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happy wbw!!! one of my worlds has magic, the other does not (as of rn). the one that does, however, the source of magic is from the moon. only those born under a new moon can have magic; not during the daytime either, they have to be born at night under a new moon. and no magic is the same. everyone has very different powers. in this world, astronomy is very important.
in the other, astronomy is important for holidays. they celebrate certain holiday’s based on where a constellation is in the sky
Happy Worldbuilding Wednesday!
I just came to realize that I haven’t send a question for Storyteller Saturday… I’m sorry for that…
But today is Wednesday and you know, what this means! An new question!
Since I’m still excited of Project Stardust, my question today will have a similar aesthetic:
What is the source of magic (if you have a magic system) and how important is astronomy in your world?
From the tag list: @writingpotato07 @j-1173 @mirrorthoughts @yourfriendlywriter @andromedatalksaboutstuff @writingbyricochet @dxrlingdaydreams @365runesofwriting @faithfire @eli-writes-sometimes @leafamaranth @midnight-and-his-melodiverse @lockejhaven @blind-the-winds + anyone who wants to answer this question!
Happy World-Building Wednesday! How do you think your own culture influences your world building? Yours dearly, @catinthesun2
Happy World-Building Wednesday!!! I think I'm going to actually look at my campaign world for this because I write a lot of more urban fantasy/generic medieval fantasy (in the case of Queer Storylines TM)? But Tirisea is my campaign world and I grew up in a very rural region of the central US, and I think that's why I'm specifically attached to city-states in my worlds as opposed to full nations? When there's only one big city within 100 miles of you, and that big city isn't actually all that big, the world feels very local, and I really really like my Regional Flavor because I do identify so strongly with the region I'm from, even if I was not encouraged to embrace it during my upbringing.
Also, being from the US, I have a special hate in my heart for capitalism, and that tends to make an appearance in my antagonists!
Thank you for the ask!!!!!! (i don't know if i need to tag you if you were tagged in the ask but @catinthesun2)
Happy WBW! Tell us a little bit about the thought process behind the first chapter of your WIP. What convinced you that that particular scene/moment needed to be the reader's first impression of the story?
Happy Worldbuilding Wednesday! Thank you for the Ask, @elshells
Tell us a little bit about the thought process behind the first chapter of your WIP. What convinced you that that particular scene/moment needed to be the reader's first impression of the story?
This is a very interesting question. As TLW is a multi-POV story, the points of view are sorted by chapters (one chapter is one POV, sometimes that varies, but it is the recurring rule in TLW). The very first chapter that can be read is in Raelen's POV, as she escapes from the City Watch of Kestrall yet again after stealing an old magic tome from the Royal Archives and flees to the woods - where she makes a harrowing discovery. Not only was she the first Main Character I created for TLW, but I would also say I chose this moment/scene to be the first impression of the reader for plenty of reasons:
It introduces the reader to Raelen's reckless nature, by showing that she is someone who does things before thinking if it means finding the truth or fighting injustice (She was banned from the Archives for standing up to the City Watch two years prior, but chose to sneak in to steal a tome regardless because that was the answers she needed).
It also shows that the City Watch is a bit too obsessive when it comes to suppressing acts of "rebellion", especially when it comes to the Mageborn part of the population. The events that happen during and after the chase serve to show that there is not only something wrong with the City Watch - but also with the city itself.
The scene introduces Raelen's brothers and their relationships with her, as well as how they view her troublemaking tendencies. It also gives small hints about their past (and Raelen's PTSD regarding the actions of the City Watch after she and her siblings moved to Kestrall years ago).
The scene it leads up to introduces a conflict that will be relevant later on in the book: the return of the Secret Court and the growing tensions at the border of the Morosyn Empire. It also makes it abundantly clear that the Secret Court are back to finish their job of killing Raelen and her siblings. And so they're no longer safe.
It is the one moment after which a chain of events led Raelen and her adoptive brother Azra to be thrust into the conflict of their world, as the chain of events it creates serves as a build-up for what happens in the third chapter of their POV (the Siege of Kestrall by the Secret Court and Julyan's kidnapping).
It also serves to set the world/set the scene, for the other POVs to come, as it introduces much of the relevant continental conflict bits that will be expanded upon later on by both this POV and the others.
Happy Worldbuilding Wednesday!
In the world of your WIP, what is the family structure that is considered "typical"? Why? As for the MCs in the story, would their family be considered atypical or different in any way, or do they come from a background considered "standard" in the world of your WIP?
ty for the great question!! klairva (the city of clocked out) is unique in that, since so much of it is already randomized and sort of "patchwork" - family structure is also varied, and many different types are common throughout the city. in the residential apartment areas, i'd say it's most common to have some combination of parent(s)/guardian(s) + kid(s) within each apartment room. also depends on socioeconomic status - richer neighborhoods will see more "nuclear" families with 2 parents + 2 children whereas the poorer neighborhoods will have all types of eclectic structures (single grandparent + 3 kids, an adult couple + their 2 friends, adult siblings + their baby niece, etc etc). mostly due to the frequent occurrence of adults "clocking out" due to running out of time on their watch. it's also more common to find households with more people in poorer neighborhoods than richer ones.
in lola's case, her family was: her mom, her dad, and her sister, peri. this was pretty normal for her neighborhood of snakesborough, if not somewhat uncommon, since both parents were alive. buuut her dad does clock out before the story begins soo... that definitely made her family structure more "typical" for the area LOL
Happy WBW!
What's an element of the world of The Last Wrath that you initially wanted to include, but ultimately didn't, and why didn't you?
Happy Worldbuilding Wednesday! Thank you for the Ask, @clairelsonao3!
What's an element of the world of The Last Wrath that you initially wanted to include, but ultimately didn't, and why didn't you?
This is a very difficult question to answer. Namely because, out of what I created for this world's WIP, most of it was intentional and takes some part in the characters' stories and lives as a whole (as in the setting the characters live in has a concrete impact on who they grow up to become), and so, much of the ideas I come up with are - in some shape or form - added and adapted to the existing aspects of Agrannor.
However, when The Last Wrath was still early on in the development/creation process there were two things that would have been included, but were changed/scrapped in the current draft:
The world of Agrannor, initially, would have had a much stronger inspiration in the irl Renaissance period, but, the more I wrote, the more it didn't feel right. So, I decided to scrap that idea, (save for some very vague aesthetics here and there, in Faravvia and Etaruze), and change TLW's inspiration to late Ancient Times and early Medieval Ages. (Chiefly, because some aspects of some ancient empires, as well as some less-known medieval civilizations piqued my interest and served as a huge source of inspiration for the continent of Agrannor, creating the perfect vibe!)
Originally, in the actual story of Agrannor, there would've been actual Mageborn kingdoms in the current timeline. But I found that - for the story I am trying to tell and the lore I built for Mageborn civilizations - it would make more sense for most of the mage population to live amidst the human kingdoms, save for some very specific Mageborn Orders (like the Order of Knights) and some isolated nomadic mageborn groups.
Happy WBW! 🧙 - If your world has magic users, can anyone use magic or is it something they are born with?
Happy Worldbuild Wednesday! Thank you so much for the Ask, @pluttskutt!
Happy WBW! 🧙 - If your world has magic users, can anyone use magic or is it something they are born with?
Oh, boy, do I have an answer for this! In my main WIP, The Last Wrath, magic - and therefore multiple forms of spellcasting - is something integral to the continent of Agrannor, where the story takes place.
Let's start from the beginning:
In the dark fantasy world of TLW, the lands of Agrannor, magical talent is a very varied concept.
For Mageborn (humans born with magical blood): They are born with pure magic in their blood, which means they have a natural connection to the ancient magic sources that once flowed freely throughout the lands. Those spellcasters are much more powerful and innately talented than any human sorcerer can ever hope to be naturally. Also, they are rather different from humans in many cultural traits, but also in their physical appearance (eye color, hair color, etc.), especially when it comes to the striking Mageborn "runic markings" that naturally occur the more a mage practices their power. Their magic comes from within them and rarely requires the assistance of external means. Since their magic is an inherent part of their blood - something they're born with, they can use their magic without the need for casting runes (though some, more tricky, spells require the use of rune casting) and usually have a connection with a specific type of magic they use to power their spells
E.g. You can be a Nightshaper, a mage who harnesses their magic from the power of the night - the darkness, the stars, the moon, the cold, etc - to cast their spells. In TLW, Vallerius Zyndrosar is a Nightshaper mage.
You can be an Icebringer, a mage who harnesses their magic from the power of winter - the ice, the wind, the stillness, etc - to cast their spells. In TLW, Cyprian Naras is an Icebringer.
You can be a Naturemorph, harnessing your powers from nature itself - from plants to stone, the very dirt you walk on and the heartbeat of earth, etc. In TLW, Myrah Faron is a Naturemorph.
Among many other types of mages.
For the Non-Magical People of Agrannor: Humans are not born magically talented, having little to no natural connection to the ancient magic sources (though some have what is called a "magical affinity" which means they have a slight connection the the Sources, and more chance to succeed should they choose to follow that path). They can, however, become sorcerers or wizards. In Agrannor, a sorcerer relies on an external source of magical powers (usually an artifact, a magically imbued runic weapon, potions or an artificial rune-engraved tattoo/marking) to harness and use magic, and it will never be a natural part of them like it would be for a mage.
Usually, in Agrannor, most of the magic for said artifacts is harnessed from natural sources, such as magical crystals, or magically rich environments, without causing harm to anyone. A talented sorcerer can have a magically imbued tattoo/marking engraved in their skin - usually in their arm - giving them free access to their trained powers anytime they need them. Zephyr Tellian is the most notable human sorcerer in Agrannor, born in the Fallen Kingdom of Eldon, Zephyr was a remarkably magically-talented child, with a strong magical affinity, and got his runic mark early on from the Eldonian Order of Sorcerers, before being forced to flee the fallen kingdom. Yuna Thyren is also a sorcerer in TLW, and her powers come from her runic weapons - crafted by herself - and her mystical heritage.
UNFORTUNATELY - There is a darker side of (some) Human Spellcasting (which some villains in TLW seem to fall under): Recently, some human sorcerers started wanting more power than their artificial magic (artifacts, potions, markings, etc) ould give them. In the Morosyn Empire (one of the regions of Agrannor), the Temple of Radiance enforces the Radiant Hunts, which capture mages to harness the magic from their blood - a cruel and vile initiative that is deeply despised outside of the Morosyn lands. Such Hunts also go after Elves, Faeborn (Faeries), and Merfolk, basically targetting anyone talented enough (according to the Temple's doctrine, the more powerful the spellcaster, the more power can be harnessed from their blood). The Bloodharvest Rituals always kill the captured mages, but the Temple doesn't care - as long as it gets what it is looking for. Such is the reality for many magically talented people in the Morosyn Empire. Most of the Imperial human sorcerers often use this cruel system to become more powerful through artificial magic created from the Bloodharvest. most of the Imperial army is equipped with advanced weaponry powered by the magic harvested from the crooked hunts.
Another important distinction:
Pure Magic - the magic carried by the Mageborn and the other sentient magical species of Agrannor. Being something they're born with, it is completely natural and stems from the nature around them and the ancient sources.
Artificial Magic - The magic used by most of the human sorcerers and magic warriors in Agrannor. It can have two origins:
It can be harvested from nature (usually from some of the sources itself) - Taken from the ancient natural sources, this magic is usually carefully collected from the environment and used to power the sorcerer's runic tattoos, artifacts/amulets/runic weapons, and power-inducing potions. Being derived from pure magic, it is usually good and does not harm others in the process it takes to achieve it.
Blood Magic - Also known as "vile magic", artificial blood magic is the one harnessed from actual people, a practice enforced by the imperial Temple of Radiance. It gives the user a much more dangerous and raw power, creating much more deadly runic weaponry. Due to its cruel and despicable origins, causing inexcusable harm to innocent people, it is an inherently evil form of artificial magic.
Dark/Corrupted Magic - Dark magic is a form of natural/Pure magic, derived from the corruption of the natural ancient magic sources and of magical phenomena around the continent. The corruption of magic is caused by the actions of the Secret Court (an ancient order of corrupted sorcerers who seek to rewrite the world in blood), and is extremely dangerous, unstable, and deadly. It also causes the existence of Fallen Ones - mageborn, faeborn, elves, etc - who are born with the natural magic already tainted by darkness, for the source with which they were connected was corrupted before their birth.
For other sentient (non-human) magical races in Agrannor - Elves, Merfolk, Vampires/Dhampirs, and Faeborn are all born with an inherent connection to the magic around them, being made from it, and have to train their spellcasting skills like any mage seeking to improve their innate abilities.
There are magical academies and orders that exist to train magically talented people - be it mages or sorcerers - and all of them have different approaches to the learning/teaching process and what kind of spellcasters they'll train.
NOTE:
The Secret Court - Formed during the Ancient Wars - a vast conflict that tore the continent apart millennia before the current story even takes place - they sought to learn how to control and utilize the strangely occurring dark magic phenomena around them, creating the most dangerous form of magic that would late serve as their weapon of war against the continent. Even after their perceived defeat by Dawn Knight Abavven Ashiren, all those years ago, they continued working from the shadows - corrupting the ancient sources and twisting the minds of the weakwilled - until their return in the current age of Agrannor. Anyone can become a member of the Secret Court, if tainted by dark magic, and become just as - if not more - powerful than any untainted mage. Dark magic twists the very nature of a being, becoming one with them. It is an extremely vile and dangerous practice that is outlawed - for good reason - in all regions of Agrannor.
So, in short:
Mageborn - humans born with a natural magic affinity to the ancient sources of magic in nature.
Sorcerers - non-magic humans who use artificial means to gain access to magical powers.
Blood Sorcerers (and Hunters) - non-magical human spellcasters who harness their powers from the blood of magically talented individuals. A cruel and unforgivable practice.
Other Sentient Magical Species - Elves, Faeborn (faeries), Vampires & Dhampirs and Merfolk. Non-human species who are naturally born with a connection to magic.
Fallen Ones - mages (or other sentient magical species) who are born with dark magic powers, because the magical source they or their parents were connected to was corrupted unknowingly before their birth. An accidental aftermath of the unholy work of the Secret Court, they can be good people, though their powers often consume them.
The Secret Court - Dark Sorcerers and Mages who choose to use corrupted/tainted magic as their source of magical power. Also unforgivable.
Happy Worldbuilding Wednesday!In the world of your WIP, what is the family structure that is considered "typical"? Why? As for the MCs in the story, would their family be considered atypical or different in any way, or do they come from a background considered "standard" in the world of your WIP?
Happy late WBW, Mystic!
OOOO I love this question!
In the world of your WIP, what is the family structure that is considered "typical"? Why?
Cue the sighs from anyone who reads any answer I have to anything: it varies lol. Humans keep with the typical, nuclear family structure that we are familiar with. Dwarves also have this but grandparents and extended family are a lot more involved with the nuclear family than in human families. As such, Dwarves have very caring relationships with each other and will live in the same neighborhood or town as their relatives. It should also be added, that the nuclear families of these two include same-sex or otherwise queer relationships!
Lizardfolk tend to have really big families, esp if the man of the house has multiple wives. Children are often looked after by their mothers and nannies exclusively, fathers only become involved around ikismal prep season. Seeing extended maternal extended family is not normal, since women move to their husband's hometown to support his clan and raise their kids.
Elves are communally raised once they get past a certain age. This is because their numbers tend to be on the smaller side and they want to prevent all sorts of infighting with each other so they want to socialize their kids as much as possible. It's common for children to call anyone older than them mother or father even if they aren't biologically related.
As for the MCs in the story, would their family be considered atypical or different in any way, or do they come from a background considered "standard" in the world of your WIP?
Mariel: Typical but despite this, her upbringing is atypical because of her circumstances.
Axtapor: Typical for a nobleman of the Empire but he doesn't like it.
Fay: Atypical. Her family was extremely impoverished and her parents were not very good parents so she was mostly left to fend for herself.
Wilkes: Atypical. He was orphaned and before that, his birth mother ran away from her husband's home with him.
Happy WBW! How do people store their food in your WIP? Do they have refrigerators? Do they need to salt and preserve their meats? What about things like dairy and other perishables? Tell me all about it!
Happy Worldbuilding Wednesday! Thank you for the Ask, @writernopal!
This is my favorite type of worldbuilding question, lol, because it means I get to nerd out about highly specific aspects of my WIPs. Brace yourself for a thorough explanation because the answer is, as always when it comes to The Last Wrath, IT VARIES, a lot, lol.
How do people store their food in your WIP? Do they have refrigerators? Do they need to salt and preserve their meats? What about things like dairy and other perishables? Tell me all about it!
Okay, so, as I said before in this post, this answer actually varies a lot depending on the question: "Where are you in Agrannor?"
Because oh boy, does that continent have varying climates, geographic formations, and cultures that directly affect the way each of its residents store and preserve food.
If you live in the colder extremities of Agrannor, like Kestrall, some parts of the Morosyn Empire, or the northernmost and southernmost edges of the Borderlands:
These regions (and I mean ESPECIALLY Kestrall) hold freezing cold temperatures, for most of the year. Kestrall is a snow-clad mountain range with little to no summer, some parts of the Morosyn Empire are cold and wet throughout most of the year and dry and freezing in the other half of the year, while the Edge of the Borderlands (called the "wildlands") are foggy moorlands and forests that are, almost always, either raining/muddy or snowed over.
So you get the picture, it is cold. Very cold.
This is relevant to this topic for one important thing: food goes bad faster in the heat, as we all know. Plus, since these regions are so close to such extreme sources of cold almost year-round, it is pretty easy to store food at home without much to worry about. The weather is cold, and there is always enough ice to go around for pantries and ice boxes. If needed, certain cuts of meat can be salted and frozen in the snow and ice outside of the houses, before being stored. And that is without considering one thing the citizens of Agrannor have available that we don't: ✨REAL MAGIC✨
This gives them - at least those who actually use it/cast it themselves or buy potions/runic amulets/enchanted items - the chance to use it in order to make food last way longer than it would naturally. There are plenty of alchemical elixirs, spells, and whatever else, that allow food to be preserved, be it by enhancing the properties of ice and making it last longer, or by actually preserving the food, like modern-day chemicals would.
Milk, especially the fattier and thicker kinds, like that of the Blue-Tinted Mountain Goat (in Kestrall), is consumed. A lot. Cheese is consumed too, but it takes a while to make due to the cold climate, and it's mostly reserved as a very occasional delicacy. Chocolate - and magical variations of it - is extremely popular, especially in desserts. Kids growing up in these kingdoms have access to a lot of chocolatey sweets because it's surprisingly very cheap there (the quality is not guaranteed tho, and some do feel less like chocolate and more like something else you can't quite place, like, there's only a whiff of chocolate there) and if you're lucky, it is warm. Plus, if you buy the nicer ones, they're really good. (Now you know why Raelen likes chocolatey sweets so much. Julyan bought a lot of those weird chocolate pies and cakes for that girl while she was growing up, - mainly because he didn't know how to cook that well yet and sweets were cheap, plus it made her happy, and it kinda stuck with her now that she's grown lol)
The Nomadic human tribes of the Borderlands use smoking techniques (with a special mix of magic, certain types of firewood, and condiments) to preserve their food during their long travels.
In most of the Morosyn Empire, however, since magic is restricted to the lucky few who have a permit and the sale of authorized magical elixirs makes them expensive, most people use a combination of techniques to preserve food, using the frosty weather of the winter to their advantage and getting creative in the summers. Ice is carefully stored in sealed ice boxes in the winter season, and the food is usually heavily condimented and smoked to preserve it. The Morosyn Empire is famous for its notoriously spicy/strongly condimented dishes, for this exact reason.
If you live in the more temperate areas of Agrannor, such as most of the centermost kingdoms: Arkellya, Eldon, Midtaren, Nethilor, Etaruze, Faravvia, and Liranthis
Those kingdoms typically can only rely on snow and ice in some of the colder winters, and even then it is not nearly as foolproof. So, they have to get creative. The most varied kinds of alchemical elixirs, potions, curing salts, freezing spells, machinery (only in Liranthis, the city of scholars), and smoking techniques, are perfected here.
Food is usually prepared with freshly collected ingredients every day because it is easier to just eat something that was only recently picked on that specific day than to find the means to preserve it. Farmer's markets are always bustling every day, for this reason. Everything else also falls under his rule: fish are fished from the lakes/rivers on the day they are to be prepared, game meat/venison is often hunted right before the feasts and such (though the remaining meat is salted, smoked, and preserved for later), pastries are baked each day, etc.
Milk is consumed fresh or boiled, on the day it is picked. Cheese is one of the staples of the cuisine of these kingdoms since the climate is favorable to it, and it's pretty much in every dish you can find here so much so that it almost gets boring after a while.
In the hotter/warmer parts of Agrannor (a desert city and the seaside kingdoms): Adrellios, Vellamere, and Meruvvon.
Adrellios is the golden jewel of the Eternal Dunes and the Billowing Desert. This means: it is dry, hot as all hell, and there isn't a twinge of snow in sight. There is a river - Attarah's Tear, said to have been a blessing from the Goddess Attarah herself, protector of desert travelers and mother of the lost - around which the entire city is built, but the river isn't cold - obviously. In this city, food is mostly preserved through: drying it out in the sun (an effective way to keep food preserved, though it changes its texture severely), seasoning/salting it, and, you guessed it, magic. Adrellios is the chief consumer of magical concoctions to preserve foods or keep them cold in the heat of the summer. They are the number one buyer of anything of that nature they can get their hands on, and for good reason.
Vellamere, our beloved seaside kingdom. Though its temperatures are generally milder than Adrellios, and there is no denying that, it still isn't anywhere near as cold as the other kingdoms. It is warm, it's windy and it has a serious humidity issue going on due to its extreme proximity to the sea winds, especially in the summer. They are especially creative when it comes to this topic, buying ice (temporally enchanted so that it won't melt on the travel) from neighboring kingdoms. Since doing this is very expensive, they have found a rather unusual but more practical solution. There are nonpoisonous "enzymes"/properties that are collected from sea monster shells (the all-purpose sea monster shells of Agrannor, lol), and when mixed with sand, and water they create an extremely cold/freezing mixture that won’t heat up for weeks. They use it to coat the inside layer of their "ice boxes" like paint when they build them, covering that layer with more wood and letting it dry. Once dry, it stays cold like nothing else, and food can be safely stored for months, until it wears off and another coat of "paint" is required for the ice box - like a portable freezer. It is used to store food during long-term sea travels or even at home.
Meruvvon, is the maze city by the delta of Agrannor's largest river that flows right into the Lost Sea. Its climate is almost the same as Vellamere's, except that it is often plagued by sea storms (due to its proximity to the Lost Sea, hence the maze-like structures which are basically their version of storm safety methods). Their techniques are very much similar to that of Vellameres, though they do rely a lot more on imported ice trades from other kingdoms and are known for seasoning/salting their food with a local berry known as the Sphynx' Hook, which gives the local cuisine its unmistakable - and highly spicy - taste.
Milk and cheese are huge NOPES in either of these kingdoms, due to the heat (which rots it like nothing else) and (in the case of the seaside ones) their seafood cuisines, which rarely need cheese or milk to accompany them.
Finally, the extras:
The Storm Isles: They have perfected the art of fishing and every day new fishing boats return from the open sea with just enough for another day. They believe in reducing waste/not throwing good stuff away for nothing, so their communities only fish what they need for the day or week. The rare remaining seafood is preserved with local condiments, and put into the same kinds of ice boxes as in Vellamere - the ones with the sea monster shell lining.
Elves believe that if you're going to take something from nature (be it by hunting an animal or picking a plant) you had better not waste it or disrespect the life it once had. Hence, they usually only hunt or collect what they need for each meal, and so don't have much of a need to preserve it, though their magic potions know no bounds and they have tried preserving food before, for some specific recipes. Most of an elf's diet, however, is vegetarian, and they rarely hunt (though they can and do eat meat, that is reserved for very special celebrations, and so most choose not to hunt on normal days).
Faeborn are carnivores/apex predators, like wolves or tigers (they even have rows of wickedly sharp teeth, pointy clawed hands, highly adapted eyesight and heightened sense of smell/hearing), and so they usually hunt what they need or want to eat on a daily basis, they have no need to preserve it for later because there's always more in the forests to hunt when they want more. They do eat the odd plant/fungi/flower but that's only a small snack to their tastes, though they do like tea quite a lot.
Merfolk are extremely similar to that, though they eat fish and keep stacks of preserved clams/crabs and seaweed for lean months under the sea
Vampires/Dhampirs need blood to sate their inhuman amounts of hunger, and while some do drink human blood (the fastest way to sate themselves), most live from the blood of animals such as cattle (you will likely find that even the richest vampire has a herd of sheep or cows in the forest/backyard next to their castle because they need a lot of blood), so they also do not need to preserve food. Dhampirs (half human/half vampires) do eat human food every day - though they still need blood weekly to keep their health up.
Happy super late WBW!
Tell me 5 fun facts about the magic users in your WIP!
~ @tabswrites
Happy Late Worldbuilding Wednesday - or Storyteller Saturday today lol. Thank you for the Ask, @tabswrites!
Tell me 5 fun facts about the magic users in your WIP!
In Agrannor, you're only considered a "Mageborn" if you are born with magic within your blood, as a part of your being and very nature. If you're not born with that but have a magical affinity (the ability to learn magic and cast it through enchanted objects) you're a Sorcerer.
Forbidden magic is a different concept from Dark Magic. In Agrannor, Dark Magic is defined as an inherently corrupted/twisted manifestation of Pure Magic. Forbidden Magic are certain spells cast from normal magic, whose effects are not considered ethical, but which do not necessarily stem from dark magic - that is up to the caster. Examples of Forbidden Magic are certain entrapment spells (when they trap a soul in the limbo), some more brutal killing spells, and of course, necromancy. In The Last Wrath, Elyren Tyrvommira (a young elven sorcerer obsessed with necromancy and the study of life and death) and Cyprian Naras (a vengeful human Mageborn) are known for their regular use of Forbidden Magic/Spells, though they rarely use dark magic (Elyren considers it an unnecessary risk, but he would use it. Cyprian views dark magic as an abomination and solely sticks to forbidden magic instead.)
Mageborn children - though already born with magic - often manifest their powers at a very early age too (ranging from a few days after birth to around six years old, though some late bloomers can even manifest their powers around 10 years old, but that is very rare). Their powers usually take after that of their parents or clans, though since their magic is still wild/raw matter (they're born with magic in general, and "what kind of magic" is usually shaped by the child's experiences and surroundings), their powers can still adapt or become something entirely different. Children with milder magical affinity (future sorcerers) do not manifest powers but may be able to connect with magical artifacts and use that magic.
Family units are a much wider concept within Mageborn and Elven cultures, as they believe that the family you choose is just as important as the family of your blood (as in, a family doesn't necessarily stop at who you're related by blood but is also who you choose). Adoption is very common within Mageborn groups - and there isn't as much distinction between an adopted child and a biological one in their culture, they're family and that is what matters.
Mageborn have many traditional festivals, holidays, and celebrations in general, and each of those varies according to the region they live in, their creed, and alliances.
happy worldbuilding wednesday! my question for you is: what level of education do your OCs have? & does this affect the story?
Happy Worldbuilding Wednesday! Thank you for the Ask, @cabbojage!
My question for you is: what level of education do your OCs have? & does this affect the story?
For the sake of doing something different for this one, I will do this for my cast of MC's from The Last Wrath (my dark fantasy WIP) and Tales of Wilted Flowers (my high fantasy adventure WIP).
THE LAST WRATH:
Raelen Ashiren - Well, most of what Raelen knows was either taught to her by her older brother, Julyan Ashiren, or she somehow managed to learn by herself (likely by stealing books from libraries and archives). She has known how to read and write since she was a young child (this she was taught by their parents when they were still alive), and knows a lot about the history of their world's magic. In the years they lived in Kestrall under the protection of General Teiva, Raelen used to go to the Dragon's Spires and its libraries where she would spend a lot of her time studying - since she wasn't an official dragon rider in training, she was at least allowed to read from their vast and ancient collection of scrolls, but she still stole a lot from the Royal Archives (because some classified arcane magical knowledge was kept there).
Zephyr Tellian - Largely self-taught, even before the Fall of Eldon, Zephyr always sought knowledge by himself - something that, as a street kid, was a very hard thing to do. He taught himself how to read, and write and learned how to do basic spells in the Order of Sorcerers from Eldon, before the war destroyed the kingdom and he had to flee. When he and Jamie managed to get accepted into the Liranthian Academies after succeeding on a tournament, that's when Zephyr was able to get most of his "formal education" as a scholar and sorcerer, though he remained extremely curious and taught himself more than anyone else ever did, until he was one of the Academies' top students ever.
Darian Caelestis - Son of a powerful - and very rich - couple of rebel warriors from Ergyre, Darian had access to the best tutors his parents could find (that would accept to teach a rebel without spying on them of course), and also was so naturally curious that he taught himself a lot of things too, especially about alchemy. He had a complete formal education, from astronomy, to arts, to history, to arcane knowledge, and to maths. In the past, after meeting Tanwin Lyrandeth, Darian learned many things about alchemical magic from his young elven friend too. Out of the main cast Darian perhaps had the best formal education.
Princess Ellinor Dallantes: Being royalty and raised by the leader of the continent's most dangerous and powerful Guild of Assassins, she was very influential. She received a professional education from only the most renowned tutors and rebel scholars in the world and was also largely taught by her adoptive father, Evren (the leader of the Guild), who was incredibly intelligent and knew almost anything about everything. Her education is so profound that it has made her one of the cleverest people on the continent, and she is proficient in almost any subject or matter, as a proper queen should be. On top of that, she received complete combat training during her years in the Guild, becoming one of the deadliest assassins around with almost any weapon one can think of.
Julyan Ashiren - Before their parents died, Julyan was a noble from the most ancient mageborn house alive. This means not only did he have full access to their mansion's library growing up, but also he had some of the best tutors (plus his parents were geniuses). But when their parents died and they were forced to flee from home with no money, protection, or anything, Julyan had to become a parent not only to his little sister, Raelen, but also to their adoptive brother, Azra, and so, despite being incredibly clever and capable, Julyan did not have the resources to seek a professional/formal education as a scholar when he actually became a teen/young adult (because it was a matter of having money to survive/buy food, so he had to work as a weapon's smith, which was one of the few jobs that hired mageborn teens like him)
TALES OF WILTED FLOWERS:
For now, it only has two "MCs" (like main POV characters), even though it has other protagonists
Lorelai Wildwood: Honestly Lorelai had a weird education. Since her father was considered "a traitor" by the kingdom, she got to learn the "other side of the story" that the history books failed to mention, plus, he taught many different things, from astronomy to archery, to alchemy and spell history. (Due to his "traitor" status, none of the city's academies or tutors would accept to train and teach her). Think the "Enola Holmes" kind of education, but factor in the fact that our Lorelai lives in a medieval world with magic. She was also fascinated by the historical tales of the bygone heroes of the past, which inspired her to dream of one day becoming one too, despite the world telling her that she could not because she was a commoner of "tainted blood."
Xarian Argyris: Xarian was highly intellectual and read almost every book the town's library and archives had to offer, as well as being taught alchemy, magic, and healing by his mother figure/aunt. Being a fairy, he learned things quickly and had a strong imagination, as well as being naturally talented when it comes to spellcasting. Xarian was mostly self-taught, even when it comes to complex subjects and difficult magic. When he was 17 he left home to attend a prestigious alchemy academy/medieval university, where he strived to become a magical physician, but there he trusted the wrong person, who majorly derailed his "up-til-then-normal" life.
Happy WBW! What is the first thing that you think about/consider when you are building a new world? Is it the weather? Night/Day cycles? Maybe the food! Tell me about it!
Happy (Late) Worldbuilding Wednesday! Thank you so much for the Ask, @writernopal!
What is the first thing that you think about/consider when you are building a new world?
The first thing I tend to consider when building a new world, after choosing the time period and general vibes/aesthetics of that new world, is "How does the setting affect the lives of my characters, and why?"
I consider what are my character's lives and how they have been shaped by the world around them, what aspects of this world can I create for this setting that will be immediately relevant not only to the characters but the plot as well? That's what I focus on, when I am beginning to develop my books' worldbuilding.
When that part is well established and fully developed, I consider: what is this world inspired by? What ancient cultures, or time periods, can serve as inspiration for this world? I make a list and expand on that, jotting down ideas, vibes, concepts, and anything I can create based on that knowledge.
Then, the fun part begins and I can truly begin to create an immersive and functional world for this story to inhabit. This is where I truly start worldbuilding. I consider: how was this world formed, what is its current political landscape, what are the existing cultures/races of this world and what are their relations, what is the existing magic system, and how is it viewed? What are the fashion styles, foods, cultural quirks, traditions, etc.? Are there wars/conflicts/prejudice? Why? What are relevant events in this world's recent history and why do they matter to the current plot? The cool part of worldbuilding!
So yeah, I start by considering how the world impacts the characters and then plot, seek inspiration in cultures and historical events that fit the chosen time period, and then begin the actual - compelling - worldbuilding to create an immersive setting!
Thank you for the WBW Ask, @tabswrites!
What are some status symbols in your world? How do upper-class people typically show off their wealth?
(I'll go with the world of The Last Wrath for this one <3)
This is a very interesting question to which the answer is, yet again lol, it varies a lot.
In the Morosyn Empire:
They go all in when it comes to showing off wealth and status. To the people of the Morosyn Empire, power, wealth and influence are everything one should strive for, and this could very well define someone's life (or at least their future prospects of success).
It's all about posturing in the Morosyn Empire, always trying to look like more than one really is, in the hope of getting in the good graces of the Imperial court. As such, grandiose displays of status are more than encouraged, within calculated measure, that is: extravagant gold-plated (or at least gold-trimmed) clothing tailored to the latest fashion and usually holding the imperial colors; large intricate mansions made out of pure marble and stone that stand atop the mighty hills of the capital; attending the finest masquerades to make an impression and always striving for more connections in high standing places; etc.
Making one's House well seen and influent in Morosyn society is the goal of pretty much every single Lord and Lady there, as following the Imperial standards is not only paramount to impressing peers but sometimes vital if they want to avoid becoming pariahs.
Some nobles of the Imperial court become rather hedonistic and indulgent, though that increasingly common behavior - when extended out of moments of celebration or festivals - is considered lazy by the Emperor himself, who prefers cold practicality and strength above all else.
Unfortunately, the Morosyn's displays of power also extend to the subjugation of their enemies, be it by conquering kingdoms and vanquishing their opponents in battle, by endorsing the Radiant Hunts, or even through the practice of slave trades. In the Empire, sending a message of their "power and glory" is considered more important to them than mercy.
In the Free Realms:
Each kingdom has its different version when it comes to showing off power and wealth, but even then, they're definitely way more chill about it than the Empire.
Usually, in the Free Realms, showing off status usually comes in the form of stylish and intricate clothing, according to each kingdom's beauty standards, varied hairstyles (including the ample use of jewelry. Sometimes, the jewelry in someone's hairpiece can clearly let others know which kingdom they are from, as styles and materials are very specific to each region), etc. Fashion - much like in the Morosyn Empire, but to a much lesser extent - is important to making a good impression and showing off.
Here are some interesting, more specific, ways people show off status in each of the kingdoms within the Free Realms:
In Kestrall, a kingdom that is very much centered on the warrior's way of life and which values might in battle above many things, wearing Blue-Goat fur is one of the highest honors a person can have, and though middle-class commoners use attires made from said material in very special occasions (usually marriages, and the Yuletide Festival), for the upper class and nobles, coats and cloaks made from Blue-Goat fur are a daily attire (plus this clothing style is a favorite of the Ketrallian Queen as well). Another way to show off status, especially for people in the military, is to keep one's armor in perfect condition while showing signs of having been worn in battle (A delicate shining armor for the Kestrallian people is the sign of an untested rookie knight. A well kept, but battle worn, armor, is the sign of a practiced warrior, something to strive for). Intricate sigils, symbols, and carvings can be professionally engraved with colorful metal/melted dragon scales onto the armor as well, but this is an honor reserved for high-ranking knights/dragon riders only.
In Vellamere, one would show off status by wearing intricate jewelry carved from the shells of sea-monsters slain by their own navy. Wearing bright colors and delicate silk clothing embroidered with pure gold is also a sure sign of someone very wealthy who does not have to sail their own ship - usually a noble or a very rich merchant. Powerful sea captains often pride themselves in each scar collected in battle, and they often wear distinct colors that match that of the flags of their ships.
In Nethilor, a kingdom famous for its tie to nature, members of powerful Houses often wear jewelry inspired by the same, and their sigils usually match a specific natural figure. While this habit is not reserved for rich people/nobles only, some designs are a sure sign that someone belongs in the royal court of Nethilor. For example, the current House Regent of Nethilor - House Renfelli - is represented by their sigil of thorns and roses, which is proudly replicated onto their attires in delicate embroidered patterns, and into their jewelry as well (Prince Regent/King Maeryn Renfelli is known for wearing a pair of delicate silver bracelets that have the design of a rose patch engraved in gold upon them, and his crown follows a similar design), being pretty recognizable.
Ergyre is by far the most hedonistic and at the same time unprincipled of all of the Free Realms, especially due to the lawlessness of the heart of the Borderlands (where it is located), the constant inner conflicts, and its proximity to the Morosyn Empire. They are a living example of what happens when the expression "carpe diem" goes terribly, awfully wrong and extreme (this becomes way clearer once one reads Darian's POV as a rebel in Ergyre). The non-rebel people of the Ergyre - especially those supportive of the reigning Tryarchy and are against the rebels - are known to partake in indulgent festivals and gatherings, one more extravagant and over-the-top than the other, and more often than not, of extremely questionable morality. Wearing bright colors, statement pieces/jewels, and extravagant makeup is often the norm for people who want to showcase their wealth, and trust me, they are not subtle about it.
And so on!
For the Mageborn: Mageborn don't really consider showing off wealth as something important to them, but magical power is. The more powerful a mage is, the more distinct and apparent are their runic markings, and their eyes become more unnaturally colored (usually the same color of their markings or of their power, but it does vary). Mages from especially ancient and wealthy houses often strive to achieve this as a way to prove themselves to their ancestors.
For the Elves: In Agrannor, Elves are a proud race (and by this I mean, very proud). Honor and status before one's society are highly important to the elven individual, though typical wealth is not as important as one's personal valor. Elves usually show off their position in society by keeping their hair long and cared for, usually loose or slightly braided (they're the only race in Agrannor that considers hair as something this important). Long hair is not only the sign of an individual considered respectable by other elves, but it is also sacred to some elven creeds. Having one's hair cut short is usually something reserved for traitors and exiled pariahs, something that powerful elves try to avoid at all costs. (Elves do not grow facial hair, nor do they show signs of aging before their 500 birthday, only half-elves do. "Pure Elves" - as they often call themselves - actively look down on and resent half-elves as the spawn of the humans that they despise. To avoid being called out - and cast out - as a half-elf, half-elven individuals try to fit in by abiding by their peers' styles.)
For the Fae: Fae don't have the concept of wealth and power as humans, mages and elves have. They consider themselves to be one with nature, and according to the fairy creed "nature does not pick favorites, though it reaps the weak". If prove your worth during your coming-of-age trials, you will be respected and accepted among Fae peers. If not, you're on your own.
For the Merfolk: Merfolk also don't have the concept of wealth, as they don't have monetary items. But they do have the concept of power, and it is everything to them. They pick their leaders through duels, in which only the strongest - or most apt - survive until the next duel season comes, and the stronger/more powerful Merfolk have many privileges - especially when it comes to hunting grounds and prey - when compared to their smaller/weaker kin.
Note about Vampires and Dhampirs: Vampires, much like mages, live among human societies. To avoid being discovered as vampiric beings, vampires and dhampirs often try to pass as excentric humans, and are often very proud (bordering on vain), loving to show to the world and peers how wealthy they are, showing off in the same way humans in the Free Realms do, but exaggeratedly, though they rarely ever reveal the location of their homes.
WBW Ask
I’m a little out of it still so I’m just going to post this here and everyone can feel free to answer!
What are some status symbols in your world? How do upper class people typically show off their wealth?
Tagging: @athenswrites @gummybugg @elshells @writingmaidenwarrior @sam-glade @writernopal @pheita @mysticstarlightduck and anyone else feel free to share!
Can you tell us more about Xarian from Tales of Wilted Flowers? If it's not too spoilery, how did he become an outlaw? What's his greatest desire? Biggest fear?
Yes! Thank you so much for the Ask, @clairelsonao3!!! <3
I adore talking about Xarian and his story, so here we go!
Can you tell us more about Xarian from Tales of Wilted Flowers?
Xarian is a deuteragonist/second protagonist in the story of Tales of Wilted Flowers, and a love interest to the actual MC, Lorelai Wildwood. He is also a fairy/fae.
He starts his story looking for a way to unbind himself from the sorcerer that had him captive for years, as even after his lucky escape, the villains are still tracking him down. After becoming an outlaw - I will explain that in a second, don't worry (; - Xarian seeks Lorelai's help, as her father's journal could just hold the answers the fairy needed. Soon after, they end up framed by the crown and have to run away, setting out to discover what is truly hiding behind their kingdom's seemingly perfect facade, if they want their freedoms back (and end up discovering the awakening of a mythical evil they must stop in the process).
This is the gist of the beginning of his tale in the book, as the story will then progress as they venture into this adventure together and recruit new friends for their quest. I can say that Xarian will be faced with a difficult/ill-fated decision at the end of Act 2, so keep an eye out for that when the time comes!
If it's not too spoilery, how did he become an outlaw?
Okay, onto the tricky part!
Xarian's true past is revealed gradually throughout the story, as he slowly grows to trust - and love - Lorelai enough to share his backstory and situation. (Some very specific events in his past are major spoilers, but those don't necessarily revolve around the way he became an outlaw).
So onto the beginning then! Let's see me try to avoid the major spoilers lol
Years before the main storyline starts, Xarian moved to the capital of their kingdom and trusted the wrong person. Trusting the wrong person destroyed his life (at least recent future prospects), and he found himself trapped in a magical "deal" with a powerful sorcerer seeking power in the lands (the main villain).
Growing tired of his situation, and after figuring out the sorcerer's plans, Xarian escaped after temporarily shattering the bond that held him prisoner and slipping away unnoticed. (The details as to how this worked are spoilers, and he tacitly leaves out most of those details when he explains his past the first time anyway).
But that's not how he became an outlaw.
Keeping a low profile and knowing his time was running out if he wanted to avoid being captured again, Xarian decided to do something reckless: breaking into the royal castle, and stealing something important, something that could give him the information he needed to stop the sorcerer.
The plan didn't quite go as planned (SPOILERS, and it had repercussions, not so great ones in fact), but Xarian was able to escape again, and this time he knew what he had to do (more precisely what he had to find) in order to defeat his worst enemy. But now, he was an outlaw, wanted in every city of the kingdom.
And this chain of events is what led him to Lorelai's old manor, in the first chapter of Tales of Wilted Flowers.
What's his greatest desire?
Xarian's greatest desire, throughout the entirety of the story, is to regain his complete freedom and to defeat (a.k.a have his revenge) the sorcerer who tried to destroy his life. But mostly, behind it all, he wants to just be able to be at peace again, like a normal person should. (After his and Lorelai's love story begins, Xarian really wants to be able to spend his life with her, like to actually be together as a couple, but they both know that the only way this can happen is if they defeat the villains first and get their lives back first).
Biggest fear?
Xarian's biggest fear is to be controlled or used, to become someone's puppet. He also fears being trapped or shackled in any way and is deeply afraid of seeing his friends and loved ones get hurt because of him (even though he rarely lets this show through his sassy and unbothered facade). He doesn't really fear much else (except maybe for spiders and other insects, but that's a small phobia).
+ BONUS! Because you told me to talk about him, and I love this character, here are three random facts about Xarian.
Xarian cannot sing. At all. He jokes that he sounds like a dying goose when he sings. He might do it proudly just to annoy Kaladin on the road when Kal has a hangover after drinking too many flagons of wine at a tavern. (While he does not sing he can play the lute very well, tho).
Before his life went to hell, Xarian wanted to be an alchemist and magical inventor in the kingdom's capital. He was (and still is) very talented and very passionate about the subject.
He is the kind of person to make genuinely funny comments/jokes while in a situation that definitely does not warrant funny comments (like while being chased by the acolytes of a sorcerer who wants to painfully kill them).
WBW (Late) Ask!
Because this week has been rather crazy for me, I'm doing it this way- here goes my late WBW Ask for you guys <3
How has the world of your story shaped the hobbies your characters have and why? If they had been born in a different region of that same world, would their hobbies be different?
@writernopal, @aziz-reads, @rickie-the-storyteller, @jasperygrace, @clairelsonao3, @dancinginsepia, @gummybugg, @tabswrites, @exquisitecrow, @wardenred, @late-to-the-fandom, @your-absent-father, @chauceryfairytales and @elshells
Happy Worldbuilding Wednesday! Thank you so much for the ask, @tabswrites!
In The Last Wrath - there are many kingdoms and therefore many capitals (especially when considering the Free Realms, which consist of independent, sovereign kingdoms that are not part of a greater empire). Here go a few curious/major ones:
The Capital of the Morosyn Empire is the city of Elsohra, the so-called "Empire's Pride". The mageborn refer to Elsohra as the Bloodtainted Jewel - for obvious reasons (the Radiant Hunts that the Empire endorse). Elsohra is a vast - and mighty city - sprawling upon the rocky hills on the heart of the Imperial Lands, a heavily fortified strategic point. The city is known for its beautiful - and enormous - Imperial Palaces, which are home to the Emperor himself and most of the royal court. It is also a rather commercially bustling city, incredibly respected within the Empire and the Borderlands, holding some of the most important resources of its lands within its grasp.
Meruvvon is a city-state principality in the far shoreline of the Free Realms, directly facing the Lost Sea (it's capital is therefore, Meruvvon itself). Due to it's maze-like structures and vantage points, it happened to be where the first fated battle between the Free Realms and the Morosyn Empire - which started the War of Prophecy - took place in the ending of The Last Wrath's Book 1. Aside from that, Meruvvon is a city built like a maze made of almost pure white marble, made to withstand the brutal sea storms and monster attacks that come from the bowels of the Lost Sea. Known for it's craftsmanship and talented artisans, Meruvvon is a city that, supposedly, "can build anything", also having some of the best strategists in the realms. The young Crown Prince of Meruvvon - Denarius Ahnora - was a close friend of the rebel Isolde Kierah and Princess Ellinor of Arkellya, even overulling the city council in order for him and his army to side with the Free Realms in the up coming War against the Morosyn Empire, instead of accepting to fall under Imperial Occupation (which was what the council wanted).
The capital of Vellamere is the city of Aesiira, located in the safe shores of the Free Realms, being lucky enough to be far away from the Lost Sea. Known for its sailing culture as well as mighty sea commerce, Aesiira is a pride to behold within the Free Realms, as well as one of the most important and powerful cities one could ever have the chance to visit, blissfully away from the Morosyn Empire to be far away from the first throes of war. It's the home of a wide range of cultures and Agrannorian species, as well as a proud - sometimes vain - elite of merchants and noble sailors. It's architecture ranges from sandy colored castles high upon the coastline, to carefully built wooden buildings next to the harbor where merchants set up their stalls.
Kestrall's capital is the mighty city of Kestrall itself, nestled high-above the snow covered peaks of the mountain range known as the Scarp - where the rest of the kingdom expands across through settlements, villages and cities all across the frozen mountains low and high. Home to the fabled Dragon Riders, protectors of the skies, which now share rule of the kingdom with the City Watch, due to their Queen's orders, leading to some political tensions. Kestrall - the kingdom and the capital - are known for making the best weaponry of all (runic weapons made by Forgebearer mages) as well as having the finest, most well trained fighters there ever was and being one of the most strategic - and most well fortified - points within the Free Realms - making it a priority for the Empire to capture, which happens in the early chapters of the Last Wrath, in the Siege of Kestrall.
The capital of Midtaren, known as Arrangrove, is hidden within the gigantic ancient forests of the kingdom, impossible to find from the outside. It was also the ancient home of both mage Houses Eiriant and Ashiren (later on), before both clans were massacred. Their rulers still uphold the Old Customs, swearing a vow to defend the ancient magic sources - even after the deaths of two of their Houses. Due to this, it has quickly become known as a safe haven for magically talented people (mageborn, elves, faefolk) wishing to escape the wars and fleeing the Radiant Hunts. Even after many attempts, the Morosyn Empire has brutally failed to breach the forest grounds (might I add that some trees are hundreds of feet tall, as tall as towers and equally wide) or even pass through the forest sprites and wardens. They're still safe, and will continue to be, as long as the forest that protects them lives.
And so on!
In Tales of Wilted Flowers - the most relevant capital in the lands of Ravaryn is the kingdom of Wenhorn, protected by the Fortress of Twinecrest and ruled over by King Tieran Kallasen - former friend of knight Arcturus Wildwood, whom Tieran comdemned long ago as a supposed traitor. The story actually starts in the rather faraway city of Thysfire, in the outskirts of the land, where Lorelai Wildwood meets Xarian Argyris. The capital of the elven and faefolk kingdom is the city-state of Allannar, next to the fabled "Lydean Sea" and the Whispering Forests.
WBW Ask
I’ve had the second worst week of my life so we’re doing asks like this for a bit until my brain stops hurting!
What is the capital city (or cities) of your world? Why is it the capital?
Tagging: @pandoras-comment-box @mysticstarlightduck @pheita @writingmaidenwarrior @sam-glade @writernopal but anyone feel free to answer!
Thank you so much for the Tag, @thetruearchmagos!!!
I'll go with the worldbuilding from Tales of Wilted Flowers for this one, because I talked about The Last Wrath's worldbuilding in this light a lot in other posts!
When it comes to organizations (or organization-like communities) in Ravaryn, the main ones that come to mind are the Starthread Coven, the dryads of the Whispering Forests, and the pirates from Fleetspire.
Starthread Coven -
A renowned witches coven, the Starthread were respected far and wide across all of the lands of Ravaryn. Their ranks were strict yet open to all, inspiring the flourishing of the magical arts and those talented in it. They were entrusted with a secret - and ancient knowledge - which they swore to protect with their lives, which - for generations - they had succeeded in. Until Lord Eldryc came along, dealing a critical blow to this ancient organization, and changing it forever.
Usually, the witches accepted newcomers through trials that would test their spirit and magical prowess, determining whether or not they would be worthy of learning the knowledge stored in their vast libraries. One could also be born into one of the many witch clans and Houses throughout the land, though they would attend the ritual trials all the same, they would be considered a witch by birth - though not an official member of the Covens. Arista Bryar - a half-vampire girl - grew up within one of the most powerful strongholds of the Coven.
The Starthread Witches view the world as an open book, considering knowledge and progress as the ultimate goals a society should strive for, as well as having strict codes of honor. They were very proud, especially when it came to defending their beliefs - and King Tieran considered them a threat when they refused to bow to his orders.
This organization was formed many centuries before the main story, when the First Witches were gathered, and swore to protect the new lands born after the defeat of darkness. They swore to uphold the old ways and maintain the magical barrier between worlds holding strong. To this day, such was their sworn goal. Some say the first witches were demigods - descendants of the fallen goddess who created the lands, others that they were the first faeries. Both stories could be true, or both could be false, as records of the origin of their magic have been lost in the sands of time, even to their highest leaders.
They view all races and species as equal, though some of their members consider some cities more civilized than others. Warfare is abhorred in their culture, but not ignored.
Dryads of the Whispering Forests -
In Ravaryn, Dryads are the more dangerous "cousins" of common faefolk, living deep in the untamed lands of the Whispering Forests - a place where the woods came alive as one living, breathing being. They are protectors of nature, considering themselves to be one with it - which is quite true to some extent - and they rarely ever leave their hidden kingdoms within the Forests. To protect their home and keep themselves alive, dryads often resort to drastic measures, not being the most diplomatic of all folk, and isolating themselves from the world outside their forests. Some kingdoms consider them "human-killers" due to their strict no-outsider policies when it comes to their territories, but dryads are not always violent - only when it's the last resort (when a human blatantly disrespects their territory/threatens the forest/hurts them). But usually, they merely urge outsiders to leave, sometimes aiding them, if need be.
They are known for the arts of trickery and illusion, often using spells of said nature to ward off invaders and even other forms of magic itself that may come to cause them harm.
Dryads are a species/race, not an organization (though they have their own form of government, military, and religion). Being - as mentioned before- more in tune with the wilder side of nature and isolated within their forests, they rarely ever allow newcomers/outsiders to join their cities - it is even said that no living human has ever seen what a Dryad City looks like from the inside. In the books, however, there is one notable exception - Eiralis Corben, a human girl adopted by Dryads as an infant, after showing strange signs of connection to wild magic, and raised by one of the most prominent Dryad families as an official member of their society. One of her many adoptive siblings - her oldest brother, Kaellel - became an Anwireh (an important figure in dryad society, holding military and social importance, being similar to a commander of sorts)
Dryad culture was shaped into what it is today by many events throughout its history, being one of the most ancient societies currently living in Ravaryn, having come into existence along with the first forests. At that time, the continent was a place of fading light, governed by corrupt rulers - and an equally merciless goddess. Many wars took place in that time, but one was especially important to Dryad society - the Banishing War, where heroes of the land stood up against the crooked Deity that governed the lands, banishing her and the dark magic she brought into being. During that war, many innocents paid the price of the dying goddess' wrath - but Dryads were hit the hardest, being almost wiped out by the Deity's last attempt to remain in power. When she was defeated, their numbers had already diminished significantly - some dryads blamed their alliance with humankind for their misfortune, believing to have been betrayed like lambs to slaughter, which led them to isolate within their last stronghold - the Whispering Forests - adopting many of their current beliefs.
Pirates of Fleetspire:
The "kingdom" of Fleetspire is located in a rocky seaside cove and is home to some of the most cutthroat and renowned pirates there ever was. They're feared by most of the kingdom's navies, especially so in the Lydean Sea.
For many years, the pirate overlords were led by one Pirate King, the mysterious young captain Meridian Grimshail. He upheld a strict code of honor, making the dangerous waters of the Lydean Sea safe for civilians and foreign merchants alike, but a nightmare to King Tieran Kallasen's navy officers. Meridian's ship was known as the Scourge of the Crown, for this precise reason.
Fleetspire thrived under his rule, becoming one of the richest - and most untouchable - unofficial nations of Ravaryn. The pirates grew rich with his help, so their loyalty was unquestionable- for some - and when it wasn't, well, Meridian made sure mutinies were not easily tolerated. That is, until, he disappeared. No one knew what became of him - except for his daughter, the only one who found out he had been cursed.
Anyone could thrive in Fleetspire - if they were cunning and reckless enough to try. Pirate captains were always in need of new crew, as long as they proved they had what it took to handle the perilous journeys to the heart of the Lydean Sea. Meridian Grimshail insisted that anyone could be anything in the pirates' city. Over time, he commanded such a great number of ships and inspired such respect, that even foreign pirate lords and the King himself grew to hesitate picking fights with his fleet.
He was a good pirate - a former navy officer of the King himself - who fought for the good of his people, rebelling against his former liege. In the past, when he discovered the truth about King Tieran's rule, Meridian resigned from his position as a Crown Navy Officer, running away to the up to then backwater city of Fleetspire, where he rose in ranks until his name became a legend, and his fleet proved strong enough to face the King's. Many of his own crew had similar backgrounds, but many did not.
Pirates of Fleetspire are known for their prowess at sea, even being allied to the dangerous merfolk that lurk in their waters. Their knowledge of magic proved valuable, giving them yet another edge against the King's navy. They're also great strategists, their captains often being known for their daring and bold plans.
World building Wednesday!
Hey all! Arch here, back this week with another Prompt! Despite being really damn out of it right now, I hope it's useful!
I'd love to know more about some of the internal cultures surrounding various groups in your setting! How does the organisation handle newcomers into the fold, or changes in its goals or circumstances? What, or who, did most to shape this shared culture, and what do those within the organisation think of themselves and the group?
Tagging @athenswrites @caxycreations @dogmomwrites @hessdalen-globe @theprissythumbelina @writeblrsupport @lividdreamz @mysticstarlightduck @moonscribbler @thatndginger @username-cause-i-need-one and anyone else who'd like to take part!
Happy Worldbuilding Wednesday!
How are arts and crafts treated in your setting? Is it a common hobby? A communal activity? Do people do it for fun? Or is it reserved for only a certain group which does it for a significant reason?
Happy WBW, Sam! Thank you so much for the Ask, @sam-glade!
I'll answer this ask for my WIPs Realms of Loss and Tales of Wilted Flowers, because these two books have been haunting my brain for the past few days!
How are arts and crafts treated in your setting? Is it a common hobby? A communal activity? Do people do it for fun? Or is it reserved for only a certain group which does it for a significant reason?
Realms of Loss
Well, the answer for that depends on where you are in the setting because Avillore and Sarythea - the main kingdoms in this world - differ majorly from one another. And since life in that continent is very much dedicated to survival, arts take a whole different meaning.
In Sarythea, arts and crafts are both a hobby for people of higher standing who have time to dedicate themselves to it, as it is an act of faith. Sarythea still holds on to their rites from the time the Old Gods were alive, and those beliefs - and the symbolism that comes with them - bleed into their craft. Art is a part of their daily lives as a way to connect to the hope that one day the gods will return and also a way to keep their culture alive despite the war outside their walls.
Craftwork is also economically important for both of the kingdoms, as it is a big part of the trade between allied provinces and helps the economy of the realms keep flowing within their territories. Trained artisans are very valued in both kingdoms for this reason, and often become powerful merchants.
Art is also one of the many things that distinguish the kingdoms from one another, as each kingdom has specific colors and symbols/designs that identify them.
Avillore, however, is slightly different. Known as the Fortress Kingdom, Avillore is deeply invested in its military developments, and as such, warfare is a huge part of its culture*. As such, much of their art is centered on themes of war, might, and power, as a way to exalt their values. People in Avillore don't view art or crafts as a simple hobby, as another way to perfect themselves and showcase their might.
(*The difference is that, though both kingdoms have been trapped in bloody combat for centuries now, and are equally matched when it comes to military prowess, the "art of war" is revered in Avillore, while to Sarythea war is a necessary evil to survive. This is one of the many differences in points of view).
Notes - The Outer Cities and the Izuhyn People
OUTER CITIES -
Context -The outer cities are the remains of kingdoms and provinces that were ravaged in the ongoing wars, which surround both of the kingdoms in outposts and villages. It's also the home to most of the population of both of the kingdoms and is situated beyond the protective walls that keep the actual capitals safe. Neglected, those outposts are a ruthless place and those who are unlucky enough to be stuck there must do what it takes to survive both the constant war and the encroaching curse that destroyed the lands beyond it*.
*The area beyond the outer cities and around the Far Reach (the wall that divides the territories of the continent in two) is a desolate freezing wasteland known as the Lost Lands, where the First Battle took place and the ancient capital of the realm (which was once unified, not divided into two) once stood - in the Lost Lands, the betrayal curse runs rampant and is the home to the first figments of what is known as forgotten magic.
Answer - As such, arts and crafts are not seen as something very valuable in these places, as survival comes first. But it does serve a few purposes, whether it is by identifying different gangs of the Guild - a network of spies and thieves that runs the outer cities from the underworld - or allowing for trade whenever a merchant dares pass through these outposts.
IZUHYN PEOPLE -
Context - The Izuhyn People are the inhabitants of an empire beyond the curse that has isolated Sarythea and Avillore. They're descendants of the Archguardians - young gods born of the ashes left behind by the Old Gods - and have very unique culture, magic, and beliefs (for reference, they're the closest thing this setting has to elves or demigods, but not quite) They've never taken part in the wars that ravaged their neighboring kingdoms (until, of course, the beginning of the book when the war literally came to them) as they consider war as a vile and unnecessary spilling of blood.
Answer - They're very connected to nature - and the magic within it - and art is one of the main ways they express that connection as well as being a great part of their culture. Art is also specifically tied to their magic and the way they cast spells, as magic is viewed as a form of art, like a tapestry or a mosaic, and as such, they're known for their intricate amulets.
Tales of Wilted Flowers -
Ravaryn - the continent where the story takes place - has many different kingdoms and species that inhabit it. The main kingdoms relevant to the story are Wenhorn (the most powerful and famous kingdom as their royal family is a descendant of one of the Called, a hero that helped save the realm a few centuries ago), Thysfire (a smaller kingdom - that's actually a duchy - on the western mountains that are known specifically for its trade of magical goods and its artistic tendencies), and Allanar (the kingdom of the Seelie Courts, which has, obviously, a population that's majorly elven or faery).
Okay, onto the answers!
Wenhorn -
As the main hub of quite frankly most of the activity in Ravaryn (be it economical, military, religious, or artistic), Wenhorn serves as a melting pot for different cultures, species, and beliefs, which come together in the city. This means that many different types of arts and crafts can also be found here - be intricate elven jewelry, to beautiful human paintings and handcrafted dwarven metal goods, just to name a few.
For the people of Wenhorn art can be equally a form of expression of their personal culture as it can be a religious activity done within a community and a form of economy. Some people do arts for fun as a part-time hobby, while others become masters in their chosen craft - Wenhorn is known for some of the best painters, architects, and jewel smiths. Being the heart of trade in the realms, artisanal goods are always in high demand in Wenhorn's bustling marketplaces, and many people come to the city just to buy - or learn - those arts.
In Wenhorn, also, inventions are considered a form of art that can be mastered. Many people travel to the kingdom to become apprentices in the royal academies and hone their skills as Inventors, joining magic with science in the mechanical gears of their creations.
Thysfire -
A duchy nestled in the edge of the western mountains of Ravaryn, with a vastly human and dwarven (magically talented or not) population, Thysfire is known for its magical exports - artisanal goods that are often crafted with or imbued with magic they source from the heart of the mountain. Art and crafts, therefore for them is viewed as their main trade and the heart of their economy.
During the famous Summertide Festival, arts are also a communal activity, when the people from the city create new decorations and art just for the event, which is deeply important for them and their culture. Many people - including royalty and nobility from other kingdoms - come to Thysfire for the festival every year, so it is a great opportunity for Thysfirans to sell their crafts and showcase their traditional art.
Allanar -
To the elves and faeries of Allanar, art serves a purpose - more than its beauty, art is a form of remembrance, a way to connect with their ancestors and keep the past alive. Some specific forms of art can be deeply important for some families and the community as a whole - intricate necklaces and jewelry often hold important symbolic meaning to individuals. There are plenty of religious rites in Allanar that strongly revolve around arts as a way to connect with their gods, such as Ildaras Day, a holiday for the elves that honors one of their gods - where one of the many celebrations, other than symbolic sports, also involves intricate and artistic dancing, and singing. The inhabitants of Allanar highly value the beauty and balance that art can create, and their city - one of, if not the most beautiful in all Ravaryn - is a reflection of that. Allanar is also known for having some of the best musicians and sculptors in the entirety of Ravaryn. Arts are also a way for their people to praise and honor the almost immortal Seelie royal family that rules their kingdom - something that often brings their people together.
happy WBW! what are superstitions like in your wip(s)? are any of your characters particularly superstitious or particularly skeptical?
Thank you for the ask, @ashen-crest!
I'll answer this one for my medieval dark fantasy WIP, Realms of Loss!
What are superstitions like in your WIP(s)?
There certainly is a lot of superstition in the world of Realms of Loss, the continent of Helvastte, especially since it is basically a land torn by an ages-old war and a dangerous ever-spreading curse brought by the death of the Old Gods, where the survivors battle for power. In a world like that, there are bound to be a lot of myths and stories that get twisted up through time and turn into popular superstitions - some that are true, others that are just myths born out of fear and lack of information.
For example, in the Outer Cities of the citadel of Avillore (one of the main kingdoms bound in the neverending war that tears the land apart), it is a common children's superstition that leaving a window open at night invites evil spirits that will snatch their souls away to eat them.
There are many dangers in the Outer Cities, (which are the abandoned outskirts of villages beyond the protective walls of the Citadels) - the blood plague, hungry beasts from the winter forests, and actual black market merchants dubbed the Soul Traders - so this superstition about closing windows at night was likely born as a cautionary tale told by parents or older siblings wanting to keep the children safe.
Another example of superstition in Helvastte belongs to the people of Sarythea, who believe that, on the eve of the Solstice, one must knock three times on the doorframe of a new house one's been invited to and invoke the names of their Celestial Court of choice, as a way to wish protection upon oneself and the owners of the house for another prosperous year.
While the Celestial Courts and magic do exist in the realms, it is unclear whether following this superstition actually changes anything. It is likely a harmless superstition meant to keep people at ease, and it isn't clear where this habit actually started or why.
Are any of your characters particularly superstitious or particularly skeptical?
Most Superstitious - Viktoras Aeravi, the bastard son of the Watcher Lord of the Far Reach, is one of the most superstitious characters in Realms of Loss, but not in an obsessive way, rather just because tradition is everything to him and one of the pillars where he finds his personal worth. He believes strongly in the power of one's will and that following superstition is a harmless, but important, way to show he belongs in the culture he was born into (a sense of home he feels he lacks due to his bastard birth).
Particularly Skeptical - Gwain Vytris, a thief of the Guild and Adaria Vytris' older brother, has been through many hardships in the Outer Cities and spent most of his life ensuring the continued survival of his younger siblings - but going through all of this at a very young age changed him into a rather jaded, fatalistic and pragmatic person. He believes that both royalty and the Celestial Courts have abandoned them, and that being superstitious is just another way to sugarcoat this fact.
Happy late in the day STS, Mystic!
In your opinion, what's the one totally unique thing that sets Tales of Wilted Flowers apart from all other stories?
Happy STS, Claire! Thank you so much for the Ask, @clairelsonao3!
I guess one of the most unique things in that WIP are the dark fairytale vibe that permeates the story and some worldbuilding aspects which I'm really proud of (such as):
I'm really, really happy with the lore I created regarding Ravaryn's dryads and their home, the Whispering Forests. I tried to stay true to aspects of the original dryad myths while giving my own spin to them. Plus writing the dryad culture and lore in this WIP is really different from that of the other Seelies (such as elves, vampyrs, and faeries) in the book, so it's really a delight for me!
The fact that vampyrs (vampires) in Ravaryn are just more ravenous, blood-drinking faeries, who experience human emotions and are not necessarily undead. I just find that idea rather neat.
Messing around with the "Chosen One" trope and making the villain be the actual (corrupt) chosen one and one of the heroes be a supposedly "doomed by the narrative" type of character (Caladin).
Happy WBW!
💀 - How do people in your world think about the dead after their passing? Do they celebrate them, mourn, or honour them in some way, or are they gone and not mentioned?
🏛️ - Does your world have old buildings? Ruins?
Happy WBW!!! Thank you so much for the ask, @pluttskutt! I'll answer this one for my WIPs Enchanted Illusions and Realms of Loss!
💀 - How do people in your world think about the dead after their passing? Do they celebrate them, mourn, or honour them in some way, or are they gone and not mentioned?
IN ENCHANTED ILLUSIONS:
The treatment of the dead depends/varies on which of the many cultures present in Ansburke we're talking about (though the city's cultural landscape is divided/shared mostly between humans and Myths - magical beings - there are many cultures within those groups, and many different kinds of Myths, from faeries to vampires and even banshees).
The most predominant ways people think about/treat the dead in the city of Ansburke are very similar to the way people viewed/treated the dead in the 1800s, and in some aspects, even in the modern day. There are funerals and mourning rites (which, again, vary according to which fictional human or Myth culture the person hails from), as well as some celebrations - during which the deceased's loved ones may or may not invoke a deity/god to protect the spirit of the who died while on their way to the afterlife.
Most people are buried in graveyards or crypts - much like the ones we know today - though some prefer to be cremated and put into urns. In Ansburke, most common funeral choices and rites are similar to those commonly associated with the actual IRL Victorian period, especially regarding the "grieving etiquette" and rules, but there are some very unique alternatives too.
For example, in this world, Selkies and Kelpies return their dead loved ones to the sea - since they themselves are born in the sea, respecting the cycle of life is crucial for their spirits to properly pass on and it is sacred to their kind. Selkies and Kelpies believe that when the deceased person's soul reaches the open sea again that spirit may be reborn in the next 100 or so years.
Vampires - or at least those who are born vampires, not turned - consider death an unfathomable tragedy (since they are supposed to live forever, being killed certainly seems unnatural to them), and often mourn their dead loved ones for centuries or even eternity. They guard their loved one's final resting ground viciously and do not take kindly to uninvited guests trespassing on their crypts, even if by accident. To vampires, the death of one of their kind is a crime that must never be forgiven.
Faeries/Fey Folk hold huge parties/celebrations in memory of the deceased, during the days and even weeks after the funeral. In their ceremonies, they typically light an enchanted kind of lantern that can burn bright for weeks, lighting the sky of the vicinities like multicolored stars.
As in IRL, most people in Ansburke continue honoring their dead and keeping that person's memory alive in special ways that mean something to them.
In the main cast, for example, Cailean Telkerly, a half-selkie, collects and fixes broken pocket watches as a sort of remembrance for his dead older brother, who really loved his job as a clockmaker's apprentice. Another example is Marcus Kallihan, who lights a special candle every year on his deceased parents' wedding anniversary.
IN REALMS OF LOSS -
Now this is where things get tricky to explain, but here we go. In the world of Realms of Loss, most of the continent has been ravaged by a curse that even the Far Reach's wall can't keep at bay. So, a common - and very much warranted - fear amongst the population is that the dead won't quite stay dead or may become easy vessels for the corruption to consume/dominate. Thus, the most common funeral rite is creating the deceased on a funeral pyre (sometimes just a pyre, other times a boat, much like a Viking's funeral), to prevent the curse from adhering to the now-dead body. Details regarding the mourning period, size of the pyre or even duration of the ceremony depends on the person's social class - peasants may have a simple funeral pyre with materials they can acquire from the woods or afford to buy, while royalty has entire ceremonies and celebrations tied to their funeral and usually have tremendously large pyres. After the death of the King or Queen, it is tradition for the entire kingdom to go into a mourning period for around two weeks, and there are laws to ensure this time is honored.
When it comes to it, however, on the kingdoms of Avillore or Sarythea, no matter the person's status, accomplishments, or power, they all become ash in the end - as no one wants to become a soulless husk wandering the Lost Lands for eternity.
Another important aspect - since the Celestial Courts have such a prominent role in the kingdom's daily existence and are worshipped far and wide, someone might request a blessing from a specific Celestial their deceased loved one worshipped in life. And on some special rare occasions, the Celestial might actually give their blessing to the person.
🏛️ - Does your world have old buildings? Ruins?
Both the worlds of Realms of Loss and Enchanted Illusions have plenty of ruins (especially in Realms of Loss, where much of the continent's former glory has been worn down by time and war), or at least buildings that fell into disuse/abandonment. Many of those ruins play some kind of role in the story or at least are explored by the Main Characters in some way - for example, in Enchanted Illusions, Thaddeus found an abandoned fortress in the catacombs of Ansburke and refurbished it to be the headquarters of his operation.