"Humanity is slowly shutting down" - Jesse Hasek, 10 Years

Wednesday, February 29, 2012

30 Days of World-Building - Day 21 - Flora & Fauna

Exercise 21 - Spend fifteen minutes or so sketching out some of the animals and plants your characters might encounter in the world. If you want to add a little fun, toss around some plot hook ideas while you're at it.

While the flora and fauna will be similar to what you would find in a typical temperate deciduous forest, there might be options for rather different creatures.

Due to the spreading effects of the taint, and the ancient legends of the Gem-scale Dragons, anybody venturing into the darker regions of Cordaire may find themselves face-to-face with frightening, shadow-infected creatures. They might also come across long-lost creatures created by the Gem-scales themselves, which were initially created to serve as minions, but now wander aimlessly, still charged to protect their masters with their very lives.

The flora, especially in the North-Western Region, would be severely affected by the taint. The closer to the mountain one goes, the more twisted the trees become, the grass begins to fade to brown, the din of the birds dies out, and one feels as if they are being watched. And odds are, they are.

Just a few ideas. Nothing too crazy, but then again, nothing too boring. Should be enough to keep me entertained.

Tuesday, February 28, 2012

30 Days of World-Building - Day 20 - Plot Hooks II

Exercise 20 - What questions are you asking in your novel? What is the primary message you are trying communicate through your novel? What is the overall question that should be answered by the end of your novel? Are you setting up a major conflict between your hero and the villain? Or is your question as simple as "who will win?"

Throughout the novel, the conflict between sorcerers and the Shadow Realm remains a major turning point. Both of the main protagonists, as well as a couple sub-protagonists, are all connected to the Shadow Realm via the taint, and are therefore victim of the degenerative effects of the taint. The broad question is simple: "How do people living under such a heavy burden manage to live life to it's fullest potential? Are they carefree because of this? Or do they hide themselves away, fearing the inevitable?"

While there is no distinguished "villain" in my novel (aside from the King of Shadows himself), the numerous servants of the Shadow Realm serve to detract Hadrian from his path of understanding. Some of the people he meets even go so far as to blackmail him, saying that the taint isn't worth the repercussions in the future.

Monday, February 27, 2012

30 Days of World-Building - Day 19 - Character

Exercise 19 - Today, we're going to apply our "What if?" wondering to the characters. You can use any character-building exercises you like, but the questions below should help you fit your characters into your novel. A person is always a product of where they came from; don't neglect your hero's background when you determine who he is and what he does. Additionally, do the same exercises for your protagonist(s), additional primary characters, antagonist(s), and any love interests in the story.

(Questions are provided in link above, answered respectfully)
  • Hadrian is a young thirteen-year old boy who lives in the village of Coppervale with his grandparents. He shoulders are broad, but his short stature overpowers this fact. He is physically strong for a young boy, and he possess some survival skills, but when it comes to his lessons, he is easily distracted. He typically speaks in short sentences with simple words, but his speech pattern is oddly illuminated with a few larger words that he picked up from Tomas. This may make him seem off-balance and strange to somebody unfamiliar with his personality. 
  • They would notice that he seems rather disorganized and rather odd. At a moments glance, Hadrian seems like just another boy who doesn't realize his true potential, and instead wastes away his days toying with childish fantasies.
  • After spending time with Hadrian, one would learn that he truly means well, and that he never intentionally causes problems. They would learn that he is a kind person, who may be a little brash, but always means well. He may not be focused when it comes to his lessons, but he truly tries his best to pay attention. The call of nature and adventure can prove to be quite the buffer against the more structured forms of learning.
  • Hadrian's parents are currently living in the village of Kern, twenty miles east of Coppervale. Hadrian was sent to live with his grandparents after a plague soiled the crops surrounding Kern. They promised him a better life, without worries. It has been eight years since he has seen them. and any questions about them are quickly deflected by his grandparents.
  • If Hadrian were to return and bury the hatchet (if they are dead) with his parents, he would feel sad and almost angry towards them. But inwardly, he would achieve a sense of fulfillment and closure, and be able to focus entirely on the mission ahead. 
  • Hadrian spent his early years in Kern, but grew up primarily in the trade-village of Coppervale. Raised by his grandparents, by his parents request, he spends his free time wandering the surrounding forests, seeking adventure in any way he can. 
  • If Hadrian wasn't born there, he might have become aware of the taint in his blood sooner in life, and he would have been trained to better use it to full capacity.
  • Hadrian's biggest heroes are those who have stood up to insurmountable odds and lived to tell the tale. While he could care less for the events themselves, he holds the people who were brave enough to put their life on the line in high regards. If he met one of these heroes, he would attempt to treat them as best as he could, without getting side-tracked, or becoming over-eager.
  • If Hadrian were to meet his nemesis in a neutral public place, he would probably pass him by, unless provoked. Then, his brash personality would get the better of him, and drag him into problems he wouldn't be able to easily escape.
  • Hadrian has never had a very stable family, but he believes that if he did, he would treat them with respect and provide for them however he could. He doesn't think about the details, but instead focuses on the familial aspect of things. He secretly longs for a secure family, as he has never had one.
  • Hadrian bears the taint, which was born down to him from his mother and father. They had kept the taint a secret, hoping that it would disappear if it was never exploited. Hadrian believes in magic, having seen it performed by Tomas, but never thought that he would be able to manipulate the same forces by himself. 
  • If Hadrian encountered something outside the realms of his understanding, he would be strangely accepting of it. While he hasn't seen many things outside of Coppervale or Kern, he would love to see and believe in the many wondrous things that ignorance would prevent him from witnessing. However, this attitude often makes him gullible, and he often gets his hopes up for little pay-off.
  • Hadrian's primary secret (?) is that he longs for a secure family in the future. He doesn't want any of his future children to have to go through what he has. He also possess the secret that his parents were also bearers of the taint, a secret that could be used against him if the wrong people knew. 
  • Like stated above, he is holding an unknown secret that his parents were also bearers of the taint. Once he learned of this, he would attempt to wrap his mind around the fact, but he would still possess doubts.
  • If Hadrian left home, it would be to explore the world and see the many wonders that lie outside the world of Coppervale and Kern.

Sunday, February 26, 2012

30 Days of World-Building - Day 18 - Spec and Society

Exercise 18 - Revise your cultural write-up you've developed in the past two weeks to include your speculative element, and to answer the above question. 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.

South-Eastern Region - After the events that transpired during the Shadow War, the common people of this region are generally dismissive about magic. They know it exists, and they understand what is capable of, but they wish to have no part in it. Some more zealous citizens even go so far as to denounce Brel as a breeding ground for the dark creatures that plague Kasova. The citizens of Brel, on the other hand, come face-to-face with magic everyday. To them, it is commonplace, and almost essential.

North-Eastern Region - To these traditional people, magic and the resulting aftershocks of its' power are viewed as dangerous and violent. Feared and despised by most, those born with the taint are often shunned by their peers. In the more tribal societies, people born with the taint are sacrificed, in attempts to rid the forests of the cruel magic that wracked the region decades ago.

Middle Region - While pure magic and sorcerers are not as prevalent in this region, the trade of the magically-infused gemstones plays a major impact on the upper-society. Nobles commonly bid against each other for a chance to acquire the best gemstones on the market. Merchants who can acquire these rare gemstones can become major players in the market, and can easily bend the scales in their favor.

South-Western Region - This region is one of the rare places on the mortal realm that hasn't been affected by the taint of the Shadow Realm. While the many tribal societies depend on ritual leaders and chiefs for their religious ceremonies, none possess the true taint of the Shadow Realm - which could be both good and bad. However, they are fascinated by the power of the rare gemstones, and some tribes deep in the jungles revere the ancient group of dragons referred to as "Gem-Scales".

North and North-Western Regions - Magic is as widespread as the numerous traditions that preside in this region. Some families are afflicted with the taint, and others are not affected at all. The oldest of these families claim that their family history can be traced back to the Gem-Scales and the first men born from the dragons.

Southern Islands Region - Even in this tropical island setting, the taint exists and grows among the people. Most that possess magical talents are seen as gifted, and are sought after for various reasons. Many seafarers seek those with magical talent to serve aboard their ships, and are willing to pay a pretty sum in order to one-up their opponents. These seafaring sorcerers perform tasks ranging from tying and maintaining ropes in dangerous situations, to magically propelling the ship through control of the currents or the winds.

Mountainous Regions - Among most societies living here, magic is seen as weak and cowardly. These rugged people prefer the bulk of a sword or a hammer to the flightiness of a sorcerer's spells. Anybody born with the taint are often ostracized, ridiculed, and (in the worst cases) killed by those who fear the taint and anybody associated with it. These people also separate themselves from the Gem Trade, as the objects are seen as instruments of dark association. They openly mock Brel, Valthiem, and pretty much any other city that has "given in to relying on the whims of forces they can not understand".

Saturday, February 25, 2012

30 Days of World-Building - Day 17 - Mood II

Exercise 17 - Pull out the list of adjectives you wrote down that set the mood for your novel. You used this list for figuring out your setting climate, and a bit for refining your names. Read them out loud, Then, take out your notes on your speculative element. Read your rules out loud. Try describing how your speculative element works in your novel. How do you feel when you describe it? Also look at what you decided to name your speculative element. How you name your speculative element has a huge impact on how your reader will feel about it. Say the name out loud and decide if you feel the way you want to feel when you read your novel. Rename and rework your speculative element and their rules if you need too.

After rewording, I feel that my speculative element about magic, gemstones, and the connection with the Shadow Realm, fits perfectly with the mood. The element is both intriguing and mysterious, and any encounters with the monsters of the Shadow Realm would certainly make the hero run (that is, until he learns how to fight them). Fulfillment would settle in after stopping the creatures, and by extension, saving the mortal world.

Friday, February 24, 2012

30 Days of World-Building - Day 16 - Limits of Spec

Exercise 16 - What are the limits of your speculative element? What's the trade-off for using it? Magic usually comes at a cost - what is that cost? If there's no cost, then what's the trade-off? What keeps it from being used all the time, for everything, or is it used that much after all? Write down your rules, specifically focusing on what's impossible, and what should be established as unstable early, so when it fails conveniently in your novel, it won't be out of place or throw your reader out of the story. Establish the limits and boundaries of your speculative element today.

Primary Speculative Element: Connection between Magic and the Shadow Realm
- People with the ability to manipulate magic are afflicted with the taint of the Shadow Realm.
- This connection doesn't physically weaken these people, but instead wears on their minds.
- People affected by the taint usually die in their mid thirties. The stronger willed can survive for as long as average people, but the weaker-willed are usually consumed by the taint when they are but young children.
- The magical abilities gained through the taint usual manifest around childhood or the early teen years. Signs can range from simply reading thoughts and feelings to controlling and conjuring different properties, such as fire or lightning.
- One of the most prevalent dangers of the taint is the risk of possession by the dark creatures of the Shadow Realm. Malevolent beings bent on controlling the mortal people, these creatures can sense those people afflicted with the taint. Unless a sorcerer's will is strong, he could easily be transformed into a monster of the Shadow Realm.

Secondary Speculative Element: Connection between Gemstones and the Shadow Realm
- The gemstones are fashioned to harness the various powers of the Shadow Realm.
- In essence, these gemstones are able to allow people with non-magical taint to acquire some of the power it provides, without the long-term side effects.
- However, the gemstones are limited in their power, and they pale in comparison to the powers of a true-taint sorcerer.
- The Gem-Forgers of the University of Brel are dedicated sorcerers who use specific rituals to imbue the gems with the power of the Shadow Realm. Each gem is meticulously crafted, as any mistakes in the process could be costly.
-Creating the special gems requires the Gem-Forger to experience partial contact with the Shadow Realm, and sometimes, full contact, with the more powerful gems. During the brief connection, they are extremely vulnerable to possession. Therefore, only the strongest-willed and most talented of sorcerers are ever given the honor of Gem-Forger. Aside from the Headmaster himself, the Gem-Forgers are the most respected members of the university.

Thursday, February 23, 2012

30 Days of World-Building - Day 15 - Resources

Exercise 15 - Check out some of the websites above that relate to your novel, and pick out a book or two that you plan to read, either between now and when you starting writing, or to flesh out your world after you've written your first draft.

I'm going to have to take this as a free day to write. The links that the program provided are broken, and that renders today's exercise moot.

I will, however, post some of my story up, for anyone who wants to read it (Forgive me in advance for the font change).
____________


        A sharp rapping sound startled Hadrian from his daydream, and he looked around the room in a sudden panic. His instructor, Tomas Gerridon III, noticed this, and peered over his notes, observing the situation with a careful eye. The sound resounded throughout the room again, and both Hadrian and Tomas realized where it was coming from. They turned their heads, almost simultaneously, towards the small circular window that was set into the wooden wall opposite the desk. There, a small blue bird was perched, silently watching the activities of the strange, rough-skinned creatures within. Every so often, it would peck at the window pane, as if to garner attention to itself. It beat its’ wings against its body, and shook its’ neck, as if proclaiming its arrival.
        Tomas stood and quickly crossed the room towards the window. The bird stared at him momentarily, cocking its’ head to one side. Tomas stepped closer, and the bird fluttered away, riding the western winds back to the forests that surrounded the small village of Coppervale.
Satisfied, Tomas turned back to the desk, and Hadrian promptly turned his eyes back to the open textbook in front of him. As his eyes scanned over the words, his mind was swimming in thoughts of the outdoors and the adventures that could had outside the confines of his grandparents’ home.
Tomas took his seat, and broke the silence that was lingering, “Anyway, enough reading for now. You can close your book now.”
Even before Tomas had finished speaking, Hadrian had jumped from his seat, making to escape the rest of his lessons. He snatched a sharpened stick and a small knife from under his chair, and made a dash for the back door.
A strong hand fell on his shoulder, stopping him in his tracks. Tomas looked down at him with narrow eyes, “I didn’t say we were done.” He removed his hand, and motioned towards the chair, “Sit down.”
Hadrian heaved a heavy sigh, and slumped into his chair, “Why, Tom? Why do I have to learn these things?”
“Like I’ve told you before, we learn and study history in order to avoid repetition in the future.”
Hadrian laughed, and retorted, “But according to this,” He tapped the book on the desk, “nobody ever learned.”
Tomas smiled, reassured of himself, “Those people never learned their history. They were too quick to action, too prone to anger, and too ignorant to learn otherwise. It is from their mistakes that we learn what to do in order to avoid doing the same.”
Hadrian stuttered, and Tom’s eyes reflected his astounding intellect. Why is he so smart? He continued his downhill argument, “What change can I make? I’m not a noble; I have no gems decorating my sleeves. Nothing I can do will change anything.” He paused briefly, leaning back in his chair, and then added, “So why try?”
He felt proud of his argument, as Tomas didn’t say a word, and in fact backed down, the shimmer in his eyes fading out. Then, Tomas did something that Hadrian did not expect. He quietly took the textbook, and flipped through the pages, muttering to himself. His fingertips passed over numerous dog-eared pages, and every so often, he would pause and make a note to himself in the margins. The eerie silence that hovered in the room unnerved Hadrian, and he shifted nervously in his seat.
        Tomas eventually found the page he was looking for near the end of the book, “I understand our world’s history might not be in your best interest. When I was a young apprentice, I was the same way. A day doesn’t pass that I don’t wonder what could have been had I defied my parents and pursued my dream. Yet, I don’t regret my decision.” He set the book on the table Hadrian couldn’t believe his eyes.
A beautiful painting of an ancient battle-ground encompassed both the pages. The crease in the middle of the page served as a dividing line, which separated the two sides from one another. On the left were the remnants of a fallen city. The magnificent white towers had collapsed, a blaze was engulfing the keep, and innocent people were drowning in the smoke and ash. In front of the burning city walls, soldiers stood vigilant, bravely defending their city with their dying breaths. Beside them stood robed figures, weaving powerful magic around themselves and their companions.
On the right side were the vast hordes of a dark and twisted army; Creatures as black as night with writhing red eyes jostled violently, clawing and biting at one another. Behind them, there stood a dark figure, with heavy robes draped around him. His eyes were blood red, and he was raising his hands towards the darkening sky, which appeared to swirl and convulse in pain. He was flanked by two female figures, each drenched in blood and wearing an impish grin on their distorted faces.
Between the clashing groups, an immense chasm had opened in the ground, and shadowy creatures were shambling out of it like a moth to a flame. Above them, the sky split open, and light poured through the clouds as a women wreathed in soft silk descended over the city. Her arms were outstretched in a loving embrace as soft white light enveloped the city.
What is this? Hadrian was intrigued; his eyes grew wider, brighter. He started to speak, when Tomas raised his hand to stop him, “You’re wondering what that is, right?”
Hadrian subconsciously nodded, lost in the painting. His eyes darted from the warriors, to the shadows, to the women in the sky, to the demons rising from the ground.
“Do you remember what I told you about the Shadow War two days ago?”

Wednesday, February 22, 2012

30 Days of World-Building - Day 14 - Education

Exercise 14 - So, what kind of educational system does your society use? Decide what kind of schooling is available in your world. Decide how your characters have been educated, and in what kinds of subjects. And don't focus so much on their specialty that you forget that they're people.

Hadrian Devetyn Benet (Protagonist) - A young thirteen year-old who can't seem to focus his ravenous curiosity into his studies. He possesses simple street knowledge, and excels at survival skills, but has difficulty focusing on book-learning and history. In his mind, the only thing that matters is the present. What is past, is past. What is done, is done. There is no changing the past, so best to move on and embrace the present. Much to his grandparent's behest, he dodges his lessons almost daily and rarely focuses when he is caught by Tomas.

Tomas Gerridon III (Sub-Protagonist) - A scholar at the University of Brel, Tomas was inherently blessed with his intellect. The only son of two University professors, he was raised within the walls of the University. From a young age, he nurtured a love for natural creatures, and kept extensive notes on anything and everything that he could find. But his parents wished for him to study history instead, and they railed him enough until he regrettably switched his focus. But he still nurtures a love for the more magical side of history, and he lives for the day that he can truly pursue his true passion as a Wayfinder - one who records notes about the various creatures of the realm and reports their findings to the University for collection into anthologies.

Kasova & Lithar Education - Education in Kasova and Lithar is prevalent in the more developed cities. The rural communities teach the local children their basics as well, but not nearly to the extent that students in large school-houses learn. Essentially, if you can pay, you can afford the education. If not, you have to make do with what you can get, which unfortunately in most cases, isn't much at all. Most parents consider their children blessed if they are able to attend classes at the local Temple of Elohim.

Tuesday, February 21, 2012

30 Days of World-Building - Day 13 - Plot Hooks

Exercise 13 - 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.

1. Sorcerers would constantly be at risk of possession by dark, other-worldly forces. They would also live much shorter than lives that most other people, simply due to the strain on their mind and willpower.

2. Some might seek to obtain the taint for different purposes other than spell-casting. And fewer still might wish to use the taint to further more nefarious plans.

3. Sorcerers who lose themselves to the Shadow Realm are transformed into vicious dark creatures, similar to the ones that invaded Kasova nearly three decades ago.

4. The dark creatures can sometimes manifest themselves on the mortal realm. They hunt down sorcerers and other interlopers to their world, in an attempt to weaken humanities understanding of them, and further their quest to enslave the mortal realm.

5. The various gemstones that warriors employ could possibly be connected to the Shadow Realm, similar to the association of magic with darkness.

6. Gem-forgers at the University of Brel are highly respected and feared, as their craft sometimes involves direct confrontation with the Shadow Realm and other magical creatures.

7. Dragons were among the first creatures to harness the power of the Shadow Realm to make these magical gemstones, and some even embed numerous gemstones into their scales. These dragons are informally referred to as "Gemscales" by other dragons. An urban legend exists that the first Gem-forgers were originally of dragon-blood, and that the family line died out during the Shadow War.

8. Nobles and other men and women in power go through great lengths to acquire these gems for their clothing and jewelry. Typically, the more gems you own, the higher your status. But for them, the gems must be authentic. Normal gemstones are held in lower-value than magical ones.

9. The more rural regions of Kasova denounce Brel as a breeding ground for dark creatures, and the more zealous of the North-Eastern tribesmen even go so far as to disrupt the gem-forgers. And after the events of the Shadow War, who could blame them?

10. The protagonist could discover one of these gemstones on accident, and as a result, drag him into the on-going struggle between the sorcerer's and the Shadow Realm.

Monday, February 20, 2012

30 Days of World-Building - Day 12 - What If

Exercise 12 - Write down the snippets and images that you already know you want in your story. Some of these might be thins you have already decided on as convenience items; things you want in there to help drive the plot forward and eliminate certain inconveniences as a storyteller. Next ask yourself the hardest question of all. "What if?" Drill down on the big things and the details, decide what would happen if they work one way vs. another. Chances are, you'll find there are speculative elements that you need in your story to support or limit the power of the ones you've already created.

Snippets and Images

Young hero, in the company of his mentor, travels to the city of Brel.

Young hero manifests wild magical talent (a rare gift among sorcerers).

Dark creatures hunt the hero, almost capture him, but permanently scar him.

Young hero is separated from mentor by a landslide caused by an angered dragon.

Young hero finds himself pursued through the mountains by said dragon.

Saved by a remote group of nomadic warriors (deus ex machina!).

and so on . . .

"What if . . . ?"

What if magic could only be performed by those tainted by the Shadow Realm?

- How would one become tainted? Could the taint be obtained purposefully? Are their long-lasting consequences? Is there a cure?

What if dragons could weave powerful spells to make themselves appear human?

- Would these disguised dragons breed with humans? What would give away the guise of the dragon? What traits would these "dragon-touched" humans have?

What if soldiers were granted magical gemstones that could aid them in battle?

- Who would make these gems? Enchanters from the University of Brel? How were they first made?

What if the dark creatures (from above) were sorcerers who lost their will to the Shadow Realm?

- Could they be saved? What happened to their physical bodies? Are their souls still alive?

and so on . . .

Sunday, February 19, 2012

30 Days of World-Building - Day 11 - Focus In

Exercise 11 - Expand on one area of the culture you've created for your world. We have a bare-bones timeline, the bare-bones elements of a language, the bare-bones of an economic and political scene. Today, select one of these areas to flesh out: History, Economics/Politics, or Names/Language.

Economics/Politics - Write a 1-paragraph description of each major political body and name them now so you can refer to them as needed later. If you want, take extra time and write one sentence about how 3 of your groups (the 3 most important groups) feel about all the other groups.

Coalition of Eastern Provinces (Kasova) - A collection of provinces that stretches from the Chador mountains to the eastern shores of Cordaire. Each province is free to elect their rulers in any fashion they wish, but the more violent forms of take-over are generally frowned upon by society. The provinces enjoy trade between each other, and generally have friendly relations between each other as well.

- The University of Brel - The centerpiece of Brel, this immense college stands as a symbol of knowledge and power throughout the continent. Every scholar of reasonable merit longs for the day to visit the vast libraries that lie within. Most sorcerers throughout Cordaire once found themselves training within the walls of the university. While not an official political body, the wisdom of Headmaster Grecian and other advisers is often consulted in major events.

- The Blitani - A loose organization of especially talented sorcerers that are exclusively trained at the University of Brel. The group was originally formed in order to stave off the onslaught of the Shadow War (see Day 7). After the war, the group remained as a power symbol of the University, and the elite sorcerers often serve as magical advisers to soldiers and nobles.

New Kingdom Alliance (Lithar) - The numerous provinces west of the Chador mountains have been assembled under one banner: a silver phoenix on a sea of blue. Ruled by the Venerable Empress Liliana, Daughter of Aurelia, the New Kingdom Alliance is a prosperous, hopeful, and unfortunately, arrogant nation. They've been locked in a stalemate with the South-Western tribes over land disputes, and find themselves torn apart from within . . .

- The Royal Protectorate - A puppet group under the strict control of the nobles of Valthiem, this elite group of soldiers serve to protect the royal families of the city. While they are an accomplished group, they are nevertheless ridiculed. Many of the less-fortunate have deemed them as glorified mercenaries, who are only protecting the rich because of the occurring windfall.

- Church of Elohim - The most prominent temple of Elohim, the clerics and healers that reside inside its' walls dedicate themselves to the betterment of life among the common man. One of the driving forces behind the repelling of the demons of the Shadow War (see Day 7), the church has nearly doubled in size, and many smaller churches have been built, in honor of the grace of Elohim, the goddess of life and good fortune.

- The Tradesmen Union of Valthiem - With vast markets and opportunities comes traders. And with traders come other traders. Before the city was barely standing, numerous vendors and merchants attempting to barter away their wares in Valthiem. When the city grew immensely, and the customers also came in greater numbers, they met in a loosely correlated group, and formed this minor union. When trade becomes difficult, they approach the king, and offer their thoughts on what could be done about the problem.

Colonies of Shie'vea - Influenced by both the free system of Kasova, and the connectivity of Lithar, the Island nation-colonies of Shie'vea have fashioned their own system of government. While each colony is free to do what they will, they all must answer to the leader of the colonies when things go awry.

- The Shie'vean Naval Academy - (Not important right now. Maybe in a sequel? . . .)

Saturday, February 18, 2012

30 Days of World-Building - Day 10 - Mood & Culture

Exercise 10 - 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.

Honestly, there isn't much to say for today. I've gone over the events in my timeline, and it definitely involves enough intrigue to satiate my needs. The political groups also have enough tension between each other, which will not only heighten the character's sense of the world, but envelop the reader in the story more. Lastly, the languages themselves reflect the tension gripping the continent, which lends to the intriguing and fascinating image of the continent itself.

(P.S. Sorry I was late with this post, I celebrated a late Valentine's day on Friday, so I wasn't able to get a post up in time that night. My apologies!)

30 Days of World-Building - Day 9 - Language

Exercise 9 - Listen to how different syllables sound to you. Do they excite you? Do you associate a particular sound with an emotion or place or memory? Write down some generic preferences for your languages, and then go listen to what those things sound like. Write down the syllables you hear when you run a faucet or sit by a stream, for instance. Those sounds will be your "root" syllables when making up names for places and people and things.

South-Eastern Region - Words are spoken in a simple and short fashion, and excessively large words are foreign to these people. Common sounds of their native tongue involve hard consonant sounds, which are seen as guttural to outsiders. Despite this, their words flow with an unerring grace when spoken by a native speaker.

North-Eastern Region - The language of the woodsmen and hunters of the north is simple and quiet. Syntax results in unnaturally short sentences. One could give a complex command to a group of hidden hunters in a five-word sentence. This form of speaking evolved from the required silence that hunting requires. In addition, the hunters of the northern forests have also developed a form of sign language that aids them during their expeditions.

Middle Region - This region lacks an original dialect/syntax/etc. This is due to the fact that after centuries of many different languages intermingling, the people who settled the Middle Region created what is known as the Tradesmen Tongue, a language that is necessary for everyone in the trading business to know. Those who do not speak this language will have a difficult time in most major cities throughout the continent.

South-Western Region - The numerous tribes  that inhabit these lands each share strict traditional languages. Communication between the groups is done in a broken form of Tradesmen Tongue that they had picked up during their brief period of trade with the Middle Region.

Northern & North-Western Regions - The remote northern villages and cities scattered throughout these mountainous areas share a common dialect, similar to the Tradesmen Tongue to the south. Unlike the Middle Region, however, the different cities rigorously defend their ancient traditions and languages, and therefore, each possesses a slightly different language. These numerous dialects are derived from the original tongue that men spoke when they settled the land many centuries ago.

Southern Islands Region -  While they possess their own native language, which is embellished with extravagant and often superfluous words, the common people of the Southern Islands tend towards a simplified version, that eliminates much of the unnecessary verbiage of the mother tongue. Scholars of the native language of the Southern Islands are vehement about this betrayal of tradition, and often go to great lengths to bring to light the "treason" being committed by not honoring their traditional tongue.

Mountainous Regions - Most human settlements in these regions speak the language of their respectful homelands. The tribal societies and goblins, on the other hand, have grown to use a harsh sounding language that employs rough vocalizations and sharp clicks of the tongue. The giants speak a native tongue that no human has been willing - or able - to hear long enough to study.

Thursday, February 16, 2012

30 Days of World-Building - Day 8 - Econ & Politics

Exercise 8 - For five minutes, make a few notes on your map to mark places that have more of a type of resource, and jot down anywhere that has definite deficit of something needed. When you're done with the resources, take another ten minutes to identify which major groups in your civilizations care about which resources.

South-Eastern Region - Thrives off of the farming trade, and produces many of the animal furs and other accessories that are seen throughout the Eastern Provinces. They possess access to the basic necessities for life, and few battles have been fought for control of these resources, save for minor civil battles during the Shadow War (see Day 7).

North-Eastern Region - A self-sufficient society that tends to stick to the heavily forested areas at the foot of the Chador Mountains, they survive as hunters and tribal alchemists. The numerous herbs within the mysterious forest, as well as their connection with the fey, helps bolster this growing practice.

Middle Region - Tradesmen at their best, the cities of the New Kingdom would be nothing if not for the vast network of trade that spreads throughout the kingdom. Minor access to resources such as lumber and farmland exists, but is meticulously kept private by most land-owners. Therefore, they care about whatever resources they can get, and numerous battles have been fought between the Middle Provinces over fertile land and clean water.

South-Western Region - Most resources are hard to come by in the swamps and dunes of this region. The tribal groups that inhabit this region manage to eek out a living among fertile patches of land within these jungles, but they must depend upon trade to deliver what they can't get on their own. Since trade with the Middle Region has been negated, they decided to offer what goods they could produce - such as exotic potions and fascinating artwork - to the seafarer's of the Southern Islands.

Northern and North-Western Regions - The trade market of the rugged highlands of the north is driven by the fur trade, and most societies hold the profession of hunter/tanner/leather-maker in high honors. They must import lumber and other basic necessities from the Middle Region every so often, but most are able to provide for themselves fairly well.

Southern Islands Region - Similarly trade-dependent, the people of the Southern Islands import most of their resources, including clean water for drinking. Springs of fresh water are hard to come by on the islands, and are jealously guarded by those who can find them. Without the trade market, the people of the Southern Islands would be severely impeded.

Mountainous Regions - Any society that manages to survive in the cold mountains is not in for a life of luxury. Mining in most of the cities is the top priority, and most cities' survival hinges on the mining trade. Most mountain cities also face the threats of goblins and giants that wander the mountains in nomadic, hunter-gatherer groups. By trading away the vast amounts of ore and ingots that are produced in the forges, they are able to acquire the basic necessities such as lumber, food, and clean water.

Wednesday, February 15, 2012

30 Days of World-Building - Day 7 - Recent History

Exercise 7 - Spend 15 or more minutes outlining the major historical events of the last 100 years before your novel begins.

275 A.E. - The newly established trade-city of Valthiem is declared the capital of the New Kingdom. The Venerable Emperor Marcus relocates his base operations to Valthiem, leaving the former capital of Aloren to his eldest, and only son, Lorandus.

283 A.E. - Emperor Marcus dies of an unknown ailment in his study of the keep. In attempts to stave off an uprising, Lorandus is called upon to act as Emperor in his father's stead. Lorandus refuses the offer, and instead passes the writ of inheritance to his sister, Aurelia. She reluctantly assumes the throne under the title of Empress by the year's end.

284 - 287 A.E. - Governor Lorandus is discovered dead, killed in his sleep by an assassin. Word is quickly sent to Aurelia, who is hidden away, in fear that she will be next. No word is heard from within the keep, and nobody is seen entering or leaving for three silent years. Other governor's are found dead across the New Kingdom, and the royal protectorate is baffled at the eerie efficiency and silence of the murders. (Deemed as "The Noble Silence" period by the common folk)

288 A.E. - Shortly after the first of the year, the Empress' Protectorate Marshall emerges from the keep in Valthiem, and he declares that he will do whatever it takes to eradicate the source of the murders. He speaks with zeal, as if he is unafraid to die. Questionable suspects are rounded up and interrogated throughout Valthiem and the other major trade-cities.

289 A.E. - After a long year and a half of investigation and searching, the Protectorate Marshall and his charges discovered the true cause behind the murders: one of the former noble houses that had been well-known in Aloren stayed behind when the Emperor relocated. They quickly grew resentful of their own decision, as they watched Valthiem spiral towards victory, while Aloren rotted around them. This house wished to claim the throne for themselves, and the introduction of a woman to the royal throne was the perfect chance to save themselves the trouble of political loop-holes.

289 - 294 A.E. - The Protectorate Marshall and his charges declared the trade-city of Aloren a traitor, and moved to eliminate the royal family presiding there. They attacked in the winter of 289 A.E. A vicious, four-year battle ensued, as the former capital city was well defended, due to it's ideal location in the cliffs bordering the sea.

295 A.E. - The noble family of Aloren surrenders. They are led to a public execution in Valthiem for the capital crimes of treason and treachery towards the Empress. Despite the victory throes that followed after, the common folk of both Valthiem and Aloren struggled with understanding the motives behind the war in the first place. Their depiction of the royal government begins to wane.

295 - 310 A.E. - Over the next fifteen years, the rift between Aloren and Valthiem slowly subsides, and soon after, the writ of ruler-ship is passed to a noble family in the pocket of the Royal Protectorate. Aloren is rebuilt and refurbished: the Northern sect of the city varies greatly from the older buildings that cling to the coastline.

310 - 345 A.E. - The years in the New Kingdom pass in political silence. In the North-Eastern forests, however, a vicious war is beginning. Starting in 328 A.E., increasingly large numbers of giants and goblins are found trespassing near the foot of the mountains, and the tribal network of humans and various fey creatures are sent into a period of cold war. The goblins and giants typically stay to the rocky hills and mountains, so the tribes fear for the worst, assuming that someone - or something - is driving the goblins and giants out of the mountains, and that the terror will soon be upon them.

345 A.E. - The fear of the North-Eastern tribes was not misguided. As predicted, an onslaught of dark creatures unknown to the mortal world descended upon the forests, wracking the trees with dark magic, and slaying anything, goblin or fey, that crossed their path. In less than three months time, the creatures had carved out a large portion of the forest for themselves, and they turned their sights to the forested plains to the south. The tribes desperately fought back, both trying to protect their land and their neighbors to the south, but they were unable to prevail. Any surviving tribes fled to the cold evergreen forests in the north, that were strangely unaffected by the shadow taint.

346 A.E. - Word of the struggle in the east reaches the ears of Valthiem. Empress Liliana, the eldest daughter of the deceased Aurelia, wishes to help, but fears that aiding the Easterners will only provoke this new threat, and cause them to attack the New Kingdom as well. The news was kept secret, but secrets can only last so long. Word of the shadow creatures sifted through the streets, and fell upon the ears of the Temple of Elohim, the patron deity of clerics and healers, revered by most common folk as the goddess of healing, and good fortune. The temple clerics and followers of Elohim spoke openly of the threat that loomed in the East. They urged the citizens to do whatever they could to aid the Easterners. Most of these cries fell on deaf - or terrified - ears, and few stood to aid the Eastern Provinces.

347 - 348 A.E. - Scores of clerics and healers were sent across the Chador Mountains to both offer front-line aid to the besieged North-Eastern tribes, and to bolster the already low moral of the Eastern cities. Scholars and sorcerers from the famed city of Brel noticed the resistance building up, and began to train their brightest students for an elite group of battle-sorcerers known as the Blitani. The group was named for the renowned scholar who founded the immense Brellian University, the center-piece of knowledge east of the Chador mountains, whose vast libraries surpassed those of the colleges in Valthiem.

348 - 350 A.E. - The Blitani and the Elohim clerics waited in stifling silence as the dark creatures contemplated their next moves. Various eyewitness accounts tell of north-eastern men meeting face-to-face with these creatures. Instead of attacking, the creatures would simply stare, as if waiting for some internal command to give them their orders. If the creatures were attacked, they fought back viciously, but they never intentionally attacked. The entirety of the Eastern regions stood at a stand-still.

350 A.E. - A pair of skilled Blitani sorcerers meet with a seasoned cleric of Elohim, and they begin to devise a plan to drive the creatures back. In the great hall of the Brellian University, they prepared the ritual. Many thought them mad, and fled the university to seek shelter, fearing that their blind bravado would endanger the entire city. The heroes were not deterred. Using the cleric's divining magic, they traveled to the Shadow Realm, where they launched a surprise attack on the demon's own lands. Back in the Mortal Realm, the creatures began to disappear, and the north-western tribes slowly moved westward.

351 A.E. - The heroes returned, but not without sacrifice. Upon sealing the rift between the Shadow and Mortal Realms, the sorcerer's were both claimed by the dark powers residing in the Shadow Realm. They were given a proper burial by their cleric companion, to ensure that their souls would pass on to the afterlife.

351 - 352 A.E. - The North-Eastern tribes fully recovered their lands, and the trees begin to heal. Signs of the shadow creatures occupation are still readily apparent, but the taint is slowly fading away.

351 - 374 A.E. - Valthiem is ridiculed for not offering to aid the Easterners. Valthiem equates the ridicule back towards the Easterners, claiming that they were not without help, and that the only thing keeping them alive is the Valthiem trade market. Relations between Valthiem and the Eastern Provinces remains tense at best, with the former thinking of the Easterners as dependent and insufficient, and the Easterners regarding Valthiem as haughty and downright egotistical. The main character is born (362 A.E.) in the wake of the political backwash of the Shadow War.

375 A.E. - The story begins . . .

Tuesday, February 14, 2012

30 Days of World-Building - Day 6 - Races

Exercise 6 - Spend 10 minutes figuring out what people who evolved in each major area of your world would look like. Then spend another 5 minutes asking "what if this group encountered that group?" Would they fight? Trade? Both? Inter-marry and blend their genetic types? Would they remain largely separate, with pure strains of both racial groups co existing (not necessarily peacefully)? How would that encounter be brought about in the first place?

South-Eastern Region (SE) - Rustic appearance, broad shoulders, naturally tanned skin, sunlit hair (blonde/brown), dark eyes

North-Eastern Region (NE) - Rustic appearance, traditional society, bordering on tribal, strong build, lighter skin (due to shade), hair is traditionally worn long, natural eye colors (green, amber, brown, light blue, etc.) (Co-exist with the fey and other creatures)

Middle Region (M) - Civilized or rustic appearance (based on upbringing), average build, skin color (typically tanned for lower-class and lighter for nobles and lords), hair color, and eye color varies (Not purebred race; see notes)

South-Western Region (SW) - Tribal appearance and society, darkened skin and dark eye colors, strong threatening build, dark brown to black hair is commonly cropped short for both men and women (see notes)

Northern & North-Western Regions (NW) - Widespread society with varying appearances, strong and resilient build, skin and eye color varies depending on location, hair color varies, but is typically worn long among both men and women, as a natural defense against the cold, men native to the region also grow thick body hair earlier than other races

Southern Islands Region (SI) - Traditional mariner society, narrow and limber build, tanned skin and light eye colors, lightened hair, especially among the seafarers, length can vary, typically cut short for seafarers, but that depends on the seafarer's captain

Mountainous Regions (MM) - Tribal widespread societies nestled in and around remote mountain valleys, strong and broad build, light and rough skin and varying eye and hair colors, thick hair with varying dark colors, men native to the peaks also grow thick body hair (co-exist with various goblin and giant races within the mountain ranges)

Chain of Relations -

SE trades with M, SI, and tentatively with NE, neutral in terms of war and typically isolated from conflict

NE trades occasionally with SE, fights with MM tribes when their land is threatened

M trades with SE, SI, and NW, fights with SW tribes over westward expansion

SW rarely trades with SI seafarers, fights M to defend their land

NW trades with M and civilized MM societies, fights against MM tribes and zealous M expansionists

SI trades with SE, M, and rarely with SW, removed from mainland wars, fights with seafaring pirates, etc.

MM sometimes trades with NW, tribal skirmishes against NW, fights with NE over eastern expansion

(Sorry if this was hard to follow. It will all make sense later. I hope.)

Monday, February 13, 2012

30 Days of World-Building - Day 5 - The Map

Exercise 5 - Draw out the physical contours of your map, and then identify at least three places that your people might live. You don't need names for them yet - we'll worry about names next week. Just draw a dot on the map or maybe sketch a little "house" symbol to indicate that people have settled that area.

You'll have to take my word for this one. The "map", needless to say, is rather messy and not something that I would willing subject to the internet. Thanks for your patience. 

Sunday, February 12, 2012

30 Days of World-Building - Day 4 - Cataclysms

Exercise 4 - For 15 minutes, jot down some of the Really Big Land Features you want in your story and think "what if that were made by..." Write down a couple of causes for those features and scars. Which scars are slow-force scars (plate tectonics), and which are fast-forces (anything that takes less than 10,000 years is medium-to-fast in geological scales).

List -
Grand Mountains - plate tectonics, ancient magic, dwarf construction and rituals

Island Mountain Spire - volcanic activity, ancient race, temple of worship, secret haven

Sparsely Wooded Wasteland - unchecked forest fire, magic gone wrong, demon-taint

Abandoned River Valley - mountain run-off, malevolent haunting

Mystical Forest - fairy taint/magic, celestial taint/magic

Desert Canyon - mountain run-off, tribal society, ancient river beasts

Saturday, February 11, 2012

30 Days of World-Building - Day 3 - Mood & Setting

Exercise 3 - Read over your list from Day 1, then turn to a blank piece of paper. Close your eyes and think about what kind of feeling you like to have when you write or read. Write down four words that fit into that feeling: two adjectives, a verb, and a noun. Now return to your climate and emotions list. If any of the words match, you have your climate. If not, try to find the closest-matched words.

List -
intriguing, mysterious (adjectives)
running (verb)
fulfillment (noun)

Climate -
Deciduous Forest - intrigued, fascinated

Friday, February 10, 2012

30 Days of World-Building - Day 2 - Physical Planet

Exercise 2 - What role will weather play in your story? Any ideas at this stage are not set it stone. Instead, come up with ten plot devices that relate to weather, and what they would do to the story.

List -
Dust Storm - Complicate travel, cause sand to ride the winds, "Dust Bowl"

Tropical Storm - Tear apart warships, interrupt a battle with a pirate king

Avalanche/Heavy Snow - Separate characters, complicate travel, block mountain passes, cause snow-in

Heavy Storms - Lightning causes forest fires, complicate travel, cause river trade problems

Heat Wave - Cause drought, dry up crops, natural water supplies dwindle

Cold Snap - Freeze natural water supplies, freeze crops not harvested, cause river trade problems

Flash-Flood - Complicate travel, low-lying dwellings abandoned, families forced from homes

Heat Lightning - Cause forest fires, incite panic in the less-educated

Hurricane - Disrupt coastal cities and villages, impede naval travel and trade

Volcanic Eruption - Decimate mountain-based societies, complicate mountain travel, incite panic

Thursday, February 9, 2012

30 Days of World-Building - Day 1 - Climate & Variety

Call me a volatile personality, but I've decided to go back to writing one of my original fantasy ideas. I've also decided to try a 30 day world-building exercise that I found while perusing the internet. Figured it might help me embellish some old ideas, and establish some new ones. So, without further ado, welcome to . . . the 30 Days of World-Building.

Exercise 1 - Find an international map or atlas, and observe the different climates and how they appear and behave. Then, for fifteen minutes, list all the climates you can think of. After that, write one or two words describing either the climate itself, or how each of the climates makes you feel.

List - 
Tropical Forest - adventurous, excited  
Evergreen Forest - calm, peaceful
Deciduous Forest - intrigued, fascinated
Desert - desperate, worried
Tundra (Sub-arctic) - shivering, strong
Mountains - hardy, long-lasting
Plains - hard-working, tough
Highlands - rugged, worn
Arctic - cold, inhospitable