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PostPosted: Sun Nov 17, 2013 8:02 pm 
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Taramir
by Tevish Szat
Status: Public :diamond:, Dead :fear:

Timeline and Planeswalker’s Guide


~Timeline of the Waning Sun~


Imperium of Vox


Efaruna :w::u:


Vishtal :w::b:


Tolkas :w::g:


Dorias :w::r:


The Grand Fortress


Lorekeepers of Voor


Emerald Peaks


The Elves


Nightstalkers


The Dark Powers


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PostPosted: Sun Nov 17, 2013 8:02 pm 
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A Writer’s Guide to Taramir

So, you want to write a story, at least partially, set in Taramir? There are a few things to remember about Taramir.

General Precepts

1) Inaction Hurts. More damage is done to Taramir by people not doing anything than by anything that is actively done. Could the fate of the world have been averted if the Lorekeepers were open and promoting learning for all its history? Perhaps not, but lives were surely lost in the future because no one acted to save them in the past. When people actually do something, the effect is at worst negligible; building the Grand Fortress preserved millions to the end of the world. Nobles failing to look beyond its walls may have damned as many.

2) The Downward Spiral. Taramir is doomed by Canon, and one can see the writing on the walls before then. Especially in the Waning, there’s always the last of something, and that which is lost will not be recaptured. Thus, the best one may usually hope for is “It will last for my time.”

3) Time Matters. As a world with all its history, beginning to end, numbered, Time is critical to Taramir. Age, year – even hour and day. Part of the horror of the Age of Darkness is the loss of time itself, a threat of unknown eternities.

The Age of Myth

Taramir’s Age of Myth is one I haven’t really addressed. Suffice to say, it’s what it says on the tin. The Age of Myth is big, a time of ‘gods’ and demons, from the Elder Dragons of Taramir (of which Vox was the last), to the first shining heroes of the Elves. Humans are barbaric bordering on animalistic in this era. Elves are civilized sapients, but lack reading and writing.

The Age of Forests

An age of peace and growth, but more than that an Age of Mystery. It might seem interesting to take on some of the unfixed facts of the Age of Forests: how powerful were the Lorekeepers? What actually ended the age? For that, I have to say that I probably won’t approve a story, so talk to me about what you want to do BEFORE you sit down to write, say, an epic of elven civil war that will ultimately meet with a veto.

The Age of Heroes

This is the Age of Taramir that most resembles traditional fantasy. There are a lot of stories that could be written for the Age of Heroes, but at the same time, you need to ask yourself: Why Taramir’s Age of Heroes and not some other plane, some other time?

The Age of Empire

This is the age that lends itself most to politics and intrigue. Of course, you can’t destroy the Imperium of Vox early, but it surely had its share or internal strife, succession crisis, and the like. A human nation doesn’t last over a thousand years without it!

The Waning Age

For the Waning Age, the first thing you need to do is figure out what Year of Light your story is set in. That determines the state of the world: What nations exist, how dead the plane is, and the like. I’ll be happy to answer questions about this if the timeline doesn’t make it clear.

The Age of Darkness

The Age of Darkness is Taramir, only more so: The death spiral is tighter, time is all the more important for its absence, and inaction is as troublesome as always. The one note I have for this is similar to the Age of Forests note: I will not brook a tale that defines the “colossal things in the darkness”, or even confirms their existence as real things, beyond reasonable doubt. If your narrator is deliberately unreliable, go for it.


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