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#Either they know a common seafolk language
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Prompt 33
Geralt is a siren who lives with his pod in the deepest trenches of the ocean. Geralt and his pod frequently team up together to take down large seabeasts, protecting their oceans, other seafolk, and even the landfolk from certain monstrosities. Jaskier is a merman who lounges luxuriously in coral reefs and plays pretty relaxing music there all day every day. Both are crushed with a crippling loneliness.
Geralt's hunts that bring him closer to the surface of the water, (and by closer, I still mean deep as hell, he's just no longer surrounded by healthy non-blobby blobfish and photophores everywhere) He tends to hear the humming and chittering of a mer. The sound relaxes him so much, he begins swimming out of the deepest depths after certain battles to find the soothing noise. You can use just this if you prefer shorter prompts, OR, if you'll indulge my gay fantasies- One day, he swims over toward the reef only to hear panicked screeching, and scent blood in the water. He nYOOoms over and finds a mer being attacked by a monster. Geralt fights it off, either with swords or maybe perhaps just his claws and teeth if we're feeling ~✨feral✨~ Either way, he defeats the beast, and turns to the mer, only for the mer to pass out right then and there. Damn him. Geralt takes him to a nice cove nearby and begins patching him up. When the mer wakes up, he's all hissy and scared, but Geralt calms him quickly by humming one of his melodies. And apparently doing this flips a fuckin switch, because the Mer suddenly goes from being scared shitless of Geralt, to being scared shitless when not touching Geralt every second of every minute of every hour of every godsdamn day. It's already been a few days, he has to tell his pod why he's gone missing, but every time he goes to leave, the mer hisses at him. Eventually, Geralt grows tired of the worry he must be giving his family, and swims out of the cave, even as the Mer screeches at him. He informs his pod he's alive and well and just... b u s y... with.... t hi n g s... before he swims back to the cove only to find his mer BAWLING. The mer is ecstatic that he's returned and seems to forgive Geralt after a day of snuggling. Okay, new problem: The merman isn't healed enough to go back into the open ocean and yet keeps slipping out when Geralt is asleep only to return with shells, sea glass, moss, sometimes even anemones that are deemed prettier than others. It takes Geralt longer than he'd like to admit to figure out the merman is trying to court him.
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witchofthesouls · 29 days
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Hiii I know that ur busy with a lot of stuff recently but I just wanted to ask some tips as a fellow fanfic writer. I have a hard time doing some world building n I've noticed in your writings that you always managed to put in enough details. It's okay if u don't have the time or energy for my ask. ^^
Have a good day 👍
Oh, thank you!
I approach world building as world/lore expanding or tweaking. The bones are there. You're just shaping the muscles to direct them, and you can pull from a lot of other experiences or influences to guide the process.
Example with Transformers Prime. Canon-wise, the position of Prime is deeply tied to religious and cultural aspects of Cybertron, and the Matrix itself came from Prima's (the first Prime) own weapon: the Star Saber. I like thinking of the implications since it was never stated to what happened to Prima. Perhaps he's a ghost trapped inside the Matrix to guide all the other bearers because he's the only one with the big picture or focus vast enough to keep the goal in mind.
Then there's the "Uncrion-is-Earth" subplot. Since Unicron is the Unmaker and Lord of Chaos, then it raises a lot of questions about Earth's role. Since I like fantasy and magic, it's an easy delve into "Hey, what if magic and legends were actually real at one point?" and it gives me more work into thinking about humanity's role with other magical peoples, especially with all the lore in regards to animal brides, divine intervention, and worship. I know there's a general consensus that humans are boring, but how do the others perceive us? What do seafolk, like Selkies and Mers, warn their children about the two-legged land dwellers? Why are fey and humans so fascinated by each other?
Or, there's the deeper delve into popular tropes and doing your own twist. I like the fandom agreement that "Seekers are like birds of prey," so I just expanded it by incorporating more of the sexual dimorphism (i.e., larger, drab females and smaller, colorful males) and other behavioral traits (i.e., mating dances, courtship and threat displays, aproaches to raising chicks), which then leads to more thoughts on how all that can influence Vos' culture and how the rest of Cybertron perceives them because they're not driven by those instincts. Because there's a common fandom trope that Vos and Praxus are deeply entwined with each other, or Praxus came from Vos, there's additional layers on their relationship as well as thoughts how Praxus functions and their own relations with other city-states.
Because it's a lot of detail and it's easy to dump too much on people, I like writing from a character's perspective because it's simpler to tie in things from their own observations as well as their own biases. Either as an outsider or an insider.
Like in my story with "this earth i rise from," each segment is told from the perspective of others towards the cyber!June and cyber!kids. I explored a bit of Cybertronian language with Optimus, grief and biological quirks and tells with Ratchet, and Fowler's own tidbits between the Cybertronians and the ex-humans as everyone is trying to get used to the new reality where June and kids cannot go back to their old lives and need to make it work.
When it comes down to it, a lot of my own world building came from what I wanted to read. To go really deep, you can take real-life references to build upon it. My thoughts about the Thirteen Primes came stemmed from the mythologies of the ancient world and Medieval Europe. Prima is the equivalent of the "king of the gods," how each sibling has a specific role or domain associated with them, and the possibility of sentient Primal Artifacts that decide the worthiness of wielders.
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belerencodex · 6 years
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Humans of the Crucible States
Elves, Dwarves, Gnomes, Halflings, almost all the races of Beleren are born from extraplanar beings. They know their origins, but the Humans, youngest of the races emerged from the cradle of the Beleren. They, along with animals, plants, and dragons, are the only truly native creatures of Beleren. Ten thousand years ago the first Humans wandered out of the savannahs of Nashto. Ten thousand years in the eyes of creatures such as dragons and elves is a comparatively short span but in that time humanity has experienced much. Under the tutelage of dragons they have spread explosively across their native continent. But in time they became too powerful and numerous to be controlled by their draconic overlords. 
The Common Clay: Humans come in many colors, shapes, and personalities. Little about them is predetermined at birth, experience and culture are the truest teachers. But one of the great advantages that humans have over other races is their unique ability for interbreeding. Humans can produce viable offspring with almost any other humanoid race, this ability has allowed them to assimilate and integrate themselves into the fabric of existing cultures and societies. In some places humans of mixed races become a major racial demographic. These children of mixed lineage are often able to tap into magic powers of sorcery based on their ancestry. Many human cultures as a result arrange into hereditary societies based on bloodlines. Many Faces, One Voice: One of the other major advantages that humanity has held over other races is their near unique ability to retain a single common language. Humans, even half-humans develop the ability to speak and/or comprehend a language referred to as Common. Most other races have lost their common languages, fractured into dozens of different dialects. Because of this common link humans are able to cross vast distances as merchants and explorers knowing that they will be met with strangers speaking a common tongue.
Ascrine
The bulk of the human population of the Crucible states is made up of a melting-pot culture called Ascrine. All human nations of the area other than Cymrin and the Orumic Isle were dominated by the Ascren Empire for a long time. As such cultural borders of the time broke down. While Ascrine humans differentiate themselves along class lines as well as lines of city-vs-country, they don’t have a general ‘look’ to them. Ascren traded with nations as far away as Yeth and Nashto so dark skin or slanted eyes are not an uncommon sight in the streets of former Ascrine cities and towns. The Ascrine have a reputation for wizardry only somewhat dampened by the fall of the empire. Few of the old colleges survive but hedge wizards often take apprentices and powerful wizards can carve out fiefdoms in the wild lands. Multicultural: Ascrine are very broad minded in terms of other races, they have no problem co-existing with most races as long as they integrate with the society to some degree. Ascrine settlements are usually pretty diverse, even middling towns and villages often boasting a dwarven quarter or a halfling campground. The human proclivity for interbreeding is prevalent in Ascrine culture, many half-elves, aasimar, tieflings, sorcerous bloodlines can be found.  An Age of Fear: The land of Ascren was once prosperous, no humans are left who remember what it was like in the age of the Empire. Instead for the last century the Ascrine have lived under onslaught by fey from the expanding Elven Forest, dragon attacks, and strange arcane monstrosities that wander out of the ruins of Old Ascren. The Ascrine seek shelter and will often accept terrible tyrants and warlords over the uncertainty of an unforgiving and uninviting wild.
Cymrine
North of the Crucible States, the nation of Cymrin is a beacon of stability in the north-west. Bordering the Vostovid Mountains to the West, the Elven Forests to the South, and hag-filled swampland to the East, early Cymrine history was marked by warfare and strife. Small barbarian tribes fought each other and the monsters that surrounded them until a half-elf king united them 600 years ago. Cymrin is now ruled by the same dynasty. Recently Cymrine humans have begun migrating south forming colonies in the unclaimed north of the Crucible States and offering protectorate-hood to independent settlements. In appearance the Cymrine are usually fair of complexion, freckled and with high cheekbones but sparse beards, long mustachios go in and out of style with the decade. A Stable & Prosperous Home: The half-elf monarchs of Cymrin are beloved to their people, the secret of a good monarchy is long lived rulers. Many peasants will live and die and not see the crown change hands, this inspires a certain sense of stability and security in the mindset of the Cymrine and a deep faith in their monarchs. The government is run largely for their benefit, lucrative contracts to import luxuries are controlled strictly by the King’s Treasury and the tight laws and effective guards encourage ne’er-do wells and adventure seekers to flee south into the chaotic realms of the Crucible States. The Dragon-Knights: A tradition started by King Erik Frostfire, rituals devised in secret by the King’s enchanter Azbriani allow the most elite half-elf knights of the realm to bend young chromatic dragons to their will. The creatures are intelligent but inherently evil, destined for chaos and destruction if freed. By dominating their will, the knights are able to turn them into powerful tools. When the knight dies the dragon is also executed. The Vostovid Mountains are the breeding ground of Red Dragons nearly all Dragon-knights ride red dragons. However there have been green, white, and one blue dragon-knight.
Orumic
The Orumic humans are the descendants of seafolk who began fishing the fertile coasts of the island of Orum. The west coast of the Crucible States and the island had long been considered an accursed place. Home to tribes of orcish raiders. But to the surprise of many peaceful co-existence began between the humans and orcs. The orcs primarily cared for their aurochs on the interior of the island and in the fertile coastal hills of the continent, the humans subsisted along the coast on fishing and agriculture. The relationship was mutually advantageous and over time the warlike orcish culture was subsumed into the human culture of sea folk. Orum is now a mixture of half-orcs and humans, orcs having been effectively obsoleted. Seafolk: The Orumic are found throughout the coastal parts of the Crucible States in small fishing villages or working the shipping lanes. Originally they were humans from Aigados who sailed west. In complexion they are marked by the orcish blood that runs through their veins, short noses and thick, coarse black hair are common to the Orumic and from their orcish cousins they have drawn a flair for bright and sometimes even garish colors. Often wearing bright yellows and oranges or striking blues and greens. Independent to a Fault: The homeland of Orum is prosperous and would likely be quite powerful if it was ever centralized, however while there is a king of Orum, there are few proper nobles. Feudalism has failed to take hold as any dissatisfied peasant can easily flee in a boat and peasant revolts are common. As such most of Orumic society remains rural and agriculturalist, subsisting and trading on small scale, only rallying in the face of great danger.
Rakonni
In ages past the Rakonni were horse nomads who roamed the eastern hills and grasslands. After subjugation by the Ascren, they settled into a life of pastoralism and began planting wine grapes, barley, and rye. The Rakonni countryside is now littered with small fiefdoms, while mostly disorganized, most pay some amount of tribute to the Overlord of Nexios to help keep the trade routes open and the gold flowing into their villas and castles. Husaria and the Free Lances: Among the ranks of the knights of the Rakkoni there are an array of companies of warriors. Some of these are Hussars, knightly circles that forego landed titles for the more traditional life as mounted nomads. They dedicate their service either to powerful, reputable lords or to a common good. For instance riding against the hobgoblin raiders that plague the foothills of the Perenia Mountains or patrolling the trade routes and roads for the Overlord of Nexios. The Free Lances by comparison are wandering mercenaries and sometimes brigands who range westward deeper into the Crucible States in search of work as adventurers, most often these are exiled knights, illegitimate children of nobles, or outcasts. Court of Daggers: It was once asked of a Rakonni knight how he would best the greatest champion of their day. The knight simply answered, “at night, in bed, with a very sharp knife.” The Rakonni are known for their pragmatic approach to politics and warfare. Poisoning and assassination is as frequent a killer of Rakonni nobles as combat. Any prominent noble will have a court poisoner or assassin.
Thaylite
Hailing from the central steppe of Ib, brought west in search of safer homes outside the rulership of the Aigadosi, the Thaylites are a proud warrior culture of ancient origin. Hailing from the far south-east, their skin is dark and their hair thick and kinky. Traditional hairstyles accentuate this with locks or tight braids which are decorated with bells and bangles of gold. Most often they are found living in enclaves, majority Thaylite neighborhoods of larger cities, or in rural communities where they continue their knightly traditions. Among their number are many Aasimar as they have a strong connection to the angelic orders. A Lost Homeland: Far to the east and south, in the land now known as Nashto, is the origin point of the Thaylites. In the high peaks of Thayl they first formed their culture as shepherds among enchanted peaks. The first king of the Thaylites was in fact anointed by a Solar. As such the Thaylites take their piety very seriously and dream of a day that they might reclaim their home. In this tradition they also believe that the spirit of their first king will return. Honorbound: The Thaylite reputation for honor and fairness is ironclad. In cities they live in they often will generationally join the city guard and serve any king they see as noble and honorable. Thaylite adventurers often make a living as bodyguards for people they consider worthy and are prized for this job as they will often lay down their lives for their wards.
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