Sooo... I've gotten to the point where I basically hate everything I write, and I don't even know why. I was hoping it was just on my main series, so I briefly tried switching projects, but I couldn't even get past the first sentence on that one. I feel like I really need to write and create something, but it's just not working, and I've never had this problem before.... >.< Anyone have any ideas that might be able to help?
First of all, don't stop trying. Second, maybe take a break from any big projects and work on small stuff- one shots, fanfiction, short stories, etc. And before you start writing, say to yourself, "I have permission to write badly. I can write the cheesiest, most ridiculous thing in the world, and that's ok. I'll weed out the bad in edit and trust that there's some good in what I'm writing now." Brainstorm if it helps. Pick a situation and think of ten ways it could go wrong. Don't stop with the logical ways; write down the crazy ways too.
Saddle up your steam bikes and put your goggles on- We've got a steampunk revolution!
Hey, so idk about you guys but I looove world building. It is the sugar in my cereal and frosting on my cake in writing. So, I was wondering if y'all would like to embark on a big worldbuilding project with me. It's pretty involved but should be fun and well worth it. I can provide tons of inspiring music and art links. If anyone's interested, tag me and I'll post details tomorrow
Ni su'cuyi, gar kyr'adyc, ni partayli, gar darasuum.
Arright here's the steps! BUT WAIT before you start storming away...we're gonna do it step by step and share with each other as we go! Everyone should look at each others' and comment, so we can all learn from each others' unique perspectives. No matter how many worlds you've made, someone else will always think of something you haven't! Alright let's start with #I shall we?
I. Describe the world's geographical characteristics: A. World size B. Land mass type(s) C. Climates D. Defining physical features II. Describe the world's behavior A. Cosmic position (suns, moons, day cycles) B. Weather and seasons III. Inhabitants A. Dominant inhabitants (humans, aliens, elves, etc) 1. Different people groups a. Location b. Governments c. Religions/Mythology 3. Current nations/kingdoms/empires B. General social histories 1. Wars 2. Nations/Kingdoms/Empires IV. History A. Creation origin B. Major events 1. Cataclysms 2. Invasions 3. Dominations
When this is filled out (it'll be huge! Haha) then you'll have a whole world that will practically write a story for you!
Last Edit: Jul 25, 2015 23:34:34 GMT by NightBlade
Ni su'cuyi, gar kyr'adyc, ni partayli, gar darasuum.
Alright guys, here is my just-now-completed form for numeral I. It is for a world I have been recently developing for a new story involving several of my Feathered Adventures characters, but I actually made up most of this stuff as I went along! Let me know what y'alls think and I shall likewise review yours!
I. Describe the world's geographical characteristics: A. World size: Unterminated, flat B. Land mass type(s): Pangaea, continents and islands in varying sizes and concentrations C. Climates: Terrestrial biomes, with a higher concentration of tropics and other warmer climates. Some climates areas change gradually with seasons. D. Defining physical features: Mountain ranges can reach drastic heights that penetrate the cloud layer, and rifts in the ground can reach extraordinary depths. Separate tiers of inhabitable land can be found along the steep ledges. Some areas of land are completely isolated from the surrounding land mass by these unfathomable gaps. The largest mountain ranged tend to also be the longest, creating natural barriers of great length that sometimes separate climate zones. II. Describe the world's behavior A. Cosmic position (suns, moons, day cycles): Since the world is actually not a sphere that orbits or is orbited, it is stationary and so is the sun. The sun is positioned closer to the land in proportion to earth reckoning, so the prevailing temperature is generally warmer. Night cycles are caused by multiple moons orbiting the sun and eclipsing it from the land. Every part of the world is, at their own time, eclipsed by one of the moons into night. The moons’ orbits are staggered, dynamic ellipses, so the day and night cycles vary in length. The moons are of a translucent matter, so that a small portion of sunlight penetrate them as moonlight. When a moon is nearer to the sun, more moonlight shines through and is of a warmer color than when it is farther away. Due to the color and temperature change, they are referred to as “cold” and “warm” moons as a sort of seasonal reckoning. Each moon orbits in similar time, so that lunar cycles and day/night cycles are, for the most part, universal. B. Weather and seasons: Different regions with their different lunar patterns experience slightly different seasons. Overall temperature increases and decreases gradually with the moons’ nearness to the sun, similar to terrestrial seasons. However, certain areas with more or less frequent lunar overlap experience more predominant warmth or cold. Weather is mostly dependent on regional climate, but across the board winds can be more drastic in some areas and nonexistent in others due to more extreme topography and temperature change.
By the way, this has got to be the best fantasy writing music mix I have ever heard. And believe me I've heard a lot.
Ni su'cuyi, gar kyr'adyc, ni partayli, gar darasuum.
You did both I and II Anyway, here's mine. It's for a fantasy story I've had on the back-burners for a while 'cause I couldn't think of where to go with it. XD Well, I did know where I was going with it, I just didn't know how to get there. The struggles of a writer...
I. Describe the world's geographical characteristics: A. World size: Undetermined/Unexplored, round. B. Land mass type(s): Only one large mass of land surrounding the whole globe, with pockets of water varying in size, but never reaching the size and depth of an ocean. C. Climates: The closer you are to the ‘poles’, the colder it gets. Only there will it snow. The rest stays in a perpetual late summer/early autumn state—degrees varying between 60 to 85 degrees. D. Defining physical features: Rolling hills cover most of the land, growing steadily in height until they become mountains, which circle around the Northern Pole, effectively sealing it off from the rest of the world. In certain areas of the world are strange cavern-like tunnels, their creators unknown. II. Describe the world's behavior A. Cosmic position (suns, moons, day cycles): Its sun acts a lot like our own, rising and setting around the same time each day. But, due to the elliptical orbit of the planet, when the sun sets during the late months of the year, the sun will grow larger. Singular solar eclipses will become more frequent until the start on the new year, when the planet moves away from the sun. Two moons appear at night, caught in orbit around each other, always changing position. It’s rare when the two moons are aligned, and ever rarer when they cause a double-solar eclipse. B. Weather and seasons: As mentioned before, most of the planet stays in the temperature regions of late summer/early autumn. Winter only occurs in the Northern and Southern Poles, and never changes. It rains infrequently, and the planet grows warmer during the last four months of the year, when the planet moves closer to the sun. Years last only 300 days, instead of 365 like Earth.
It's a story I made up while listening to the Prince Caspian soundtrack. A group of young people have to defend their respective kingdoms from an all-out war. Now that I'm doing the world-building, my interest in it is starting to grow again.
Post by Aviar Goldeneagle on Jul 28, 2015 0:54:09 GMT
All good, NightBlade. It does take up quite a lot of time and there's other stuff you want to do on here too.
When everything's filled out in the worldbuilding form it will be huge. I'm really looking forward to doing this. I was thinking of posting on this thread if anyone had any ideas on how to get on with worldbuilding--no need now.
III. Inhabitants A. Dominant inhabitants (humans, aliens, elves, etc.) 1. Different people groups a. Location b. Governments c. Religions/Mythology MEN Men are dispersed throughout the known portions of the Pangaea and several nearby islands. They include: The Men of the West, which are most akin to the humans we know, who came from the Mid-and-South Western part of the Pangaea, the shorter and stouter Men of the Mountains who are more along the lines of traditional miner Dwarves, and the FeyMen, who are comparable to wild Elves. No fewer than a dozen tribes of Men settled in the central regions, some establishing towns and cities while some remain nomadic, such as the Westhrynn FeyMen. The Aeglixan people are one of the most established, with many cities and towns in the north-central area of the Pangaea, similar to the Old English and Norman peoples. There are the Nordlander tribes in the Northeast and along the Northern Edge, the former being the most fierce and warlike. Much like the Vikings of Norway, they carved out a vast kingdom in the North until the mysterious Northern edge swallowed them up. The Üngedryst were a group of several Western Men tribes, who united and wrested a large empire out of the heart of the Pangaea for decades. They are most comparable to the Gauls, Franks and Carthaginians. LÍNHADA The “Línhada,” or “Beautiful skinned,” are reminiscent of their original name in the Elder Tongue, “Gwelínha”. They are so called because all Línhada have exquisitely smooth skin that comes in a number of hues, the most prevalent being a deep copper brown in males and a rich red-orange in females. Their skin also has a faint metallic luster to it in certain light conditions. Another unique trait of Línhada is the many slender serpentine cranial appendages that take the place of hair, called kamishé. They range from one to three feet in length, with females’ being longer and more slender. The Línhada are spread out over a large amount of land and divided into different tribes, but they generally co-exist and function together as a single nation. Their culture and native language loosely resembles that of Eastern countries like India, China and Japan. They are not war-like, but when need be, they are formidable warriors with finely crafted weapons and a deadly, elegant fighting style. They are a very traditional people, and follow a loose moral code that can be traced back to the original code given by the Creator. While the Línhada generally accept the fact of a Creator deity, pagan traditions have become a part of their everyday life. Each tribe is largely self-governed, either by chiefs or patriarchs, but democratic-style tribal alliances are not unheard of in the more developed central territories. Mythology-based traditions are a major part of most tribal leaderships, involving legends and spirits reminiscent of their historical Creator. In this sense, they are similar to Native Americans as well. SGÜRAGRÏNN The Sgüragrïnn are a mysterious race, not because of their secrecy, but because of their ruthless and absolute lethality. Few written records of them have survived. They arrived by sea on the Northeastern shores where there were previously no settlements, and began carving out a bloody conquest into the mainland. They crushed every city in their wake, destroying the Üngedryst empire in the process, until a union of men and Línhada finally brought an end to their terror in a battle that lasted for nine days. Little to nothing is known about them; only that they are large, strong, ruthless and possess fearful weapons. 2. Current nations/kingdoms/empires: The crushed remnants of the Üngedryst have splintered into three factions; the Tyrannise, the Rourof, and the Gelticcans. The remaining peoples of Men settled as independent towns and cities in loosely connected market nations. The Línhada, as always, kept mostly to themselves in tribes, though some settled in with Men after the Sgüragrïnn war. B. General social histories 1. Wars: Although there were frequent conflicts among Men and sometimes involving the Línhada, the first major war recorded was the Üngedryst Conquests in Epoch the First, or the First Era. There are, however, legends of great wars that shaped the Pangaea from the Epoch of Origins, or pre-historic times. There were a number of smaller wars around the Üngedryst kingdom until the Sgüragrïnn War, which officially lasted eleven years before the Sgüragrïnn were driven back across the sea. 2. Nations/Kingdoms/Empires: Historically, there were dozens of kingdoms and dynasties that rose and fell among Men, as well as a few in the lands of the Línhada. The Western Men were more prone to wars and kingdoms then the Hill-Men and FeyMen who favored large, isolated clans. The Üngedryst was the first true empire, which caused the surrounding peoples of Men to coagulate into larger unions. The Sgüragrïnn empire devoured almost all of these, but was short-lived. Since then, recovery has only just begun.
Last Edit: Jul 30, 2015 15:50:51 GMT by NightBlade
Ni su'cuyi, gar kyr'adyc, ni partayli, gar darasuum.
Sweet! Here's mine, though its not as big or well thought-out as yours...
III. Inhabitants A. Dominant inhabitants (humans, aliens, elves, etc.) 1. Different people groups: Two groups—the Magiks and the Humans. Both possess humanoid features, the only difference being that the Magiks can use magic (if you hadn’t guessed already XP) Magiks aren’t born in their own bloodline—they are randomly produced across the globe. Two Human parents can (and have, in the past) give birth to a Magik child. a. Location: The Humans dominate the planet, large towns taking up many miles of land. The Magiks tend to stay near the equator, in select groups practically sealed off from the rest of the world. b. Governments: Humans have multiple different kingdoms, but they mostly live in harmony. The Magiks answer to a sole leader, who remains secret and anonymous for safety’s sake. c. Religions/Mythology: The Magiks believe that they came into existence through their leader, who went through a ritual on the day of a solar eclipse when the moons were aligned and spread his magic throughout the people. The Humans believe a similar story—that they began to populate the planet when a supreme deity sent a light from the sun through the two moons that brought humans up from the ground. They also believe that the various caverns and tunnels stretching under the ground were their first homes, before they were brought up by the light. Despite the near-identicalness of the two myths, nobody can really agree which is right, or that they both might be right. 2. Current nations/kingdoms/empires: Many different kingdoms reside on the planet. Notably, two of the major ones are the Hultha and the Daerda kingdoms, who sit adjacent of each other. B. General social histories 1. Wars: Shockingly enough, no major wars have ever sprung up between the many different kingdoms. There have been squabbles, of course, but representatives from the Magik community usually help smooth them out. 2. Nations/Kingdoms/Empires: Hultha is the oldest living kingdom on the planet, founded by the first beings to step into the sun. As it expanded, many people went out as scouts around the land, and ended up settling down in various places and raising their own towns.
Cool Wookiee! Aviar Goldeneagle, how is yours coming along? jliessa44, hour about you? Dmitri Pendragon, I know you like this sort of thing. Think you could join us? I understand you've been saving more time for writing as of late
Ni su'cuyi, gar kyr'adyc, ni partayli, gar darasuum.
Post by Aviar Goldeneagle on Jul 31, 2015 8:33:48 GMT
NightBlade: I'll see if I get time to get at least part 1 up tomorrow.
Edit: Nope, I actually did parts 1 and 2 now.
I. Describe the world's geographical characteristics:
A. World size: It is spherical as Earth is, although this is currently unknown to those who inhabit the world. It is about two times larger than Earth, although the people and creatures of the planet do not know the size, since they have not managed to explore beyond the continents they live on. B. Land mass type(s): There is about an equal amount of land and water, although most of this land is in seven large continents, separated from each other by a lot of sea. Those who live in the continents do not realise that there are other continents such as their's that exist in the world. They guess that there could be but they have not yet managed to build ships that will cross the seas to other lands. There are very few small islands, especially out in the middle of the ocean, and this makes any exploration across the sea much harder, since it is hard to find islands where stores of food and water can be replenished. This is one of the reasons why the people and creatures who live on the different continents have not yet discovered each other. There are some small islands next to the main continents however.
C. Climates: The poles are cold and the equator is hot. But the temperature is much more extreme than that of earth. Occasionally getting temperatures up to double that experienced on Earth. Each of the seven continents have totally different types of weather and vegetation. One continent is primarily desert, another primarily forest, another ice, another grassy plains, another jungle/swamp, another barren, hot, rocky and volcanic, another filled with many rivers and mountains. Each of the continents has a climate that suits its landscape according to where they are situated in the world.
D. Defining physical features: Each of the continents differ from each other, as shown above. The continent in which my story will be set, Verdinya, is mostly bare grassy plain, dotted with occasional trees. Medium sized hills rise in the western part of the continent, and in the centre of Verdinya there is a large mountain that stands all alone. From the top one can see for miles, due to the fact that there is basically no vegetation or hindrances to block one’s view. Underneath Verdinya, there are large caverns below sea level, through which fresh water flows. However, this is currently undiscovered.
II. Describe the world's behaviour:
A. Cosmic position (suns, moons, day cycles): The planet orbits the sun, just as Earth does, however the days are approximately thirty hours long due to the size of the planet and the speed that it orbits. The planet also has seven moons, but these orbit the planet at such a speed that only one of them can be seen at the same time. Thus, the people and creatures who inhabit this planet believe there is only one moon.
B. Weather and seasons: Since the planet is not tilted on its axis, each continent has fairly constant weather and temperature all year round, which differs according to continent. There is thus no need for seasons. The continent of Verdinya sometimes experiences low cloud, which absorbs most of the heat from the sun and can make it feel cold. Sometimes these clouds produce rain, and (very rarely) snow. This, however, is basically the only temperature and weather variance that Verdinya gets.
So that's the first two parts. Looking forward to doing the third and seeing the rest of you guys ones.
Post by Dmitri Pendragon on Aug 1, 2015 9:09:03 GMT
World: VALDEGURD Valdegurd is the setting for my current writing project, The Teller’s Apprentice, which I’m writing with the OYAN curriculum. I’ve done a lot of worldbuilding for it, including a lot with its history and destiny. This is Part I, and I don't have time for Part II tonight.
I. Describe the world's geographical characteristics
A. World size Valdegurd is slightly larger than Earth, giving it a stronger gravitational pull. Having been created by a deeply involved being, this size and gravitational strength has the effect of making the world’s flora and fauna shorter than their Earth counterparts.
B. Land mass types Three major landmasses lie across the planet, the largest and most populated stretching from far in the northern hemisphere across the equator and terminating in scattered islands that become less tightly packed further from the mainland. A second landmass exists at the magnetic south pole and is only slightly smaller than the primary landmass, but is not inhabited. The third landmass lies on the opposite side of the world and consists of seven primary islands with a few smaller islands close to them. There are a few other minor landmasses, including a mythical land at Valdegurd’s north pole.
C. Climates The overall climate is significantly warmer than Earth. The typical terrain of Valdegurdian continents is flat savannah with seasonal rivers. Closer to the equator, the land becomes a dry, hot waste where the only water lies deep underground. In a past ice age, polar caps did form, but none currently exist except in colder winters.
Valdegurd’s mountains are vast reservoirs of water, which has the effect of making valleys the lushest places in the world. Ardent Dale, a notable valley in the north of the primary continent, is green and watered year-round. Mountains are also the source of Valdegurd’s main rivers. Due to this, most thriving settlements are scattered in the mountains and along the rivers instead of in the plains.
D. Defining physical features The valleys across the planet are a stark change from the vast gold of the planet’s savannahs. Mountains are usually covered with delkings, which are massive plants resembling shelf fungi that grow on vertical faces, whether stone or earth. Their ever-growing roots pierce deep into stone and are the cause of many naturally occurring caverns and tunnels in the mountains and underground. With the magic system of Valdegurd focused in part around Earth, many unusual landmarks formed in the past lie across the planet, including a nearly perfectly straight chasm which runs for hundreds of kilometres and separates an island of rock spines from the mainland. A barrier of thin, tall mountains of black stone blocks any travel into the north of the largest continent.
Trees are an almost foreign concept in Valdegurd, as their function in the ecosystem is fulfilled by delkings. However, there are small patches of trees in certain locations around the globe, where Wanderers from other dimensional planes have introduced seeds to the world.
((Here's a link to a picture of what I imagine delkings to be like. The picture itself is a bit too big to post here, since I don't know how to resize it.))
Post by Dmitri Pendragon on Aug 4, 2015 6:09:25 GMT
World: VALDEGURD Okay. Here's Part II of my Valdegurdian worldbuilding series. I'm looking forward to Part III.
II. Describe the world's behaviour
A. Cosmic position (suns, moons, day cycles) Valdegurd orbits a white main sequence star as the fifth world of eighteen planets. It has two moons, Firstmoon and Secondmoon. Firstmoon was created alongside Valdegurd in the beginning of the Age of Creation, and Secondmoon was drawn into the planet’s orbit hundreds of years later. The planet has a solar year of 390 days, each of which is a standard 24-hour period, and the traditional calendar follows Firstmoon’s phase cycle of 48 days. Other calendars follow Secondmoon’s phase cycle of 22 days, but these are less common.
B. Weather and seasons Since the climate is significantly warmer than Earth, winters are rarely harsh across the world and summers are usually extreme, which contributes to the savannah usually being golden or brown instead of green. Rain and even clouds are very rare during Valdegurd’s summers and are another reason why the banks of the major rivers have the largest population, as water is necessary for the survival of all living things involved. Summer is traditionally called the Season of Gold because of the savannah’s dry grass. In the past, great storms have blown across the main continent from the east, causing erosion of the coastline and exposing cliff faces of black stone, but these storms are becoming more and more rare.
Post by Dmitri Pendragon on Aug 6, 2015 7:52:49 GMT
World: VALDEGURD Um…well, this was slightly longer than what I thought it'd be. Very little of this was made up on the spot—and this is actually less than the extent of the worldbuilding I've done already. But here it is—Part III of my Valdegurdian worldbuilding series.
A. Dominant inhabitants (humans, aliens, elves, etc) Valdegurd is home to many different rational species, referred to as Greater Races. Only five Greater Races (Arthemons, Talpins, Makos, Broots, and the extinct Sidyssians) were created in the Age of Creation, but over time, other races have made their way into Valdegurd from other worlds. There are a few more races besides the ones listed below, but these are either undiscovered or mythical at this point.
1. Different people groups a. Location b. Governments c. Religions/Mythology
ARTHEMONS Often called the First Race, Arthemons are considered to be the dominant species of Valdegurd after the Scattering nearly six hundred years prior. Arthemons average around 4.5 feet tall in Earth terms in accordance with Valdegurd’s stronger gravity and are otherwise physically similar to Humans (who do not currently exist in Valdegurd). Arthemons possess an innate love of the earth, valuing its solidity, fertility and homeliness, which is a common thread across all Arthemon cultures. These values place great emphasis on the virtues of determination, productivity, and devotion, and an Arthemon who has achieved all three of these virtues is seen as an exemplar of the race.
Arthemons live all across Valdegurd, but are most numerous around the mountains and major rivers. There are four main ethnic groups of Arthemons: Mountaineers, Plainsmen, Northerners and Southerners. Mountaineers are characterised by lighter skin tones than the other three ethnic groups and often have bright hair colours like red and gold. They inhabit the caverns of the Forge Mountains and the valley of Ardent Dale. Plainsmen are an ancient group of Arthemons who remained in the Plains of Creation after the Scattering occurred. They are typically sun-browned, brown-haired, and closely connected with the spiritual and historical aspects of Arthemon culture. The first Northerners were a group of Mountaineers who after the Scattering repopulated the northern lands of Duerin and Northerdell, and are sometimes considered a middle group between Mountaineers and Plainsmen. Finally, Southerners are descended from the Arthemons who after the Scattering chose to journey further south past Ardent Dale and Brooting and into the southernmost lands of Valdegurd such as Haos, Narré, and Sutherdell. There are multiple ethnic groups contained within the Southerner group, but none are major enough (or developed enough) to mention.
Arthemon government has been changing over the centuries since the Scattering. The Plainsmen were originally ruled by Avalen the Teller, who also organised the warring factions of Ardent Dale into one monarchy. The Ardent Monarchy has survived for nearly six centuries. Since the Scattering, the Tellers have stopped ruling Valdegurd and have become guides, advisers and protectors instead of kings. In the Age of Creation, the era directly preceding the current time period, the Arthemons were ruled by the Worldsmith, and they still perceive the Worldsmith’s powers as a mark of authority. This includes the Telluric Mantle—the Teller’s power—and its indirect applications such as the ability of the Ardent Monarchy to light the starstones of Ardent Dale. Currently, the Northerner Arthemons are ruled by an Assembly of Chancellors, where each Chancellor governs a defined area in the Duerese provinces.
The primary Arthemon religion is the reverence of Telluris-Revetor, the Worldsmith of Valdegurd, and the worship of Maker, who is also called the Worldbearer. Practitioners of this religion are called Assentists. Assentism began after the Scattering, in which Telluris-Revetor abdicated his seat as Worldsmith and passed on his powers to Avalen the Teller, and its main goal is to restore Telluris-Revetor as Worldsmith of Valdegurd. Assentists memorise and repeat a liturgy known as the Assent every Asenday. Besides Assentism, there are also several cults in Duerin. The main cult, the Cult of Ghostcallers, is the deification of anchors, incorporeal voices fixed to a particular location, and practitioners are called anchor slaves or ghostcallers. Another cult is the worship of Raldoran the Meddler, a historic figure who stole Telluris-Revetor’s powers centuries ago and caused the Scattering. The Meddler was eventually dethroned by Avalen the Teller, but he is still worshipped by a select few in Duerin. All the aforementioned religions are sourced from the extensive Valdegurdian mythology.
TALPINS Talpins are the second most common race of Valdegurd after Arthemons. Averaging 3.5 feet tall, Talpins are small furred creatures who most resemble moles in their distinct physical attributes (although they have no tails). Talpins are as a race stubborn, endearing and amiable to the point of irritating. There are three Talpin bloodlines descended from the first Talpins: the Üdanese, Rulki, and Cristorites. Each of these bloodlines has a certain colour of fur that always breeds true, meaning that Talpins of multiple bloodlines have patchwork fur colours. The deep brown–furred Rulki are by far the most common in the northern lands, and the light brown–furred Cristorites traveled south centuries ago. The Üdanese bloodline, which is characterised by its black or dark reddish-brown fur, was nearly wiped out in the Scattering, and even nearly six centuries of regrowth has not restored the population to its former glory. Talpins perceive the recent past, the present, and the near future at the same time, which means they see ‘time shadows’ of where objects have come from and where objects will go. This ability, known as timesight, has had the effect of causing most Talpins to speak in present tense.
Like Arthemons, Talpins are scattered across Valdegurd, but predominantly in the northern lands and the fringes of the Plains of Creation. The Rulki and Üdanese bloodlines inhabit the northern lands, while the Cristorite bloodline inhabits the more southern kingdoms like Ardent Dale and Haos. Unlike most Arthemons, Talpins choose to live underground in communal settlements; only a minority of Talpins inhabit the Arthemon cities and towns.
Talpins live in close-knit clans led by a chieftain, often a clan mother. Like Arthemons, Talpins consider magic a sign of authority. The Talpin magic is an extension of timesight and focuses around being able to see into the history and destiny of Valdegurd. The most powerful watchers are known as Seers, and the chieftain of a Talpin clan is most often a Seer. This power is a gift given to the Rulki bloodline, which means the Cristorite and Üdanese bloodlines do not have this gift. With the near-destruction of the Üdanese bloodline, however, the Üdanese Talpins coexist with the Rulki, although interbreeding is discouraged by the Üdanese leaders.
The Talpin religions and mythology are very similar to those of the Arthemons, since the two Greater Races have coexisted together for so long, but the Talpins also speak of two warring brothers, the Camora and the Rydoskk, given the powers of Time and Earth by Telluris-Revetor. The Talpins believe that the struggle between the Camora and the Rydoskk is the main thread of Valdegurd’s history and that the world will end when one brother bests the other.
IMPI Impi are a humanoid race resembling Arthemons but shorter than them by a hand and a half—nearly 4 feet tall. Besides height, Impi are distinguished from Arthemons by their eyes, which flicker between two different colours based on the Impis’s mood; their leaner and more dexterous forms; and their tough skin, which exudes an anti-flammable oil. Impi are superstitious, secretive, impertinent and elusive, and the majority of Impi choose to remain outside of Arthemon and Talpin culture. Still, there is a thriving trade between the fringe settlements of Northerdell and the Duerese provinces.
Impi are native to the very north of the explored lands and inhabit primarily the three large northern delks, Tarrinon Delk in the northeast and Fillinon Delk and Echlë Delk in the northwest. There are more Impi than Talpins in the Arthemon cities, but this is still a minority of the population. The primary Impis civilisation is Northerdell, which includes Fillinon Delk, Echlë Delk, and the band of bare, rocky black hills between them.
The Impi of Northerdell are led by a Consulate composed of two elected Consuls, who have equal power as leaders of the Northerian Senate. Besides the Consuls, the Northerian Senate also includes elected representatives from across Northerdell.
Impis religion is heavily influenced by history and superstition. Although it is not Assentism, it shares a few core principles such as restoration and renewal. The Cult of Ghostcallers is strong in Northerdell, as there are a lot of anchors in Fillinon Delk, and some claim that Northerdell was the source of the cult. Telluris-Revetor and Raldoran the Meddler play a large part in Impis mythology; the Impi believe that in the Scattering Raldoran opened a portal which allowed the Impi to enter Valdegurd. As there were no Impi before the Scattering, this is thought to be the true explanation. Skywatching is another facet of Impis culture, and many superstitions are based on the movements and positions of the stars.
MAKOS Makos are small draconic beings who average about a foot long. They are the longest-lived race in Valdegurd and have an insatiable desire for wisdom and knowledge. Makos cannot physically form words understandable to the other Greater Races, but they are skilled at communication through blinks and expression. At thirty years old, Makos are given a Voice, which enables them to create sound without moving their mouths.
The Makos say they came from beyond the northern border of Valdegurd, but in the present time they are concentrated in Ardent Dale, West Duerin, Central Duerin, and South Duerin. Makos in Ardent Dale are connected to the Ardent Monarchy as advisers and scribes and are greatly respected. In the Duerese provinces, however, they are usually treated as household pets, albeit rational. Still, they are considered a valuable resource by the Chancelleries, who use them as messengers and attendants.
Makos live in groups called congregations. Congregations are led by the Speaker, who has the ability to give or take away the Voice. The Makos government is quite a loose government in that the Speaker does not rule, but rather guides and advises—much like the Teller with Valdegurd. Makos congregations are typically connected to someone beyond their own race, such as a Chancellor. The largest Makos congregation in Duerin is the one stationed at the Teller’s Hall and is upwards of a hundred Makos.
The Makos religion is the worship of Maker, from whom their mythology says they get their name. According to Makos lore, they were created by Telluris-Revetor to accompany and advise the Father of Time, an angelic being who protected the magic of Time. Unlike Assentism, the Makos religion does not include the reverence of Telluris-Revetor.
BROOTS Broots are the whales of the earth, like giant, muscular moles in appearance. They are simple creatures, filled with a love of the moist, rich closeness of the earth upon their fur. Broots are shy, rarely appearing above ground, and their natural reaction to killing or death is to recoil. Broots communicate through a reverberating song inaudible to most other races. They have changed little since their creation and were the only Greater Race not affected by the Scattering.
Broots have lived in Brooting, the wastes south of the Plains of Creation, for as long as anyone can remember, and rarely emerge above ground. They have no government, instead living in peaceful solitude or small communities. Broots are distinguished from animals by their ability to reason, moral code, and their scant mythology which is composed mostly of their creation story.
DELVERS Delvers are a race native to the Forge Mountains. They are small, blind creatures with long, stiff hairs covering their bodies, and are equipped with large digging claws able to pierce and crack stone. Delvers fear the light and stay in the Forgeways, the caverns within the Forge Mountains, where they live in loose communities without a leader. They are patient, timid creatures and speak in halting Arthemon languages.
Delvers have no government, but coexist peacefully together due to their natural desire for peace and stability. Troublemakers are exiled from the communities, and the Delver social system is based on age, with elders being revered. Many Delvers work alongside the Mountaineer Arthemons to mine and excavate new Forgeways. Depending on their employers, they are either treated as paid employees, unpaid employees, slaves, or pack animals.
The Delver mythology is not extensive and begins with the Scattering. This has led many to believe that Delvers, like Impi, came from another world during the Scattering. Delvers worship a male deity called Charalin, who they believe created them and placed them where they are. The main creeds of the religion are to persevere, to be patient, to tolerate injustice beyond their own communities in order to survive, and to be content with their life and at peace with the outside world.
HIKOA Hikoa are a mysterious race from beyond the Black Shard Mountains, the range of tall, thin mountains blocking off from Duerin the regions further north. They are humanoid beings over five feet tall—which is tall in Valdegurdian terms—and possess feathered wings extending from their backs. Their hands and feet are mostly humanoid except for a layer of tough, leathery skin slightly resembling scales and sharp talons replacing fingernails.
Hikoa have a brutal, bloody culture and fiery dispositions, besides a loose code of dress that focuses more on practicality—since Hikoa come from a colder climate—than modesty. Besides this, little else is known about them; they are practically unknown in Duerin and everything further south.
CARAPAX Carapax are an aquatic race, six-legged crustaceans with blue, sea-green, or grey exoskeletons with other colours mixed into their shells. They breathe with gills, which they can use on land if their gills are kept moist; if not, they will suffocate in their own skin. Carapax are physically structured like centaurs, with a crab-like abdomen and a humanoid upper body. They are muscular and powerful, and their arms end in pincers which, although less dexterous than an Arthemon’s, nonetheless possess greater freedom of movement compared to crabs and lobsters. Carapax prefer unlit waters due to light being an irritant, and bright lights can easily blind them temporarily or even permanently.
Carapax live in the Bay of Legends, a large bay off Valdegurd’s west coast. Since this bay is bordered by the Plains of Creation and Brooting, neither of which is inhabited by a population including students and scientists, little is known about them, their government, and their mythology.
SKALL Skall are not considered a Greater Race by the other races of Valdegurd. They are the nocturnal monsters that haunt the Plains of Creation, ghoul-like, skullish, muscular and lean, armed with claws, fangs and spikes. Some believe the skall to be an offshoot of a former race based on their vestigial clothing and their humanoid forms. Since the natural desire of skall is to kill and destroy, no one has ever been able to tell whether or not they are able to reason. To this day, the skall remain a mystery, and they have no known religion, government, or mythology.
Skall inhabit the ancient mountain of Telluria in the Plains of Creation. At night, they roam the plains and hunt for food, besides something to mutilate and destroy. Most Duerese settlements are beyond the skall hunting grounds, but the southernmost regions of South Duerin are constantly stalked by skall.
WEAVERS Weavers are a cryptic race of Valdegurd with skin that glows a shade between white and gold. They are similar to Arthemons and Impi in form except for their height, as they average over 5 feet tall. They live in Weaver’s Delk, an isolated delk west of Ardent Dale, and do not meddle in the affairs of the outside world. Weavers have an intricate hierarchy, but what exactly comprises an intricate hierarchy is unknown. The Weavers keep their mythology secret, but it is at least as extensive as that of the Arthemons and Impi, if not more so. They are theorised to be the last remnant of pre-Scattering culture, but this is unconfirmed due to Weaver culture being unknown.
SIDYSSIANS Sidyssians were an ancient aquatic race of Valdegurd who were completely wiped out in the Scattering. Little of their culture remains. They were the fifth of the original five Greater Races.
2. Current nations/kingdoms/empires In Duerin, the northernmost country of Valdegurd’s primary continent, the dominant nation is the provinces of Duerin, which are ruled by Chancelleries and presided over by the Grand Chancellor and the Teller. Southwest of Duerin lies Ardent Dale, a kingdom dating back to the Scattering, and its subject province Vanlore. West Duerin, which borders the Forge Mountains, is also a subject province of Ardent Dale, although it also has a Chancellor. The kingdoms south of Ardent Dale include Haos and Upper Haos, Narré, Sutherdell, and a few more smaller kingdoms.
B. General social histories The general social history since the Scattering has been one of regrowth after the calamities brought by Raldoran the Meddler upon the world. This period has lasted for nearly six centuries, and the world is now on the edge of a Renaissance period. The Tellers, the first of whom ruled Valdegurd after the abdication of Telluris-Revetor, are gradually becoming less of a leader and more of a cultural item of interest. Many believe the Age of Tellers is ending.
1. Wars There have been only a few major wars in Duerin since the Scattering. Notable among them is Soren’s War, in which a rogue Teller took over Valdegurd in a time of political and social dissent and was opposed by an undercover resistance. Soren was eventually killed in single combat by the man who would become the next Teller. Another major war was the Ascendancy, in which the charismatic Chancellor Kismus Bream attempted to wipe out the last memory of the Teller. Despite this, Valdegurd has been a peaceful and prosperous land for the last six centuries, and its wars have had little effect on culture and life as a whole.
2. Nations/Kingdoms/Empires The kingdoms and nations of Valdegurd have changed little in social system since the Scattering, despite becoming more developed. Ardent Dale has been a fixture of stability for the past six centuries, and the Duerese provinces have changed little beyond uniting under one head and being organised into Chancelleries instead of single provinces each looking to the Teller. The southern kingdoms have changed more than the northern ones, with Upper Haos breaking away from Haos at some point in the Age of Tellers and Narré’s borders growing and shrinking with conquests and secessions. To all appearances, Valdegurd has a peaceful and prosperous future ahead of it as it enters the Renaissance period.
Dmitri Pendragon: Elytra: Wait, it's actually referring to the oldest post on the Underground? (I never did chase that down in fact…)
Nov 27, 2019 19:32:25 GMT
Leilani Sunblade: Rose: Welcome to Whitehall/the new Underground! Glad to see you found your way here. As Elytra said, the riddle's pointing towards the old site and, specifically, a scavenger-hunt type game that WTB and CH set up when they first released the book
Nov 28, 2019 21:11:04 GMT
Leilani Sunblade: Sadly, the game is over, but we still have fun here.
Nov 28, 2019 21:11:16 GMT
Warrior of Aror: Let us sit round the hearth and tell stories of the lives we have lived these past moons! I myself have been working at a grand theater telling Bible stories from behind the scenes.
Feb 29, 2020 1:44:51 GMT