Joined: Sep 22, 2013 Posts: 5699 Location: Inside my own head
Identity: Human
So, I've mentioned a few times that I've caught a worldbuilding bug, but because of a snag, one world has suddenly ballooned out into at least three. The one I'd like to work on leans heavily on "realism," but lacks a solid hook or much in the way of whimsy.
But I don't feel like I can just drop the other two, so I thought I might post about ideas I have for them here, as I try to hammer them out into a cohesive whole. Maybe it might interest some people to read about, or perhaps attract a bit of help in ironing out the kinks. They might even be compatible with one another, but they'll both need a lot of work for it.
Joined: Sep 22, 2013 Posts: 5699 Location: Inside my own head
Identity: Human
The world of Forms
To start with, I have this idea for going extremely detailed on a world without evolution in any sense, instead being governed by Platonic Forms (also known as Platonic Ideals, the Theory of Forms, etc.). Let's call this world Orgathra for now, to keep confusion to a minimum. I don't like the name because it's too similar to Ulgrotha, but it's only a placeholder.
To balance the concept out, I figured there would be an appropriate level of importance placed on souls and spirits, which would likely have something to do with the Forms themselves. I also figured I'd try letting this be where my story A Lesson in Necromancy takes place in, which would preclude a spirit world type of overlay, as well.
Therefore, I think there would end up being three "layers" to this world: the world of Forms, which contains all the Ideals that the material world is based on; the world of spirits; and the material world. To make it simpler, I think it makes sense for souls to be from the world of Forms, and THAT is what mostly influences the shape of things in the material world.
Alternatively, there might be the possibility that the spirit world is the world of forms, and that change in the material world is brought about because of the spiritual memories brought back as souls return after death. This would make all of the spirit world, considered as a whole, act as a sort of Gaia entity, guiding the shape of the material world.
Some Universal Laws of Orgathra
One of the first things I worked out is that genetics would not play any sort of role whatsoever in this world, which has a lot of implications:
1. There would be no bloodlines because there would be no inheritance in the way we understand it, as features and powers would arise and disappear in other ways independent of a child's blood
The manifestation of Form, as I call it, would probably still be influenced by biological processes and perhaps even by the soul of the mother, though I haven't worked out the exact mechanics of how fetus development should work.
2. Without genetics and inheritance, there's a great boon and a big problem that arises:
BOON: Genetic diseases of all kinds, including all the nasty ones like sickle cell anemia, hemophilia, et cetera, can be tossed out as non-existent.
PROBLEM: The way I see it, without genetics, inbreeding becomes fair game, and while there's a tiny amount of promise to the concept (being able to populate/revive a species from a single breeding pair), overall it's too squick for me to be comfortable with, so I need some solution for that.
3. Different creatures could be based off of the same Form, like snakes and wurms (and possibly even worms) being based on some nebulous celestial noodle. This makes all the humanoid races sharing the same shape make a lot of sense, and possibly explain the ability to inter-breed, but raises its own set of problems:
PROBLEM: If humans, elves, dwarves, etc. are all based on the same Form and there's no inheritance, what keeps the races separate? Why wouldn't an elf pairing spontaneously give birth to a human, or other such nonsense?
The alternative is that they ARE all separate Forms, which doesn't sit quite right with me, and also means inter-breeding is out. Of course, I'm mostly against it for the ability to include very nearly human races like elves and dwarves next to each other, which doesn't have to be the case, but it's something I'd like.
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Now, with the metaphysical spirit world being included, I also have a great BOON in that spirits could literally be the cause of diseases as they come into contact with living beings' souls, and this could even be expanded to include non-evil spirits, as long as their Form is different. Like, say if the spirit of a Form of something unmoving, like a mountain, comes into contact with someone's soul, then they might slowly become paralyzed because of it.
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Magical capability could easily be tied to the soul, to explain why some people can cast magic and some can't. It's also just a shortcut to explain how planeswalkers could arise from such a world, in all honesty, but I also like having a limitation on who is capable of spellcasting. If everyone can do it, then it doesn't seem very magical.
Dragons of the Formless Fire
The original concept was stolen from a reddit post about someone who made the dragons of their world symbiotic with fire elementals, and wanted to be slain in order to infect the dragonslayer and become a new dragon. I took that concept, ditched the symbiotic idea, added a dash of KSBD, and fit it into the notion of a world based on Forms rather than strict biology. I originally wanted to call them wyrms (because of an unfinished story based on the second plane), but I think "salamanders" works better for the associations.
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Salamanders are the unformed fire made flesh. Their bodies are their souls and their Form, and thus they can shape it freely because true fire has no set Form.
As beings of fire, they must consume, though they leave naught but ash behind, which most will shed by their breath. Those with strong enough flames may eat heavy things such as metal or solid rock, which, if laid low, can keep their inner flame alive for some time. A flame left unfed will eventually die out, so too is it with salamanders, their bodies rotting away but for the stony remnants of their innards. A well-fed fire will continue to grow, and so salamanders are gluttonous creatures, ever seeking more to feed upon.
Though they have flesh, there are no hatchling salamanders, no babes nor young. Rather, a salamander procreates by burning away the soul of another to fill it with their same fire. Doing so lessens them, splitting their flame between themselves and their "newborn." In time, both will grow again, though they are easier to snuff out while so weakened, and many might wait for this moment to strike down a rival or menace. The process itself is done through the breath, and may be done willingly or unwillingly, though as this is no true death, it is rare for a kindling to be forced upon someone, as the parent risks facing the ire of one suddenly their equal.
There is but one known “family” of salamanders, of a power each comparable to a mortal, together perhaps a hundred strong. They have chosen a life contrary to most salamanders, living as a noble house, undying but for the weakness of their flesh. Taken together, they may be as strong as any great salamander, but their individual frailty has kept them below the notice of any rivals, whilst they expand their realm within the human lands.
Joined: Sep 22, 2013 Posts: 5699 Location: Inside my own head
Identity: Human
The following is copy/pasted from most of what I had written as my "world bible" for my weird world of stolen concepts. Let's just call it Ultea for now, based on that one story of dragons I wrote.
The Basic Layout of Ultea
World of high fantasy. Magical energy (mana) suffuses all matter.
Not spherical. Not flat. Dissolves into the elements as you travel along into a direction.
Cosmological center is the World Tree, a gargantuan tree which is visible from everywhere on the surface.
Tree cycles energy from deep beneath the world into the sky.
Sun travels in a path along the sky set by a river of mana which circles the world.
This river is like the Milky Way at night: sometimes visible and somewhat fuzzy.
This river is fed by the flow of mana from the World Tree, the same as a normal tree respires with water.
There are thirteen moons, all but one habitable, about the size of one of the moon/asteroid levels from Ratchet & Clank.
The Thirteen Moons orbit the top of the World Tree in complex patterns, arising from the Tree’s “breathing” of mana.
Their orbits intersect with the tightly-woven tree branches regularly, and act as a natural path for cross-pollination.
Lifeforms originally from the Thirteen Moons resemble terrestrial life.
The one uninhabitable moon is barren and cracked and inhospitable.
Its sundering was a significant event in the ancient past.
The interwoven branches of the World Tree’s crown forms its own ecosystem, and is called the Canopy.
The Canopy regularly interacts with the Thirteen Moons.
The surface around the World Tree is abundant in wild Mana, which causes the warping of natural laws and wild phenomenon to occur.
Referred to as the Fae Lands.
Life here is largely unlike life outside the influence of the World Tree.
The underground around the roots of the tree is referred to as The Knot.
Area largely overlaps the Fae Lands.
Surface world beyond the Fae Lands is called Gaia
Life here is largely normal (low-fantasy)
Edges of inhabitable surface are called Precipice.
Acts as the only gateway into the Ashen Realm.
The underground around Precipice is the Ashen Realm.
Most equivalent to a fantasy Hell.
The Sun’s path takes it through this place.
I'll post more later, since this is probably already a lot to sift through. I apparently planned out quite a bit of this Ultea, but I'll need to look through it myself since I barely remember ever working on it.
Joined: Sep 22, 2013 Posts: 5699 Location: Inside my own head
Identity: Human
I was going to let this sit for a day or two, but I figure I might as well ramble a bit about the elements I've been thinking about.
The Possible Elements of Orgathra
I may end up dropping this entirely for being too complicated, but I'd like to explore, as CKY did with Solphos, an in-universe alternative to simply labelling things with the different colors of mana, just to have a bit more character to the world. It would be easy enough to translate the actual spellwork into Magic colors, but as experienced through someone actually living on the plane, it wouldn't be so straightforward.
The classical elements shared by a whole lot of cultures are earth, fire, water, and wind/air. In Western philosophy, æther was sometimes seen as a fifth, transcendent element, but since that has a rather specific meaning in the multiverse, that didn't seem so good to associate with a single color. The other problem, then, is that those four elements are basically only split between two colors, in general: blue gets air and water, while red gets earth and fire.
The Ancient Chinese had a convenient five-element system: water, fire, earth, and then wood and metal. Also, conveniently enough, they all interact with each other in clear cycles (such as fire "creating" metal out of earth), but it's all just a little too convenient. I'm sure there are already plenty of worlds and games that have already adapted the Chinese elements, a lot of them done more thematically, and I'd rather avoid just doing a 1:1 conversion anyway; I'd rather add something at least semi-unique to my world.
Buddhism also had an earth-air-fire-water quadrilogy, with an additional element of void which represented, again, kind of a transcendental element that was, in essence, the energy of empty space. This has all the problems of both of the above, but what's interesting is that Buddhism was also widespread across China, so that if you count them together, there's actually 7 elements that Chinese beliefs held: earth, air/wind, water, fire, wood, metal, and void. Perhaps a bit better, but I'm not sold on a few things. In my mind, plants, as living things, would be a mixture of elements, rather than being their own element. I also don't see how to consider metal as an element, especially as separate from earth. If I could work out some sort of odd supercycle where there's an interaction from the soul, through the five colors, to the seven (or six if I use "void" to represent the soul instead), then I could maybe get it to work, but the further issue compounding the problem is that fire basically can't be anywhere but red and water basically can't be anywhere but blue.
So, in search of alternatives, I went looking through Pokémon types, and there is some promise there. If I convert some of the less elemental types (such as turning Flying into wind/air), and subtract the ones that don't obviously work, I'm left with a nice list of nine: a core of earth, air, fire, and water, and then darkness, decay, spirit, metal, and magic (converted from dark, poison, ghost, steel, and fairy, respectively). Since souls and spirits are supposed to be important to the world, I suppose having that as an "element" isn't a bad idea. Under this system, I could say that the long-lived elves would have less decay in their bodies than humans, and more magical races like changelings might have more magic in their bodies. I'm really not sure how viable this is as of yet, but it's what I have that isn't just the color pie with a coat of paint over it.
Joined: Sep 22, 2013 Posts: 5699 Location: Inside my own head
Identity: Human
The following is a timeline I had been putting together for Orgathra before re-discovering the Ultea world, so a lot of it is based kind of directly off of a previously-written story which was meant for that world (this is where I actually pulled the name "Ultea" from). As a result, it's kind of a confused mess because I was already working on a timeline while working out an evolutionary tree for various humanoid races I wanted to include. Most of it will need to be trashed, but I figured I'd post it anyway because there's some interesting tidbits in there.
A confused timeline of Orgathra
The First Great Age: The Age of Elves
While not the first humanoid race, elves were the first to tap into the vast richness of the plane's mana, above the animalistic feeding on it. They managed to bend mana to their will in what would become the world's oldest spells. With this discovery, they were able to forge an empire, pushing back the beasts which preyed upon them and building the first true society.
This Great Age was not to last, however. As the elves had little true understanding of how their magic worked, as the leylines ebbed and flowed, so too did their magic come and go. Civilizations rose and fell for hundreds of years before a massive shift in the leylines caused the mana of Indris to dry up, rendering them unable to perform the very spells which kept their societies together, and powerless against the dangers which they had so long been protected against.
Most of the elven species died out, and their unique forms of magic died with them, but they left a lasting legacy that would shape the plane for eons to come. While their form-shaping magic has been lost to time, their use of it gave rise to several modern species. Some small, disparate communities which had borrowed aquatic forms, permanently hid themselves in the sea, slowly propagating into the modern merfolk species (and their derivatives). Their once-small helpers, intelligent birds, became wild and grew into the modern harpy. The few able to go out in search of the missing mana, the so-called winged angels, fused their souls to the leylines they found, becoming the immortal angels, finite in number and aged beyond reckoning.
The first elves would come to be known as high elves, and the scattered survivors of their great empire would live on in small tribes, becoming the modern dark-skinned elf of the grasslands.
The Second Great Age: The Age of Dragons
The Second Great Age is known as the Age of Dragons. As the magic of the high elves faded, their civilization was destroyed from without by the dangerous predators of Ultea. Among them, were the ancient dragons, which had started organizing at this time into a loose civilization.
Perhaps by design, or perhaps by a few rogue dragons, the last of the high elves were subjugated under the rule of the ancient dragons along with other developing races. The elves were suppressed for several generations (approximately 500 years) to keep them from relying on their natural magical talent, until the knowledge of their most powerful spells passed from memory.
As the elves’ magic was kept carefully controlled, the dragons’ magic was growing, until they were able to shape-shift into humanoid forms.
Meanwhile, orcs and humans, not as attuned to the flow of mana, were similarly enslaved in order to build grand structures for them, including gates to the Ashen Realm, a massive underground cavern system that was used as a prison by the draconic emperors. After the Age of Dragons ended and these structures were abandoned, they became part of the dungeons littering the world.
Changelings were discovered in small numbers, hidden among the enslaved races. Those that were found, were mostly kept close to those that discovered them, due to their peculiar biology making them easy to blackmail. Changelings feed vampirically on positive emotions, meaning they require the secrecy of their disguises.
Addt'l info about the dragons' rise and fall
Salamanders first rose to power - though they were always powerful - as the first empire of the elves began to wane. Long wishing to feed upon the elves, they quickly recognized that they could feed indefinitely if they stole their civilization, rather than decimating it. So they did, carefully repressing the elves over generations until their formshaping magic passed from memory. Then, they began to expand their empire in earnest, conquering new lands and people as they pleased, feeding their insatiable appetites. In this time of draconic elightenment - for many were born from the enslaved population - dissenters came to be banished to the Ashen Realm, rather than destroyed.
In the Ashen Realm, where the flesh-searing sun passes through every night on its journey, there is nothing with which to directly feed their fire, only burned stones to act as coals. Many chose to perish, returning to the formless aether rather than serve their sentence. One, however, chose differently.
Unjhenal, a salamander of seemingly endless patience and hatred, learned to feed not on the hot stones, but on the sun itself. Her flame grew to heights never seen before or since, and when she had finally released herself, she burned all of Ultea down, destroying most of her bretherin in the process. Thus ended the Age of Dragons.
In the Modern Era, salamanders carve out territories as Lords, some as rulers among the umani, some as tyrant monsters demanding tribute, all feeding on the land they claim.
The Dark Age
Sorry, no flowery prose here, as I didn't get around to writing much here yet. After Unjhenal broke out and caused a civil war (or burned the plane herself?), there would have been a long stretch of non-history, as many land-based humanoids would have been wiped out (orcs, most elves, changelings, etc.), while others managed to survive (dwarves by tunneling, merfolk by obvious means). It was going to be during this time that eumidians (a seemingly-abandoned Magic race of wasp-people that were never actually depicted apart from a single card from Legends), and skinnudu (minotaurs but with elk heads instead) evolved, but since I'm dropping the evolution angle entirely, I no longer know what to put here.
Modern Era
Still no flowery prose. The current state of the world was supposed to be, more or less, the Era of Man, though I had ideas for a time period in-between the Dark Age and the Modern Era, including the eumidians growing an empire of sorts (drawing parallels to feudal era Japan, though mostly by accident), and the skinnudu first flourishing and later being conquered and driven out of their homelands by the invading allied forces of humans, elves, and dwarves. Also during this time merfolk would have been "re-discovered" after they had gone into hiding for many millennia to avoid the dragons.
Anyway, I know I had been building a bit of a world based on the unpublished NaNoWriMo story I wrote last year, but I'm not sure where my notes went for that. What I can remember is that powerful elemental beings known as Lords would have sectioned out the world between them, and acted basically as the gods of the world, accepting offerings to appease them and occasionally deigning to grant requests of them. Dragons may have been the Lords, and I know I was working on child-like shape-shifting entities for 's Lord type, based on the Duel Masters game Cyber Lords. They would have been what would have allowed civilization to flourish, as they kept the greater dangers (like the kinds of huge creatures that could be considered natural disasters in their own right) at bay.
Joined: Sep 22, 2013 Posts: 5699 Location: Inside my own head
Identity: Human
It's been a little longer than I meant to since I've posted about this. I should fix that.
Since I never actually named this plane originally, I'm substituting Ultea in where it's appropriate, as I had a placeholder in several places.
some descriptions of the realms of Ultea
Gaia The vast territory outside of the shadow of the World Tree is referred to as Gaia. Most races of the surface claim their territory in Gaia, rather than the Fae Lands under the World Tree.
The World Tree The World Tree is the cosmological center of Ultea. While the sun may rise and set according to the vast river of Vis in the sky, the Thirteen Moons of Ultea orbit around the World Tree. Their orbits are complex yet orderly, passing between the boughs of the World Tree’s crown from time to time in predictable paths. The World Tree’s roots reach down through the Underworld, bringing the Vis of the world up through its body and out into the sky — thus it is said that the World Tree keeps the flow of Vis through earth and sky and the movement celestial bodies in order.
While the World Tree nurtures and affects life at any height, life is concentrated in two places: the earth surrounding its trunk, and in its crown. The large stretches of earth around the base of the World Tree are marked as the Fae Lands, because the large amounts of Vis which the world tree infuses those lands which has changed the nature of life around it. Most of the beings of the Fae Land are terrestrial in nature, many hailing from Gaia in eons past. The Canopy, on the other hand, houses mostly creatures originally from the Thirteen Moons of Ultea. The environment and creatures here are strange, but not as affected by the same wild Vis which affect the Fae Lands below. The Thirteen Moons pass between the boughs of the Canopy regularly, allowing creatures to migrate and intermingle.
Fae Lands In the shadow of the World Tree, wild Vis brought up from the world’s heart has changed the life over a large territory called the Fae Lands. Because of the altered nature of reality in the Fae Lands, flora and fauna may not behave as they would in Gaia or on the Thirteen Moons. The chaotic nature of the biomes of the Fae Lands has given rise to the highly structured laws enforced by contract magic — magic which largely isn’t as effective outside the Fae Lands.
The first race of Elves were said to have ruled the Fae Lands in the dawn of the world, but were killed off violently, their descendants forced out into the greater world. Unicorns now rule the Fae Courts, the equivalent of kingdoms in Gaia. The Fae Courts ensure that the Fae Lands do not succumb to chaos, passing and enforcing the magical contracts which rule over all their territory.
Canopy The crown of the World Tree has its own ecosystem, referred to as the Canopy. The environment of the Canopy is strange due to its removal from the earth below. Rain does not fall, for instance, and solid ground is hard to come by. Most of the life here is not originally from the Canopy, rather from the terrestrial world or from one of the Thirteen Moons. There is a nearly palpable flow of Vis among the boughs of the Canopy, along which the Moons drift.
Thirteen Moons The Thirteen Moons of Ultea each orbit the World Tree, high in the sky. They float along the flow of Vis which surrounds the Canopy, passing between the branches in predictable patterns. All but one of the Moons are a small habitable world in their own rights, eons of intermingling life with the Canopy giving them all highly similar biomes — though they differ notably in their actual environments. The thirteenth Moon, Sin, is a blasted landscape which once supported life but now sits like a cracked marble in the sky. Supernal Elves now claim the Thirteen Moons as their own territory, and have forced Owls, which once lived on the Moons, down to the earth.
Luna Selene Iah Chang’e Kaguya Chandra Metzli Sin
Glancing through that, I'm no longer sure my two world ideas are compatible, but then again that is why I'm posting about it. I forgot how large I wanted Ultea to be, and the timeline I thought up for Orgathra can't work with what I've got here. There's still all sorts of missing information, of course, so we'll see what comes of it. I might re-incorporate Orgathra into my more structured personal plane (the one with evolutionary lines for the humanoid races).
Joined: Sep 22, 2013 Posts: 5699 Location: Inside my own head
Identity: Human
There's honestly more I should be posting about Ultea (since I still have several more documents that I wrote years ago, besides the clearly open areas I left myself to develop), but I'm creeping ever closer to the point where I just post publicly the entire way through designing a world, and am wondering if I should post about the original world which I split off from Orgathra -- the one I have been designing a cladogram for.
Mostly, I worry that it's not the right fit for the M:EM. Magic's entire multiverse of soft magic and (nearly) infinite settings is perfect for putting character drama first since we can so easily put characters in situations that test their morals or resolve by simply taking them to another plane designed specifically for that purpose, but what I want to do is grind all the soft edges to hard points, and that sounds like it would be at odds with our purpose.
Much the same could probably be said about Orgathra, but I feel like it has more of a right because of its whimsy; that it's weird enough that there would be some out-there element, like the dragons being "the Formless Fire," that would present an interesting situation to bounce someone's character off of.
Another big problem, though, is that as I said before it's being pulled in different directions. I've been wondering for several weeks whether the concept of evolution can exist side-by-side with the concept of Platonic Forms. I'd love to actually have my cake and eat it too, forming evolutionary trees to figure out how various humanoid races are related to each other, while also having some unseen celestial realm where fire=dragons exist, but the more I impose science onto the world, the less I can get a grasp on what magic means to it.
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Related to the above, but more on-topic, because of Highschool of the Dead (and how little they care to keep to their own lore on how zombies work), I've had a few flitting thoughts on how I would design my own version of zombies.
I don't think I've ever said (but I may have made apparent), but I really don't find zombies, or the undead in general, appealing. Actually I tend to ignore large sections of 's color pie when I'm thinking up worlds, because a lot of the go-to creature types and spell effects feel so one-dimensional to me.
While originally meant to be part of a series of vignettes re-examining common magic effects as hard magic systems, A Lesson in Necromancy was an attempt at bringing an interesting (to me) angle to your typical reanimation. In it, I imagined the raised dead to be more-or-less neutral, equally capable of being benevolent or malevolent based on the predilections of the spirit being used to reanimate the body.
I'd like to return to that concept, because trying to imagine zombies as mostly physical entities hurts my brain. I keep wondering where the impetus of movement would come from. Why would it lie in the brain, when the brain would rot away fairly quickly? I should look up ancient beliefs about the brain, to see if there's any inspiration to be gleaned there that might fit in better with Orgathra's use of the soul.
Joined: Sep 22, 2013 Posts: 5699 Location: Inside my own head
Identity: Human
Huh, so I ended up looking into Ancient Egyptian theology/culture a bit today, and discovered that they believed in a 9-part soul, which included the physical body, the heart (as separate from the rest of the body), an "astral self," and a shape-shifting entity to act as the go-between for the astral and physical bodies, among other things.
It made me realize that I've been looking at things from a too... I guess Christian perspective? It solves a lot of problems I thought I was having with Forms and undead and such, if the soul & body are not the ONLY parts that make up a being.
Joined: Sep 22, 2013 Posts: 5699 Location: Inside my own head
Identity: Human
I was hit with a bit of inspiration the other day, and put some of it to paper.
Demons of Orgathra
Demons are beings without form, originating on Orgathra rather than the world of Forms. There are also a finite number of what can be called "true demons" -- those that have lived long enough and amassed enough power to truly stand among the immortals.
Demons begin life as shapeless masses of organic matter or sludge that form along ley lines, like oozes made of oil or tar. New demons are slow to be "born" because of the rare conditions needed for them to arise. They are not mindless in the traditional sense, but possess no coherent senses, being a confused amalgam of remnant consciousness.
Infant demons possess fractured instinct which hunger for Form, but it takes long before they have developed enough to take one. They may spend a century or more silently feeding before it assumes its first animalistic shape. Every creature they eat becomes part of the demon, and it only becomes sentient as these acquired consciousnesses outnumber or overpower the broken pieces it was born with.
Sapience takes many humanoid victims, and some demons may never swallow enough of them to achieve higher thought, and others may take many more centuries to become intelligent enough to reach this adolescent stage, where it can walk among humanoids. The hunger that compels them leads them to feed ever more on humanoids, though they utilize guile to ingratiate themselves and infiltrate the races upon which they feed.
Adolescent demons are known as changelings, for their shapeshifting abilities. Changelings live disguised among the populace of a humanoid race, becoming a trusted member of the community while plotting its next meal. A channeling is protective over its "flock" and will stealthily defend its claim from creatures of the night. Many changelings and older demons have a particular hatred for lower demons (those with only animal intelligence) and will lend aid even to angels to destroy them.
There's more boiling in my head about how demons work (such as some fashion of procreation) and what "kinds" of demons there are (like the animal ones hinted at), but I find it hard to write it all down. Between this and the entry on Dragons, I've started coming around to the idea of sticking with the World of Forms and re-incorporating it back into my original worldbuilding plan, which would mean messing around with the race list, among other things.
For the most part, I just want to make a world full of the races and creatures which I enjoy and exclude those that I don't, like how I've mentioned my issues with vampires or zombies as a race. As I've been looking up things to get inspiration, though, I've noticed that Greek mythology just has a lot of beasties that I like, and I'm thinking of focusing on Greek creatures and influence in addition to the above. Either way, I think I'm going to end up with a more Final-Fantasy-feeling world in the end, but we'll have to see where this leads.
Joined: Sep 22, 2013 Posts: 5699 Location: Inside my own head
Identity: Human
Getting more attached to the World of Forms idea, but I'm having a difficult time reconciling it with the creature types I'd like to include.
Like, for instance, as equivalent to the established Angels, Dragons, and Demons, I'd like to include Sphinxes, but since they're clearly hybrid mythological creatures, I find it hard to imagine them being directly from a celestial world only filled with true shapes. One possibility I was entertaining today was if Sphinxes were the physical embodiment of an abstract concept -- specifically, the idea of "knowledge is power" and that they would get larger as they learned -- but it doesn't feel like that jives with what I originally wanted (not that I have a firm grasp on "what I wanted").
As I was mentally exploring the characteristics of a Sphinx, though, I hit upon another neat little concept that I'd like to build on: each iconic (because I shouldn't kid myself that I'm not expressly filling out the iconic spaces) is driven primarily by one of the 7 deadly sins:
Dragons are primarily driven by gluttony, always driven to consume more
Demons are primarily driven by greed, for ill as much as good, since they grow wiser and more possessive with age to the point where they will grow and protect their "flock"
Angels, once mortals of a race that ruled the world, have become such absolutists that wrath would define them
Sphinxes, in this hypothetical, would be driven primarily by pride, making several creatures in their image (catfolk, harpies, griffons, etc.)
I'd probably do some fine-tuning and mixing, such as maybe a sub-theme of envy from the Angels as they long for what was once theirs during their mortal lives, but it's an easy-to-apply template over them that guides my thoughts in interesting directions.
Joined: Sep 22, 2013 Posts: 5699 Location: Inside my own head
Identity: Human
Small idea that helps justify sphinxes: the human form is the Form of wisdom (or intelligence if you prefer; something of that nature), and sphinxes like "start" life as human-like entities, later imprinting the Forms of the lion and bird (hawk? eagle?) onto their own as a way of manifesting their power.
Since I'd like to include nymphs, anyway, this also creates a perfect excuse for how/why they are: nymphs would be representative of the wisdom of the natural world, like elementals for thought instead of might. Using this concept might also help guide me to figuring out how to fit driders into my world, which is something I'd like to do.
On the other hand, this might pose a problem with how I'd like to portray both harpies and catfolk, since I want a bit closer-to-traditional representation of harpies being near-feral man-eaters without much in the way of culture, while I'd like catfolk to be somewhat elegant (at least in comparison). I'd love to figure out a third trait for a sphinx so that I could mix-and-match between the created races:
Harpies: fierceness and [x] without any of the wisdom
Griffins: fierce and wise without any of the [x]
Catfolk: wise and [x] without any of the fierceness
Laying it out like that, of course, implies that bird=fierce and cat=wise, which I'm not happy with, but I can shuffle traits around once I have a better collection for them.
Joined: Sep 22, 2013 Posts: 5699 Location: Inside my own head
Identity: Human
Reconstructing a little descriptive lore story I managed to both write and lose today:
Scylla and Charybdis
Along a rugged and rocky coastline, dangerous but beloved by pirates and merfolk for its many cavernous cliffs, there lives the reclusive demoness Scylla and her mother, Charybdis. In the form of a monstrous merfolk, her waist lined with the heads of beasts, Scylla watches over the sedentary Charybdis, whose form is more akin to a gibbering leviathan, but who rests upon the seafloor.
While their past has been lost to mortal history, Scylla is a rare ascended devil, originally made of the high-Form cast-off of the powerful demoness Charybdis. Carybdis once ruled a territory along the very coast she now resides, but 'sacrificed' herself to save it, consuming a rampaging sea beast. With the size and will of the creature, her mind fractured again under the strain, losing herself in the process but retreating to the sea. For a very short time, Scylla reigned in her mother's stead, but once she discovered Charybdis's pitiful fate, pledged herself to restoring her back to her former glory. Scylla consumed entire towns of Charybdis's former queendom, bringing a hopeful 'tribute' for her mother to consume and overwhelm the bestial part of her. Charybdis still retained enough of her senses, though, to mourn over the loss of her realm, and refused to eat. Thus began Scylla's centuries-long task.
As Charybdis became the target of both other immortals and would-be monster slayers, Scylla's role became as much protector as nurse. She adopted the form she now wears to insinuate herself into legend, both drawing attention away from the creature of the depths -- her mother -- as well as deterring the foolish who would go after the more sedentary Charybdis. Over time, Charybdis's fractured mind forgot its grief, and she began eating Scylla's offerings. However, it takes many mortal Forms to equal and overpower the beasts a demon keeps within them, and Scylla's work is far from finished.
A few things worth noting:
There's a few things about demon "biology" that I may not have mentioned that are important to understanding what's happening -- I'll get around to explaining that eventually
I definitely want to change the names here, but this is both a quick-and-dirty lore entry that I didn't want to pause over to come up with names for, and it's an easy shorthand since I very much am basing these two off of the mythological creatures they're based off of
This isn't going to be a definite entry into the world as-is, especially as I solidify more concepts of the world, but it fits with what I know for now.
I can't remember if I've mentioned it around here or not, but Scylla and Charybdis are the sources for the names of the Dual-Walkers, Syl and Chardis. Scylla and Charybdis were, according to myth, located in the Strait of Messina. Messina backwards is Anissem, the central plane of the Wheel, where Syl and Chardis made their home.
I can't remember if I've mentioned it around here or not, but Scylla and Charybdis are the sources for the names of the Dual-Walkers, Syl and Chardis. Scylla and Charybdis were, according to myth, located in the Strait of Messina. Messina backwards is Anissem, the central plane of the Wheel, where Syl and Chardis made their home.
Because Raven.
Oh dear angels of double death I hate and love this in equal measure.
_________________
Cecil Gershwin Palmer (Welcome to Night Vale) wrote:
I can't remember if I've mentioned it around here or not, but Scylla and Charybdis are the sources for the names of the Dual-Walkers, Syl and Chardis. Scylla and Charybdis were, according to myth, located in the Strait of Messina. Messina backwards is Anissem, the central plane of the Wheel, where Syl and Chardis made their home.
Because Raven.
Of course you would. I honestly can't believe I never caught onto that.
Joined: Sep 22, 2013 Posts: 5699 Location: Inside my own head
Identity: Human
Separate post because I caught a moment of inspiration today, about what harpies are (which will later help me figure out catfolk and griffin traits).
[spoiler=A few sentences about Harpies] Harpies are often seen as viscous, animalistic people, though this is somewhat untrue. Harpies can be said to have a hive mind — they have an instinctual understanding of what is best for the flight — and that is why it is so dangerous to approach them in their own territory. However, harpies tend to be quite curious creatures, and as such many live among the other mortal races, finding endless ways to entertain themselves with foreign cultures.
The sphinxes originally created harpies to seek out knowledge, making them intrepid explorers, and the sphinxes' instilling them with servitude gave them their later social structure when flights began populating away from their masters.[/quote]
I can't remember if I've mentioned it around here or not, but Scylla and Charybdis are the sources for the names of the Dual-Walkers, Syl and Chardis. Scylla and Charybdis were, according to myth, located in the Strait of Messina. Messina backwards is Anissem, the central plane of the Wheel, where Syl and Chardis made their home.
Because Raven.
Oh dear angels of double death I hate and love this in equal measure.
Of course you would. I honestly can't believe I never caught onto that.
I could have sworn I had mentioned that around here before, but a quick search of my former posts show that I have never even used the words Scylla or Charybdis here before this conversation. I bet I mentioned it to Keeper or something in a PM or Hangouts message. While I'm on the subject, I guess I could add that the four other planes of the Wheel are all based on the Greek words for the four colors they represent. Checking again right now, the only two I can get to work are black (Mavros) and red (Kokkino[s]), so I don't remember how I got to Lefkos and Galanos, but I remember basing it off Google Translate colors in Greek.
Joined: Sep 22, 2013 Posts: 5699 Location: Inside my own head
Identity: Human
I decided to do some off-the-cuff examining of a multi-part soul, and came up with a few words that feel like it would fit in some ancient medical textbook:
The Fiver-Part Soul
It is the five souls of the mortal races which allow them to transcend above the animals and plants, and through their corruption that we see sickness and disease.
The first soul is the soul of belonging, which resides in the beating heart of every being. It spreads out like roots from the seed of the heart, uniting all the souls together.
The second soul is the soul of identity, which resides in the liver. It is a grounding force and the characteristic of the strong-willed.
The third soul is the soul of desire, which resides in the gut. In some it may be easily sated, but the soul of desire always pushes mortals onward toward greater things.
The fourth soul is the soul of passion, which resides in the breath and the lungs. It carries a swiftness, and can bring love, strife, and fear in equal measure.
Three fifth soul is the soul of thought, which resides in the skull and twines down the backbone. It is slower and more sensitive than the other souls, but can bloom if nurtured.
It should be fairly obvious which soul/organ equates to which color of mana, but in case you missed it:
The Five-Part Soul, in laymana's terms
The heart and blood vessels form the seat of mana, and are a force for community and connection.
The liver is seat of mana, so important for many functions of life and capable of regeneration.
The gastrointestinal tract (more specifically from the stomach downward) is the seat of mana, always needing to be fed yet importantly providing you energy.
The lungs are the seat of mana, since your breathing quickens whenever you're excited, be it for any reason.
The nervous system (more specifically the brain) is the seat of mana because of course it would be.
I'm kind of so-so on the idea of including it in the world of Forms (Orgathra), though, because I want a lot more focus to be on Forms themselves — such as healing magic working on a being's form instead of soul — but there is some potential for the two concepts to coexist. Part of the reason I attach the souls to physical organs is to try and invent some counter to undead because I don't like zombies, but at the same time doing that raises some questions about how this would apply to races like driders (which would likely have half or more of their organs be spider-like in their torsos) or slimes (which have no organs), so it's definitely something I have to work on.
Speaking of, at current I have these half formed ideas that driders came about when spiders discovered how to literally weave magic (it seems several cultures tie spiders to the invention of weaving), and that slime-people are basically coralians from Eureka Seven: created humanoids from a much more alien creature as its way of learning and communicating. I haven't focused much on them yet because there's a lot less mythological information to go over than other races have.
Alright, I'm a terrible person for derailing your thread so much, but all I could think about when I saw this first spoiler block is Watership Down.
Hey, I'm honestly happy to know you're reading. I'm making slow progress (for various reasons), but it's still nice seeing a little activity as I chip away at these ideas.
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