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#fantasy sci-fi
fortunaestalta · 5 months
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lordascapelion · 9 months
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So I’m nearly done with a round of prose revisions on my novel and was getting ready to query when I got hit with another wave of self-doubt.
I’m looking for some readers to read through the whole thing fresh. I’m way too close to fully know if what I’m worried about is actually a problem, as are a lot of my critique partners.
Name: Pulse Saga
Word count: 101k
Genre: Fantasy, science-fiction, post-apocalyptic, young adult
What?: Looking for someone to read it all the way through as if you were reading for pleasure. Not looking for in-line comments (not that I don’t want those but the purpose of this request is to see how a fresh reader would look at it. End of chapter notes are good, though.)
Comparable media: Took inspiration from 90s JRPGs, anime such as Neon Genesis Evangelion and Gundam, has some feel of stuff like Fire Emblem. Probably My Hero Academia (but only if you don’t think it’s cringe.)
Do you like mixes of magic and technology? Super powered kids fighting biomechanical monsters? Dark sorcerers? Young people trying to make sense of a dangerous world and questioning their up upbringing and authority figures?
If that’s something you might be interested in, DM me. I can send you a back-of-the-book summary if you want one but don’t want to post it publicly.
Thanks friends
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ex0skeletal-undead · 1 month
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Xenomorph in wonderland by Mark Skelton
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maelemonium · 8 months
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Post Earth (The Re-Written Dream)
Prologue (You are Here)
Chapter One
Read on ToyHouse
Slowly Rewriting my rambling journal entry of the Far in the Future post apocalyptic world dream I had. Trying to stay as faithful to the dream as possible, cutting out some nonsense.
Like suddenly turning into a monster hunter game as a Highschool student suddenly gains a great sword and fights off a monster, I took that out, but the lawn chair that falling asleep into takes you to the future (some how???) keeping that in because it’s necessary and also Shawn can act as an audience surrogate since he comes from around our time.
Prologue
On a late summer day, in a familiar time period, a gym class of students were walking out to the High School Football Field. It was an average noon gym class, on an unassuming day. The class was directed by their instructor to cross the pavement to the field. One of the students, a young man named Shawn, was tagging behind the group. He was dressed as the rest of the class in a green and white gym uniform.
Most of the Highschool boys ran excitedly towards the field under the watch of their teacher, Like puppies released from a play pen. Shawn followed behind them but noticed a lawn chair on a hill by the field. Cheap and flimsy looking, the classic red and white striped plastic chair looked as if it was brand new. It wasn’t there yesterday, but he came to the conclusion that the gym teacher bought it for when he watched the class run laps. Still, the chair seemed to demand attention, whether it was the chair or the unnatural hill beneath it, he didn’t know.
Instinctively, Shawn jogged alongside the same classmate he does every other day.
“Hey Teo.” Shawn said, anticipating a small tirade.
“You weren’t at the game last night! Where were you?” Teo began, glancing back towards his friend as they kept pace with the class. “We lost the game and dropped down a rank, you better have a good reason for flaking!” His voice was irritated but still held the fondness of a friend who couldn’t stay mad.
“Yeah sorry about that.” Shawn reached to scratch his head before stopping himself. “My mom needed help with something in the garden, you know how it is.”
His friend's face softened and he sighed as they turned a corner on the track. “Yeah I know,”
After the last student finished the warm up laps, the game practice began. Throughout the game Shawn glanced back at the chair, not once did he see the coach sit. Well if he wasn’t going to sit there, then Shawn would rest there himself. He preferred basketball anyways.
Towards the end of the gym period he grew tired of football and walked up the hill to the lawn chair. The class was starting to wind down and the coach didn’t notice him slip away. The chair was still there, and looked like a perfect spot to rest. As soon as he laid in the chair and got comfortable he immediately fell asleep.
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theplotmage · 22 days
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Principles and Laws of Magic for Fantasy Writers
Fundamental Laws
1. Law of Conservation of Magic- Magic cannot be created or destroyed, only transformed.
3. Law of Equivalent Exchange- To gain something, an equal value must be given.
5. Law of Magical Exhaustion- Using magic drains the user’s energy or life force.
Interaction and Interference
4. Law of Magical Interference- Magic can interfere with other magical effects.
6. Law of Magical Contamination- Magic can have unintended side effects.
8. Law of Magical Inertia- Magical effects continue until stopped by an equal or greater force.
Resonance and Conditions
7. Law of Magical Resonance- Magic resonates with certain materials, places, or times.
9. Law of Magical Secrecy- Magic must be kept secret from the non-magical world.
11. Law of Magical Hierarchy- Different types of magic have different levels of power and difficulty.
Balance and Consequences
10. Law of Magical Balance- Every positive magical effect has a negative consequence.
12. Law of Magical Limitation- Magic has limits and cannot solve every problem.
14. Law of Magical Rebound- Misused magic can backfire on the user.
Special Conditions
13. Law of Magical Conduits- Certain objects or beings can channel magic more effectively.
15. Law of Magical Cycles- Magic may be stronger or weaker depending on cycles (e.g., lunar phases).
17. Law of Magical Awareness- Some beings are more attuned to magic and can sense its presence.
Ethical and Moral Laws
16. Law of Magical Ethics- Magic should be used responsibly and ethically.
18. Law of Magical Consent- Magic should not be used on others without their consent.
20. Law of Magical Oaths- Magical promises or oaths are binding and have severe consequences if broken.
Advanced and Rare Laws
19. Law of Magical Evolution- Magic can evolve and change over time.
20. Law of Magical Singularities- Unique, one-of-a-kind magical phenomena exist and are unpredictable.
Unique and Imaginative Magical Laws
- Law of Temporal Magic- Magic can manipulate time, but with severe consequences. Altering the past can create paradoxes, and using time magic ages the caster rapidly.
- Law of Emotional Resonance- Magic is amplified or diminished by the caster’s emotions. Strong emotions like love or anger can make spells more powerful but harder to control.
- Law of Elemental Harmony- Magic is tied to natural elements (fire, water, earth, air). Using one element excessively can disrupt the balance and cause natural disasters.
- Law of Dream Magic- Magic can be accessed through dreams. Dreamwalkers can enter others’ dreams, but they risk getting trapped in the dream world.
- Law of Ancestral Magic- Magic is inherited through bloodlines. The strength and type of magic depend on the caster’s ancestry, and ancient family feuds can influence magical abilities.
- Law of Symbiotic Magic- Magic requires a symbiotic relationship with magical creatures. The caster and creature share power, but harming one affects the other.
- Law of Forgotten Magic- Ancient spells and rituals are lost to time. Discovering and using forgotten magic can yield great power but also unknown dangers.
- Law of Magical Echoes- Spells leave behind echoes that can be sensed or traced. Powerful spells create stronger echoes that linger longer.
- Law of Arcane Geometry- Magic follows geometric patterns. Spells must be cast within specific shapes or alignments to work correctly.
- Law of Celestial Magic- Magic is influenced by celestial bodies. Spells are stronger during certain astronomical events like eclipses or planetary alignments.
- Law of Sentient Magic- Magic has a will of its own. It can choose to aid or hinder the caster based on its own mysterious motives.
- Law of Shadow Magic- Magic can manipulate shadows and darkness. Shadowcasters can travel through shadows but are vulnerable to light.
- Law of Sympathetic Magic- Magic works through connections. A spell cast on a representation of a person (like a doll or portrait) affects the actual person.
- Law of Magical Artifacts- Certain objects hold immense magical power. These artifacts can only be used by those deemed worthy or who possess specific traits.
- Law of Arcane Paradoxes- Some spells create paradoxes that defy logic. These paradoxes can have unpredictable and often dangerous outcomes.
- Law of Elemental Fusion- Combining different elemental magics creates new, hybrid spells with unique properties and effects.
- Law of Ethereal Magic- Magic can interact with the spirit world. Ethereal mages can communicate with spirits, but prolonged contact can blur the line between life and death.
- Law of Arcane Symbiosis- Magic can bond with technology, creating magical machines or enchanted devices with extraordinary capabilities.
- Law of Dimensional Magic- Magic can open portals to other dimensions. Dimensional travelers can explore alternate realities but risk getting lost or encountering hostile beings.
- Law of Arcane Sacrifice- Powerful spells require a sacrifice, such as a cherished memory, a personal item, or even a part of the caster’s soul.
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cephalopod-celabrator · 3 months
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ROUND 2
You can vote in this if you're cis, trans, whatever, just don't start bitching about how these "aren't related to gender" in the notes. You are encouraged to tell me what you pick though!
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runawaymarbles · 10 months
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It's always so disappointing when sci fi and fantasy books call their languages "Basic" or "Common". No language is apolitical or universal: if they're all calling one language Basic, who made it that way? Why is THIS dialect "Common" and all the others are Special/Magical/Incomprehensible??? Show me even a hint of the politics, or give your language a real name
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blumineck · 6 months
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Bows vs Guns: when does it make sense for modern/ sci-fi characters to use guns?
This is just one example! For a longer breakdown (with some bonus history!), check out my YouTube channel.
And don’t forget there are art reference packs now up on Patreon!
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barkyshark · 3 months
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The best unruly 6 month old teenager around 🪐
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ncutincuti · 3 months
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God he’s so fine
Also I just realised he’s LOOKING AT ROGUES RING?!
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zephyrbug · 2 months
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My final attack of Art Fight 2024 is a revenge piece for @leidensygdom of the Onirist!! It was so much fun getting to re-visit this design again 👁️❌ 🧡
Every year I gotta do one Evil science blorbo with puppet motifs
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cant-afford-lobotomy · 4 months
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Not to post doctor who on main but my theory is that the reason everyone ran away from Ruby is that seeing the woman close up cancelled the perception filter (which was explicitly mentioned) which also allowed them to see through a perception filter on Ruby, which will become relevant in the series finale. Idk what this means tho.
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ex0skeletal-undead · 6 months
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Sea monster illustrations by William 巴特尔  Bao
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blueyeswhtedragn · 4 months
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An assortment of David A. Hardy artworks from the 1970s
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theplotmage · 17 days
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50 Fantasy Prompts: Cultures and Societies. Writers Save this!
1. Luminae
- A society that worships light and revolves around bioluminescent creatures.
- Gesture: Raising both hands to the sky and opening palms to signify receiving light.
- View: Light is considered the purest form of energy and the ultimate source of life.
2. Mistral Nomads
- Wind travelers who harness the power of the breeze for navigation and communication.
- Gesture: Whispering into a small vial and releasing it into the wind, symbolizing sending a message.
- View: The wind carries the voices of ancestors and guides the living.
3. Veilwalkers
- Inhabitants of the mist who can see and manipulate spirits.
- Gesture: Drawing a veil across the face to communicate with spirits.
- View: The world of the living and the dead are separated by a thin veil that can be crossed.
4. Starforged
- People born under specific constellations with unique abilities tied to their birth star.
- Gesture: Touching a constellation tattoo to activate its power.
- View: Stars are the eyes of the gods, watching over and guiding them.
5. Shadecloaks
- Masters of shadow magic, living in perpetual twilight.
- Gesture: Merging fingers into the shadows, symbolizing blending into the darkness.
- View: Shadows are protective, hiding them from danger and giving them strength.
6. Seraphians
- Winged beings who consider themselves guardians of the skies.
- Gesture: Unfurling wings in a greeting, showing trust and openness.
- View: The skies are sacred, and flight is a divine gift.
7. Pyrosages
- Fire-wielders who live in harmony with volcanic landscapes.
- Gesture: Holding a flame in one hand while placing the other hand over the heart, symbolizing passion and life.
- View: Fire is a cleansing force, both destructive and renewing.
8. Aquafolk
- Ocean dwellers with the ability to breathe underwater and communicate with marine life.
- Gesture: Creating ripples in water with a fingertip to convey emotions.
- View: Water is a mirror of the soul, reflecting true feelings and intentions.
9. Silvan Elves
- Forest guardians who blend seamlessly with their environment.
- Gesture: Touching foreheads with a leaf, symbolizing unity with nature.
- View: All life is interconnected through the roots of the great tree.
10. Necrochanters
- A culture deeply connected to the afterlife, able to communicate with and summon spirits.
- Gesture: Drawing a circle with ashes to summon spirits.
- View: Death is not the end but a transformation to another state of being.
11. Stonekin
- Rock-like beings who can manipulate earth and stone.
- Gesture: Pressing a hand to the ground to communicate with the earth.
- View: The earth holds ancient wisdom and the memories of their ancestors.
12. Aetherians
- Masters of air magic, capable of floating and flying at will.
- Gesture: Raising arms and fingers to mimic the flow of air currents.
- View: The air is filled with invisible threads that connect all living beings.
13. Chronomancers
- Time-benders who can manipulate past, present, and future.
- Gesture: Tapping a timepiece rhythmically to alter time flow.
- View: Time is fluid and can be molded to fit the needs of the moment.
14. Dreamforgers
- People who can enter and manipulate dreams.
- Gesture: Weaving fingers in intricate patterns while in a trance.
- View: Dreams are a bridge between realities, holding power and prophecy.
15. Sunseekers
- Pilgrims who follow the path of the sun, gaining strength from its light.
- Gesture: Holding a hand above the heart to swear oaths under the sun’s gaze.
- View: The sun’s light is a witness to all promises, giving them sacred weight.
16. Frostborn
- Ice-dwellers with control over cold and frost.
- Gesture: Exhaling a cold breath to signify agreement or truth.
- View: Ice preserves and protects, holding the essence of life.
17. Songhearts
- A musical culture that uses songs and sound for magic.
- Gesture: Placing a hand over the throat and singing a single note to show sincerity.
- View: Music is the language of the heart and the most honest form of communication.
18. Runecarvers
- Inscribers of powerful runes that grant various abilities.
- Gesture: Tracing runes in the air or on surfaces to cast spells.
- View: Runes are the written words of the gods, containing immense power.
19. Stormcallers
- Masters of weather, able to summon and control storms.
- Gesture: Raising a staff to the sky to summon storms.
- View: Storms are the breath of the gods, bringing both fury and renewal.
20. Plainsriders
- Nomadic horsemen known for their speed and agility.
- Gesture: Drawing a circle in the dirt with a foot to mark territory or signal peace.
- View: The open plains are a vast, sacred expanse that must be respected.
21. Mycologians
- Mushroom-like beings who can communicate through spores.
- Gesture: Spreading spores by tapping a mushroom cap to communicate.
- View: Fungi are the bridge between life and decay, recycling energy.
22. Glimmerfolk
- Glittering, gem-encrusted people who can harness the power of precious stones.
- Gesture: Touching gemstones to channel their energy.
- View: Crystals are vessels of ancient power and knowledge.
23. Thornclad
- A warrior culture clad in thorny armor, known for their fierce combat skills.
- Gesture: Clasping hands with thorned gloves to signify a bond or agreement.
- View: Pain and resilience are intertwined, symbolizing strength.
24. Celestials
- Star-born beings with a deep connection to the cosmos.
- Gesture: Drawing constellations in the air with glowing fingers.
- View: The night sky is a map of destiny, guiding their every action.
25. Inkshapers
- People who can bring drawings and tattoos to life.
- Gesture: Drawing a symbol on their skin to activate a spell.
- View: Ink and art are extensions of the soul, capable of bringing thoughts to life.
26. Mirageweavers
- Desert dwellers who can create illusions and mirages.
- Gesture: Waving hands to create illusions and mirages.
- View: Reality is fluid and can be shaped by perception and will.
27. Echoers
- A culture that communicates and fights using echoes and soundwaves.
- Gesture: Clapping or snapping fingers to create soundwaves for communication.
- View: Sound is a powerful force that can shape the world around them.
28. Ironveins
- Metal manipulators who can shape and control metal at will.
- Gesture: Clenching fists to channel metal manipulation.
- View: Metal is a living force, constantly evolving and reacting.
29. Wyrmkin
- Dragon-like people with scales and the ability to breathe fire.
- Gesture: Exhaling a plume of smoke or fire to show respect or power.
- View: Dragons are the ultimate beings, embodying wisdom and might.
30. Duskborn
- Night-dwellers who gain strength from the moon.
- Gesture: Holding a candle to their chest, symbolizing the light within the darkness.
- View: Darkness is not to be feared, but embraced as a part of the natural cycle.
31. Crystalhearts
- A society with crystalline bodies that can refract light and energy.
- Gesture: Touching their heart crystal to show honesty and purity.
- View: Crystals are the heart of their being, reflecting their true selves.
32. Skyforgers
- Builders of floating cities and airships.
- Gesture: Hammering an invisible anvil to craft objects from thin air.
- View: The sky is a forge, and they are its smiths, creating wonders from the air.
33. Leafkin
- Plant-based beings who can photosynthesize and communicate with flora.
- Gesture: Placing a leaf in the palm to connect with nature.
- View: Leaves and trees are the lifeblood of the earth, nourishing all.
34. Sandshapers
- Desert people who can control and shape sand.
- Gesture: Drawing patterns in the sand to communicate or cast spells.
- View: Sand is a canvas for their magic, constantly shifting and changing.
35. Moonshadow Elves
- Elves who live in the shadows of the moon, skilled in stealth and night magic.
- Gesture: Casting moonlight on their face to invoke lunar power.
- View: The moon is a guide and protector, influencing their magic and lives.
36. Bloodrunes
- Warriors who use their own blood to inscribe powerful runes.
- Gesture: Pricking a finger to draw blood and create runes.
- View: Blood is the essence of life, and through it, they gain power.
37. Dreambinders
- People who can link their dreams to reality.
- Gesture: Twining fingers together to weave dreams into reality.
- View: Dreams are powerful forces that can shape and change the world.
38. Thunderclans
- Tribes who worship and control thunder and lightning.
- Gesture: Stamping feet or clapping hands to summon thunder.
- View: Thunder is the voice of the gods, a call to action and power.
39. Feywilders
- Inhabitants of the fey realm with unpredictable and chaotic magic.
- Gesture: Dancing in a circle to invoke fey magic.
- View: The fey are mischievous yet powerful, their magic a blend of chaos and beauty.
40. Mirrorborn
- People who can step through and manipulate mirrors.
- Gesture: Touching mirrors to travel or communicate.
- View: Mirrors are portals to other realities, reflecting infinite possibilities.
41. Wispwalkers
- Ethereal beings who guide lost souls.
- Gesture: Holding a wisp of light to guide lost souls.
- View: Wisps are guides and protectors, leading them through darkness.
42. Frostweavers
- Ice artisans who create intricate and magical ice sculptures.
- Gesture: Weaving ice crystals into intricate patterns.
- View: Ice is a delicate and beautiful force, capable of great power.
43. Starwardens
- Celestial knights who protect the realms from cosmic threats.
- Gesture: Drawing star maps in the air to invoke celestial power.
- View: The stars are guardians, watching over and protecting them.
44. Emberkin
- Fire-dwellers with control over embers and ash.
- Gesture: Snapping fingers to produce sparks and embers.
- View: Embers hold the remnants of fire’s spirit, representing both the end and beginning of the flame.
45. Oceanborne
- Sea nomads who can control the tides and waves.
- Gesture: Drawing water symbols in the air to summon sea spirits.
- View: The sea is a vast, living entity, a source of mystery and power.
46. Windwhisperer
- Communicators with the wind, able to send messages across great distances.
- View: The sky is a living entity, responsive to the voices of those who respect it.
- Gesture: Moving gracefully to mimic the flow of the wind.
47. Etherseekers
- Gesture: Holding out their hands to draw ether into themselves.
- View: The ether is a vast reservoir of magic, accessible to those who seek it.
48. Twilight Guardians:
- Gesture: Holding a lantern to light the way through twilight.
- View: Twilight is a sacred time, a bridge between day and night.
49. Windwalkers
- Gesture: Moving gracefully to mimic the flow of the wind.
- View: The wind is a messenger of the gods, carrying whispers of destiny and change.
50. Eclipsewatchers
-Gesture: Covering one eye while the other remains open to signify balance
- View: Eclipses represent the merging of light and dark, a time of balance and reflection.
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cephalopod-celabrator · 3 months
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I like these polls and this concept even though it's been done so
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