#cultural artifacts in fantasy
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joncronshawauthor · 2 months ago
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How Egypt Inspired the World of "The Fall of Wolfsbane"
As a fantasy author, inspiration can strike in the most unexpected places. For me, the seed that would grow into “The Fall of Wolfsbane” was planted not in some misty forest or atop a craggy mountain, but in the arid heat of Egypt. This happened somewhere between the ancient cities of Cairo and Luxor. A Flight of Fancy It was on a domestic flight, soaring over the timeless landscape of Egypt,…
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asthedeathoflight · 1 month ago
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Still thinking about none houses left grief, and while I understand where people are coming from, "it took me out of the world" is just... Really not a relevant criticism here. Like, that line is SUPPOSED to be jarring. It is supposed to be kind of darkly funny, but the point isnt for you to laugh. Its not trying to be a punchline. The point of that line IS to "take you out of the world" because the point is that *this world isn't what you thought it was.*
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teeter-beetle · 1 year ago
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Arborglyphs, the Art of Carving Stiff Bark
The handiwork of historic herders can be found all around the aspen groves of Upper Gambol. Naturally, snail herders had an abundance of time on their hands while their slow-moving flocks grazed. One popular pastime was carving glyphs into aspen trees. Arborglyphs could be used as territorial boundaries, path markers, or merely creative expressions.
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Popular designs include frogs and snail shells, including creative combinations like Snail Shell + Bird (the two creatures herders are most concerned with), Snail Shell + Mushroom For more, visit frogiverse.com
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fortunaestalta · 2 days ago
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thisisagamerpaige · 6 days ago
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I saw the 'i lik the bread' poem again and I'm sitting there, like, I always sing it to this tune. What is it?
I figured it out.
It's the The Cloud Song.
youtube
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theversevoyager · 4 months ago
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Upon the dawn of a new age, a humble farmer named Elara found herself amidst the grandeur of the Enchanted Kingdom. Her life changed forever when she discovered an ancient artifact, the Crystal of Eternity, which granted her unimaginable powers. Embracing her destiny, Elara became the guardian of the kingdom, leading its people through trials and tribulations, and forging alliances with other fantastical civilizations. As the years passed, her legend grew, inspiring generations to come, and her tale echoed throughout the lands of Aetheria, a testament to the power of unity and transformation.
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criphd · 1 month ago
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At the outset of H. G. Wells’s The War of the Worlds (1898), Wells asks his English readers to compare the Martian invasion of Earth with the Europeans’ genocidal invasion of the Tasmanians, thus demanding that the colonizers imagine themselves as the colonized, or the about-to-be-colonized. But in Wells this reversal of perspective entails something more, because the analogy rests on the logic prevalent in contemporary anthropology that the indigenous, primitive other’s present is the colonizer’s own past. Wells’s Martians invading England are like Europeans in Tasmania not just because they are arrogant colonialists invading a technologically inferior civilization, but also because, with their hypertrophied brains and prosthetic machines, they are a version of the human race’s own future.
The confrontation of humans and Martians is thus a kind of anachronism, an incongruous co-habitation of the same moment by people and artifacts from different times. But this anachronism is the mark of anthropological difference, that is, the way late-nineteenth-century anthropology conceptualized the play of identity and difference between the scientific observer and the anthropological subject-both human, but inhabiting different moments in the history of civilization. As George Stocking puts it in his intellectual history of Victorian anthropology, Victorian anthropologists, while expressing shock at the devastating effects of European contact on the Tasmanians, were able to adopt an apologetic tone about it because they understood the Tasmanians as “living representatives of the early Stone Age,” and thus their “extinction was simply a matter of … placing the Tasmanians back into the dead prehistoric world where they belonged” (282-83). The trope of the savage as a remnant of the past unites such authoritative and influential works as Lewis Henry Morgan’s Ancient Society (1877), where the kinship structures of contemporaneous American Indians and Polynesian islanders are read as evidence of “our” past, with Sigmund Freud’s Totem and Taboo (1913), where the sexual practices of “primitive” societies are interpreted as developmental stages leading to the mature sexuality of the West. Johannes Fabian has argued that the repression or denial of the real contemporaneity of so-called savage cultures with that of Western explorers, colonizers, and settlers is one of the pervasive, foundational assumptions of modern anthropology in general. The way colonialism made space into time gave the globe a geography not just of climates and cultures but of stages of human development that could confront and evaluate one another.
The anachronistic structure of anthropological difference is one of the key features that links emergent science fiction to colonialism. The crucial point is the way it sets into motion a vacillation between fantastic desires and critical estrangement that corresponds to the double-edged effects of the exotic. Robert Stafford, in an excellent essay on “Scientific Exploration and Empire” in the Oxford History of the British Empire, writes that, by the last decades of the century, “absorption in overseas wilderness represented a form of time travel” for the British explorer and, more to the point, for the reading public who seized upon the primitive, abundant, unzoned spaces described in the narratives of exploration as a veritable “fiefdom, calling new worlds into being to redress the balance of the old” (313, 315). Thus when Verne, Wells, and others wrote of voyages underground, under the sea, and into the heavens for the readers of the age of imperialism, the otherworldliness of the colonies provided a new kind of legibility and significance to an ancient plot. Colonial commerce and imperial politics often turned the marvelous voyage into a fantasy of appropriation alluding to real objects and real effects that pervaded and transformed life in the homelands. At the same time, the strange destinations of such voyages now also referred to a centuries-old project of cognitive appropriation, a reading of the exotic other that made possible, and perhaps even necessary, a rereading of oneself.
John Rieder, Colonialism and the Emergence of Science Fiction
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easy-there-leftovers · 1 year ago
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I See You, Darling (2)
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[Astarion x reader] Due to surprisingly overwhelming demand, the previous fic, along with this one and many more to follow, will now be part of a series!! It was honestly very difficult trying to come up with what happens next, but here we are. The idea came to me during a fever!! |Word count: 2.5k.| Based off of this post I made.
Part 1 here!!
Next part here!!
The reader believes they are in a dream. It wouldn’t be the first time their fantasies conjured up such an obscure, yet somehow realistic scene. And so they’ve elected to treat the experience with as much realism as one would observe in a dream; little to none.
Alternatively;An ex-art-student-now-traveler accustoms themselves to the party.
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“Shadowheart. Shadow…heart. Hm.” His gaze bounced between you and her. 
“I’m sure her parents meant well, but the name is rather ominous, isn’t it?” He leaned over to your side, not bothering to hide his blatant distrust. Lowering his voice dramatically, if anything.
“Unless she chose it herself. Which is even more worrying, honestly.” He chuckled out.
It had been no more than two bells after mornbright when you met Astarion. Since then, you’ve come to realize how…different your presence has changed the course of the story. Though more subtle than you expected.
It would seem as if you had met the elven vampire before the party was formed, which was strange as your last save point was far later than that and the forest had been quite a long way from the beach.
When you finally stumbled upon Shadowheart, he was quick to share his inner thoughts that you haven’t heard from the game before. 
As they continued with their quest to find a cure for the Illithid problem, expanding their party as they did so, you had tried to make yourself useful by doing the dirty work for them. Looting and opening crates filled with camp supplies, armor, and potentially useful weapons and artifacts could always come in handy for trade or for “artifact consumption,” as per Gale’s need. Sorting them for your group’s convenience.
And while you did not have more direct and immediate practical use for your course of study in the modern world, the research you’ve created and reviewed for character creation and world building was doing wonders for your survival.
Or as much as it can for a magicless, not so athletic human. 
The “runes” of the medieval ages that have been carved into stone, along with the basic history and background of the common races and deities of the fantastical world that tabletop RPG has offered puts you at quite an advantage.
Not to mention your experience with the areas of the game giving you the same effect.
But this library of information had also aroused something akin to suspicion and concern. It would be understandable if you were a simple traveler just like them, or perhaps even an artisan from the guild, but you were not as astute as either background.
So how could you have access to this much knowledge yet be unaware of more practical matters? It’s as if you had simply read about it from somewhere. 
Astarion had been quick to give an explanation before you could form one of your own that could poorly convince your companions. Although, perhaps his suggestion was more outlandish than anything you could have come up with.
“They came with me. Property and all the formality that comes with it. A family pet, if you will.” A perfect excuse to justify your constant proximity to him, and a likely explanation to being well read, but not well experienced.
You thought nothing of the title, your apathy to the non-hazardous labels of this world apparent.
The same couldn’t have been said about your associates who had a few comments about this disclosure.
“I am unfamiliar with the–well, I shall not say ‘culture.’ ‘Customs’, perhaps. I did not think your kind to house such breed of cattle. Perhaps they could be useful.” Was Lae’zel’s. 
“I assure you, they typically don’t. Humans aren’t naturally subservient to Elves, at least in this manner. This setup sounds more akin to slavery. Blink twice if you need help.” Was Gale’s response. 
“It seems like Astarion's from the upper city, given the embroidery on his armor. I wouldn’t put it past them to have servants that follow them around.” Shadowheart’s nose crinkled at the thought. 
The party already had such an interesting rapport. Not entirely comfortable with one another to divulge everything, but loose enough to have semi-pleasant conversation with.
You thought this as you sorted out the fruits of your collective labor into neat pouches and bags, keeping items similar to one another factioned into their respective holding space. The chest being closer to Withers more than you’d like, but it was nice to hear the ramblings of an…undead person? Hearing someone continuously talking allows you to be more productive.
You’ll admit, handling enchanted armor and crystals does make you a tad nervous but you’re comforted by the thought that it will not be you who wields it in battle.
Out of the corner of your eye, you see Gale approaching your direction. Possibly to ask for his share of the camp supplies just a little earlier to sate himself as you had an abundance of it for now. You regard him with your back turned and he stops for a bit.
“I will say that I don’t have the lightest of feet, but I figured myself better at sneaking around.” It’s not his fault that he got caught, but the bright purple robe and the smell of the oils you’ve been crafting for them are particularly noticeable.
“You are, but I’ll assume you're not exactly in the best shape after dealing with a few goblins.” You hold up a bottle of a healing potion, swinging it a bit with your fingers to indicate that the smell had warned you of his arrival.
“You’ve got a keen nose on you. Must be from all of Astarion’s training but, speaking of which,” He nears himself to your crouched form, going in to lean against a very old and empty crate.
“Gale, wait–” Right as your warning leaves you, they seem to evade him as falls right through the wood. A comical layer of dust and lichen pluming out from the force. He tries to quickly recover from both the physical and emotional damage as he brushes himself off to make himself presentable once more. 
“Ahem, as I was saying,” He again makes his way over to you, settling for just standing close as his attempts to look unbothered temporarily cost him his ego.
“I was serious about what I said before. While I don’t know what to make of our pallid friend just yet, as enigmatic as he is, what he said before is quite confusing. Best make haste away from here if you want your freedom while we’re distracted with this worm problem.” His tone suggests a genuine concern which confuses you.
You’d be lying to yourself if the label of the set up didn’t sound odd, but you’ve never expressed discomfort as there was nothing all too worrying about it on your end. It was mostly for show, and you had as much independence as Tav would have in your game.
You endeavor to quickly dispel his worries.
“You don’t have to worry, I’m very satisfied with my servitude under Astarion. He’s very lenient and reliable, and I’m better off with him than on my own." You return to your task of sifting through your materials but pause and look back up at him to continue.
"I do thank you for turning my way though. Your concern is much appreciated but unnecessary.” You lowered your head a bit to show your thanks.
“Well if someone as generous as yourself says to trust you on this, then I have no choice but to concede! I’ll keep a watchful eye and offer guidance, should you need it. Also, do we happen to have something for—” As he asks you for some sort of salve, just a few ways off, your eccentric “handler,” of sorts, watches the two of you interact.
Don’t get him wrong, such matters don’t really catch his attention, but being an elf does curse him with the ability to have extensive hearing. Something that he thinks Gale knew, and something you forgot. That would explain the lack of distance between you two.
He thinks it’s amusing how the wizard is trying to make conversation with you as if you were some foreign creature. His usual eloquence nowhere to be seen, and you seemed as unbothered as ever. Like how he usually saw you when you conversed with someone through a crystal.
It was a phone, not that he knew that though.
“They’re a real nice one, aren’t they?” Karlach says from her side of the camp which was nearer towards his tent and yours.
“Hm, yes. While that may be an admirable trait, it’s hardly going to get them anywhere if they keep this up.” Astarion huffed out, not very keen on your altruistic playstyle so far.
He doesn’t know much about what you do and don’t know, all he knows is that you do know of the events to unfold and could be the key to defeating his master.
 All he needs is to keep you at his side. So he’ll allow you this much freedom.
“Oh come on, you. You can’t seriously think that after everything. Our camp’s pretty well maintained because of ‘em, not to mention the connections we’ve been able to get!” She fortifies her statement by knocking on her chest, the engine humming within feels lighter and newer since you’ve informed her of the tiefling blacksmith at the grove. 
He hums in response, returning to reading his book as he thinks about his growing hunger. He’ll have to hunt soon enough. While your positive reputation occasionally reflects on him by proxy, it can also reflect negatively due to the alleged nature of your relationship. If he wants the journey to a way of understanding the tadpoles to be a more comfortable one, he has to at least prevent their trust in him from diminishing.
~
Night falls later than he’d have liked, having waited for everyone to be asleep so that he may prowl the forest for sustenance.
The rest were sound asleep in their bedroll as the skirmish from earlier on in the day had proven to be sufficiently tiring. The crackling fire surely brings a lulling warmth that he supposes he’ll have to miss out on for a while.
As he begins to slink off into the darkness, he looks back to gauge his surroundings and catches your form from across the settlement. It seems you were tallying away the items in the shared chest and double-checking to see that everything is checked and balanced with your records. 
Your shoulders jump at his suddenly standing form, but try to understand his intentions. You mouth, “where?” with a very confused face, to which he responds with a simple shushing motion and waits for your acknowledgement.
You nod slowly, and he holds your gaze before sneaking off once again.
‘He’s coming back, right?’ You wondered. The progression of your experience now in comparison to the game was vastly different, and you didn’t know if all scenes, or only some, would present themselves in this world. You assume he planned to hunt, and while you trust his abilities, you want to make sure he’s attended to properly should he be harmed in any way.
So after retrieving a few potions, a journal, and a pencil, you stashed them in a satchel and positioned yourself at the base of the tree in the direction he left in. You weren’t particularly sleepy tonight, and planned to pass the time in wait of your companion. 
There wasn’t much to do in this century to keep yourself entertained. The only things you’ve found so far were a few instruments and all manners of journals and inks.
The inkpot that you picked up appeared to be red this time. The game of, “which ink dye will I get this time?” will have to be the most of your entertainment for now. Not all too different from home, you suppose. And while writing keeps your mind at bay, illustrating all manners of wildlife have proven to be quite the fun exercise. 
You’ve made a few notes on creatures that you and your company have encountered. The visual elements of a drawing allowed you and the others to keep track of materials that could be salvaged from them, and their resistances to certain attacks. 
Though as much as you liked depicting such lifeforms in paper, you’ve come to be very interested in portraying your vampire friend.
Evidence of your interest present in the pages filled with his likeness as you search for an unmarked page. You’ve made a few of the others, yes, but anyone who would gain access to your journal would surely see which member of the group you favor more.
You continued to draw, and occasionally write, on the parchment as you waited for Astarion to come back. All sense of time evading you as you focus on the task at hand.
A perfect opportunity for a tired rogue to surprise an unsuspecting human.
“And what are you still doing up, little one?” He appears from behind the very tree you rested against, causing you to spill a bit of ink on your thumb.
You clicked your tongue, not at all annoyed by the character but by your absentmindedness and now stained appendage.
“Sorry, I was just waiting for you.” You sealed the inkpot, and gathered your materials. Effectively, but unknowingly, hiding your work from peering eyes that were the same deep red as your finger.
“I’m very flattered, darling. But couldn’t you wait until morning? I'm sure this couldn’t have been all too important, yes?” He gestures to your satchel, referring to your journal, but you misinterpreted it as him asking for your medical supplies.
“Oh, that depends. Are you hurt, by any chance? I stayed awake in case you might've needed help tending to yourself.” You opened the pouch to reveal its contents to him, your stained thumb in full view.
The sight makes him sigh out, but is thankful for your offered service.
“I’m alright, nothing of interest happened while I was away.” He considers telling you about the nature of his little…'escapade.' He's unaware if you are of his condition, and he doesn’t wish to out himself if not necessary to avoid possible conflict. So he settles for advising you to rest.
“We need you well rested, my dear. You sleep. I’ll keep watch.” The dialogue is familiar, and you can’t stop yourself from letting a small laugh out as you responded with an equally familiar line
“Thank you. I’ll sleep better for that.” You lower your head as you usually do in gratitude.
“The pleasure is all mine.” He mirrors your gesture, albeit in a way that is most appropriate for someone of his character. “Sweet dreams.”
You walked back to the chest. Returning the potions and ink you’ve plucked from the supply, but keeping the rest of the pouch’s materials with you as you turn in for the night. Awaiting the promise of further study that a new day typically makes.
As Astarion is left with his own thoughts, a sour taste still in his mouth from his earlier meal, he thinks about the man in the journal you kept. He did not see much, only a vague outline of the figure. He thinks about who, or what, it could have been but dismisses the thought rather quickly.
He has no time for a mysterious person with hair less perfect than his own, touching his untainted locks as he does.
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Thank you everyone for your interest in the series!! As per the request of some, I'll now be adding a taglist!
Thank you to @rey26, @shyminnie07, @lynnloveshobi, @iggee-rose, @automnepoet, and @tiannamortis for asking to be tagged!!
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butchvamp · 2 days ago
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okay i've played a bit more and i have a lot of thoughts about Taash and the way gender is being handled overall in this game...
first i will say the positives which is that i do really appreciate the attempt at incorporating trans characters both in the world as companions and allowing us to make those options in the cc. and as someone who also writes dark fantasy stories with trans characters i do understand how difficult it can be to incorporate these identities into a world that doesn't necessarily have the same language as we do; but overall the way they've approached this feels very... i've seen some people call it unpolished but i actually feel the opposite. it's almost clinical (therapy-speak in general has been a main criticism of this game) and it's way too polished, in my opinion, which is what makes it so jarring to see.
there has been a trans character established in game previously, there is already a precedent for these identities to exist in this world, and they have never used this language before. the way Iron Bull talked about Krem felt far more realistic and integrated into the world of Thedas comparatively. was it perfect? no, of course not, but i chafe at the idea that it needs to be perfect, anyways. this is another problem the game has; past characters have had their flaws completely ironed out (Isabela is now a paragon of friendship and returns cultural artifacts instead of looting them, Dorian has multiple codex entries wallowing about how he used to defend slavery, the Crows have suddenly become a big found family-- on and on and on) and while i have my criticisms of some of these flaws (Dorian's pro-slavery rant in inqusition still makes my eyes roll) i dislike the way they're handling these changes and just expecting us to ignore all of the lore and worldbuilding from previous games. and all of this "political correctness" only for the game to still be so racist.
which brings me back to Taash.... Taash is very strange character, lacking agency around both their gender and their culture. they are simply a mouthpiece for the writer. while yes, it should always be made undeniable that your character is trans or gay or xyz, Taash really does only exist to be nonbinary. and to be clear, a nonbinary character like them could be very interesting, if their writing wasnt so... white. we know that the Qun has different ideas about gender than Rivain (and elsewhere) and this could have been a very interesting exploration of that; however, it is obvious that the Qun (and Taash's mother) are meant to be depicted negatively, and ultimately it ends with the player (not Taash) choosing between their two cultures. their gender is clearly far more important to the writer and the only facet of their identity they seemed willing to explore, which makes me question why even make this character qunari to begin with...
Neve and Rook are also the two that spur Taash into exploring their gender. this, on the surface, is not a problem for me. i'm playing as a trans Rook and while the dialogue was again very overpolished and clunky i found it kind of endearing. but the way Neve is used as this "foil" for Taash really rubbed me the wrong way. this assumption that Neve has no complicated feelings about her gender or being a woman (which i highly doubt considering the world she lives in & how misogynistic it is) and the implication from Taash that she only dresses the way she does for her mother/other people (which Neve doesn't even get to challenge) is extremely narrow-minded. Taash is the Only character that acknowledges gender; so far, even when flirting with other characters, it's only been Taash that i've been allowed to specify with that my rook is trans, despite Taash already knowing that from our previous conversation (i hope that this changes once i lock in with a specific character so feel free to correct me if it does).
but no one else really seems to have an opinion except that Neve drags Taash around to meet Maevaris, and we get the very goofy note that's just a list of modern gender identities and their definitions. i do partly sympathize with the writers here; again i've had to find a way to incorporate lgbt identities in my own writing and it can be difficult depending on your audience. i understand wanting to be very clear and concise. but this is... just goofy. and this desperation to be so correct around gender while simultaneously writing such an offensively racist narrative is really frustrating.
there's also an inconsistency that comes from this with Taash's character-- they are portrayed as this rough but awkward character that is bossed around by their mother, they are bashful with flirting early on and are almost child-like in comparison to the other characters. and then suddenly you get a scene with them where they very directly ask if you want to have sex and suddenly pin you against the wall. this scene was so jarring to me i referred to it as a jumpscare because WHERE has this character been this entire time? i want to see more of this, more of this character who takes what they want and knows exactly who they are (which they even say multiple times when you first meet them... but then need Neve and Rook to hold their hand about it?)
i do really like Taash, i like the idea of them, of this very self-assured and almost cocky character who is also a little silly, this person who is so sure of who they are but has to deal with their mother undermining them while also navigating a culture they feel disconnected from, and i also like that the player can help them through it... but the execution is awful, shallow, and racist. the idea that someone can only choose One culture is so offensive and also a laughable conclusion when compared to their coming out as nonbinary. the writer clearly understands that people don't exist within these little boxes when it comes to gender, but can't wrap their head around it when it comes to someone's culture-- which is also a very important part of a person's identity and often contributes directly to their gender and how they feel about it. all of these different characters have different experiences, come from different places, Davrin and Bellara are Dalish and even have differing opinions on what that means for themselves, but the game doesn't touch on any of it. all we get is a lecture from the writer that is completely removed from the world it's presented in.
i wish i could understand what it was this character was meant to convey. i stand by saying that it doesn't need to be perfect; i know there are people that had problems with Krem in inquisition, but at least Krem was his own person. Taash doesn't even get that here... i harp a lot about character agency when i give writing advice on my other blog but it really is so so so important for marginalized characters-- both gay, trans, and especially characters of color-- to have their own agency around their identities that is completely separate from the player & player choice, that allows them to exist as their own person within the world you've created, and i think Taash's character and story is an unfortunate example of exactly what not to do.
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literaryvein-reblogs · 2 months ago
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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 ⚜ More: Word Lists
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oinonsana · 10 months ago
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🪷PEACE AND LOVE USED LIKE A BLADE WILL CONQUER⚔️
If you haven't yet, you can try out the Martial Epic Fantasy Tabletop RPG skewered through by Southeast Asian story and lore GUBAT BANWA for free with the quickstart! A fantasy take on what a Southeast Asia looked like before the rise of modern borders and categorization!
GUBAT BANWA'S FREE QUICKSTART and MUSANGHARI, a GUBAT BANWA MODULE have both been updated. Want easy ways to get into Gubat Banwa's system and setting? Check them out!
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Quickstart:
Musanghari on Itch
Musanghari on DrivethruRPG: https://www.drivethrurpg.com/product/422021/Musanghari
Additionally the game has been given a Patch 1
I always say that I can only personally reckon with these things, Southeast Asian past, directly through Fantasy because so much of is it lost to us and it is a false venture to found a National Consciousness from Pre-colonial Cultural Artifact so Gubat Banwa is a violent revelry of the things we've lost and the things we know we've lost, the connections removed to us, the similarities severed through borderline and empire. Everyone is welcome to join the feast! Also we should be having our Backerkit set up pretty soon!
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eff-plays · 3 days ago
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I got a party banter between Bellara and Taash about how the Lords of Fortune steal elven artifacts. And then Taash clarifies later that they have a Dalish expert on the team so they can check to make sure the Lords don't sell something culturally important and instead return it to the elves.
Like. I get it. You want the Lords to be fun swashbuckler Disney pirates and Robin Hoods instead of actual pirates who steal and plunder. Because we're only now in Western society realizing that stealing from indigenous groups is, uh, bad. But like. Writing really uninteresting factions for your "dark" fantasy (tho lbr Dragon Age hasn't been dark fantasy since DA2) isn't gonna solve real-world neo-colonialism, ya know? The Lords not stealing priceless elven artifacts and returning them to the elves doesn't signal to me that the Lords are total rascally good guys, it signals to me that BioWare itself is trying really hard to seem morally conscious. "See? We know stealing from other cultures is bad!!!"
And man. Not to be a "political correctness has poisoned media" grifter on main (tbh it's less political correctness itself and more the commodification of real-world activism) but I couldn't help but imagine how this convo would've played out in earlier games, potentially even Inquisition.
You could've so EASILY made this interesting while giving the Lords and Taash and Bellara a lot more depth, while also making it clear that stealing from indigenous groups is wrong.
Just have the Lords, yeah, actually sell those artifacts. But also establish that the Lords take in and help elves from all walks of life. That they free slaves, or collaborate with alienages. Then you could have Taash defend the practice by saying to Bellara that little orphaned elf kids being sold as slaves probably don't give a flying fuck about some artifacts they're never gonna see, but the money from selling those artifacts goes to buying them food. And have Bellara fire back that preserving elven culture is also part of its survival, and that there are Dalish clans that would be willing to pay for them or offer something in return. Or have her say that the Lords are doing charity for the sake of recruitment rather than actual altruism. And then Taash responds that those high and mighty Dalish elves don't do shit to help abandoned city elves, just because those aren't part of their correct elven subculture, and they care more about reclaiming old glory than helping the people that exist here and now.
Then you could have side missions or at least codex entries that describe maybe some Lord recruit being conflicted about what they're doing. Maybe a few of them are collaborating to hijack a deal or steal back an artifact. Have implications that some high-ranking Lords are, in fact, using those artifacts for their own gain, despite claiming otherwise. Have some Lords genuinely trying to help, and believing that gold and trinkets don't matter as much as people's lives, so they sell them in exchange for safety for refugees or slaves or some other helpless group.
But no. Instead it's "hey do you steal from my people?" "nah lmao we have a cultural advisor don't even worry about it" "oh wow so cool and woke of you!" And then that's it. No need for any further discussion. No conflict and no complexity. No bad actors and moral quandaries.
Weh.
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heavenlyraindrops · 7 months ago
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Fantasy World Building: Species/ Countries,Nations, Tribes
I said in my world building checklist post I would make a separate post for this so here u go besties 😄👊
things to consider when writing a fantasy book with different species and nationalities in it ‼️
Appearance
What defines their species looks wise?
features such as nose shape, hair texture (if they even have hair), skin tones should be considered
what environment/ climate/ habitat they come from will affect their physical traits
which features are more common in them?
maybe species A are known for having super pale skin and really long, pale-almost-translucent-hair- while species B are known for tanned skin, pale slitted eyes and wild curly hair
what about other FANTASY physical features such as
wings, webbed feet and hands, slitted eyes, pointed ears, tails, clawed fingers
differenr types of THOSE features
As in different types of wings, different shapes of pointy ears, different types of tails blah blah blah
differences between their features in diff stages of life
differences between the genders
also sizes, average heights and all that jazz
Abilities
Physical and magical
lets start with physical
maybe species A are known for being quick and agile
and species B are slow and lumbering
maybe species A are super flexible
and species B are very strong
consider these points:
agility
strength
intelligence
their physical traits as well, such as allergies, resistance to certain things ect.
like how maybe some species are allergic to a certain metal
maybe some are resistant to certain diseases
maybe some don’t burn and are resistant to heat
alr now magical!
do these species have magic at all?
if so, what kind of magic? (Gonna make a separate post for magic)
is this magic woven into their physical being?
are they born with it?
Or do they learn it?
does it come to them naturally? Or do they use incantations, books, artifacts, ect? (Again, separate post for this shit)
is there certain magic they can’t do?)
Culture
Traditions
superstitions
festivals
religion
clothing styles
architecture
famous figures in their community
mythology
places of importance to them, religious or in other ways idk, for example we have Makkah for Islam
accessories
things they believe to be sacred
prejudiced beliefs
Reputation / other stuff idk
Stereotypes
are they persecuted in certain countries?
other rival religions, countries or nations
who are they looked down upon by?
what are they known for?
e.g., being kind, being bloodthirsty, being miserly, being isolated/ secretive/ elusive
how are they treated? Are they seen as a superior species/race?
Do they mix with other races when it comes to marraige, relationships, friendships, business? there’s loads more so I might make a part two if people ask me to, hope this helped 👊 😄
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teeter-beetle · 1 year ago
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Heron monument at Dusty Scrubs National Park (photo 2023).
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arlathen · 6 days ago
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saw someone describe all the factions in veilguard as having had the edges sanded off them and that just like snapped it that's exactly what it is.
what's so weird is like. tevinter nights WAS dark. inquisition didnt shy away from awful fucked up things. trespasser gave me a better idea of why ghilan'nain was terrible and had to be stopped than veilguard did when they included codex entries about her making armor out of living people. where was the horror of hormak type quest in this? why was it all just big pustules we had to explode?
the crows own treviso -- *a syndicate of crime families* owns treviso. why was that not problematized or discussed at all? how do the people who live in treviso feel about the crows -- are they blithely grateful because at least it's not the antaam?? why are the wardens bland heroes and not the same faction that will do anything to end the blights? who takes criminals and blood mages? what do the shadow dragons actually DO? fight the venatori? why do we never have moments where we pass these rooms full of dead bodies sacrificed to fuel blood magic where anyone says ANYTHING about the horror and tragedy of it all? where's the slavery in tevinter? why do we never see the people an entire faction in this game is trying to protect? why are the veil jumpers -- ostensibly the "dalish" faction -- already on board with fighting the gods they supposedly worship? why are the dalish towns run by human mayors? why have the lords of fortune -- LITERAL pirates -- ~always return cultural artifacts~? like that's the right, moral thing to do -- but in a story, things do not have to be moral. it would be so much more interesting to have there be conflict within the faction about that. isabela is okay with stealing the tome of koslun but not with slavery and that was interesting!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
like i hate to be one of those 'buh buh buh its not dark fantasy anymore!!!!!' idiots but it does feel like anything slightly complicated or not morally perfect got scrubbed away until........ i mean it honestly only barely feels like dragon age. and that's disappointing.
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theplotmage · 2 months ago
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Hi, I was wondering if you could so some sort of rule set for time travel? I'm finding it hard to describe, and what rules there are on the subject.
Thanks!
Hello, I'm also writing a time traveling sci-fi fiction with a fantasy blend to it and here are some things that I find that could help us out!
Rule Set for Creating Believable Time-Traveling Fiction
1. Time Travel Mechanics
Mechanism Description
- Clearly explain how time travel works in your story. Is it a machine, a natural phenomenon, a magical object, or an innate ability?
Scientific Basis
- Incorporate real scientific theories, such as Einstein’s theory of relativity, wormholes, or quantum mechanics, to ground your story in plausible science.
Limitations and Costs
- Define the limitations of time travel, such as distance in time, frequency, energy requirements, or physical toll on the traveler.
2. World-Building
Historical Accuracy
- Research and accurately depict the time periods your characters travel to. Include cultural norms, language, technology, and major events of those eras.
Parallel Worlds and Timelines
- Decide if time travel in your story creates alternate timelines or if it follows a single, mutable timeline. Consistency is key.
Temporal Organization
- Consider the existence of a governing body or organization that regulates time travel. Define its structure, rules, and purpose.
3. Language and Communication
Temporal Dialects
- Characters from different time periods should speak differently. Use historical dialects, slang, and accents appropriate to each era.
Temporal Jargon
- Create specific terms and jargon for time travelers and the technology they use, such as “temporal jump,” “chrononaut,” or “time anchor.”
Code of Conduct
- Develop a code of conduct or set of guidelines that time travelers must follow, including how they communicate with each other and with people from different eras.
4. Character Development
Motivations and Goals
- Clearly define why characters want to time travel. Is it for adventure, to change a personal event, or for scientific exploration?
Personal Growth
- Show how time travel affects characters emotionally and psychologically. Do they struggle with the ethics of their actions or the loneliness of being out of their time?
Conflict and Tension
- Use the potential for paradoxes, rival time travelers, and moral dilemmas to create conflict and tension.
5. Ethical and Moral Implications
Paradox Prevention
- Address how your story handles paradoxes, such as the grandfather paradox. Use concepts like self-healing timelines or fixed points in time to explain inconsistencies.
Ethical Dilemmas
- Explore the moral implications of time travel. Should characters intervene in historical events? What are the consequences of changing the past Responsibility
- Emphasize the responsibility that comes with the power to alter time. Characters should consider the broader implications of their actions.
6. Plot Structure
Non-Linear Narrative
- Use non-linear storytelling techniques to enhance complexity and intrigue. Flashbacks, flash-forwards, and parallel timelines can create a rich narrative.
Foreshadowing and Payoff
- Plant clues and foreshadowing that pay off later in the story. Ensure that all plot threads are resolved by the end.
Multiple Perspectives
- Consider telling the story from multiple viewpoints to show the impact of time travel from different angles.
7. Integrating Science Fiction and Fantasy Elements
Scientific Plausibility
- Ground your time travel mechanics in plausible science, even if you incorporate fantastical elements. Use pseudo-scientific explanations to bridge the gap.
Imaginative Enhancements
- Blend scientific theories with imaginative elements, such as ancient artifacts, alien technology, or supernatural forces.
Explanatory Dialogue
- Use character dialogue to explain complex concepts in an accessible way without overwhelming the reader with technical details.
8. World-Building Consistency
Timeline Integrity
- Map out key events in your story’s timeline to avoid inconsistencies and plot holes.
Cultural and Societal Impact
- Consider how time travel affects society. Is it a well-known and regulated practice, or a secret known only to a few?
Technological and Historical Changes
- Explore how changes in the past affect technology and history in the present and future. Ensure these changes are logically consistent.
9. Avoiding Common Pitfalls
Avoid Overcomplication
- Keep the rules of time travel simple enough for readers to follow without getting bogged down in excessive technical detail.
Plot Holes
- Be vigilant about potential plot holes and inconsistencies that can arise from complex time travel mechanics.
Exposition Balance
- Balance the need to explain time travel mechanics with maintaining the story’s pace and engagement. Avoid info-dumping.
Rules for Time Traveling
1. One-Way Trips Only
Restriction
- Time travelers can only move forward or backward in time once without the possibility of a return journey.
Explanation
- This rule ensures that the timeline remains linear and prevents paradoxes caused by multiple interactions with the same time period.
Effect
- Limits interference with historical events and reduces the chance of creating alternate realities.
2. The Observer Effect
Restriction
- Time travelers cannot interact with their past selves or directly influence their previous actions.
Explanation
- Direct interaction with one’s past self could create paradoxes, such as the “grandfather paradox,” where altering past events prevents the traveler’s existence.
Effect
- Maintains the integrity of the timeline and ensures personal history remains consistent.
3. Fixed Points in Time
Restriction
- Certain historical events, known as fixed points, cannot be changed or altered in any way.
Explanation
- These events are crucial for the stability of the timeline and the universe’s structure.
Effect
- Prevents catastrophic changes to reality, ensuring key moments in history remain intact.
4. Memory Corruption
Restriction
- Excessive time travel can lead to memory corruption, where the traveler starts forgetting crucial details of their original timeline.
Explanation
- The brain struggles to handle multiple versions of events, leading to cognitive dissonance and memory loss.
Effect
- Ensures travelers use time travel sparingly and only when absolutely necessary.
5. Temporal Anchor
Restriction
- Time travelers must establish a temporal anchor, a fixed point in time to which they can return or stabilize themselves.
Explanation
- This anchor serves as a safeguard against getting lost in time or drifting uncontrollably through different periods.
Effect
- Provides a safety net for travelers, ensuring they have a way back to their original timeline or a stable reference point.
6. Butterfly Effect
Restriction
- Minor changes in the past can have significant, unforeseen consequences in the future.
Explanation
- The butterfly effect illustrates how small actions can ripple through time, drastically altering future events.
Effect
- Encourages travelers to be cautious and minimize their impact on past events to avoid unintended consequences.
7. Temporal Energy Consumption
Restriction
- Time travel requires a significant amount of energy, often depleting the traveler’s resources or affecting the environment.
Explanation
- The energy needed to manipulate time is immense, and its usage can lead to resource shortages or environmental damage.
Effect
- Ensures time travel is not undertaken lightly and that travelers consider the environmental and resource costs.
8. Chrono-Sickness
Restriction
- Prolonged exposure to different time periods can cause physical and mental ailments, known as chrono-sickness.
Explanation
- The human body and mind are not designed to handle the stress of moving through time, leading to disorientation, nausea, and psychological effects.
Effect
- Limits the duration and frequency of time travel, encouraging travelers to minimize their trips.
9. Temporal Interference
Restriction
- Time travelers must avoid interfering with major historical figures or events.
Explanation
- Interfering with significant events or individuals can drastically alter the course of history, leading to unpredictable outcomes.
Effect
- Preserves the natural flow of history and ensures major events occur as intended.
10. Temporal Paradoxes
Restriction
- Travelers must avoid creating paradoxes, situations where actions in the past contradict the present or future.
Explanation
- Paradoxes can destabilize the timeline, potentially leading to its collapse or the creation of alternate realities.
Effect
- Ensures travelers act responsibly and with caution, preventing actions that could lead to paradoxical situations.
***
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