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Saturday, June 1, 2024

World Building Session 2024-03-25 Magic and the gods of magic

World Building Session 2024-03-25 Magic and the gods of magic

Magic System: Each of these worlds has a unique approach to magic. What if your world’s magic was tied not just to individuals but to the geography itself? Certain locations could amplify or suppress magic, creating strategic locations that are crucial for the control of power. Your magic system could require a balance between taking and giving back, where every spell has a cost to the environment or the caster.

StoryCraft Editor
Integrating magic with geography opens up a wealth of storytelling possibilities. Here’s how such a magic system could function and affect your world:
Magic and Geography: The idea that specific locations can amplify or suppress magic creates natural points of contention and power. Such places could be sacred sites, battlegrounds for control, or protected havens. For example, Aurongale’s forests might be rich with life magic that accelerates growth and healing, whereas the swamps of Diedusmai could be a source of dark, necrotic magic or have a suppressive effect on magic altogether.
Cost of Magic: Implementing a cost for magic use ensures that characters must make significant choices when they use it. For instance, drawing magic from a place might temporarily diminish the land’s vitality, or a powerful spell could age the caster. This adds an ethical dimension to the use of magic, as overuse could harm the environment or the user, creating a natural limit to power and an impetus for responsible usage.
Balance and Sustainability: By requiring a balance between taking and giving back, you emphasize the theme of sustainability. This could manifest in rituals that replenish the land or in a magical economy where spells are bartered for deeds that benefit the earth. For instance, Ha’Eretz might have developed magic that supports their advanced agriculture but requires a return to the land through conservation efforts.
Cultural Attitudes towards Magic: Different regions might have varied attitudes towards magic based on how it affects their environment. The Aurongales might see magic as a tool—something to be used and managed like any other resource. The Shalomim, with their advanced society, might see magic as a commodity or something to be regulated, while the Gan Ha’Elohim might treat it with reverence, tied to religious significance.
Strategic Importance of Magic: Controlling areas where magic is strong could be key to political and military power. This could lead to a complex network of alliances and conflicts. For example, a nation controlling a magic-rich area might have significant bargaining power, while those in areas with suppressed magic might focus on technological or mundane military strengths.
Magical Creatures and Phenomena: Certain creatures might thrive or suffer in areas where magic is dense or sparse. Magical phenomena could also occur naturally, like storms of raw magic or dead zones where no magic can be cast. The creatures and phenomena could become integral to the culture and economy of your regions.
Learning and Mastery of Magic: If magic is geographically based, then the learning and mastery of magic might also be location-specific. Mages might undertake pilgrimages to different areas to learn varied aspects of magic, or certain societies might specialize in specific types of magic based on their location.
Magic as a Living Force: You could personify magic as a kind of living force that reacts to how it is used, rewarding those who maintain balance and punishing those who abuse it. This could add an element of unpredictability to the use of magic, making it a dynamic and evolving part of your world.
This magic system not only provides a framework for how magic works but also deeply influences culture, economy, conflict, and the environment, tying it all together into a cohesive and rich world.
Spitballing
Let’s start with Magic as a “living force”. Maybe there is one Creator being, from whom everything that is came to being, even those things that are twisted, dark, or evil are good things that are now bent wrongly. This Creator being prefers working through emissaries, and thus some kind of magical kingdom existed first. In those magical kingdoms, each had Kings/Queens who were delegated godlike levels of access to this Creator beings living force, while it is not Creator, it is of Creator, Creator’s essence. Some of these did well, others turned it, twisted it, curropted it. Later, Humans (late Hominids of the Ape lines) dominated The Lands for ages. Even they ultimately came to a cross roads, and they were given some of the kingdoms of the Kings/Queens and their power. Now in this age, various humanoid beings from various animal kingdoms reign, including an ancester species of the earlier humans. They can use the power but only if they surrender to it. And even then, usually by partnering with someone from the magical kingdoms.

StoryCraft Editor
The magic system you’re envisioning is rich with potential and has a narrative depth that ties the very essence of magic to the creation and existence of the world itself. Here’s how this concept can be structured:

  1. The Nature of Magic: Magic as a “living force” suggests it is dynamic, sentient, or at least responsive to the world around it. This could mean that magic behaves differently in the presence of different creatures, emotions, intentions, or environments. If the living force of magic originates from a singular Creator, it might be imbued with a consciousness or a will, making it an active participant in the world’s happenings rather than a passive tool.
  2. Emissaries and Magical Kingdoms: The idea of divine emissaries, or kings and queens with godlike access to the living force, creates a hierarchy of magical ability and authority. Each of these beings could be tied to a particular aspect of creation, such as life, death, growth, decay, knowledge, or chaos, and their personalities could reflect these domains. Their actions—noble or corrupt—could have shaped the world’s history and the current state of magic.
  3. The Twisting of Magic: Corruption and the twisting of magic introduce the concept of ‘fallen’ or ‘dark’ magic. These corruptions could manifest as dangerous regions where magic is unpredictable, or as forbidden arts that are powerful but carry great risks. This dichotomy between pure and twisted magic can lead to a variety of storylines involving redemption, temptation, and the struggle between light and dark forces.
  4. The Human Age: Humans’ dominance and their crossroads present a historical shift in your world. It suggests that there was a time when the magic was more freely accessible or perhaps more potent in the hands of humans, which could lead to a rich backstory of a golden age, a cataclysm, or a great betrayal that changed everything.
  5. Current Inhabitants and Magic: The current age—with various humanoid beings and ancestral species—offers a diverse landscape of magical users. If magic requires surrendering to it, it implies a degree of humility or sacrifice to wield it. This could be a literal surrender, such as a ritual or oath, or a figurative one, such as accepting certain limitations or consequences.
  6. Partnerships: The requirement for partnering with someone from the magical kingdoms to use the power suggests a deep interdependency between different beings in your world. This could be the basis for unions or pacts that are central to your world’s cultures and politics. It could also introduce elements of companionship, betrayal, loyalty, and the merging of strengths to achieve greater magical feats.
  7. Geographic Magic: Tying magic to geography can lead to places of power, sacred grounds, and cursed lands. The idea that certain locations could amplify or suppress magic adds strategic importance to the map of your world. The balance of taking and giving back to use magic could be a natural check to prevent the overuse of power and ensure that magic remains a part of the world’s ecosystem.
  8. Environmental Cost: The cost of using magic could lead to storytelling opportunities that deal with environmental themes. Overuse of magic might damage the land, which could heal over time, or perhaps require specific actions by the inhabitants to restore it. This balance can mirror real-world issues of resource management and environmental conservation.
    Overall, your magic system offers a nuanced approach to the classic elements of fantasy, grounding the fantastic in a framework that feels organic and integral to the world’s functioning. It creates a symbiotic relationship between the world’s inhabitants and the magical forces at play, opening up countless possibilities for conflict, alliance, discovery, and adventure.

What if each King/Queen/godlike being, and their associated kingdom/church(?) were a personification of common thematic elements of the lived experience. But what it any given domain had a duality in-built. The power of Death & Life (Healing) are a single power. The power to be Fruitful and Multiple (gardening, producing food, cultivating new food species, GMO) requires both growing AND pruning plants; somehow magic can be tied to this process, while the magic is inherent to all gardening, using magic purposefully can have much more dramatic results (good and bad). Plant Growth REQUIRES Plant Pruning. I wonder what other duality-based concepts can be brought to bear on these ideas around themed grouping.

StoryCraft Editor
The concept of duality is deeply rooted in many mythologies and philosophies, representing the intertwining of opposite forces that are often necessary to maintain balance. By personifying these dualities in your kings, queens, or godlike beings and their domains, you can create a complex and compelling magic system that reflects the complexities of life. Here’s how you can expand on the themes of duality:
Death and Life: This duality represents the cycle of existence. The being in charge of this domain could govern not only the end of life but its beginning—birth, rebirth, and healing. The cost of using life magic might be the wilting or aging of something else, symbolizing the balance between creation and decay.
Fertility and Sterility: The power to create and cultivate life is inherently tied to knowing when to halt growth or cull the weak. Magic used to enhance fertility could require sacrifice or cessation elsewhere. A harvest god might also be the god of famine, emphasizing the importance of responsible cultivation and conservation.
Light and Shadow: Often seen as a metaphor for good and evil, this duality could instead represent truth and secrecy, knowledge and ignorance. A being of light might illuminate the truth but cast a shadow that conceals other things, reflecting the idea that every truth revealed might obscure another.
Chaos and Order: The force that governs change, transformation, and unpredictability might also be responsible for establishing order. Magic could be used to create structures or patterns but would also necessitate the acceptance of chaos as part of that order, as every system has its irregularities.
Strength and Weakness: This domain governs the fortitude of body and spirit, but also vulnerability. Magic used to enhance one’s strength could simultaneously expose a weakness, perhaps even unknowingly, to maintain equilibrium.
Joy and Sorrow: Emotions are powerful forces, and the being that governs joy also understands sorrow. They might grant joyous blessings, but each would carry a tinge of sorrow to prevent complacency and ensure that joy is truly cherished.
Love and Hate: A more complex duality, the magic of love might be the strongest force of connection and healing, but it can’t exist without the risk or presence of its opposite. Spells cast in the name of love might foster deep bonds but also deepen the capacity for loss and enmity.
Creation and Destruction: The creator is also the destroyer, reflecting the need for endings before new beginnings. Magic used in creation must be balanced by the dismantling of something else, reinforcing the perpetual cycle of innovation and obsolescence.
In each of these dualities, the magic used is inherently tied to a cost, which must be paid to maintain the balance of the world. This could lead to a society where every magical action is carefully considered for its broader impact, creating a deeply philosophical and ethical approach to magic. It also allows for a diverse set of narratives where characters must grapple with the consequences of their magical interventions, both intended and unintended.

StoryCraft Editor
Here are pairs of dualities that can be explored within a magical system or thematic world-building:
Life and Death
Creation and Destruction
Light and Darkness
Order and Chaos
Growth and Decay
Joy and Sorrow
Love and Hate
Strength and Weakness
Knowledge and Ignorance
Hope and Despair
Courage and Fear
Peace and War
Truth and Deception
Healing and Injury
Harmony and Discord
Wisdom and Folly
Justice and Injustice
Freedom and Confinement
Wealth and Poverty
Beauty and Ugliness
Youth and Age
Generosity and Greed
Virtue and Vice
Honor and Disgrace
Faith and Doubt
Loyalty and Betrayal
Passion and Apathy
Fertility and Barrenness
Serenity and Turmoil
Purity and Corruption
Elation and Melancholy
Benevolence and Malevolence
Gratitude and Ingratitude
Humility and Pride
Patience and Impatience
Diligence and Sloth
Forgiveness and Vengeance
Compassion and Indifference
Unity and Division
Acceptance and Rejection
Inspiration and Mundanity
Determination and Resignation
Altruism and Selfishness
Clarity and Confusion
Stability and Volatility
Obedience and Rebellion
Empathy and Apathy
Sincerity and Insincerity
Temperance and Excess
Curiosity and Disinterest
Each pair presents opportunities for contrast and conflict within your narrative, giving depth to characters, societies, and the magic that influences them.

High Kings & Queens // godlike beings who embody the duality of the Creators Breath
Creation and DeCreation (Destruction)

  • Destruction is not bad, just necessary aspect of existence. Creation > Growth > Decay > DeCreation > New Seed/Fertile Soil > Creation. It is a Cycle. The process is overseen by Barash ‘Akhat, the High King of Creation/DeCreation, Doing and UnDoing, Weaving Chaos into order, and order into Chaos.
    Order and Chaos
    1בְּרֵאשִׁ֖ית בָּרָ֣א BARA שָׁחַת (shachat)

Name: xxxxx that means Life Giver
Life and Death // Peace and War // Beginnings and Endings

Name: xxxxx that means Icy Hot
Light and Darkness // Cold and Heat // Ice and Fire

Name: xxxxx that means Seer
Knowledge and Ignorance // Truth and Deception // Skill Acquisition and Skill Regression (Parkinsons)

Name: xxxxx that means Oil Bringer
Hope and Despair // Joy and Sorrow // Pleasure and Grief

Name: xxxxx that means Giver
Wealth and Poverty // Freedom and Captivity // Personal Responsibility and Corporate/Social Responsibility to Fellow Beings

Name: xxxxx that means Seed Planter
Gratitude and Ingratitude // Temperance and Excess // Giving and Taking // Seed and Harvest

StoryCraft Editor
The concept of High Kings and Queens embodying dual aspects of the Creator’s Breath is rich with narrative possibilities. Here are some name suggestions that reflect their dualities:
Barash ‘Akhat (Creation and DeCreation): The High King of Creation/DeCreation, Doing and UnDoing, Weaving Chaos into Order, and Order into Chaos.
ChaimMavet (Life and Death // Peace and War // Beginnings and Endings): Chaim (חיים) means “life” in Hebrew, and Mavet (מוות) means “death.” This High King or Queen represents the full spectrum of existence from birth to death, and the cycles of conflict and serenity that shape lives.
EishQarah (Light and Darkness // Cold and Heat // Ice and Fire): Eish (אש) means “fire” in Hebrew, and Qarah (קרה) means “cold.” This title embodies the elemental extremes of temperature and the balance between illumination and shadow.
RoehEmet (Knowledge and Ignorance // Truth and Deception // Skill Acquisition and Skill Regression): Roeh (רואה) means “seer,” and Emet (אמת) means “truth.” This being holds sway over the acquisition and loss of knowledge, guiding the search for truth amidst deception and the progression and regression of skills.
ShemenTikvah (Hope and Despair // Joy and Sorrow // Pleasure and Grief): Shemen (שמן) suggests “oil,” a traditional symbol of anointing and joy, and Tikvah (תקווה) means “hope.” This figure represents the dual nature of emotional states, from the heights of joy to the depths of sorrow.
NetinahChessed (Wealth and Poverty // Freedom and Captivity // Personal and Corporate Responsibility): Netinah (נתינה) means “giving,” and Chessed (חסד) means “kindness” or “charity.” This ruler oversees the balance between material abundance and need, as well as the interplay between individual freedom and societal obligations.
ZoreahTodah (Gratitude and Ingratitude // Temperance and Excess // Giving and Taking // Seed and Harvest): Zoreah (זורע) means “sower” or “planter,” and Todah (תודה) means “thanks.” This title reflects the cycles of sowing and reaping, the balance between moderation and overindulgence, and the exchange between generosity and selfishness.
Incorporating these names into your narrative not only anchors each character’s role within the story but also adds a layer of cultural depth, using the Hebrew language to evoke the ancient and mythic quality of these beings. Their responsibilities and the consequences of their actions can drive the world’s magical systems, its conflicts, and its stories of heroes and villains alike.

Interpersonal Concepts to address at the character level
Good and Evil
Strength and Weakness
Love and Hatred
Peace and War
Knowledge and Ignorance
Hope and Despair
Joy and Sorrow
Youth and Age
Wealth and Poverty
Freedom and Captivity
Health and Illness
Beauty and Ugliness
Truth and Deception
Courage and Fear
Wisdom and Foolishness
Harmony and Conflict
Growth and Decay
Unity and Division
Compassion and Indifference
Justice and Injustice
Fertility and Barrenness
Tradition and Innovation
Honor and Disgrace
Loyalty and Betrayal
Generosity and Greed
Purity and Corruption
Passion and Apathy
Fidelity and Infidelity
Humility and Pride
Patience and Impatience
Serenity and Turbulence
Obedience and Rebellion
Success and Failure
Conformity and Individuality
Optimism and Pessimism
Altruism and Selfishness
Clarity and Ambiguity
Diligence and Laziness
Stability and Instability
Sincerity and Insincerity
Virtue and Vice
Conviction and Doubt
Prudence and Rashness
Skill and Ineptitude
Gratitude and Ingratitude
Temperance and Excess
Each duality encompasses a range of experiences and consequences that could deeply affect the use and cost of magic within your world, offering rich narrative potential.
The Hebrew term בָּרָא (bara) is indeed often translated as “to create,” “shape,” or “fashion,” primarily used in the context of divine creation where God is the subject. When it comes to the concept of “decreation” or the act of undoing creation, there isn’t a direct biblical Hebrew equivalent that is used in the same widespread and theological sense as בָּרָא (bara). However, several terms and concepts in the Hebrew Bible touch upon aspects of undoing, destroying, or reversing creation in various contexts.
One possible term that could be considered in the context of “decreation” or a form of undoing is הָפַךְ (haphak), which can mean “to overturn,” “to overthrow,” or “to turn.” This word is used in various contexts, including the overturning of cities (such as Sodom and Gomorrah) or the reversal of fortunes. However, it doesn’t carry the specific theological weight of creation from nothing or the comprehensive undoing of creation as a whole.
Another term related to destruction or judgment, rather than creation, is שָׁחַת (shachat), which can mean “to corrupt,” “destroy,” or “ruin.” This term is used, for example, in the context of the Flood narrative, where God sees that the earth is corrupt (Genesis 6:11-12) and decides to “destroy” (שָׁחַת) both earth and its inhabitants.
In the prophetic literature, images and language of un-creation or de-creation are sometimes used metaphorically to describe divine judgment or the reversal of order, but these do not correspond to a single term like בָּרָא (bara) for creation. Instead, they rely on vivid imagery and narrative to convey the undoing of the created order as a form of judgment or consequence of human actions.
It’s essential to recognize that the biblical Hebrew language often conveys concepts through narrative, poetry, and metaphor, rather than relying on abstract terms. Thus, the idea of “decreation” might be illustrated through stories and prophetic declarations rather than encapsulated in a single term.
Would you like more detailed examples from the texts or further exploration of these concepts?






 

Shalom: Live Long and Prosper!
Darrell Wolfe (DG Wolfe)
Storyteller | Writer | Thinker | Consultant @ DarrellWolfe.com

Clifton StrengthsFinder: Intellection, Learner, Ideation, Achiever, Input
16Personalities (Myers-Briggs Type): INFJ


Brainstorming a new fictional world…

Brainstorming a new fictional world…

I’m not committed to any of this, I haven’t edited any of it, but I’m just putting it out here to simmer in my brain. I’m brainstorming what it might be like to engage in SciFi/Fantasy in ways that are less rigid. I was so stuck on one story for so long, that I still haven’t finished, I think it’s time to put it away and start a new project.

I want to do some world building for a new world. I loved Lord of the Rings by JRR Tolkein, Chronicles of Narnia by CS Lewis, Wheel of Time series by Robert Jordan, He who fights with monsters, by Shirtaloon, Mistborn series by Brandon Sanderson, Neverwhere by Neil Gaiman… and others. But I want to be inspired by them not derivative. Help me start thinking through what a fictional world of my own might look like.

I’ll ponder some questions in the KM Wieland template and some I got from working it out with ChatGPT… This is just a start, session one… TBC…

Creating a world that’s inspired by some of the greatest fantasy series while ensuring it remains unique is a fascinating challenge! Let’s start by exploring key aspects of world-building, inspired by the elements you love in those series, but with a twist to make it distinctly yours.

Setting and Geography: Consider the physical layout of your world. Is it a series of interconnected realms like in the Chronicles of Narnia, a vast, diverse continent like Middle-earth, or does it have a unique structure like the vertically-layered society in Mistborn? Think about creating a unique geographical feature that defines your world. Perhaps a world with floating islands, connected by natural bridges of light or energy, housing different cultures and secrets.

Magic System: Each of these worlds has a unique approach to magic. What if your world’s magic was tied not just to individuals but to the geography itself? Certain locations could amplify or suppress magic, creating strategic locations that are crucial for the control of power. Your magic system could require a balance between taking and giving back, where every spell has a cost to the environment or the caster.

Cultures and Societies: Inspired by the diversity seen in Wheel of Time and Mistborn, you can create various cultures, each with their unique traditions, politics, and relationships with magic. Maybe one culture has a symbiotic relationship with magical creatures, while another is deeply skeptical of magic. Think about how historical events have shaped these societies’ development and interactions.

Conflict: Drawing inspiration from the epic conflicts in your favorite series, consider what central conflict drives your world. It could be a looming disaster, foretold in prophecy, but with a twist—perhaps it’s something that’s been misunderstood or misrepresented. Your heroes’ quest could involve unraveling the truth behind this prophecy.

Characters: Your characters are the heart of your story. Inspired by the depth and growth of characters in your favorite series, think about creating characters with rich backstories and complex motivations. Maybe your protagonist is someone who can navigate between the magical and non-magical worlds, or someone who has renounced magic but is pulled back into it by circumstances.

Themes and Messages: Each of the series you mentioned explores deep themes—good vs. evil, the power of choice, sacrifice, and redemption. Consider what overarching themes you want to explore in your world. Maybe focus on themes of balance—between magic and nature, tradition and innovation, or individual desires and communal needs.

History and Lore: A rich history adds depth to your world, as seen in Lord of the Rings and Wheel of Time. Create myths, legends, and historical events that have shaped your world’s current state. Perhaps your world is at the dawn of a new era, moving away from an age of magic into an age of technology, or vice versa.

Unique Creatures and Races: Instead of elves, dwarves, and orcs, think about creating unique races and creatures that inhabit your world. They could have evolved in unique ways due to the world’s geography or magic system. For example, a race that evolved in floating islands might have developed wings or other means to navigate the skies.

By combining these elements in new and unexpected ways, you can create a world that’s both familiar and entirely new. Remember, the key to unique world-building is not just in the elements themselves but in how they interact and influence the story you want to tell.

If you are writing fantasy or science fiction, use these questions to start your world-building. Or, for an incredibly in-depth setting interview, check out Patricia C. Wrede’s Fantasy Worldbuilding Questions: http://www.sfwa.org/2009/08/fantasy-worldbuilding-questions/

What does the landscape look like?
What kind of plants grow there?
What’s the climate?
What kind of animals are present in the world?

What kind of societies are found in this world?
What kind of clothing are in style?
What moral and religious values define people’s world views?
What language do they speak?
What form of government is currently in place?

How advanced is technology?
What forms of long-distance communication are used?
What modes of transport are available?
How has technology affected entertainment and the arts?
How has technology affected weaponry and modes of warfare?
How advanced are the fields of medicine and science?

What are the natural laws of this world?
Which natural laws are different from our world?
Is there a magical force in your world? How does it work? What are its limitations?

What kind of peoples populate this world?
Are there different races?
How do customs differ between different races and citizens of different districts?
Do the ethnic factions get along?

What’s the history of this world?
How many years of recorded history are available?
What historical epochs have shaped society?

Answer these questions just as you did with your Character Interviews. Let your imagination run wild and record every idea—no matter how extensive and silly it may initially seem.

These terms refer to different subgenres of speculative fiction, each with its own distinct aesthetics, technology, and social themes:

Steampunk: This genre is characterized by a blend of Victorian-era aesthetics and steam-powered technology. It often features an alternative history setting where steam power remains the dominant technological force, leading to inventive machinery and vehicles, along with a mixture of historical elements and anachronistic technological features. Themes can include adventure, exploration, and the impact of technology on society.

Cyberpunk: Cyberpunk is a subgenre set in near-future societies that are typically characterized by advanced technological and scientific achievements, juxtaposed with a degree of breakdown or radical change in the social order. It often explores themes of artificial intelligence, cybernetics, virtual reality, and large corporations overpowering government authorities. It’s known for its focus on “high tech and low life,” showcasing the lives of hackers, outcasts, and rebels within dystopian societies.

Dieselpunk: Dieselpunk draws inspiration from the interwar period between World War I and World War II, emphasizing the diesel technology of the time. It combines the aesthetics of the 1920s to 1950s with retro-futuristic technology and a sense of noir adventure. It often features airships, diesel-powered vehicles, art deco architecture, and sometimes a touch of the supernatural.

Solarpunk: Solarpunk imagines a future in which society has overcome many of the ecological challenges we face today and lives in harmony with the environment. It focuses on sustainability, renewable energy (especially solar power), and a positive interaction between humanity and nature. The aesthetic is often bright and colorful, with an emphasis on architectural innovation, green spaces, and technology that improves quality of life without harming the planet.

Just letting my mind free flow with a map creator, here is a close up of a portion of the planet.

Planet/World Name: The Lands?? No… TBC…

These names work as Placeholders, I may want to make them less “on the nose” in the future, or maybe smooth their edges. Yet, the vocabulary could help to bring the ANE worldview into modern reader’s minds? TBD…

Aurongale (Dawn’s Breeze) – A land half forests and half cleared-forest population centers. Trees and wood form a major component of daily life, the people are akin to the loggers and miners of North Idaho. Neutral/Neutral? They care for the forest so it will always be there for them, but they subdue it in modern ways. It’s a resource, not integrated. If the Ha’Eretz incorporate nature into their lives, the Aurongales “use” it to build but in ways that remove it from their daily living. Think – Modern 2x4s framed structures vs Log Cabins with living plants inside. Modernization?

Diedusmai (Death People/People of Death) – A land of infected swamps, volcanic ash, ruins of cities with long forgotten names. It is rumored there are monsters there. The Great Wall of The Keep was built to keep these people and monsters out of the civilized society of Aurongale. Chaotic-Neutral? Dieselpunk?

Tohu v’Vohu (Wild & Waste / The Wasters) – Desert dwellers and nomads (akin to Abraham’s father in law?). They survive from dug-wells for water, caves, hunting, and harvesting atypical plant life (low growing shrubs, cacti, moss from caves, etc… glowing magic moss?) Nomadic Peoples, tribal cultures, we not me.

Ha’Eretz (People of the Land) – They have specialized farming techniques that revolutionized food production and distribution. All the peoples of xxx get produce from Ha’Eretz except the Diedusmai and the Wasters. These are people who live with nature, including it in their life, dwellings, etc. They do not conquer nature, they include it. Think Solarpunk, in harmony with technology and nature.

Shalomim (Peace Bringers) – With the most advanced society (advanced technology, scientific achievements, cybernetics, virtual reality the Shalomim believe their society is unmatched by any other. However, corporations rule over individual rights, and while people are able to use the medical facilities, the decisions of medical professionals are often binary and utilitarian ethic. Meanwhile, there are those who exist within the culture who would use technology to fight back. Cyberpunk

Gan Ha’Elohim (Garden of the gods) – The fabels say that the Great Tree was once the center of activity when the gods roamed the land. The people of this land (name tbd) are the religious establishment. Steampunk The Religious Elite that hold to old fashioned values while pushing advancements only they approve of… They look down on people who don’t accept their steam powered items, but they also look down on those who try to take it into further advanced technologies.

There are other lands not on this map, the world will expand eventually to include other peoples… TBC…

The peoples of Ha’Eretz and Tohu v’Vohu both have access to magic which they use seamlessly within their cultures. However, the “modern” societies look down on these peoples are “simple” and have done so for so long that they don’t even know that magic exists, and when they see it, they attempt to explain it away with science. Meanwhile, these two societies use magic, but do so differently. The Wasters use magic with sparing technology, believing that “science” somehow taints the magic. Meanwhile, the Ha’Eretz blend technology and magic seamlessly into one cohesive lifestyle. It is so cohesive, that visitors don’t know or understand the magical components, and since Ha’Eretz people are the primary food source for the lands and were historically oppressed by the other nations, they keep their secrets to themselves unless/until someone who genuine interest and trustworthiness, in which case they share openly and freely.

The Deadlands have been quiet for 500 years… but signs show that the volcanoes are active again, and something seems to be moving in the dark…

At one point in the pre-historical past, there was a version of this planet called “Earth” where humans ruled as the only sentient dominant species. That civilization was destroyed due stripping the planet of resources and polluting the planet for short term profits at the expense of long term health of people and planet. A series of diseases, viruses, resistant bacteria, wars, atmosphere destroying weapons, space pollution, solar flairs, food shortages, supply chain shortages, and a general loss of knowledge about how to live on the land off-grid led to the near destruction of the human species.

A remnant remained but were forced into various silos cut-off from each other. It was over a thousand years before any of the human colonies discovered other colonies due to a complete lack of technological infrastructure, with many believing that this age of “technology” was a fairy tale. Even then, many human colonies were not rejoined for many hundreds of thousands of years.

In the interim, the fallen world’s genetic experiments with animals created sentient life forms just before the age of chaos began. Life forms other than homo-sapiens. Also, the realms of magical creatures came out of deep hiding and began to roam the earth repairing the damage.

In the course of hundreds of thousands of years, societies of various sentient beings developed in isolation from each other, then in groups as they found each other. Just as in the 20th and 21st century, some lands were hyper-technological while others were still agrarian, and yet others were still in hunter-gatherer stages.

Even these societies rose and fell with the tides of time, and the histories of each era became the new world’s myths and legends, and many of those were forgotten in time.

Due to various natural and unnatuarl causes, the earth’s crust moved, reformed, and reshaped, water levels rose and fell during the global warming which was followed by a new ice age and new melting of that ice age as the planet healed itself.

What was is or will be…

It is in the chaos of all these things that we find ourselves in a new world, where things are similar, but not, and different, but not…

The Lands are a collection of nations around a major ocean on the far side of the planet from any other land mases. Those remain a mystery to me right now, but we may explore those in the future.

For now, The Lands each developed with mixed species sentient beings, but each in various different ways. Humans are the minority here but do make up approximately 24% of the planetary population. They are not isolated from the other species, no society is species specific. They are, however, ideologically and culturally specific.

Each of The Lands have their unique culture and technology and relationship to magic.

Speaking of magic, here are some basics for now…

Magic is essentially like electricity, it can be harnessed to power/empower people and things. Individuals can harness magic in their bodies, but technology can also be empowered by magic.

Some societies reject magic entirely, even rejecting the idea that it is “real”, preferring a scientific explanation for all things. “It isn’t magic,” Harvester said, puffing his pipe. “It is simply not yet explained by our understanding. We know that in the old ages they had more understandings than we have here, so we simply have yet to understand the mechanisms.”

Meanwhile, other societies use magic to varying degrees, or hire magic practitioners from the lands that understand it.

Still other sub-groups make magic the centerpiece of their society, education, study, and livelihoods.

The same can be said of the various levels of technology, ranging from groups that could be called Solarpunk inspired, Dieselpunk, Steampunk, and even Cyberpunk. These blends of technology in each society operate seamlessly on the local-global scene. While it is rare for someone from one society to join another, it is not unheard of, and it is acceptable to various degrees in each society.

Each society also has its detractors, dissidents, rebels, criminals, hackers, freedom fighters, etc. Just as Ireland was fighting for independence and the USA was fighting for independence, but these were not always exactly simultaneously, each society has had its developments asynchronous from each other while still influencing each other randomly throughout their histories.

In the case of The Lands, they were brought together when they fought the monsters (a combination of genetic experiments and evolution gone wrong), a people still operate in that region, the Diedusmai. They were walled off from the people of The Lands who had joined each other as one force to push them back. That created a sometimes tense unity, where each society was allowed to develop as they saw fight without interference from the others, while continuing trade relations.

The Diedusmai haven’t been seen or heard in 500 years, but there is evidence that those lands are awakening again…

Meanwhile, we enter out story by learning about the various sentient beings through meeting our cast (protags, antags, and the larger population of supporting roles).

…. But who will they be??

Humans (who have evolved in interesting ways, so not quite human in some cases?)
Breath under water, gills
Extra eyelids
Very small and very large
Eye sight (better and worse, depending on background of that race)
All the current races mixed in interesting ways in isolation?
Could they have developed wings?

Animal Evolutions:
Dolphins & Orcas
Wolf
Cat-Like creature?
Primate that isn’t human
Rats and Bunnies (because they’re so common in current science they’re piratically a trope of experimentation).
Pigs
Snakes/Lizards?

Magic Creatures were real afterall?
Vampires?
Elves?
Dwarves?
Gnomes?
Elohim & Shedim
Anukim
Ents
Do wizards come from entities being taught to harness magic by the Elohim? Ugarit mythologies?






 

Shalom: Live Long and Prosper!
Darrell Wolfe (DG Wolfe)
Storyteller | Writer | Thinker | Consultant @ DarrellWolfe.com

Clifton StrengthsFinder: Intellection, Learner, Ideation, Achiever, Input
16Personalities (Myers-Briggs Type): INFJ


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