Day 6 World Building from Creating Fantasy and Science Fiction Worlds

Day 6: Let Us Make Man in Our Image: Anthropology

Species: Faeries (not the winged kind)

Biology:
Average Height- Faeries of Ethovaa fall to the two extremes. Shorter faeries are between 4’11-5’5 and taller faeries are all taller than 6′.
Average weight- On the slimmer side. None are over weight
Hair- Comes in various unusual colors from pinks to blues and everything in between. Most faeries prefer long lockes, but some do go shorter or shaved.
Eyes- Very unique. Diamond-like, lavender, stormy, gold, etc.
Skin- Faeries skin comes in normal colors
Ears- Long and pointed
Arms- Normal length
Legs-Normal length
Intelligence- Very resourceful and intellectual. They are the smartest sentient beings.
ESP/Psychic Abilities- The healers of this race can sense impending doom. They don’t know exactly what is coming but get gut feelings sometimes for the general idea of what it is (a battle but not how big or who) and prepare for many contingencies. None of the others have any of these abilities.
Magic abilities: Everyone is born with an ability. There are healers, necromancers, spellcasters, and psychokinetics.
Aging in years: They follow the scale of humans (infant is 0-12 months, child 1-17 etc) until they reach about 30 years old. They don’t age like humans as they can live to be up to about 300 years old. A person in their 50s or 60s still looks like their 20s.
Personality: Vary wildly just like humans, but they tend toward more anger and aggression than humans.
Spirituality: 
Theology- All of Ethovaa (humans converted) believes in Dualism.
Main God- Melaena- Goddess of Darkness, Arran- God of Light
Worship Style- How- prayer and offerings, Where- home or anywhere they sleep, Who- Individuals
Powers/Benefits- They control the light and the darkness and sometimes grant prayers, but mostly let the people have free will. Malaena is known from time-to-time to mess with those that pray to Arran (cause blackouts, change the tides, make it storms, etc).
Gender/Family:
Marriage- arranged and strictly monogamous in royalty, everyone else is multisexual and  polygamy is common
Reproduction- child
Family structure- Patriarchal
Social-structure:
Dominant Caste- They are ruled by royalty
Priest- None
Warrior- Qualifications- warriors are all descended from other warriors. The originals were chosen at birth because they were the largest and strongest babies. They are bred to continue this. Privileges- A good portion of them live in Bledgore Realm (the king’s realm), the rest are scattered over the islands surrounding it. They get superior fighting and skill training and eat the best foods.
Worker- The structure of workers is just the rest of the populations (aside from royalty) inheriting skills and trades from generations before them.
Food:
Staple food- meats (like Taalik and Kex)
Favorite spice- they use a lot of hot spices and  started using a good amount of garlic when the humans brought it with them
Public Eateries- There are many taverns across Ethovaa, but Faeries tend to hunt or fish and eat at home
Fashion:
Main Fabric- hide and cloth
Description- they have a medieval style
Architecture:
Main building material- various stones
Characteristic features- medieval style. Homes are usually one story except for royalty.
Biggest building- The King’s castle
Language: Their language is very lyrical in tone and style. Faeries used to use double As when naming most places and animals. The king likes the English language so most of his realms’ names were changed and they all speak American English.
Education:
Where- home
Who (Is education limited by race/class)- Everyone is taught to read and then only the skills they inherit from their families. So royals learn archery, reading, poetry, music,  dancing and men learn hand-to-hand combat
What- Main goal (i.e. job indoctrination)- to continue their family way of life
Recreation:
Entertainment- drama, dance, music, games and archery
Technology:
Transportation- Teleport, foot, steed
Weapons- Melee- they don’t use any daggers or swords, ranged- they use bows & arrows and crossbows, Vehicle- there are no vehicles on Ethovaa
Communications: writing- they prefer paper although nanochips exist, long range- They send paper bespelled to turn into tiny pixies and go to where they are sent. The pixies turn back to paper only when they reach the right destination
Tech level- there is some nanotechnology but most of it is industrial
Economics:
Resources-
Most valuable resource-
Main fuel- crystals (called Bloodstones) found in all mountains and caves
Exchange- coins and barter
Government:
Type-Monarchy
Leader- King Haestingas the Torturous
Taxes- farmers pay in crops and animals and all others pay 20% of what they earn to the king
Military- Purpose- offense and defense, Recruiting- there is none, you are born into military families
Law Enforcement- The king and other royals armies
Courts- Just the king deciding your fate
Punishments- torture or death

 

Species: Elves

Biology:
Average Height- Elves are all taller than 6′.
Average weight- Built long, lean and usually muscular.
Hair- Varying shades of brown, black or white. Ethovaan elves don’t come with red or blond hair. Men and woman alike wear it very long.
Eyes- always shades of blue or green
Skin- unnatural colors like gray, soft pick, blue, green etc.
Ears- Longer than faeries and pointed
Arms- Normal length
Legs-Normal length
Intelligence- They are book smart but lack many social skills
ESP/Psychic Abilities- They can read human minds
Magic abilities: Rune and stone magic
Aging in years: Like faeries, they follow the scale of humans (infant is 0-12 months, child 1-17 etc)  They don’t age like humans and can live even longer than faeries (about 500yrs).
Personality- They tend to be quiet, reserved and serious
Spirituality: 
Theology- All of Ethovaa (humans converted) believes in Dualism.
Main God- Melaena- Goddess of Darkness, Arran- God of Light
Worship Style- How- prayer and offerings, Where- home or anywhere they sleep, Who- Individuals
Powers/Benefits- They control the light and the darkness and sometimes grant prayers, but mostly let the people have free will. Malaena is known from time-to-time to mess with those that pray to Arran (cause blackouts, change the tides, make it storms, etc).
Gender/Family:
Marriage- for everyone but royalty (the royalty are the faeries), they are monogomous but multisexual
Reproduction- child
Family structure- Patriarchal
Social-structure:
Dominant Caste- They are ruled by royalty
Priest- None
Warrior- Qualifications- warriors are all descended from other warriors. The originals were chosen at birth because they were the largest and strongest babies. They are bred to continue this. Privileges- A good portion of them live in Bledgore Realm (the king’s realm), the rest are scattered over the islands surrounding it. They get superior fighting and skill training and eat the best foods.
Worker- The structure of workers is just the rest of the populations (aside from royalty) inheriting skills and trades from generations before them.
Food:
Staple food- rice
Favorite spice- they don’t use many spices
Public Eateries- There are many taverns across Ethovaa, but –like faeries– tend to hunt or fish and eat at home
Fashion:
Main Fabric- silks and other expensives cloths
Description- they have a medieval style
Architecture:
Main building material- various stones
Characteristic features- medieval style. Homes are usually one story except for royalty.
Biggest building- The King’s castle
Language: The faeries are the dominant species since their king rules he land so the elves follow their naming practices but speak Elvish.
Education:
Where- home
Who (Is education limited by race/class)- Everyone is taught to read and then only the skills they inherit from their families. So royals learn archery, reading, poetry, music,  dancing and men learn hand-to-hand combat
What- Main goal (i.e. job indoctrination)- to continue their family way of life
Recreation:
Entertainment-  music and art
Technology:
Transportation- Teleport, foot, steed
Weapons- Melee- daggers, swords, and other pointy stuff, ranged- they use crossbows, but prefer hand-to-hand comabt or magic Vehicle- there are no vehicles on Ethovaa
Communications: writing- They use nanochips and computers, long range- computers
Tech level- there is some nanotechnology but most of it is industrial
Economics:
Resources-
Most valuable resource-
Main fuel- crystals (called Bloodstones) found in all mountains and caves
Exchange- coins and barter
Government:
Type- Monarchy
Leader- King Haestingas the Torturous
Taxes- farmers pay in crops and animals and all others pay 20% of what they earn to the king
Military- Purpose- offense and defense, Recruiting- there is none, you are born into military families
Law Enforcement- The king and other royals armies
Courts- Just the king deciding your fate
Punishments- torture or death

Day 0-5 of World Building from Creating Fantasy and Science Fiction Worlds

A second world building exercise from http://www.elfwood.com/farp/thewriting/liljenbergworlds/index.html

Day 0: In the Beginning God: Theology

Religion/Theology: Dualism- The idea that there are two equal & opposite cosmic forces of light and darkness locked in an eternal struggle.

Magic Systems:
-Vocal: magical forces manipulated by the spoke word
-Focus: the magic user needs an object to focus and control their power
-Alchemy: manipulating and mixing ingredients
-Necromancy: Control of the dead

In Ethovaa, the faerie are born with different abilities and powers. i.e. some have the gift of healing, some are necromancers, etc.

Day 1: Let Their Be Light: Physics

-Gravity: Gravity on Ethovaa is about 9/10ths as strong as on Earth. This does not seem to effect any species except humans. They can jump higher and weigh less.
-Travel: all sentient beings (humans, elves, faeries, etc) typically use one of two modes of transportation: horses and teleport balloons. Teleport balloons look like regular hot air balloons or dirigibles, but when you step into them and light the fire, they rise quickly up and then instantly teleport you to one several ports situtated throughout Ethovaa. They regular balloons can teleport 1-4 adults comfortably. Dirigibles can move whole armies.
-Weaponry: sentient beings use plasma-powered guns in a variety of styles (six-shooters, assault rifles, machine guns, etc) with plasma filled bullets. Faeries and elves are fond of bows & arrows and crossbows, while humans like to stick mostly to guns.

Day 2: Let There Be Expanse: Weather

-Summer:Two months make up summer with minty green skies, temps from 70-80 during the day & about 65 at night, and scattered balmy showers.
-Winter:The rest of the year is a bitter winter with dark salmon skies, temperatures varying wildly from 60 to-30 degrees, and wind gusts bringing whiteouts, freezing rain & blizzards regularly.  The weather and temperatures are worst in the forests. During storms, the skies turn blood orange and the clouds angry red.

Day 3: Let the Dry Land & Plants Appear

ethovaa labeled 2

Day 4: Let There Be Lights in the Sky: Astronomy & Time

-Calendar: Ethovaa rotates in a similar way to Earth providing 12 months to every year.

-Sun and Moon: Ethovaa has two Suns and one moon. One sun is similar in size and coloring to Earth’s and the other is about half as big & shifts through varying shades of red to coincide with the time of year and weather. The moon for Earth has about a 10,921km circumference, while the Ethovaan one has about 21,435km.

-Stars:
Nexus: The Ethovaan people believe the Nexus is a large grouping of stars made up of the spirits of warriors. The Nexus points the way north so warriors can be lead by their fallen brethren into battle.

Day 5: Let the Water, Sky and Land Teem with Life: Biology

-Animals: The animals of Ethovaa have no magic abilities. Most of the creatures that live in the forest are deadly carnivores. (Description of some of the creatures can be found here:http://harbingernovel.deviantart.com/#/d5rnisj)
-Plants:
Quaalox trees: Super tall dark olive trees with star-like leaves  that grow all over Ethovaa
Goozaa berry bush: poisonous red bush that grows in the Darjaanx Forest, Mortick Down Port, and Bex Mountains
Medaaf trees: full, wide, and deep fatigue green with millions of extra tiny leaves typically grow around bodies of water

30 Days Of World Building – Day Four

Day Four Cataclysmic Events

  • How long has your world been around? Millions of years. There are records dating back 6 million years ago, but evidence it’s been around longer than that.
  • How old was it when your sapient species reached it (either through evolution or discovery)? About 6 million years ago
  • Did a previous species dominate, like the dinosaurs, leaving a fossil record? Or is human (oid) evolution the first major species to leave a lasting record? Dragons used to dominate Ethovaa, but died out except for a tiny sub-species about the size of an Albatross.
  • If a previous species was sapient, did they also leave artifacts of their society? The various races of Faerie (elves, sidhe, trolls, goblins, demi-fey, etc.) have been around almost since the beginning. Humans have been around much less, but went through an evolutionary process after traveling to Ethovaa just like humans on Earth.
  • What major mountain ranges do you want or need to put into your story, what deep canyons, what crater-marked plains? The Ethovaak Mountains – where the MCs are stationed—are 24,245 ft above sea level. Kieraag Valley is 16,987 ft deep at its deepest point and is several hundred miles west of The Ethovaak Mountains. The Kiraaknos Crater is 3,300 ft wide and 2,565 ft deep.
  • Are all of your scars natural, or are some man-made through technological or magical forces? Most of the scars are natural. The Kiraaknos Crater was created by the Kiraaknos battle between King Kiraaknos and The Kingdom of Inaa (aka The Kingdom of Light). Lightning and other forms of dark and light magic created an epic explosion. King Kiraaknos won.

30 Days of World Building- Day Two

Day Two The Physical Planet

  • What role do you anticipate weather playing in your story? The weather will play an important role as the characters travel through the forest in search of the elusive Maavaistra plant and as they run and hide from their pursuers.
  • Do you have a lot of travel that you want to complicate with bad storms? At least one bad storm, maybe lasting a few days, will impede their travel
  • Are you going to snow in your mighty heroes? This might happen in the story as a way to get a more intimate look at the characters
  • Will there be a mighty battle, determined by sudden flooding? No, I don’t anticipate this happening.

 

10 Plot devices relating to weather:

  1. A severe storm full of rain, hail and thunder will impede their travel. They will have to continually stop for shelter from lightning strikes as well as push through quicksand-like mud and avoid mudslides.
  2. A snowstorm will snow them in for a few days. This will bring a claustrophobic mood and allow the characters to reflect on their pasts. It will reveal more personality traits and backstory.
  3. A sudden mighty flood could lead to a dark and epic battle.
  4. Summer sun would allow for roaming through the forest and good hunting. It would bring cheer to the characters.
  5. The cleansing sprinkle of a spring rain would bring the feeling of hope and a renewed sense of purpose.
  6. The heat of the sun pounding down on the characters and making them feel defeated.
  7. A struggle through the snow and not finding shelter can empower the characters to just hold on.
  8. Freezing wind gusts continually blowing out their campfire makes them have to work together to use the woods surrounding to build a make shift shelter.
  9. Large hail stones could crash into their tents and ruin some of their things.
  10. A rainbow after a particularly harsh storm could point the way to the Maavaistra plant.

30 Days of World building – Day One

Day One Climate and Variety

http://quizlet.com/2980706/types-of-climates-flash-cards/

  1. Tropical Rainforest -Low-latitude zone; thick rain forest; canopy, lush, wet heat
  2. Tropical Savanna -Low-latitude zone; two seasons – wet and dry, desert, barren, hot
  3. Marine West Coast -Mid-latitude zone; winters – rainy and mild; summers – cool; deciduous and coniferous vegetation
  4. Mediterranean -Mid-latitude zone; winters – rainy and mild; summers – hot and dry; shrubs and short trees
  5. Humid Continental -Mid-latitude zone; winters – long, cold, and snowy; summers – short and hot; deciduous tree and grasslands
  6. Humid Subtropical -Mid-latitude zone; winters – short and mild; summers – hot and humid, heavy rain; oaks, magnolias, and palm trees
  7. Sub-Arctic -High-latitude zone; winters – very cold and bitter; summer – temps above freezing; evergreen forests called taiga
  8. Tundra -High-latitude zone; ground is permafrost – permanently frozen ground; ground turns marshy in summer
  9. Ice-Cap -High-latitude zone; polar ice caps; bitterly cold; lichen and moss grow here
  10. 10. Desert -All climatic zones; dry; little or no rain (less than 10 inches) or little vegetation; cacti or scrub
  11. 11. Steppe – All climatic zones; dry; dry grasslands; 10-20 inches of rain; treeless plain; bushes and short grasses
  12. 12. Highland – All climatic zones; highland; cool or cold temperatures all year; timberline – point on a mountain where trees stop growing; shrubs and wildflowers