes, no prefixes
Suffixes
Comparative -er
Superlative -est
Plural -eh
Past -ed
Future -il
Male names -ar -an -ak
Female names -iel -et -en
Possessive -el (my dog = dogel)
Without -ozor
Negative -onot

First -elon
Second -iow
Third -id
Fourth -oir
Fifth -efif
Sixth -esix
Seventh -esev
Eighth -etaet
Ninth -enaen
Ten(s) -edek (nineteen = naenedek)
Hundreds -ehek (400 = foirehek, 453 = foirehek fifedek thid)
Thousands -etek
Millions -emek

SPECIFIC PLACE NAMES

· Capital of Nokkatlad and Wispollil
o Chinhigbaw
· City in the mountains (Nokkatlad)
o Baelmohbaw
· City on the bay (Nokkatlad)
o Chalbaw
· Eastern river
o Selsumriz
· Forest in the East
o Fidriz
· Forest in the middle
o Jaltianfid
· Forest in the North
o Nolfid
· Great Desert
o Ladduhsur
· Mountains that divide Wispollil
o Jadmihmortak
· Northern Bay
o Ladsaknol
· Northern mountains (hills that hold the glaciers back)
o Mortakshash
· Northern Penninsula (land of the Golchin)
o Nokkatlad
· River with the delta
o Missiap
· Southern Bay
o Ladsaknol
· The kingdom, the land of the story
o Wispolil
· The land, our land, the world (Fidchin land)
o Laddan (LAAD daan)
· Town in the far West (Town Lino the blacksmith is from)
o Lyntohbaw
· Town of Duke Barrett Mrozek
o Munabit
· Western Bay
o Ladsakwhap
· Western River (lit. fresh water (sel) flowing (sum) in the west (wes))
o Selsumwes
· World
o Whol


PROPER NOUNS

· Clergy
o Klelryn
· Creator God
o Yworah
· Forest people (fid = forest and chin = people)
o Fidchin (FID chin)
· God(s)
o Eng(s)
· Golden people
o Golchin
· Gray Moon
o Garmon
· Heaven
o Hadnywharo
· Language of the Finchin and Pichchin (Language of Us, or our language)
o Slansus
· Nickname the Fidchin give the Golchin (Golden people)
o Pikchin (PICK chin)
· Sun
o Daxmon
· Universe
o Wholkosmos
· White Moon
o Witmon
· Yellow MoonJilmon

Monday, January 11, 2010

7,000!

Illini6 has gone over 7,000 visits. That's big for us. We averaged 26 visits a day last week.

Great job everybody, don't feel shy about commenting too. Let me know what you guys are reading.

I'm still working on the 30 days of world building. The next day is language and I get into that so it's taking me a bit of time. She suggested throwing in a few words, but I have to create a whole system and some lexicon.

I was going to try to build several languages, seeing as I have several races, but it is just too exhaustive, so I'm going to get the main or common language of Wispollil together and post it.

Friday, January 08, 2010

Day 8 - Economics and Politics

30 Days of World Building gives this as the exercise for Day 8.

It really boils down to:
1. Mark resource areas on your map
2. Check your timeline for pressure points caused by resource needs
3. Which groups care about which resources?

EMPTYLAND
The Emptyland (brown) is only useful as an empty, unoccupied land. That's why The Movement is relocating Sourcerers there. The town on the northern shore of the Great Inland Sea is where they are being brought. I'll need to flesh this out more.

FJORDLAND
Fjordland has great mineral wealth and easy to get to. It is for that reason that the Great Old Empire had established a trading relationship with those people. That trade ended when the GOE trading fleet was destroyed 100 years ago when the Comet hit. The Fjordlanders have felt the pinch of that lose of income. They were being terribly exploited by the GOE who did not give them fair prices, but some of the people who were making the most money out of it are still looking for ways to replace it. Some have turned to piracy, but there is little trade to raid. Most have sought other markets and the Golden people are buying.

Fjordland also has a wealth of trees, but that is being squanderd because it is being used on building high quality boats. There aren't enough trees to export, but no one is buying anyway.

GREAT OLD EMPIRE
The GOE started on Orangeland originally. Orangeland was good farmland and had many domesticatable animals, but lacked mineral resources. Early in their history they expanded to Yellowland which is richer in gems and precious metals, but lacking in stones appropriate for building. Between the resources of the two islands the GOE developed an unequalled porcelain industry. Their fine porcelain is traded and highly valued. The construct many things out of different qualities of bricks and porcelain. The two most important resources they didn't have were building stone and Magic.

Magic seems to be a byproduct of the alien originated races and so it is absent from the people of the GOE. They never really needed it when they didn't regularly encounter magical people. They substituted community. As they started dealing with the Fjordlanders, who have rudimentary magic, they realized the value of magic. In their dealings with the Golden people they are convinced that they need magic in order to compete with the Golden people. They are willing to go to war to get it, but they aren't quite strong enough to lead an offensive war unless some great leader shows up to lead them.

When the Comet struck in 2500EG the GOE took a great hit. They contracted their borders to west of the crater on Yellowland and north of the crater on Orangeland. A good deal of farmland was destroyed and a great number of their population. They haven't quite equaled out and there is barely enough farmland to support the population. On Elorih only the GOE is overpopulated.

WISPOLIL
On Wispolil (the purple land) There are quite a few things going on. Basically the continent is divided into Goldland, Forestland and Desertland.

Goldland has some precious metals, huntable animals and productive grasslands. The greatest resource of Goldland is Magic. Only Golden people produce pure Sourcerers. They have fought over this resource among themselves for hundreds of years, but recently it has become a valuable commodity outside of Goldland.

Forestland has, of course, trees. The Forestlanders carefully harvest their trees. They don't cut down whole, mature trees unless as a last resort. They try to harvest the fruit, leaves and even limbs without taking whole trees. They do not export lumber, even though they have an abundance. Their greatest export is technology and science. Sourcerers born to Forestlanders are usually less autistic and less powerful magically. They are always abducted by the Klelryn.

Desertland's greatest resource is transportation technology. The Desert people developed airships (ships that fly with wings), dirigibles, balloons, sea ships, sand ships and caravans. They are the world's great traders. They like nothing better than their freedom, but they also like good food, wine and company. They charge very little for their transportation services, just a small percentage and the freedom of being left alone.

In summary



I've made a few edits from earlier posts based on this work.

Wednesday, January 06, 2010

Day 7 - "Recent" History

From 30 Days of World Building: "Spend 15 minutes outlining the major historical events of the last 100 years before your novel begins. "

Well, it took more like an hour.

1. Who lives where, and what wars and conflicts have they had?
a. 100 years ago the GOE was at the height of its power. They had well established trade routes with Fjordland for stone and were about to invade Wispolill with the thought that they could capture and sacrifice Sourcerers to gain their magic. The comet strike ended their trade ability by destroying the fleet. It also wreaked havoc on the infrastructure so much that the GOE retreated back onto Orangeland for the most part, leaving the smoldering wreck of the main part of their empire behind on Yellowland (much like The Eastern Roman Empire left the West to its own defense).
b. 100 years ago a blacksmith of the Forest people invented the very first magical device and presented it to the ruler of his land, a Goldenman Duke. this was the beginning of the Wizards and the beginning of the rise of this Duke's power which eventually led him to King. The Golden people incessantly fight wars to establish and reestablish their elaborate hierarchy. They are also needlessly violent and cruel so that the Forest people (who normally wouldn't fight) fight to keep their human rights. They have also become very put upon by the Ice Age and lost half their land. This forces them into wars of conquest and to make plans to conquer other lands. they have made a few raids into Fjordland, but they are most interested in taking over the GOE.
c. The Fjordland people mainly fight among themselves, from one valley to another. They are too few in number to launch overseas attacks like the Vikings did.
d. The Forest people cherish innovation, resourcefulness, curiosity and diligence above all else, they have no interest in conquest of ruling. They allow themselves to be dominated by the Golden people.
e. The Desert people love freedom of movement. They don't lay claim to any land. They don't like being dominated by anyone and fight for freedom any time they see it being put down, but they have never gotten into a protracted war.
2. Who keeps the peace? - See above.
3. How do borders stay in place? - Basically the peoples are divided by being on different islands, but they are also divided by the scarcity of the population (which was thinned out when the Comet struck).
4. What happens when power shifts? – See above with the shrinking of the GOE and the expansion of the Golden people.
5. What major resources are considered necessary to staying in power? – This is the most germane to the story. The power that is most fought over is MAGIC. The descendants of the aliens have it in the Sourcerers (the Fjordlanders have their own watered down version that are less powerful, but also less autistic, they are Wizards/Priests/Sourcerers all rolled into a single individual called a Paladin).

1. Dates when power shifted in your civilization(s) (through coup, death of a monarch, revolution, election, etc.)?
a. GOE was established 1,000 years ago, on Midsummer in the year 1,000 of the GOE calendar the comet struck.
b. The Golden people keep their calendar from what they call The Year of Eruption (they don't know why, they think it was their eruption onto the world), but they date it 2,500 years ago while it was actually 10,000 years ago when the mega-volcano erupted and forced the peoples of the alien race to spread. Golden years are noted as EG (Eruption of Gold, or BEG). Year 1000GOE was year 2500EG.
c. 1EG – the first true Sourcerer is recoginized as such (probably born 10BEG).
d. 500EG – the Old Priesthood of Magic (OPM) was established by the Golden people to control magic. It was also the time when the Forest people had developed agriculture and domesticated animals.
e. 600EG – the Golden people raided the Forest people to steal their technology, with the magic wielded by the OPM they swept through easily.
f. 700EG – the first Golden cities were established
g. 700EG – 1500EG – innumerable wars were fought to establish the hierarchy of the Golden nobility, they mostly used the OPM as they wished.
h. 1500EG (1GOE) – The Great Old Empire was established with the capital city of Southopolis.
i. 100GOE (1600EG) – GOE conquered Yellowland.
j. 1800EG – Cardinal X established the Priestesshood of Klellryn to wrest control of magic and the Sourcerers from the nobility.
k. 1800 – 1900EG - The Klellryn fought the OPM to establish themselves as the magic wielding authority
l. 1900 – 2000EG – Klellryn wrangled with the Golden nobility to establish their relationship as outside of the noble hierarchy. Before this all Golden people had ranks which placed them in the hierarchy of the nobility. The Klellryn "wars" were a way to establish the Priestesshood as outside but interacting with the noble power structure. This was mainly done through magic manipulation and subversion rather than physical wars.
m. Treaty of 2000EG – It was officially agreed how the Klellryn and Golden nobility would interact. From this point on the Klellryn would wield power through magic and sexual favors. Subversion, espionage and physical force were given up by the Klellryn as weapons.
n. 500GOE (2000EG) – GOE capital was moved to the new and glorious city of Northopolis on Yellowland.
o. 2100EG – The Golden people established a kingship of the Forest people, but this was just a puppet so that the Golden people could have one point of contact with which to deal.
p. Treaty of 2110 (2010EG) – The King of the Forest gave up all power to the Golden people. This made the Forest people completely under Golden control.
q. Forest Revolt (2200EG) – Because of terrible abuses by the Golden people the Forest people had finally had enough and revolted. The war only lasted a year and the Golden people eventually won by using the Klellryn excessively. It worried the Golden people because all of their infrastructure stopped without the Forest people to run it. The nobles resolved to not control the Forest people so directly, but to contain them even more than before. The Klellryn were of mixed feelings. Many welcomed the ability to be assigned as Village Priestesses and help the Forest people, village by village. Some others saw it as a chance to really use their powers to complete control a population, like they couldn't with the Golden nobility.
r. War of Magic (2300EG) – using basically what amounted to a zombie Forest people army a faction of the Klellryn tried to wrest all power from the Golden nobility. It failed only when the free Forest people, Village Klellryn and Golden nobility joined forces. Some of the proponents of that revolt are still at large.
s. 2500EG (1000GOE) was the year when the blacksmith presented the very first magical device to Duke XY and Cardinal XX.
t. Comet Stike – Midsummer 1000GOE – the Ice Age began. The GOE began to collapse.
u. All Winter (2509EG) – the first year that the northern half of the Golden land did not see summer. This was the coldest year yet in the early Ice Age and the first year that the northern most tip of Goldenland was permanent ice bound.
v. 1010GOE (2510EG) The capital returned to Southopolis on Orangeland and the outlying provences were left to fend for themselves. The GOE was essentially reduced to two provences with most of the wealth and power moving south.
w. 2510EG Wizards were firmly entrenched in the system of the Golden people when Duke XY became King through the use of his wizards in battle.
x. 2511EG the wizards got together to form a council to regulate wizardry and established different classes of wizard based on what medium they worked on and in. This Wizard Council allowed the wizards to control their own destiny more, especially the non-Black Wizards, who were the ones most employed by the Golden nobility.
y. Winter Wars (2515EG – 2540EG) – The Golden people, pushed by the Ice Age moved further and further south eventually conquering all of Wispolill by 2540EG.
z. 2560EG – The Wizard Council had been very close to gaining some sort of control of some of the Sourcerers so that they didn't have to go to the Klellryn for all their magical needs. This and the fact that the Wizards were gaining strength outside the nobility (though they still officially had ranks within the hierarchy, they seldom paid any attention to them themselves and neither did the nobility) those in the Klellryn Web (as their ruling class is called) decided to increase their own power base. A systematic exploitation of Sourcerers was established. This took away any human rights that Sourcerers had.
aa. The Great Raid (2581EG) – The first raid of Yellowland by the Golden people. It had mixed results. The Golden people lost some of their fear and awe of the GOE, but the GOE had won some battles (most notably the defense of Northopolis) and succeeded in ejecting the Golden Expeditionary Force (GEF I) out of Yellowland. They also took prisoners and sacrificed the Sourcerers they captured in order to gain their magic (whether it worked or not is to be seen).
bb. Crackdown (2582EG) – with the sacrifice of the Sourcerers at the hands of the GOE, the Klellryn locked all Sourcerers away in dungeons.
cc. The Movement Begins (2590EG) – Golden nobles of low rank, some wizards, Forest people in general, village priestesses and Desert people began smuggling Sourcerers away from the Klellryn Web and out of Wispolill.
dd. Establishment of Seasideton (2595EG) The Movement decides to establish a colony for escaped Sourcerer on the northern shore of The Great Inland Sea on Emptyland. The colony is established with only three houses.
ee. 2600EG – the time of the story. Seasideton is up to ten families, but the transport is extremely dangerous with about 75% of those trying to make the journey either dieing or being recaptured. 75% of Sourcerers and those helping them don't even know that Seasideton even exists.
2. Whether the power shift was smooth (as it might be when a monarch dies and their offspring takes their place) – see above
3. Dates when a natural event reduced or increased the amount of natural resources (food, usually, but also water, timber, and other resources). – see above
4. Dates when an unnatural event (such as a magical or technological event) changed the resources as well. – see above
5. At the high-pressure points, write "battle/conflict" – see above
6. Date your novel begins – 2600EG (1100GOE)
7. Date your character was born
a. Cardinal XXI – 2100EG (500yo) – the Cardinal who chases the characters across the North Pole and dies by Wizard Thanh's arrow. She had been involved in the War of Magic but escaped.
b. Captain Nagao of the Thrice Blessed airship – 2565EG (35yo)
c. Village Priestess Hwah – 2578EG (22yo)
d. Wizard Thahn – 2579EG (21yo)

Day 6 - Da Races (A little bit more and some edits)

I've been thinking about the whole thing a lot and it's kind of like a puzzle where you have to try to see how things fit.

So I made some edits to the Day 4 World Scars stuff (changes are in red and additions are in green).

Additionally, the people of Wispolill and Fjordland are really part of the same overall "race" because they both came from the aliens. All the people of Wispolill are closer related than any is to the people of Fjordland. The people of the Great Old Empire are from a completely different race and are actually developed from a native species, rather than derived from alien stock.

The people of the GOE are actually furry. The men have curly fur and the women's fur is silky and short. If you think of a cross between Neanderthals and wolves for the men and Neanderthals and vixen for the women (they even have six breasts). They are as attractive as any healthy animals when they are youthful and healthy, but of course the other races don't see them as attractive people.

They do have exceptional hearing and smell. Their art reflects this by being musically oriented. They also don't see colors very well so their physical art tends to be more pattern oriented. They have a very tight knit social structure bordering on a hive structure. Think how Japanese people always seem to have conferences before doing something and how they don't hesitate to have group exercise. The people of the GOE are twice as close knit as the Japanese, and just as racially pure. 95% of Japan is Japanese, but 100% of the GOE is GOE. There are some very slight differences between the people of Yellowland (north island) and Orangeland (south island).

The people of the GOE have a kind of group telepathy that they can use for magic, but they have nothing strictly magical like the people of Fjordland and Wispolill.

Monday, January 04, 2010

Day 6 - Da Races (Addendum)

I was watching some stuff the last couple of days (Conan and Barbarians (on the History Channel) and I came up with a couple more ideas for my Heavy Magic world (working name Elorih).

The people of the orange and yellow lands (Orangeland and Yellowland for working titles) are elf-like, in that they are not quite the same species as the Fjord people, the Forest people, the Southern people and the Golden people. They were about the height of the Forest people, but stouter with thicker, dark, curly hair (actually fur) and more of it all over their bodies. They had dark skin, but not quite as dark as the Southern people. They all belonged to The Great Old Empire (working name).

There are no people on the brown land (originally named Brownland before the mega-volcano erupted), or, almost no people. When the Great Inland Sea (working name) was created by a super volcano the people who had lived there were all killed and their civilization destroyed (it was older than the Great Old Empire). There are three small villages on the entire continent now and they are peopled by a race that was developed by the traders and fisherman who had been blown off course and ended up stranded on that desolate land. The land is open (most trees were destroyed as well), but it is coming back from the disaster and is very beautiful if sparse. The people are physically a combination of all the other races. The land is called the Emptyland now.