Showing posts with label worldbuilding. Show all posts
Showing posts with label worldbuilding. Show all posts

Thursday, August 24, 2017

Programmable Matter Currency - If I have a extremely high tech matter printer that can create most anything out of programmable matter, how do I make Diamond worth more than rubber? worldbuilding

Let me give you some Context

You live in a Post-Genesis Mega City. Commonplace throughout the world and is a good place to be.

The global currency that you (and every other human under UEN law) are payed in is called Terra. Terra is programmable matter that can be synthesized into products at your household matter synthesizer (which are about as common as refrigerators, everybody has one).

When you receive a paycheck, the Terra you earned is deposited directly into your GCB (Global Central Bank) Account, and transported to your house / apartment / condo or whatever by teller AIs at your local GCB distributor (Basically giant automatic ATMs that pay you). The Terra you earned is stored in a ultra-compacted tank that is connected to your matter synthesizer.

Whenever you want to 'synthesize' a product, instead of going to the store to buy what you need, Terra is subtracted from your account equal to the amount of terra needed to print the product. As such, Terras value is measured in metric weight (5 kilos of terra, 20 grams of terra, 'That'll be 50 grams of Terra, sir...').

This is where we run into trouble.

Terra is Programmable matter, like I stated before. It can change its physical and chemical composition and change into virtually anything, Plastic, Rubber, Glass, all kinds of food (Which we're sort of doing today with the lab grown meat), and of course precious metals like Diamonds, Gold and what not.

If Precious metals and other valuable materials are available to anyone with a synthesizer (so everyone) how do I keep 5 grams of Diamonds or Gold more valuable than 5 grams of Rubber or plastic?

This process isn't set in stone in my canon yet, so if one of your gracious genius' comes up with a solution, I'm willing to rewrite most (if not all) of this process to make it more realistic.

Thank you!



Submitted August 25, 2017 at 03:00AM by Echoblammo http://ift.tt/2w8IrUj worldbuilding

Monday, June 12, 2017

The Magic of Verdant worldbuilding

The people of Verdant were originally unable to use any sort of magic to speak of, until one fateful event. The Gods sealed each other away in magic, impenetrable domes that unbeknownst to them slowly filled with the world with their magic.

After a millenia of the domes’ formation, people began to be born with the ability to use magic. Each person is born with trace amounts of one element but many are unable to utilize this energy in any way and those can, do so at different levels of proficiency. Some users can’t bend the element, instead using their magic energy to enhance their physical capabilities. This is often referred to as Internal Magic. External Magic, meanwhile, involves bending the element they were born with and using it to their benefit. The stronger a mage is, the more control they have and the bigger the effects are.

Enchantment: Magic can also be used to create sigils that infuse the user’s element into an item or an area, giving various boons that can be activated by even non-casters. Stronger effects can require several mages of a sufficient, equal level to actually create.

Overuse: There are also “penalties” that users suffer if they overuse their magic. Internal Mages are quicker to exhaust themselves, but External Mages suffer more severe consequences.

Nature

This allows the user to manipulate nearby plantlife to their bidding, often times causing them to perform unnatural actions. An example of this is causing a cactus to shoot its spines, which have been hardened by the magic to even penetrate armour. Trees can grow in size and twist their branches to follow an enemy, and vines can bind them into place.

Weaker Nature mages need existing matured flora to be around so they can manipulate it, while stronger user need but a seed or a bud that they can immediately grow. They often carry seeds with them to use, should there not be any usable plants near. One rule all Nature mages must follow is that they can only use their magic on deciduous plantlife.

Enchantment:

  • Can cause nearby crops to grow healthier,

  • Spread a pleasant aroma in the area.

Overuse:

  • Undecided

Earth

With it, users can manipulate the very ground beneath them. They can raise platforms of earth and rock that be used for protection or even for transport through otherwise difficult terrain. They can shape and position them however they please. A simpler use is to cause chunks of rocks to barrage enemies.

Stronger Earth mages can affect gravity itself, although to a limited extent. They can make a small radius difficult to even stand on and some are known for flying on piece of earth they’d broken off.

Enchantment:

  • Make nearby soil more fertile

  • In conjunction with Wind enchantment: allow an item the ability to fly and be flown by others.

Overuse:

  • The user’s skin hardens and the muscles become unresponsive.

Fire Fire magic is a school that allows the user 2 options. The first is to, as before, manipulate what is nearby- take control of bonfires or flames to throw at your foes or use their internal energy to use the magic around them and shape it into fire. This allows the user more control and can even clad their entire body, or parts of it, in flame as a cloak. Because they use their own energy as a conduit, the fire is harmless to them, but expends their stamina at a more rapid rate.

Fire magic facilitates blacksmithing and all arts that rely on a hot fire, so many Fire users become craftsmen.

Enchantment:

  • Be used as heating in homes in place of a fireplace or for heating water. Used in spas and saunas for that purpose.

Overuse:

  • The user experiences a heavy fever, making them much weaker physically.

Water Water magic may also be used to control nearby liquids or form it from it from energy. It can be used to shoot torrents of water, manipulate it to entrap others in a sphere of water, or split a river for safe passage. It can even be used to produce rain to a limited extent.

Weaker mages can utilize water as a projectile, while stronger mages cause tidal waves to sweep enemies.

Enchantment:

  • Keep areas humid.

Overuse:

  • User suffers from severe dehydration.

Ice Mages who use this type of magic to command or create ice, and even snow, to various effects. A caster can freeze ground to make it difficult to traverse, freeze people and objects into place, use ice projectiles.

The area one can affect and the size of the projectiles increases with the abilities of the mage using the Ice magic.

Enchantment:

  • Keep areas cold/freezing. Used to store and preserve meats and other produce, as a substitute for refrigerators.

Overuse:

  • User is overcome with a severe cold, trembling uncontrollably.

Wind These mages are considered to be more versatile and useful, because their element can naturally be found everywhere, meaning the users don’t expent as much energy when fighting. Wind magic can be used for something as simple as creating a breeze, forming gusts of wind to push people and objects, to something as devastating as creating tornados. Stronger Wind mages have enough control over the element that they can use it to soar through the skies.

Enchantment:

  • In conjunction with strong Earth magic: grant an item the ability to fly.

  • Create breezes. Often used in mines to facilitate air circulation.

Overuse:

  • User becomes extremely exhausted.

Lightning Because of the rarity of lightning out in the natural world, most mages can only use Lightning magic by converting the energy of the world, meaning they exhaust their reserve quicker than most other mages.

Weaker mages can send a slight jolt through someone at close range, while stronger mages can send bolts of lightning to strike their foes. Stronger Lightning mages can use natural lightning storms for devastating attacks. It’s because of this that armies avoid fighting when storms are raging, to avoid enemy Lightning users.

Enchantment:

  • Undecided

Overuse:

  • User contracts spasms.

Light (Healing) The ability to heal wounds and even cure other ailments and diseases.

Weaker mages can only use it to cure minor cuts and bruises or the common cold, while stronger mages can even bring a person from the brink of death by healing the most grievous injuries.

Enchantment:

  • Imbue an item with healing magic, acting as a first-aid kit. Because of the workings of Healing magic, the user needs to manually command their magic to use it. A sigil infused into an item has a limited number of charges that can be used by non-Light users.

Overuse:

  • Wounds appear over the caster’s body and begin bleeding.

Death Used solely by the Chumoi, servants of Cheren, God of the Afterlife (or Death, depending on who you ask), it allows them to reap the souls of the deceased and grant them safe passage to Cheren’s realm. There, their soul is transferred into an energy that sustain the realm, while dreaming blissfully. The unattended dead have a chance of disrupting the world’s energy and form spirits, although there would need to be large number of them for that to happen.

Enchantment:

  • Unknown.

Overuse:

  • Unknown.

Shadow The normal denizens of Verdant can not be born with the ability to use Shadow magic. The only ones are Upirs (vampires), Volaks (werewolves), and Yaga (witches) to various dark results.

Upirs and Volaks are able to turn others into mindless thralls. Upir can bring back corpses in the form of Ustrel, while Volaks- turn people into werebeasts. They, along with the Yaga can also actually manipulate shadows, giving them forms and using them as weapons or as cover. They’re also known for inflicting curses and diseases by making people incredibly sick or even numbing their senses.

Enchantment:

  • Unknown

Overuse:

  • Unknown.


Submitted June 13, 2017 at 03:31AM by Cranesbill http://ift.tt/2s46zFx worldbuilding

Saturday, April 29, 2017

FrancisCorp files 2: An ongoing experiment worldbuilding

Short backstory: FrancisCorp is a company specializing in spell writing and magitech, and magic research. The following is a file pertaining to an experiment.


Process: We have found an uninhabited area in [DATA EXPUNGED], Venezuela and let our researchers live there. We are also importing hexium, a element which creates magic energy when decaying.

Research log of Dr. Stockman. Unimportant information removed:

Day 1: It's cool that I'll be living in an artificial HMA (High magic area.) I hope I won't die.

Day 2: So, I met my co-workers. Nice people. I like them.

Day 3: No effects yet, though my co-worker Peter reported a "icy lizard," meaning that it freezes stuff it touches.

Day 6: Our refrigerator now has the ability burn stuff. Our sensors reported a high amount of magic energy.

Day 8: Stuff's getting weird. "Phantom cars" are appering in the horizon. On a nearby expedition, we found a real "icy lizard."

Day 31: It's been one month. I am in a constant state of wanting to stay here and wanting to leave.

Day 40: A mysterious woman is appearing in our dreams. Seems to be sentient. Analysis on sleeping people shows more magic energy.

Day 47: THE WOMAN HAS GAINED PHYSICAL FORM. SHE IS MADE OUT OF PURE MAGIC ENERGY. [SWEARING REMOVED].

All recordings after this one are incoherent and badly written.



Submitted April 29, 2017 at 12:48PM by VivaLaAlcohol http://ift.tt/2qpeTNZ worldbuilding

Monday, January 30, 2017

Asking some questions on worldbuilding (Medieval Fantasy genre) worldbuilding

Greetings r/worldbuilding.

I'm an amateur worldbuilder, and haven't actually done anything yet but I have been visualizing my world(s) on my head and want to start putting it down properly. Recently (err, just last night) I signed up for Inkarnate so I could try it out and I can say with its limited set of tools I can do a lot on it. I saw that other post that talks about it, so I'm aware of what it is and what it's not (and also the low opinions of people who considers Inkarnate as some sort of abomination in mapmaking). I wanted to use the tool to "draw" my world as quick and easy as possible, and I do not mind if I do not develop artistic skills of actual cartography along the way. I just need to "write" down my ideas before they poof off my head.

But enough of that.

I posted here hoping to seek knowledge of enthusiasts here to answer some questions lingering in my mind. Your pieces of advice may be worth gold to me so replies are appreciated. You may opt to answer all of them (respective dieties of your world praise you) or you may answer only some of my questions you feel like answering.

Some context about my world before I get started

I am setting my world in "Medieval" Fantasy, though the Medieval part is still tentative for me since I have yet to set to stone my technological time period, but for the most part my world is filled with swords and magic ("magic" to elaborate later), and early concepts of guns as ranged weapons. Technological marvels are mostly in the style of steampunk gizmos and gadgetry and are not yet prevalent in the world including but not limited to airships (and trains?? up for question later) for transportation, bio-domes to grow food in harsh cold environments, and automatic crossbow turrets for defense.

For a brief background on my "magic" system, "Magic" is basically a manipulation of Mana inside a living being's body and the omni-present Ether in the environment (structure may be cliche at this point, but I do want to use standard tropes to ease understanding of the basics of my magic system). Ether takes the form of the four basic elements of alchemy (Earth Fire Wind Water) represented by the four general directions, then Light and Darkness above and below respectively, and Time in the outermost layer. "Magic" is applied and used regularly in society and is developed side-by-side with technology to further progress nations. Through its basic structure magic (more particularly Etheric Manipulation) can also be used by animals instinctively.

Sentient inhabitants of my world are mostly humans. Demi-humans and humanoids like Elves, Dwarves and Halfling do not exist in my world, but there are human-like races like Orcs and Goblins that are categorized as "Fiends" in-universe much like other species are categorized as Beasts and Reptiles. As such, technological and magical progress in my world can mostly be attributed to Humans with some special exceptions.

Four great nations in my world have vastly different cultures. To ease understanding for now I'll label them as Victorian Era Knights, Norse Hogwarts, Persian Gladiators and Wuxian Elves (They're still humans though they act like the traditional tree-hugging elves inspired by Chinese Wuxia fantasy). Of course their names won't be as such, like the "Persians" won't call themselves Persians, but those are my placeholder names since I'm basing my actual nations from those cultures.

Finally, while I want to make a vibrant world by itself, I may want to allow certain points of realism be compromised for the sake of adaptation into game and novel. That's not to say that such adaptation will actually come true, but I may consider certain aspects to be adjusted so as a would-be Player Character would not be walking 10~20 Kilometers in-game just to get to the next town, or perhaps I need to congest points or people of interest for a Hero or Heroine to interact with. Of course, finding that right balance is part of the challenge.

I guess that's sufficient context for now. Onto my concerns then.

[Questions about nation-building]

  • I need to make vibrant cities and villages with respective districts like Industrial, Commercial and Residential. Perhaps they're not totally district-ified, but all the functions should at least be present in each city / village. That said, considering a fully functional captial city, is 1 kilometer radius (3.14 square km if my calculation is not mistaken) enough for all that?
  • In a similar question above but for small villages, is 0.5 km radius (0.785 sq km) good enough for around 250~500 residents while having at least one major industrial or commercial function, like a floral village or a fishing village?
  • What is the standard distance between two settlements (capital, village, hamlet)? I saw in some video in Youtube (posted here, I forgot which one) say it's 10 kilometers. Is it okay to lower that to 5 kilometers? That seems to be a reasonable travelling distance for horses on roads.
  • How does a province created and how big is a province? Is it possible to declare an area as a province with only one village plus its surrounding area of 5 km (78.5 sq km)? Or perhaps it's too small?
  • Crazy idea but... is it reasonable for a Village to be owned by a different nation each year? Let's say a Village is contested due to its Gold and Silver mines, then that Village will be fought over by the four great nations and every year (or maybe even every month) it switches national ownership. Is that possible in the real world and what are its repercussions?

[Questions about technology]

  • While I have airships in my world for international travels (in place of airplanes), I only have coaches and caravans for travel inside a nation. Is that too wide of a gap in technology? I don't want to introduce steam / coal trains in my world as that may be cause for air pollution which compromises health and the Etheric composition in the air, but if need be I may cook up an Ether-powered train in my world. But a more important question is... does humanity need Trains? To top that question, if I introduce trains do I also need to introduce cars? But that might break my supposed "medieval" fantasy setting and I prefer sticking to mostly mounted transport (commonly horses in roads and griffins for limited flight)
  • Is it bad worldbuilding if I introduce modern (20th century) commodity in my Medieval Fantasy world while attributing it to magic? Some things like Magic-powered Refrigerators, Heaters, Light bulbs and lanterns, "Magic Televisions" and the like.

[Questions about culture]

  • Victorian Era Knights. This nation is the center of my dilemma that my "Medieval Fantasy" won't be so medieval anymore if their level of sophistication and architecture reflects the 1800's. Basically, this nation of mine should still be all about traditional Arthurian swords and staves, but I also like the style of the buildings and classiness of Victorian Era, who pride themselves as the Era of "refined sensibilities". Would it be bad and convoluted for a fantasy world to just pick up the culture and class of Victorian but not the Technology equivalent to 19th century?
  • Would it be culturally insensitive of me if I had the great nation of Persian Gladiators be built close to a much more ancient but presently broken civilization based on India and Hindu mythology? Historically they weren't on good terms, perhaps some people out there may get offended about the placement of my fantasy nations, but hopefully I won't do it tasteless and I wouldn't raise an India-Persia controversy in my world.
  • I wonder... is it okay if I let modern culture in my world as part of a radical movement in the world of entertainment? Like a group of young female bards got tired of singing tavern songs and started forming an idol group, or maybe a certain dramaturge pride himself for making Noir-style theatrical plays.

[Questions about the Inkarnate tool]

  • How do I make my map bigger? Is there a way to increase canvas size?
  • Any extensive guide out there that I can use? I already saw the ADVICEPOST here, but I was thinking about literally how to use the tool.
  • Are there any keyboard shortcuts available? I found myself instinctively pressing Ctrl Z whenever I make a mistake, only to be left dumbfounded that nothing happened. Is there an Undo / Redo button at least?
  • Is there a copy-paste feature here? Say I want to copy the lowermost portion of Map A, then paste it to the uppermost portion of Map B just so it feels seamless (and probably easier to combine later).
  • Apparently, the object tool allows me to put my own assets onto the map. Is there somewhere that offer free assets for use in Inkarnate?

Those are my questions for now. I know it's reeally lengthy, and at this point it's a miracle if anybody actually read everything I wrote down. But hopefully somebody does read it and answer my questions.... please. m(_ _)m



Submitted January 31, 2017 at 10:32AM by Black_Heaven http://ift.tt/2kaZRtb worldbuilding

Tuesday, December 27, 2016

Tell me about the economy(ies) of your world worldbuilding

Per usual, I will go first.

The Western republic mandates that there should be seven state conglomerates for every field of industry with leeway for multi product companies (EX: a refrigerator company can also sell coffee makers)

Conglomerate: a series of businesses that are controlled by one high administration.usually permitting a high level of autonomy to each corporation, unless said corporation becomes a problem.

A strong welfare/public services/labor law system ensures a high quality of life for all.

The west also performs excessive audits on the conglomerates more than the US does the NSA, so as to avoid corruption

All employees in all levels of all corporations of all conglomerates must recieve a minimum of 90 days vacation (automation can work for you)

These conglomerates have fostered competition and innovation on a scale many thousands of times of our whole world.

Resource extraction in space is essential to life now as earth is almost played out in terms of resources

There is massive international trade between the Western republic and the sino-korean-japanese empire and the South American corporation. None between the people's republic of africa and the Soviet federation of Russia (as you could guess, a Soviet Union incarnation. After the gang of eight revolt was successful in this alternate timeline)or the two Islamic dictatorships that exist in 2374, still being a pretty good bad guy for my story.

I feel like this is getting pretty long and I just remembered that I'm giving you a prompt, not the other way around.



Submitted December 28, 2016 at 08:42AM by shirstarburst http://ift.tt/2ip3Cdc worldbuilding

Friday, December 26, 2014

Bizarre Laws worldbuilding


Many real-world places have strange, unnecessary, or out-dated laws - most of the time, these are holdovers from old times that have not been repealed. For instance, in York, England, one may kill a Scotsman if there is a bow and arrow on his person, and in Pennsylvania one may not sleep outdoors on top of a refrigerator. Does your world, or any locations within your world, maintain any ridiculous or unnecessary laws?


Examples from Valdea:

* In the Unincorporated Territory of the Vald Mountain Province, one may be charged (and theoretically imprisoned, though there is no record of this offense incurring anything but a fine) for not possessing a firearm of sufficient caliber. This is covered under a public safety ordinance as "failure to prepare for hazardous situations in the environment" (i.e. bears). Other crimes covered under the same ordinance include not owning a functioning heater (punishable by... receiving a heater).

* In Anderson County of the Southern Province, it is unlawful to trespass on an oil field... without a hardhat.

* On Marlin Island (an autonomous region), one must pass a French-language exam in order to hold public office. All public business is conducted in English, and less than 7% of the population speaks French. This is a holdover from the days when Marlin Island was administrated under New Bretagne, a province with a French-speaking majority.

* In London Province, one may not play the trumpet without first alerting the local authorities of his or her intentions. At the time this law was written, trumpets and bugles were used to command military units, and playing one without orders to do so could cause confusion. This law is never enforced.

* One may not speak Uezkar in public schools under the jurisdiction of Hudson County, Vald Mountain Province. Period. At one time, speakers of Uezkar were heavily discriminated against, and still are by some.

* My personal favorite. It is (theoretically) illegal to die within the city limits of the national capital. Valdea City is under the jurisdiction of the People's League of Undertakers, which levies a surcharge on services rendered in lieu of an appointment.







Submitted December 27, 2014 at 07:15AM by meigwokyan http://ift.tt/1xnhOFv worldbuilding