#WBJ2016
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World Building June Wrap-up
AAAA I was gone for the weekend so I couldn’t make this right after, but here’s a list of all the worldbuilding posts I made over the last month! Again thanks to everyone who read these and liked them!
Introduction
Geography
People and Races
Cultures
History
Civilization and Architecture
Economy
Hierarchy
Religion
Language
Flora
Fauna (both 11 and 12 together)
Food
Technology
Magic
Fashion
Arms
Armor
War
Work
Fun (both 20 and 21 together)
The Sky
The Frontier
The Backpack
Art
Transportation
Major Figures
Communication
Weather
Disasters
#WBJ2016#worldbuildingjune#world building june#WBJ#my writing#spiritveil#for the folks on the discord server to look at mostly
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6 : ARCHITECTURE The architectural styles of the old continent can be roughly divided into six major forms.
First is the flathouse form, which presides in the moisture and heat of the southeastern region and city of Ip-setol. It is characterized by wooden structures, boards, slabs, and planks, in a sort of jigsaw-like fitting. Occasionally, one may see stilted houses, build in avoidance of the common flooding, or perhaps of an unstable foundation. Higher quality constructions are built of brick, or occasionally the imported silver-grey rock of the north, and sprawl across much land with a villa-like structure.
Second is the southern form, which presides in the temperate river plain of Lagok-setol. I have attached a rendering of the capital city of Yatsi-enish, the city of Encircled Waves, which exemplifies the stepped and slanting nature of its architectural style, and the flowing nature of their walls. Geometric and angular design is preferred in human dwelling, and buildings of triangular shape are somehow often seen.
The third is the riverine form, which is not entirely so developed as it belongs in major part to a mostly rural culture, being that of Rimiketol. Thatch, branches, pillars, and woven walls are common, and the structure of the average abode tends to an open one with many courtyards, holding sleeping rooms in the side. The fourth is that of the northern bay, which is similar to both the riverine and southern forms, but more ostentatious. Instead of the slanted roofs of the southern form, the northern forms tend towards extravagantly decorated edges of roofs and walls, interposed by swirling shapes blending into the shapes of the land and mountains.
However, where southern form buildings are stepped while the city lies flat, the northern city of Yilaita is stepped also, with buildings both jutting from and cutting into the mountain range of Asiultil for protection against the great storms which assault its peaks. Spires of silvery stone, tied by bridges into the cliffs of the mountains, reach into the sky for a better glimpse of the heavens. The city itself follows the contour of the mountain, and if not for the spires and shining lights of flame, would seem as if a natural part of it. The otherworldly form is fitting for the newest of the capital cities.
The last two forms are that of the western regions: That of the northern grasslands and that of the Immersed Desert.
The former is characterized also by a common use of wood and stone, but with rounded and curved roofs covering vertical walls. Arches abound, and the coloration of buildings is sometimes unbearably gaudy, though the majority of the population lives in thatch and wood dwellings in countryside villages. Urban areas are planned to a greater extent and among the most navigable in the continent, and are filled with towering structures of solidified liquid stone.
The latter, the architectural form of the Immersed Desert, shares a sloped quality with that of the southern form, but rather than sloping outside, they slope inside, presumably to catch water in a well at the center of the abode. As well, open areas are common, though individual homes often avoid direct entrances, instead blocking the immediate entry passage with a wall that must be walked around. Sometimes, roofs are formed directly with black and white cloth to ward off heat.
#worldbuildingjune#world building june#worldbuilding june#WBJ#WBJ2016#WBJ 2016#worldbuilding#architectural#architecture#drawing
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Here are some things about architecture:
Their living spaces- in a lot of locations- are still fairly simple wood things with roofs made of hay or grass. They’ve only just fairly recently started working out large-scale sustainable tree farming (which was more of a cultural consideration than an environmental one,) and its vastly increased the number of buildings that it’s possible for a community to put up before everyone starts feeling guilty about killing trees.
It also changed the DESIGN of the buildings somewhat- previously, if things lined up right for you, you might end up with a log cabin- but most often, you’d end up with something not unlike a little lean-to survival shelter (this has more to do with the materials used! There are some places where they’ve been building cabins forever, fuck the trees, but a lot of cultures sort of had this gut “we cant fuck this up” feeling and would use resources accordingly.) And these days- especially since somebody went and invented SAWING TREES INTO STRIPS, it’s more common to see a house made of sticks and also benefitting from the ADVANCED INSULATION provided by slats/planks that are assembled behind them (as seen in the pic.)
Stone buildings exist! There are of course places where stone buildings are The Norm (near natural quarries or in the mountains or i mean sometimes you’ll be out in the poles minding your own business and a giant rock will float past you and surely this is a gift and you’re meant to use it!)
But mostly, loose stone is a lot harder to come by, so when stone buildings are built, they’re intended for 2 purposes: 1: they’re for the entire community (think library, hospital, church) 2: they’re meant to last a LONG ASS time. You want ur kids kids kids kids to see this thing you made.
A lot of time and care will tend to go into the construction of a stone building that’s made w/this kind of purpose, and they tend to be CARVED AS HELL.
Common motifs include: The sun tethers (which will be stylized differently depending on where the closest tether is and wether or not anyone has seen one up close) Maps (often of the opposite side of the world- which is illuminated quite clearly at night. Vines/trees/branches (because i personally like to draw them FIGHT ME) (also: often this aesthetic will be incorporated side-by-side with the tethers)
I dont really know many things about their civilization yet, i will get back to u on that
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World Building June Day 1: Introduction
Arkansia is a land of adventure. The world is approximately 60% unexplored, if estimations made by leading research groups are to be believed. Adventure guilds are a huge part of the society, with many career paths relating to adventuring. It’s a good thing infertility is common, otherwise it would be quite possible that there wouldn’t be enough jobs for everyone on Arkansia. --- It feels pretty bad being an NPC in the world of Castrutria. From birth, minor characters are taught to become one-dimensional, and to live only to support the main characters. Being a main character, even a main antagonist, however, is a pretty sweet deal.
The most revered guild of Arkansia is also the first to be created, although its origins are murky. It consists almost entirely of mages, with the few members who aren’t mages being capable of using magic regardless.
Magic in Arkansia is difficult to learn, and requires a lot of study. It is most certainly not for everyone to learn, at least. Magic has incredible potential, however, which is why skilled magic-users are often sought after within adventure guild circles.
There are only 15 existing guilds, stationed all around the explored lands of Arkansia. The leaders of each guild, grouped together, are known as A15. Of course, while there are 15 official guilds, there are numerous unofficial ones.
The main goal of most guilds is to explore more of the world, but they also take requests from those who need help, and get paid accordingly.
Arkansia is full of aspiring adventurers, and destiny seems to enjoy playing with the motivated populace. And when you die, destiny can still get their kicks with you.
---
Castrutria is revolved around telling various stories, with differing main characters, all around the world. Many schools and institutions exist for young future-protagonists to learn about how to be a good character. You can learn to pick up on parallels if you want to be a savvy main character. You can learn how to be a charming villain, if that’s what you think fits best. Have amnesia? Great! Learn how to ask the best world-building questions to better facilitate your status as partial viewpoint protagonist!
Minor character? No worries, just remember your base catchphrases, and Castrutria won’t punish you any if you flub an action or two.
Magic? No magic? No problem! Learn your dark magic that slowly draws you towards the dark side in just a day with the power of Castrutria’s well of conveniences.
All in all, Castrutria is a world of fiction. Everything, absolutely everything, is catered towards telling stories.
#wbj2016#world building june#world building june 2016#my stuff#i wonder if it's okay to do more than one world#tbh i wanted to do more but then i ran out of time hhha ha#anyways sorry lmao
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Worldbuilding June Day 1
I’ll try and keep this kinda short cuz I gotta sleep, but day1, INTRODUCTION. Here’s a bit of overview for my Hotel Roswell headverse.
Hotel Roswell is a story about aliens and humans. It’s very much inspired by things like The X Files, and Star Trek and I’ve recycled some of my old headverses and species to include them as aliens in this verse. The name “Hotel Roswell” comes from the secret codename for an underground organization on earth that strives to rescue aliens that are fugitives of governments and crash survivors. Founded long before the Roswell incident, but the nickname became popularized afterward, and finally officially adopted. Basically, Hotel Roswell is a vast network of search and rescue teams and safehouses whose mission is to minimize the mistreatment of extraterrestrials here on earth. They want to make a good impression to those in the galaxy who are watching humankind, and shooting down spacecraft or capturing survivors and experimenting on them is not the best way to do this. This would be much easier if it weren’t for the Grey. The Grey are your stereotype x-files-esque ‘malicious aliens that abduct and experiment on people, probably with sketchy motives rooted in destroying humanity.’ The grey are not EVIL per se, but they believe themselves to be superior and their survival instinct is very strong. (If you’ve ever seen Star Trek TNG, think organic borg LOL)
The governments of earth are in contact with the Grey to a limited degree. They hope to postpone the inevitable confrontation with them by appeasing their demands for human testing fodder, and in turn, covertly do some of their own inhumane testing on the grey and other aliens, and even human abductees. Sometimes it’s hard to tell which is worse, the Grey, or the human world governments.
Anyway, so there’s this secret war going on between the three. There are certain points that each agrees with each on, but for the most part they are at odds. Luckily, Hotel Roswell has the help of some other compassionate alien races in the galaxy. Some are sympathetic but do not wish to get involved, but the Sprites have been holding the Greys at bay for centuries. Neither will officially declare war, but they are constantly foiling eachother’s plans and tensions continue to escalate.
Right now I have some character-centric plots floating around in this universe, but no overarching story. I also have some disconnected planets and races that belong mostly to other stories entirely but still exist in the same plane as all my Hotel Roswell stuff, and I am always crossing these things over with space-related fandoms I’m into X”D (ex: star trek, starbound, my futuron/blacktron inspired lego verse) Hotel Roswell has kindof come to double as an umbrella term for all of my spaceverse stuff, as well as being the specific stories about the greys and their interaction with earth in present day.
#hotel roswell#my headverses#worldbuilding june#wbj2016#worldbuilding june day 1#aliens#rambling#rai rambles#raideo wbj
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World Building June 2016 (Fuck it, we’re gonna try)
1. Introduction: Pax Atrocitas
The sun rises over a ravaged Earth. The pockmarked, flooded lands below face another day with quiet suffering. The scars are still fresh, and nature has only just begun the arduous task of softening their edges. The year is 2066. Optimistic historians call this time the Decade of Relative Peace. Pessimistic ones prefer to call it Pax Atrocitas.
Sometime in the past two decades - many of the relevant records were destroyed or are still being recovered - the last crash came. The climate, ever fiercer with each passing year, lashed out at the human infection that covered planet Earth. Supercells scoured rapidly depopulating coastlines clean, drowning the remains in an ever-rising tide. Hastily funded and little-researched attempts at geomanipulation and weather control only served to exacerbate nature’s wrath. With so many ports and coastal cities stripped away, the global economy faltered, stumbled, and finally collapsed.
Now sunlight shines on a radically different planet. All but the most robust nation-states have been wiped clean, and no present institution still exists in any way resembling the past. Corporations, titanic in scale, rule the roost with an iron fist. Whether overtly or behind the scenes, their stranglehold on the remnants of civilization slowly chokes humanity to death on recycled filth and toxic sludge; it is a post-government post-responsibility post-peak-oil nuclear world, poisoned, hopeless, and abandoned.
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Day 1: Introduction
LLLLAAADIEEESSS AND GEENTLEMEEEENNN I AM TOTALLY NOT READY FOR THIS TO START BECAUSE I’M MOVING IN TWO DAYS BUT HERE WE GOOOOO World Building June time yaaaaaas!
SO
I’m gonna be working on the same world as I was last year because there’s a lot of things I need to fix up and alter (having developed things slightly more). And I’m gonna be doing the Master Builder Challenge, which means either 500 words a day or one full illustration! As mentioned I’m gonna be moving in two days so the first few prob won’t be as intensive (I packed all my drawing stuff already), also I’m typing this technically May 31st still so yeah. Day 2 will def be late because lots to do tomorrow/day after!
But anyways, for everyone who’s followed within the past year who’s into this stuff, and anyone lootin’ through the tag and sees this, may I welcome you to the world of Eluite!

...and the map which I LITERALLY haven’t touched in a year and STILL needs to be finished with all the place names and coloring. I -would- be doing that on the 2nd since it’s Geography day, but I’ll leave it for day 8 probably, which is Hierarchy, Power, & Governance. (That makes sense right? I can talk about borders and stuff.)
Eluite is a world that would seem a bit peculiar to any inter-dimensional travelers that happened upon it, because while other fantastical worlds are contained by a limited amount of species, cultures, and landscapes, this world appears to be boundless. Creatures which only exist as myths and legends of our world roam freely amidst the varying geography, and magic of all kinds is taught, practiced, and discovered. Technology is scarce, but slowly beginning to emerge through the use of magic tools and basic scientific discoveries.
Eluite is supposed to seem like an oddity, as if the world was not created by natural forces; there is something about it that seems like a being with little experience but a wide imagination had a great influence on the creation of this place... (I don’t mean me lol)
I’ve taken a lot of the themes and such for the world directly from mythology, but have put my own personal flair to it in order to make it my own. Though some names and situations are equivalent to figures and stories you may have heard before, they will not be a direct retelling of the events.
I’m going to be using this month to go back to the posts I made last year and go “What about this is different? What about this is the same? Can I improve on this?” And enhance most of them with the use of illustrations rather than words (because words are hard).
If anyone else that’s doing this exercise this month wants to share their world with me, feel free to send me a link to stuff and I will TOTALLY look at it because I am all about this stuff seriously feed iT TO ME (and I can give you feedback if you want it uwu)
#WBJ2016#worldbuildingjune#world building june#WBJ#my art#spiritveil#GET HYPE BOI#it's 11:33pm cloSE ENOUGH
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World Building June: Introduction
The world of Dark District is one that is at war with things it does not yet understand. Things it names after old monsters of the past: werewolves, vampires, ghosts and demons. Unnamed terrors of the dark. Things that came from the dimmest stars on the coldest nights and stole their way into the world on quiet wings.
The first glimpse of someone else in the depths of space came many, many long years past. Unexplained radio waves. Things moving between the stars in ways that unsettled the people who saw. Until it culminated in the strike, the impact; the juddering weight of hundreds of tonnes of rock and organic matter bringing its Pandora’s Box of monsters to our front door.
Thus began the sullen age of monsters. Where in a time of technological prowess, stories of the past became reality and fairy tales became twisted horrors. Where between towering skyscrapers vampires prowl. And in oppressive alleyways werewolves skulk. And in the collective soul of humanity, there is only fear.
Protect yourself.
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4 : CULTURES
Pelahain writes:
On the old continent, there are eleven major concentrations of civilization, called the capital cities. However, there are seven or eight distinctive cultures.
The culture in which influence this one dwells spans the length of the River Division. Having an extensive collectivist agricultural history, family and local groups are cherished, and the people are friendly towards most, but the relation between them and the people of the capital cities of Setoral [Rivertop] and Saukewta [Spine of the Solar Rise], is slightly more restrained. There is a great tradition of river-boat celebrations and racing, born from their common use in shipping goods downstream.
At the mouth of the river lies the city of Saukewta, and at this point presiding culture is that of the northern bay. There, the atmosphere is much more cosmopolitan, though the structure of society tends towards the rigid in comparison to that over the Riverine communities. Many academies of sciences and arts locate themselves along the coast, especially towards the mountains of Asiultil and the capital city of Yilaita [The Cloak of Stars]. Where such academies concentrate, societies follow, and thus rebuff the influence of the outdated guilds. In general, the people of the northern bay are a very achievement-driven people, but balance themselves with a well-developed culture of relaxation as well.
South of the bay, and along the coast, are the cities of Keurei [Dust Mountain] and Ksu-i-lak [Thunderous Spear], relics of Artileilan's warlike cultures. Settled by a mix of the repelled invaders of the northern bay, and the bay people themselves, the general attitude of the land is similar to that of the north, although in Ksu-i-lak one may still sense a bit of the rigor of ancient warrior-kings in the atmosphere. Traveling into the mountains of Artileilan, however, will cause one to directly encounter the yet-unsettled peoples, which is generally undesirable for continued good health.
Towards the west, across the River Division and the Spine of the Solar Rise, lies the region of Nro-okatol and the twin rivers. The city of Nroceka [Victorious Jewel], which sits upon the mouth of the rivers, precedes over Stalatil [Protecting Watcher], which is upwards along the water's length and guards their confluence. In attitudes, they are much more warlike and stratified, and strife between the upper layers of society are more visible and dangerous for all. Old institutions hold great sway here, and the guilds have yet to loosen their hold. Still, the common folk generally tend towards ambition and readily seek upwards movement, though such an occurrence in fact is rare.
Southwards in the Sakhobiten lies the capital city of Sakoten [Treasure of the Lower Plain], a verdant gem in the flat sands and salt flats of the Immersed Desert. Inside the city dwell slavers and power-corrupted folk. With little subsistence outside of trade and pastoralism, the people have resigned themselves to strict hierarchies and selfish natures.
Along the inner gulf of Lagok-setol is a cosmopolitan culture comparable to that of the northern bay, but much more raucous and unrestrained. At times it feels as if profit, whether financial or otherwise, stands before civility in the hearts of these people. Whether it is due to the immense trade or privileged positions that the cities of Veshtien [Earth and Sky] and Yatsi-enish [Encircled Waves] enjoy, this ruthless pursuit of personal happiness is very much a foundational part of these peoples' basic values. In no small part, however, do these people owe this prosperity to the towns in the hills and mountains, which supply them with trade and resources along the many rivers leading to the gulf.
Many societies have headquarters in these cities and their surrounding lands, and many stories of the ancient sages took place around this area. Guilds, though generally driven out by the general Vard of Muhelden almost a millennium ago, are occasionally heard of in underground circles - not the literal kind. It is said that personal realization in these lake-dotted lands is more than just a dream, as it would be in, for instance, the ancient society by the mountain lake of Ehmita-Sem.
In turn, the cultures of Ehmita-Sem which directly surround the lake itself, are highly zealous. It has been said that the entire political structure of the people there bears strong resemblance to that of a guild - coercive, secretive, and incredibly dogmatic. At the capital city of Orahin [White Sea] which is near the draining of that lake into the ocean, the atmosphere is more relaxed, reminiscent of perhaps a rural town nestled in the mountains overlooking the river Division. Still, the people are a superstitious lot.
Towards the western coast, in Ip-setol [The House of Fish], the culture can be compared to that around Sakoten, though the mineral wealth supplies their economy are replaced by fish and other products of the sea. The excessively humid tropical environment leads to a combination of lethargy and irritability in the people, where the insects of the high forests and marshes do not give them enough grief.
Once again I was able to obtain a map from the Society of the Celestial Orrery, this time with the addition of more place names. In response to my repeated requisitions, they say that they will gift to me a complete set of maps sometime soon. Personally, I tire of them, but they are a useful tool in the communication of ideas.
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World Building June Day 7: Economy
The Overcast Union is a semi-capitalist state and its economy is currently very strong. After an economic boom in the state’s infancy it is now a hub of technology, fashion, science and commerce.
The currency on Overcast is called the Overcast Credit but is often referred to as Cred/Creds. Overcast is fully integrated in the world economy and its currency is very strong, beat only by the Japanese Yen.
The currency system on Overcast is mostly digital, although there is a legally accepted traditional means of payment. The analogue money is in the form of thin plastic cards. These come in 1, 5, 10, 20, 50, 100, 200, 500 and 1000 denominations. These physical banknotes are usually used by the poor and those who are involved in criminal activity who do not want their money to be digitally tracked.
There 4 large Banks on Overcast Island:
- Monolith Consolidated, a multimillion dollar shareholder in oil, weapons and technology
- NeoDalias International Credit, a Dalias Model-founded bank, involved in many charities.
- The Overcast Credit Union, often referred to as Overcash, an independent credit association
- Bank of Swanson, a private vault bank, preference of the wealthy
Overcasts economy is dependent on its technology industries as well as its prominent entertainment and fashion industries. The mining trade used to be an integral part of Overcast Island earnings. But when the steel and oil mines of Pilgrim went dry, Overcast was forced to specialize in high tech innovation and science.
Wow, sorry for all this late worldbuildingjune spam, finals had me
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WBJ Day 1: Introduction
Masanori.
Fifteen years ago, few would have recognized the name. It was an old station, a former factory orbiting Ganymede. Most outsiders knew it as a re-fueling stop.
Then, fifteen years ago, the citizens of Masanori revolted against the station’s government, and suddenly the little station became very important. The fighting lasted two months, all told, and ended with over ten thousand dead, and a new regime in control.
Under the new government, Masanori changed. A quarter of the old factories were reactivated, and the gears of industry began to spin. Curiosity and an economic boom drew people seeking fortune to the once-humble station over Ganymede. The arts exploded like fireworks. The station’s aging university suddenly had thousands of new applicants.
Fifteen years later, Lorenza Luciano, former revolutionary hero and current mayor, seeks to expand her influence. Meanwhile, a question is rising in the public consciousness:
It’s been fifteen years since Lorenza took office. Will there ever be an election?
And meanwhile, on the starward end of the station, nearest the grinding factories, where the light of the sun doesn’t penetrate, lies Twilight Town, the home of those who do not share in Masanori’s glory. Unrest is rising. Fifteen years later, history is repeating itself.
Which is the real Masanori? The golden city of synthetic milk and imported Martian honey, or the paint-stained streets of Twilight Town?
And how long will it be before the two clashing sides produce a big enough spark to set it all ablaze again?
#The Free City of Masanori#I called this something else last year#so this is take two#wbj2016#worldbuildingjune#wbj
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WBJ Day 1: Introduction
Welcome to the World(s) of Rocket Boot Detective!!
The year is 3016. Space travel and visiting other worlds is no longer a dream, but a norm. Almost every planet that can be teraformed to sustain human life has been. Travel between worlds is easy, if sometimes long depending on their point of orbit. Humans live wherever they please, whether on Mars where the more free spirited roam, Jupiter with it’s many moons and hub of human activity, or simple remaining on Earth.
Intergalactic travel has not been reached due to the impossibility of light-speed travel, but don’t give up hope yet!! Scientists are still working on ways to travel further and further into space, to conquer and explore for the human race!! Travel galactically between the worlds of our solar system is possible by ultra-fast space vehicles, the commercialized ones travelling at a relatively safe speed of close to 1,000,000 metres per second. You can get from earth to Jupiter in just 16 short hours with these miracles of science and space travel!!!
In close to the centre of our solar system, the most human activity is now found around Jupiter, it’s many moons sustaining countless space stations. On Europa sits the Milky Way Detective Service. . Police became disbanded by the tail end of the 23rd century when humans started their first space colonization on the moon. It was quickly realized that regular laws and police officers could not apply to space. New governments and laws popped up differently on every new moon and planet. People trusted the police less and less and soon independent detectives started becoming the main providers of law and order.
Most are unfunded by the government, completely separate of any possibly corrupt government. Each planet usually has a moon sporting one of these smaller detective agencies. But by far the biggest is the Milky Way Detective Service. It employs almost a million detectives, each open for business to bring whatever they feel is justice to space. These detectives face off against roaming space bandits, disband galactic criminal rings, fight against whatever they deem unfair or whatever their agency tells them is unfair. They are the Law and Order of our small galaxy and have the freedom to do whatever they feel is right, outside of any government body. Usually anywhere.
Working out a tiny office in the Europa building of the Milky Way Detective Service is 21 year old Zync and his robot partner PPD-Jay. Together they’re working to uncover the secrets behind mysterious disappearances happening near Pluto, find out what the Galactic Alliance Government seems to be trying to hide, and figure out just who the mysterious criminal mob boss dubbed Ghost is. Together they’ll keep the peace and make a change in our little sci-fi story.
#writing#wbj2016#worldbuildingjune#worldbuildingjune2016#gosh i hope im doing this right#in case y'all hadn't noticed i cant write intros#i think this is pretty good anyways#Rocket Boots#its a working title ngl#okay followers like if u read please#and give me feedback!!!!!
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World Building June Day 6: Civilization and Architecture
Overcast Central Island is a bustling metropolis and is considered by many to be the hub of robot culture across the world.
The crescent shaped island is synonymous with Overcast Central City, it can however be roughly split up into 7 boroughs:
1. Central
2. Greendock
3. Pilgrim
4. Baylark
5. Swanson
6. Mount Parliament
7. The Grind
Central
Central is the lively heart of Overcast Island. It is home to Business, Shopping and large Commerce. Centrals Architecture is brutalist and futuristic. Private transportation is banned in central. Bicycles or public transportation are the alternative.
On the shores of the great bay, there are wonderful opportunities for beach related fun.
Greendock
Greendock is the middle class suburbia of the island. This mountainous borough is home to the majority of average robots, working in and around Central.
Pilgrim
Pilgrim is the low income region in Overcast. It got its name from the mining robots that moved deeper into the jungle for more resources. Pilgrim is a poor borough inhabited by mostly mining robots, Dalias Models and Refugees. The architecture in Pilgrim is made up of large concrete apartment buildings and squashed row houses. The difficult tropical area and lack of resources often result in conflicts and gang fights.
Pilgrim is also the home to Overcast Island’s red light district and the local gang: “The Pilgrim Drills”. The Drills are a gang of low income youths who steal and vandalize to survive in the harsh climate of Pilgrim.
Baylark
Baylark is another residential borough of Overcast. It is home to a large harbor and most water transport.
Baylark is also home to Overcast’s higher education system. Baylark offers state of the art education in the arts, sciences and technical fields (robot medical). Overcast University and the Technical Institute of Baylark are just some examples.
Baylark has its own gang: The “Baylark Wave Sharks” or just Sharks for short. This gang, as opposed to the Pilgrim Drills is a rich, frat boy organization that runs a syndicate of smuggling boats. The Sharks and Drills often clash in violent fights.
Swanson
Swanson is the upper class borough of Overcast. Home to many wealthy entrepreneurs and Gangwerks, this neighborhood has many hillside gated communities and enormous seaside villas. The bay at the coast of Swanson has been privatized and gated off. Swanson is considered a very arrogant and exclusive neighborhood.
Swanson is also home to Overcasts bustling media. The movie industry and musical scene are top of the line in Swanson. The Swanson Open Gallery and the Grigori Nobül opera house are living monument to Swanson’s luxury and high art.
Mount Parliament
Mount Parliament is home to Overcasts government. On Mount Parliament lies the Congressional Hall, the Presidents Citadel, The Central Bureau of Investigation and much more. It is also a hub for Overcasts monuments and governmental education facilities. The Overcast Memorial of tears for example, is a prominent part of the architecture. This monument grieves the horrors of the Great War.
The Grind
The Grind is the colloquial term for Overcast’s industry and energy district. This area on the coast of Mount Parliament is the birthplace of many new innovations.
The Grind also is responsible for the entire islands energy consumption. It generates power from the mountain which is an inactive volcano.
Military Institutions
Although these are not official boroughs of Overcast Central City and are off limits to its inhabitants, these military bases are still relevant.
The Iron Fortress is Overcasts central military institution. This small island faces Mount Parliament and was built as a reminder that Parliament should always keep the military in check.
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World Building June: Day 20 Fun
There are various forms of entertainment on Ichieryma. The most common is the watching or participating in fighting pits. The largest and the most well-established of these can be found in Kanoy. The entire city is a series of fighting pits that brings gamblers from all across the continent. Here fortunes can be won or lost in a single bout. Those who end up penniless end up visiting loan sharks to keep up with their gambling debts. This never ends well, the indebted usually end up dead, enslaved or a participant in the blood sports. On the other side of the continent in Oro, Eard and Baelden, knights of the realm compete in tourneys. These tourneys consist of events like jousting, melees, archery and various other tests of skill and strength.
In Asteria there is a pastime among the street urchins called ‘rubbling’. The principle of the game is to find the most dilapidated building possible and throw rocks at it until it completely collapses. The architecture of Asteria is mostly tall towers and therefore they collapse spectacularly. This game is bane of the homeless who take up residence in these buildings.
In Middenport a favoured game among the sailors is ‘barrel balancing’, a game between two competitors who stand on either end of a wooden plank balanced on a barrel. Both competitors are given wooden swords and the last person standing is the winner. It is more a game of cunning than strength, speed or skill. The winner is usually the person who is able to maneuverer their opponent the most effectively.
In Hass-Dinab the scholars test their intellect with a board game called Setn. This is a game where two players move pieces around a gridded board. The rules vary depending on which region it is played in, but all games are built upon the same three principles: Each player can only move one piece a turn, each player has a ‘territory’ at their side of the board, and a player wins when either their general has been captured or when a player has more enemy pieces in their territory than their own pieces. Each of these pieces have different rules from their counterparts. The game has become very popular among the intellectuals in the Palace of Knowledge where there is an official annual Setn tournament.
The elves of The Dimnes Forest respect hunting above all other skills. Sometimes two elf clans will challenge each other to a hunt, the challenger names the beast and area where to hunt it and the first clan to slay the beast wins. There are two rules concerning this challenge: the first is that one clan cannot attack the other; the second is that if neither clan is able to successfully slay the beast the challenger automatically loses on the principle of being overly ambitious. The clans are very proud of the trophies they get from these hunts and keep them displayed long after the person who hunted the creature has deceased.
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