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stutterhug · 3 days
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The Grave sweeper Mushroom~
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whiteraven90 · 11 hours
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Your take on griffins is so cool 👀 Do you have worldbuilding notes somewhere? Like what their dynamic is with humans, or what their habitats and habits usually are? I’d love to know more about them!
Hey, thanks for asking! I actually had written a little species description for them, but I shelved it until I draw illustrations for it. However I might as well post it now with less relevant pictures. Who knows when would I get around to drawing those illustrations. First of all... there are no gryphons on Tetra. No mortal ones, just spirits.
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Spirits were created by the gods to be sentient blueprints for species. Flora & fauna were created out of chosen spirits (e.g. polar bear, barn owl), and the leftovers were repurposed (e.g. great horned gryphon, common pegasus).
In addition to the whole range of shapes/forms spirits were designed to take as part of nature, they also had their would-be behavioral patterns pre-set into them. So now lets see how the Great Horned Gryphons would have lived!
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Great horned gryphons (also simply referred to as 'griffins' from now on) are sexually dimorphic, and live in pairs. They are very resource-conscious - individuals not raised properly may hunt their food sources to extinction, after which they either starve to death or get themselves killed while ravaging the animals of other griffins or humans. Each pair oversees a vast territory filled with wild herd animals. They engage in several behaviors that are basically animal husbandry. They will protect their herds from other predators and even natural disasters. They will herd their animals toward quality food. They can recognize juveniles of many species - humans included -, and will not eat them. They sometimes raise the abandoned offspring of other species, not because they plan to eat them, but because they get a kick out of it. They don't hunt, per se. They hit up one of their herds, select a specimen, and carry it home for lunch. They like to construct their nests atop cliffs and similar high points overlooking their territory.
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Their relationship with people is complex (and hypothetical, as is everything else), since people may want to claim the same lands for the same purposes. But typically if they saw a lone human child, just waltzing around on their territory, they'd pick it up and put it down near adult humans. Solitary adult people tend to be safe as well for different reasons. The staple of griffins is large animals, and they like to conserve their energy. Normally they won't get up for 1 lone human nugget.
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If an adult pair spots an unrelated juvenile griffin on their turf, they leave it alone, but they don't tolerate mature trespassers or other pairs. They are hostile to all other species of gryphon. Given the opportunity, they will kill and eat them. Great horned gryphons are viviparous and give birth to 1 chick at a time which stays with the parents for several years to learn some manners. Mostly moderation, recognizing important animal species, and caring for their animals. Their lifespan is 40-70 years.
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And that's more or less it. At present, great horned gryphons are not plural. There's just one spirit, Griffin, representing the whole species, either until the heat death of the universe or until he bites the dust. Spirits are shapeshifters with a range of native forms as opposed to one original form. They have some rules among them on etiquette, such as when is it ok to take the form of another spirit. Griffin mostly uses his adult male form, and lets Phoenix take his adult female one.
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Several of his species' characteristics can be felt in his personality - excels at relaxing, hard to anger or scare, won't hurt kids or pets and is good with them, extraverted, resource-conscious, enjoys having vast lands. His relationship with humans is... complicated. Nowadays he kinda pretends to be a pet at the palace of the emperor of the Karkian Empire, and is banned from or unwelcome in several other countries. Sorcerers summon him sometimes, but the jolly fucker usually charges by the hour for his spirit-y services, and may even screw the summoners over if he doesn't like them.
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bornulhu · 17 hours
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Group of Snulgs
This group is searching for one of their own that seems to have gotten a little lost in these fields of wind plants. While they plan out a safe way to go about their search, big wind plants spin their leafs with force periodically, dispersing their spores into the air, which the combined gust of many spinning plants pushes on to new places.
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Text: The royal family has the ability to eat spirits, turning their hair white and their eyes sunken. They look like ghosts themselves, quiet, brimming with power on thrones of dark wood and obsidian.
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translunaryanimus · 2 days
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Sidsel the Dragon Hunter faces a beast
Initial Greyscale + Unstamped under the cut
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fleshwizard · 1 day
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𝐅𝐑𝐀𝐍𝐆𝐄𝐀
Map of a fantasy territory. Any resemblance to reality is coincidental.
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novella-november · 3 days
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Worldbuilding/Character Prompts #1
If you are someone who struggles with worldbuilding, one thing you can do in advance of November without the chore of writing lists and such, is just to pick a random time in your character's life and just start writing them in a scenario.
Here's a list of prompts you can use in your worldbuilding!
Character hasn't eaten all day; what do they do for food? Where do they go?
Character Is tired enough they're falling asleep where they stand. Where are they, what are they doing, and can they leave to go sleep?
Character is very thirsty; where are they, what are they doing, and what are they thirsty for? Water? Blood? Coffee? Tea?
Character is at a brand new restaurant (or local equivalent) for the first time; the menu is a set of pictures. What do they pick? Do they recognize any dishes? Do they like what they pick?
Character is getting ready for a formal event. How are they feeling? What clothing are they wearing? Do they like how they look?
Character is in their favorite location, having a nice, calm, relaxing day. Where are they, what are they doing? Is anyone there with them?
Character is playing with an animal. What kind of animal is it? Is it a pet? Is it a stray? Is it a wild animal? Is it friendly, or aggressive? What is character doing?
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chocodile · 2 days
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Are there ghosts in your amaranthine world..? Or ancient sailor’s curses?
I may be interested in inventing a character… is that allowed? I’m not much of an artist but I could write something for you!
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"Ghosts? How absurd! An educated wizard like myself would never entertain such superstitious nonsense!"
(...Now, if you'll excuse him, he's gotta go research ancient eldritch powers hidden beneath the earth's surface and finish working on a potion made out of his unicorn buddy's magical blood. You know, reasonable, scientifically grounded stuff like that!)
So, to answer your question: Real ghosts = not canon, curses = yes canon, and could resemble a haunting. More explanation of how that would work under the cut:
You can attach enchantments to objects, so there would be nothing stopping you from attaching a baneful curse to something instead. A lasting enchantment generally requires a power source or some kind of upkeep to keep it "charged"... ones worn by a living creature can draw upon the body's own magical energy field... but can also be powered by the "background radiation" present in unusually magically charged environments. There are absolutely "cursed" forests where travelers suddenly find all the food in their rucksack spoiling overnight, areas of ocean where compasses stop working and the wind won't blow, that sort of thing.
So, you could also have a magically charged area that was "haunted" and caused visitors' minds to start playing tricks on them, perceiving illusions, hearing murmurs and clips of nonsense speech, experiencing objects falling over/moving on their own, etc. Any naturally generated "haunted" location would be pretty basic in its illusions, though. Something with more structure (recognizable figures, coherent speech) would have to be an enchantment engineered by a wizard on purpose, and would take quite a lot of skill.
Non-wizards often refer to locations with unsettling or dangerous enchantments as cursed or haunted, though wizards who understand the underlying magical mechanics behind those phenomenons might roll their eyes at that framing, insisting it's no different than when the town healer enchants a necklace to ward off sickness--just undirected and on a larger scale.
ALSO to answer your other question: You are absolutely welcome and encouraged to invent a character if you are so inclined! I would love to see what you come up with!
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Some Worldbuilding Vocabulary
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Abeyance:  When the audience temporarily suspends their questions about made-up words or worldbuilding details with the implicit understanding that they will be answered later in the story.
Absorption:  The two-way street wherein the audience is immersed in the created world and is picking up the author’s metaphoric building blocks to recreate the concept in their head.
Acculturation:  When an adult assimilates into another culture.
Additive:  When something has been added to a secondary world, usually in the form of magic or fantasy species.
Affinity:  A kinship pattern wherein the familial bond is based upon marriage.
Aggregate Inconsistencies:  When audiences pick up internal inconsistencies not within the same story but from multiple sources within the shared universe.
Anachronism:  Details that do not conform to their time period or culture.
Analogue Culture: Real-life cultures that the creator emulates in their work and then applies their fantasy conceits to.
Ancestor Worship:  The belief that deceased ancestors still exist, are still a part of the family, and can intervene within the living world on their descendants’ behalf.
Animism:  The belief that all objects, creatures, and places are imbued with a spiritual essence.
Apex Predator:  The predator at the top of a food web that no other creature naturally feeds upon. Two apex predators cannot exist in the same niche.
Apologetics:  In worldbuilding, the attempt to explain inconsistencies in terms of existing canon.
Appropriated Culture:  Using a culture as a whole that the creator is not a member of. Different from an analogue culture in that the analogue is changed by the creator and used respectfully.
Artifacts:  In worldbuilding, the observable ways a culture behaves due to their cultural worldview. This can include politics, economics, religion, education, arts, humanities, and linguistics, along with many other cultural norms.
Ascendant:  In worldbuilding, a world that the magic is increasing in power and influence.
Assimilation:  When an individual rejects their original culture and adopts the cultural norms and beliefs of the dominant culture.
Author Authority:  When an author demonstrates expert-level knowledge in a field to their audience.
Author Worldview:  What Mark J. P. Wolf calls “not only the ideas and ideologies of the world’s inhabitants, but also those which the author is expressing through the world’s structure of events.”
Autocracy:  A government in which supreme power concentrates in the hands of one individual or polity.
Avatar:  The embodiment of a deity in another form, usually humanoid.
B-C
Bible:  In the field of television writing, a series guidebook that usually includes the pitch, character descriptions, a synopsis, as well as worldbuilding details.
Biome:  The vegetation and animals that exists within a region. Terrestrial biomes include: forest (tropical, temperate, or boreal), grassland, desert, and tundra.
Black Box:  In information processing, when a system is viewed in terms of its inputs and outputs without any understanding as to its internal workings.
Bottom-Up:  In design, where the granular, base elements of the system are created first, then grouping them together into larger constructs over and over until a pattern forms. Also known as “pantsing” in writing and worldbuilding because the creator is building by the seat of their pants.
Callback:  From standup comedy where the punchline in a joke used earlier in the set is alluded to again, eliciting another laugh from the reframing of what was already familiar.
Canon:  The core doctrine for the world when conflicting information arises. Usually what the original creator made takes canonical precedence over subsequent additions. 
Capitalism:  The economic system wherein individuals own the means of production.
Chekhov's Gun:  Often understood to mean that something must be introduced previously if it will have significance later in a narrative, but meant by the playwright that nothing should be included in the story that is not completely necessary. 
Climate:  The temperature and rainfall in regions over approximately 30 years. Classified as tropical (high temperature and high precipitation), dry (high temperature and low precipitation), temperate (mid temperature and mid precipitation), continental (in the center of large continents with warm summers and cold winters), and polar (low temperatures and low precipitation).
Commercial Fiction:  The style of fiction that includes all genre fiction, the aim of which is entertainment. Often fast-paced and plot-driven.
Compelling:  One of the four Cs of worldbuilding, which deals with how well the core concept and subsequent details maintain audience interest.
Complete:  One of the four Cs of worldbuilding, which deals with the sense that the world is lived in, has a sense of history, and continues on even when the story ends.
Complexity Creep:  When material gradually grows in complexity over its lifetime, raising the bar of entry for new people experiencing the material for the first time.
Conceits:  Where a story deviates from reality. Usually the focus of the fiction by being what the author intends on exploring in their works.
Conlanguage:  A constructed language created specifically for a story world.
Consanguinity:  A kinship pattern wherein the familial bond is based upon a shared genetic lineage.
Consistent:  One of the four Cs of worldbuilding, which deals with how well the material maintains its own internal logic as established by the fantasy conceits.
Constructed World:  A fictional world that does not exist but was created by someone.
Continuity:  A gestalt term for perception where the mind fills in obvious blanks to make a unified whole.
Convergent Evolution:  When two or more species develop analogous features to deal with their environment.
Co-Residency:  A kinship pattern wherein the familial bond is based upon shared space.
Cosmology:  The study of mapping the universe and our place in it.
Cost:  In worldbuilding, when a character must risk or sacrifice something for magic to take effect.
Creative:  One of the four Cs of worldbuilding, which deals with how and to what extent the constructed world deviates from the real world.
Credibility Threshold:  Where worldbuilding details must only appear plausible to a general audience rather than demonstrating expert-level knowledge.
Cultural Identity:  An individual’s self-concept as distinct from others based upon nationality, ethnicity, social class, generation, and locality.
Cultural Universals:  Traits, patterns, and institutions prevalent throughout humankind.
Customs:  Informal rules of behavior that people take part in without thinking about it.
D-F
Deity:  The most powerful of metaphysical entities, deities often exist in pantheons, have thematic powers based upon their roles, and few weaknesses or limitations.
Descendent:  In terms of magic, the idea that the most powerful magics are from ages past and that magic is on the decline in terms of power and influence.
Despotism:  An economic system wherein an individual or institution controls the laws and resources of an area.
Deus Ex Machina:  A plot device in which an unexpected power, event, or deity intervenes to save a hopeless situation. 
Differentiation:  When one culture forms part of their identity by contrasting themselves with another nearby culture.
Divergent:  When the creator alters something in the development of the world but it remains very similar to the real world in every detail but this fantasy conceit. For instance, a world that resembles our own but made up of anthropomorphic animals instead of humans.
Divine:  The belief that something is of, from, or like a god.
Democracy:  A government in which the people elect a governing body in some fashion.
Early Adoption:  When an inventor or culture creates a technology long before their analogue culture did in the real world.
Easter Egg:  A hidden message, image, or feature that is meant to be hunted for within the material.
Economics:  The study of production, distribution, and consumption of goods and services.
Education:  A form of socialization in which we teach the youth what they need to know to become functioning members of society.
Effective Worldbuilding:  When (a) the immersive state is never disrupted for the audience, or when (b) the immersive state is disrupted with a positive result.
Element X:  N. K. Jemisin’s concept of when fantasy elements diverge from the real world. Similar to fantasy conceits.
Emic:  An account of a cultural idea, concept, behavior, or belief documented as if from within the culture.
Empires:  Multinational states with political hegemony over other ethnicities, cultures, or nations.
Encyclopedic Impulse:  The consumer’s desire to know everything about the world or the author’s desire to expound upon all the worldbuilding details.
Ephemera:  Transitionary materials that are not meant to exist for long term, such as advertisements, diary entries, letters, posters, and the like.
Ethnicity:  A group that identifies with each other based on presumed similarities such as a shared language, ancestry, history, society, or social treatment within an area. Ethnicities are not dependent upon, but are often associated with, certain taxonomic traits or physiological similarities within those groups.
Etic:  When cultural ideas, concepts, behaviors, or beliefs are documented from outside the cultural milieu as a passive observer with an eye for similarities between all cultures
Exsecting:  When the creator removes something that exists in the real world from the created world.
Extrapolation:  In worldbuilding, the belief that any fantasy conceit should be followed to its natural conclusion.
Face Validity:  When worldbuilding detail appears believable upon immediate examination. See Credibility Threshold.
Fan Service:  Material included in a story that serves no narrative purpose other than to please fans.
Fantasy Conceit:  What the creator intends to explore in the world, it is where the constructed world deviates from the real world, usually in the form of geography, biology, physics, metaphysics, technology, or culture.
Fantasy Function:  When analogue cultures are filtered through fantasy conceits to populate the created world with its output details.
Fetishes:  Items imbued with cultural significance and power.
First Principles:  Core belief and value systems within a culture that are often unconscious until confronted.
Flavor Text:  Texts within stories, video games, role-playing games, and action figures that add depth by providing a sense of history but do not alter the game mechanics or story in a substantial way.
Feudalism:  An economic system wherein there is a division between the lords that protect the vassals that work the land in exchange for protection.
Four Cs of Worldbuilding:  See Creative, Complete, Consistent, and Compelling.
G-L
Gender:  A social construct of how cultures differentiate the sexes.
Generalist:  When every individual in a society has the same basic job, which is providing their daily caloric intake. A staple of hunter and gatherers and in contrast to specialists.
Generation:  A social cohort group based around the period in which children grow up, become adults, and bear children of their own. Because of this shared timeframe and significant events in their lives, generations often share a similar worldview within the general culture.
Genre Expectation:  The qualities audiences expect of their genres to be considered successful, i.e. is the thriller thrilling or the romance romantic. For fantasy and science fiction, the genre expectation is worldbuilding.
Goldilocks Zone:  The habitable zone around a star where the temperature is right for water to exist in liquid form. 
Group:  Two or more individuals who share a collective sense of unity via interacting with each other because of shared similar characteristics.
Habitat:  The ecosystem or ecological community creatures exist in.
Handwave:  A writing term for explaining crucial events dismissively with minimal details.
Handwavium:  As opposed to the handwave, when everything else in the imagined world fits logically together with the exception of the fantasy conceit, which the audience must then accept to continue on with the story.
Hard Deduction:  When there is no narrator and no character bringing the worldbuilding details to the audience’s attention, who must then piece together the world rules based upon the provided details alone.
Hard Impart:  When information is imparted to the audience through narrative text, usually through the narrator or the internal thoughts of characters.
Hero Props:  Items that are necessary for a scene to take place, making them integral to the story.
Heroic Theory of Invention:  When inventors and discoverers of scientific developments are treated as solitary geniuses rather than products of good luck or a part of a team.
High-Concept:  A term from the film industry meaning an idea needs lots of background details, usually compiled from the worldbuilding, to be explained for the core concept to be compelling.
Hybrid:  (a) In biology, a living thing bred together from two different species, which is not able to produce its own viable offspring. (b) A method the author can employ to get details across to the audience in which it appears they are using a hard or soft impart, but the audience deduces are not correct, which then casts provided information into doubt and adds new nuance.
Iceberg Theory:  The theory proffered by Hemingway that so long as the author is aware of the underlying ideas, they can cut away anything from the story and it will still make sense. Usually interpreted to mean one only needs to reveal 10% of worldbuilding details or backstory.
Illusion of Completeness:  The sense that the world is complete and that all questions can be answered within it rather than the creator explicitly spelling out all the details.
Immersion:  The altered state in which the audience feels they are physically present in a non-physical world.
Ineffective Worldbuilding:  When worldbuilding details become obvious to the consumer, thus breaking the sense of immersion and reminding them of the real world. This can be caused by internal inconsistencies or from reality incursions.
Info Dump:  A sudden overwhelming quantity of backstory or background information supplied in a short timeframe.
Info Dump Equity:  The idea that an author should not reveal worldbuilding information until the audience craves it, thus being able to deliver an info dump without anyone complaining.
In-Group:  The other people an individual identifies with. While they may not share the exact worldview, they share the same first principles in understanding the world around them.
Innovation:  The drive for change, usually technological, but also socially.
Inside-Out:  How audiences process worldbuilding details, in that they pertain to the immediate understanding of the scene, which are then pieced together into an understanding of the world.
Inspired Worldbuilding:  The top form of worldbuilding, which invites additional audience interaction via their imagination after the story has concluded.
Institutions:  Stable organizations of individuals formed for a shared purpose, usually by performing specific, reoccurring patterns of behavior.
Integration:  When an individual adopts the cultural norms and beliefs of the dominant culture while still retaining their original culture.
Interconnection:  When the threads of worldbuilding are tied together cohesively. Part of Sanderson’s third law of magic systems.
Interquel:  Stories set in an existing world but that do not connect with the original story.
Intraquel:  Stories set in an existing world that fill in gaps in the existing story.
Kinship:  How social relationships organize into groups, roles, and families. Usually consisting of consanguinity, affinity, or co-residency.
Limitations:  Checks put upon magical powers, usually in the form of weaknesses and costs. Sanderson maintains in his second law that limitations are more dramatically important than powers.
Linguistics:  The study of languages.
Literary Fiction:  The style of fiction that aims for awards, considers itself art, focuses on the prose, and is usually slowly paced.
Locality:  The small-scale community in which the individuals in a group grew up, usually comprising of a town, neighborhood, or block, which differentiates them from others in the surrounding area.
M-O
Macroworldbuilding:  The first of the stages N. K. Jemisin breaks her worldbuilding process into, which consists of planet, continents, climate, and ecology.
Magic:  Change wrought through unnatural means.
Magic Point Systems:  Magic systems where the casters have a set amount of energy, usually referred to as mana, to spend on their effects.
Magical Thinking:  The belief people can affect change the world around them through thoughts and behaviors.
Mana:  A frequent generalized term for the finite resource magic users spend on their magical effects.
Marginalization:  When an individual rejects both their original culture and the dominant culture.
Mary Sue/ Marty Sue:  Originally a created character for fanfic who has no flaws and is inserted into interactions with the canonical characters. Now an insult leveled at characters consumers don’t like, usually claiming they are overly capable and without flaws.
Masquerade:  A term taking from the World of Darkness RPG wherein the existence of magic is hidden from the general populous.
Metaphysics:  In worldbuilding, dealing with deities, spirits, cosmology, and the afterlife. In essence, creatures and locations that do not abide by understandings of biology or physics.
Microworldbuilding:  The second of the stages N. K. Jemisin breaks her worldbuilding process into, which consists of species, morphology, raciation, acculturation, power, and role.
Monotheism:  The belief in a single deity only.
Mystery Box:  The theory proffered by JJ Abrams that mystery drives audience interest, which will keep them invested in a story so long as they are promised elucidation later.
Mythopeia:  Constructed mythologies, lores, and histories within created worlds.
Nationality:  How an individual relates to their state. A component of cultural identity.
Nominal Change:  A superficial change in the secondary world that contributes nothing to the worldbuilding.
Norms:  What is considered acceptable group behavior and what people should and should not do in their social surroundings.
Oligarchy:  A government in which power rests in a small group of people like the nobility, wealthy, or religious leaders.
One-Off:  An intentional inconsistency meant to highlight the aberration as separate from the established worldbuilding.
Out-Group:  Those that do not share the same collective worldview, which are often mistrusted or viewed with outright hostility.
Overlaid Worlds:  Constructed worlds with real-world locations but with the addition of fantasy elements.
P-R
Pantheon:  A categorization of collected deities based upon the culture that worships them
Pantsers:  Creators who build or write without a clear outcome in mind. See Bottom-Up.
Pidgin Language:  A grammatically simplified language used for trade that comprises vocabularies drawn from numerous languages.
Planet of Hats:  The trope of treating a species or world as monolithic and with one defining trait.
Planners:  Worldbuilders or writers who have a clear plan once they start creating. See Top-Down.
Politics:  The decision-making process within groups and individuals involving power structures.
Polytheism:  The belief of multiple gods, usually inhabiting a pantheon.
Porcelain Argument:  In worldbuilding, the belief that technology stagnates at the level at which magic or a fantasy conceit is introduced.
Portal Fantasy:  A subgenre in which the characters from the real world travel to a secondary world.
Prequel:  Stories set in an existing world that precede the original story. They do not need to connect to the original story but often do.
Primary Sexual Characteristics:  The sex organs used in reproduction.
Primary World:  The real world in which we all reside and draw our experience from.
Prime Mover:  A conceit that cannot be removed without the story world falling apart.
Profane:  Something that is religiously blasphemous or obscene.
Prologue:  An opening sequence in a narrative that establishes background details to create context, clarification, and miscellaneous information for the audience
Promise of the Premise:  The term coined by Blake Snyder for the point in the story when the setup is complete and it examines its core conceits. An author breaks the promise of the premise when the story is not about the promised core concepts.
Pull Factors:  Factors that draw immigrants to an area.
Purple Prose:  Descriptions that becomes overly ornate and extravagant, to the point they break the sense of immersion by drawing attention to themselves.
Push Factors:  Factors that drive immigrants out of an area.
Race:  (a) In biology, a grouping of populations below the level of subspecies, and is rather imprecise in distinguishing the differences between them. (b) In the fantasy genre, usually understood to mean “species.”
Racial Attributes:  The assumption that any one fantasy race shares not only certain abilities like flight or the capacity to speak with animals, but certain demeanors, temperaments, and biases.
Reality Incursions:  When the outside world interjects itself into the created fantasy experience to remind the consumer that this is indeed a made-up world. They usually occur when the consumer has expert knowledge in a field that is not depicted correctly in the narrative.
Reciprocity:  When people respond to actions with similar actions. This can be positive, as in the exchanging of gifts, or negative, as with punitive eye-for-an-eye punishments for crimes.
Relativism:  The belief there is no real objective universal truth and that we base all understanding upon perception and consideration.
Religion:  The cultural system of behaviors, morals, ethics, and worldview in which humans deal with supernatural, metaphysical, and spiritual conceptions.
Retcon:  Short for “retroactive continuity,” the term comes from comic books when previous canon or facts are ignored or contradicted so as to assimilate new stories or understandings in current storylines.
Reverberations and Repercussions:  The understanding that any change within a world creates many expected and unexpected changes to the whole.
Rituals:  Formal customs often involving gestures, words, and objects performed in a traditional sequence.
Rule of Cool:  The understanding that the audience’s willing suspension of disbelief for a given element is directly proportional to its level of “coolness.”
Rule of Law:  The idea that laws extend to the lawmakers as well as the general populous.
Rule of Three:  In worldbuilding, the concept coined by Randy Ellefson in which an author should alter at least three components of a trope to make it their own.
S
Saturation:  Mark J. P. Wolf’s term for when there are simply too many details for the audience to fully absorb, which he maintains makes the world stronger since it invites the audience to reexperience the material again and again to glean something new each time.
Scarcity:  When people put higher value on rare things and assign lesser value to things in abundance.
Secondary Sexual Characteristics:  The distinguishing traits that distinguish the sexes, such as human males’ facial hair or females’ breasts.
Secondary World:  A created world that does not exist.
Selection:  In biology, the preferential survival and reproduction or elimination of individuals with certain traits. Can be either artificial, natural, positive, or negative.
Separation:  When an individual rejects the dominant culture in favor of preserving their original culture, which often leads to minority enclaves within the dominant culture
Sequel:  Stories set in an existing world that follow the original story. They do not need to connect to the original story but often do.
Set Piece:  An iconic scene that exemplifies the story even though it might not actually be necessary to the story itself.
Shamanism:  The belief that specific individuals have access to and influence over the spiritual realm, usually derived by ritual and entering altered states.
Show Don't Tell:  The understanding that the audience prefers to experience the worldbuilding details and storytelling events in action rather than having them explained.
Smeerp:  Unnecessarily renaming something to make it seem exotic. Derived from James Blish’s sarcastic use of the term when describing rabbits.
Smeerp Hole:  When one seemingly minor change contributes to a whole slew of other changes on the author’s part that add little to the audience experience as a whole.
Social Class:  The hierarchal social stratification of groups, usually manifesting as upper, middle, and lower classes.
Socialism:  The economic system in which the workers or government own and manage the means of production.
Socialization:  The process in which a group passes on the worldviews, norms, and customs to their children.
Soft Deduction:  When a character with knowledge of the worldbuilding takes action based upon specific information to get the worldbuilding rules across to the audience.
Soft Impart:  Information presented to the audience not through narrative text but through a trustworthy side character or source. Can often come about from an overheard conversation or explanation from another character.
Specialization:  The divisions of labor and creation of occupations when the population does not individually have to account for their daily caloric intake. As opposed to generalist.
Species:  A group of living creatures capable of exchanging genetic material and producing viable offspring.
Speculative Fiction:  An umbrella term for fiction that inject elements into the story that do not exist in the real world. Fantasy, science fiction, horror, historical fiction, alternative history, and dystopian and utopian fiction are just a few genres that qualify as speculative fiction.
Spotlighted/Lampshaded:  A potentially troublesome concept or idea that is intentionally brought to the audience’s attention before it becomes problematic to highlight that it is intended as a fantasy conceit rather than an accidental anachronism.
Stasis:  The drive to maintain the current order, be it social, political, or technological.
States:  Organized governments overseeing a specific territory that can interact with other states.
Streamlining:  Part of Sanderson’s third law of magic in which worldbuilding details should be accounted for by already existing fantasy conceits instead of creating whole new conceits.
Suspension of Disbelief:  When an audience makes a choice to suspend their critical faculties to allow for a patently unreal concept to be considered logical for the sake of entertainment.
T-W
Taming:  When an animal has been taught to tolerate human presence. As opposed to domestication.
Technobabble:  When a character spouts a number of details to establish their expert credentials in the field. Technobabble is not meant to be understood by either the audience or the other characters, only to establish the character’s authority on the subject.
Terra De Facto:  The implicit understanding that anything that is not accounted for by a fantasy conceit must therefore abide by the rules of the primary world.
Terrain:  The vertical and horizontal proportions of land masses, which includes how high it is above sea level and at what slope.
Theocracy:  A government where the religious leaders and practices control the laws in addition to the religious norms and rituals.
Toehold Details:  Descriptors that specifically trigger the assumption of an analogue culture and time period, and therefore help the audience to mentally populate the scene.
Top-Down:  In design, when the underlying idea or system is formed on a grand scale, then with all subsequent subsystems being added and refined until everything is mapped out. Also referred to as “planner” or “engineer” when it comes to writing or worldbuilding. 
Totems:  Imbued emblems representing a group of people tied to a specific spirit.
Transmedial:  When a story or world exists in multiple mediums.  
Tropes:  Reoccurring motifs, images, plots, and characterization that exist within a genre.
Unchanged:  When the creator does not use a particular fantasy conceit and leaves their created world the same as the real world in regards to this fantasy conceit. See Terra De Facto.
Unobtanium:  In engineering, the term used for materials or technologies that do not yet exist but will one day solve current problems. Frequently used in science fiction worldbuilding.
Upmarket Fiction:  The style of fiction that aims for creating discussion. It often blends literary and commercial fiction, deals with universal themes, has accessible language, and is character-driven.
Weakness:  Limiting factors that diminish the power or the person using it. Part of Sanderson’s second law of magic.
Worldbuilding Capital:  Time and mental energy sunk into a world, which is why authors frequently reuse the existing world instead of forming a new one for subsequent stories.
Worldbuilding Kudzu:  When too many worldbuilding choke out the pertinent information by sheer volume, thus disrupting immersion.
Worldview:   How a society or individual orients their knowledge and point of view towards the world. This includes philosophy, fundamentals, existential postulates, values and ethics, ideology, and attitude. It encompasses the concept of why the world works the way it does and the “correct” way to act within it.
Worship:  The act of religious devotion towards a deity or ideal.
Source
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demaparbat-hp · 1 day
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I didn't know Katara also had silver marks on the Kintsugi AU. How did you come up with that idea? Is it an in-universe cultural thing? If it is, is it exactly the same as Zuko's or does the Water Tribe have their own beliefs around it?
Sorry if I'm asking too many questions, I just really love how your mind works when it comes to these AUs 💖
Hello, and thanks for asking!
Initially, Kintsugi was a strictly Fire Nation tradition. Something to hold over the rest of the nations, and deepen their own belief of cultural superiority. Zuko hiding his scars played into that idea, since having gold inlaid in your body is a clear sign of Fire Nation blood—furthermore, High Fire Nation blood.
That being said, one lovely anon gave the suggestion that perhaps the other nations also have their own kinds of Kintsugi, and I fell in love with the idea. @ican-fixitbooks went even deeper into the particular philosophies of each nation regarding Kintsugi. I'll be using some quotes from them—watch for the italics.
It was during said brainstorming session that I thought of Katara having a silver Kintsugi scar, and how could it be used to enhance the themes of ATLA, Katara's arc, and this AU as a whole.
But a little background is necessary, I believe.
Kintsugi is a tradition practiced worldwide, with minor differences in philosophy/technique according to each nation.
The Earth Kingdom seal their scars with a substance that resembles bronze, as the mentality of breaking yourself down to build yourself back up better than you were is very central to their culture. It is used as a way to celebrate one's victories, made all the better if damage was taken to achieve it.
The elite have rather different views on this practice. They believe themselves to be above such things. That which is broken must be hidden away, which has interesting connotations when thinking about a certain blind earthbender.
The Air Nomad philosophy leans towards a naturalist approach. Anything natural doesn't need to be "improved" in their eyes. If a scar is there, it is there. Let it be there as a part of you, no different than any other, no need to be "made better", but in fact better to just "be".
Kintsugi is a cultural practice meant to celebrate making something beautiful out of something broken, arguably even making it better than it was. During Sozin's reign and forward, Kintsugi became a way to show the Fire Nation's superiority. Especially as that is essentially their philosophy for war: "Breaking the rest of the world so it can be reforged in fire, made a better, more perfect place."
As for the Water Tribes, there's the healing factor to take into account. The Northern Water Tribe isolated itself from the rest of the world once the war began, so they hold tight to their traditions and beliefs. If something is not broken, then why attempt to fix it? Kintsugi is scoffed at in the North—it is a foreign practice, one that is not necessary when all your wounds can be healed with bending.
However, the Southern Water Tribe has been exposed to the world. They have seen war. They have lived through it. They have suffered, but they are also free because of it, if only in spirit. The South is strong and proud and bold, so it comes as no surprise that silver Kintsugi becomes the mark of their warriors, their hunters, their people.
Katara was wounded during the last Southern Raid. After losing Kya in such a terrible way, Hakoda made sure to seal Katara's wound with the silver of their warriors, so that she would always remember that despite having been broken, she is still strong, beautiful, and proud.
The scar itself is long and thin, going from her right shoulder up to her jaw. It loosely resembles lightning.
And despite how she got it, despite all the things she lost on that day, despite it being a constant reminder of her mother's death—Katara loves her scar.
It grounds her. It pushes her forward. You are a warrior, it tells her. You are a survivor.
When Katara arrives at the North, her scar becomes yet another thing the Northerners hold against her. They use it to demean her, just as they do her gender and out-spoken personality.
The North believes a lot of things that Katara always considered natural to be a problem. What does it matter that she is a woman? What is wrong about being passionate? Why should having a scar mean she's broken?
This scar is something they cannot touch. The Northerners try to use it to demean her. To make her small. Self-conscious. Worthless.
They're scoffing at her mother's death.
Her strength.
Her beauty.
Her pride.
Her story.
And she will not allow it.
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grox-empire · 3 days
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Mimosa, A grox animal caretaker from a time far before Termina ever hit. Here they are herding some spoffits.
Zuvius was a rather earth-like planet pre-termina, Albeit irradiated, With dusty pinkish-purple plants and a vibrant blue sky, A far cry from the wasteland Ecumenopolis it is today. Grox were once far more genetically diverse as well- Mimosa here has beautiful blue fur that has since gone extinct.
Contrary to what many other sophonts think- Spoffits are actually from Zuvius, Bred and Domesticated by Grox for their durable, yet soft setae and their tender meat. They still exist in the modern day, Albeit heavily modified to survive their new environment. Populations exist off-planet due to trading.
Termina's light can be seen in the sky, And was visible for quite a while before it hit. Mimosa is blissfully unaware of the tragedy that will soon strike.
Mimosa is owned by @krillrot and was made for my setting.
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hbeeez · 3 days
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Some elven royal ocs for ya
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Deep Water Prompt #3390
The city has twelve bells, one for each moon. The distinctive clang of each at twilight let’s us know which of them have risen, and what the prophet thinks they mean.
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Urugetar eating a Mawiri (Kaimere)
i made some Kaimere fanart because spec yes please 🫡🫡🫡
here we see the an Urugetar eating a freshly caught Mawiri
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So Campaign Idea
The setting is a digital world that is presented to the players as an actual world with actual history and actual people living within it.
The digital world, however, was created by a now-extinct Mindflayers who created a data version of a mindflayer long ago to create a world to which the Mindflayers can move to. But sadly, the world wasn't finishee before the Mindflayers went extinct.
The Data Mindflayer is completely aware of their kind dying, but it knows nothing else but to create the world overwriting the previous one again and again essentially recreating a loop.
The party, during the "final" session of the campaign find out about the data mindflayer and decide to confront it - in which they fail.
Now, back to the first session, where they restart at their starter levels. The characters themselves don't know anything BUT THE PLAYERS DO, and the characters essentially start to remember things as they go on through more loops and resets, creating possibly different builds each time so when they get to the final loop and get the most info and ways to defeat the Data Mindflayer they would be able to "merge" their two fav builds for the ultimate showdown.
Thanks for this idea! I was trying to put together a list of some other time loop posts on this blog, but thanks to our impeccable search function I only found this one. I think the best way to do this campaign, though, is if you purposefully add some new options and paths and adventures on each loop!
If the Dataflayer is rebuilding the world, that implies a few things: one, there's a limited amount of storage or some other resource! As characters and places get recycled, you can offer the party a quest they didn't take last time, or even a new ally or patron who's been programmed in to make the digital dimension more convincing. The other thing you can do is (especially at the end of the first run) use the digital universe to inspire a sense of dread.
"As these brave heroes sink down, lost in the dust of history, the world moves on. Generations come and go. Your hometown grows to a city, then becomes abandoned when the droughts consume the land. Thousands of years pass, and the world is unrecognizable, with towering spires and vast amphitheatres - all empty. As if they were built for a people who never existed. Millions of years pass, and everything crumbles. The stars go out one by one, like electric lights switching off. And when all is dark... a light blinks on once more. A new planet, a new sun, forming over millions of years, shaped by invisible commands, until we see a small village in a valley, where a group of heroes is meeting for the first time. Everyone, please introduce your character!"
The last bit of advice I'll give is that there has to be a way to solve the problem or convince the Dataflayer to change its ways or escape the digital world without having to win this crazy difficult fight. Maybe the PCs can find out why they're special, why they're the only people in this world who discovered it's a simulation? Or maybe they can create or find evidence of real mind flayers, allowing them to take control of the program...
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thoonist · 1 day
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It had to be done. Art by Tealix.
Undairimsh has its own Harvest celebration, which marries aspects of Jol and Samhain, where revelers pay tribute to life, death, and all the mischievous spirits active during the season. They spend these holidays celebrating through feasting and remembrance. Much like Halloween, it became a bit of a secular thing with kids door-knocking for treats in fun costumes. There is also day for gift giving to friends, loved ones, and neighbors. It’s a pretty cozy and fun time of year.
Hope you enjoy the costume choices for these boys.
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