Posts Tagged ‘worldbuilding june’

EGGWARE.XYZ: Worldbuilding June 2019 – Who’s Important

Xarcadia is a perfect world in many ways. There is no war, no poverty, no struggle by its inhabitants to simply live. The world is remarkably static, even in its rotation: by performing an impossible twist in its rotation, Xarcadia doesn’t even have seasons. The people live in harmony and peace, never descending into warfare – even the largest struggles on Xarcadia can be solved by a few determined people with a goal. Why is this? How did Xarcadia become this paradise of peace and magic?

The answer is simple: It was designed that way.

Untold eons ago, before there was anything, the creators were. They were a group of beings beyond comprehension, whose existed in the infinite void of space, alone and incomparable. These beings drifted together, bored and aloof, looking for new forms of entertainment. Sadly the universe proved less than ideal for their tastes: aside from the infinite number of lifeless worlds that did not entertain with their geology, worlds that did have life were painful places. This displeased the creators, who enjoyed watching the noble struggle of heroes and did not care for bloody warfare, starvation, and strife. Sometimes they used their powers to enrich the lives of planets they came across, but every time their meddling only magnified the problems as greedy tyrants moved to take control over the new resources. 

It was decided: they would make their own world from scratch, and eliminate the social strife that plagued other worlds. They would take a little from each world they liked the best: the magic, the mystery, the chance for normal people to become heroes. 

The creators soon staked out their claim and began world on a world that would be as perfect and entertaining as possible. They literally put pieces of themselves into the world, creating progeny begins who could be trusted to perform the more menial tasks of world creation while they focused on the larger picture. In time, the world grew and become more tangible. Life grew, nations were founded, and the magic flowed. It flowed a little more than the creators expected.

As millennia passed, the creators discovered that making this world had weakened them. The magic the world fed on was them, their essences, and the more they worked upon the world, the weaker they would become. New gods were rising up, powered by the beliefs of mortals, who in turn were developing their own magical powers; whenever magic flowed on Xarcadia, it came from its original creators. Unsure of what to do, the creators came up with a plan: they would finally step back from their creation and let it run itself. Their final action was creating the system of portals and Keys, so that their burgeoning world could be thrust into a new era without direct influence. They receded, shrunken, but proud of their accomplishment.

These gods still exist as entities who observe but refuse to interact with the world of Xarcadia as they are. Few realize that these entities even exist; the only ones who are conscious of the truth of Xarcadia’s creation are the great zonal gods, who have been sworn to secrecy. It’s not impossible to find a Xarcadian-written history of the creators from when they were still a part of the world; still, the lore is so old, so obscure, and so rare that to do so would require a herculean effort. The creators have gone to every length to ensure that their secrecy will be maintained for as long as they see fit. They worry that, being so diminished, their own world might turn against them. In their weakened state, they are still the most powerful singular beings anywhere in the world; however, if Xarcadia were to work together to defeat them, they would be helpless. 

The creators hope that one day, Xarcadia will become mature enough to spawn off gods who will take their own treks to the void of space and create their own worlds. In time, Xarcadia may become the progenitor of billions of peaceful, magical worlds. For now, all they want to do is watch.

EGGWARE.XYZ: Worldbuilding June 2019 – Communication

With a world as large as Xarcadia, communication is key to maintaining order. The best way to accomplish this is through the use of enchanted mirrors designed to transmit sounds and images to each other. The spell to enchant any mirror to become a device to communicate with others is simple, commonly distributed, and ubiquitous in any Xarcadian home. A small compact mirror can be kept in a pocket for quick calls; a larger mirror can be used to provide a larger picture, and some people have mirrors so large as to take up a substantial amount of a wall. 

With the popularity of mirrors as communication devices, some people have began to transmit information to multiple mirrors at once as a way to share entertainment and information. By tuning your mirror to a specific “telorama” frequency, a person can watch a play, listen to music, or learn the results of popular sports all from the comfort of their own home. A few enterprising magicians have even begun to enchant mirrors to communicate with each other in a system they call the “notice board system”. By using a central Server enchanted to both receive and transmit messages, mirrors can communicate with each other and send their own information to be received by each other. Few telemancers are connected to this network now, but it’s growing every day and is poised to displace the telorama as the next big thing in Xarcadian communication.

EGGWARE.XYZ: Worldbuilding June 2019 – Art

Every Xarcadian is an artist in their own way. Without the outside pressures of capital to force a lifestyle focused around work, the people are free to create the inner desires of their soul as they see fit. Most artists are amateurs, doing their art only to share with the people in their immediate community or just for themselves. Access to art making materials, be it paints, musical instruments, or materials for sculpture, is almost universal and kept in common by most people. The arts are respected as the highest form of expression across all of Xarcadia and artistry is encouraged by all.

Artistic get-togethers are one of the most popular social events and are a fantastic excuse to host artistic competitions. Within a time limit, a few hours at most, local artists are challenged to create the most moving work of art within their discipline and are judged on their accomplishment. To ensure fairness and to reward only those interested in the art itself, the prizes are always something totally worthless: a single flower, a piece of fruit, or a particularly interesting rock. 

In Cosmopolis, art is a kind of commodity that can be used to make a living. Many people write stories, play music, and create visual art that can be traded and sold to make a living. These mass-market works of art are repackaged and distributed through Xarcadia by trade caravans. Many people in rural communities look forward to the arrival of the caravans for the latest installment of their stories as much as the fresh food!

Xarcadian art deals with many topics, but the heroic epic is one that has lasted through the ages. Hero-worship is an idea that cannot be taken lightly; with enough belief after the death of a beloved champion, they may literally turn into a god! Art is a favored way to share the myths and legends of great gods, a practice with the gods encourage in order to cultivate more belief in them. Some of the more powerful gods are artistic celebrities in their own right, performing in plays and creating their own otherworldly music for their followers.

EGGWARE.XYZ: Worldbuilding June 2019 – Everyday Carry

A Xarcadian’s daily carry is highly based upon their needs specific to where they live. Most Xarcadians own an enchanted purse for carrying their Coins in; due to the special properties of Plastik, the Coins can be shrunken down via magic to be more easily carryable. This process works for non-Coin items as well, a magical property that gives Plastik its innate value. 

In rural zones, the threat of beast or Shadow attack is high. People must be constantly armed in case of random attack. It is unthinkable to go past the boundaries of your village without a sword, a wand, or a few pieces of armor. In the event of a Shadow attack, an enchanted weapon is even more essential. Wearing a well-used sword on your belt is a sign to others that you are willing to protect them in danger, and that you are going to put your life on the line if it comes to that.

Cosmopolians do not have to worry about outside threats anywhere near as much as rural Xarcadians and do not carry weapons on them. To do so is seen as tacky and frightening; there is little threat of being attacked on the streets, so why bring a weapon with you everywhere? Instead most Cosmopolians carry compact enchanted mirrors to communicate with each other. Where as rural Xarcadians will see their friends in person most every day, living in Cosmopolis necessitates much travel; to keep in touch, networked magic mirrors allow for face-to-face communication every day. 

EGGWARE.XYZ: Worldbuilding June 2019 – Unexplored

Much of Xarcadia is still unexplored and uninhabited. Xarcadia is a massive world – more than four times the size of the planet Earth – and the reliance on the established portal network means that getting to the more distant areas is a serious struggle. There may be whole continents that are simply uninhabited, life never having achieved sentience within its borders.

The discovery of new Keys is the best way to explore new areas on Xarcadia. There is no way to know where the portal created by a new Key will take you until it is made. The portal could manifest a few blocks away from your home, or it could take you to a previously unknown planet well beyond the limits of Xarcadia – there’s only one way to find out. The need for new portals is so high that trading conglomerates will pay thousands of Coins for the discovery of new Keys, just to be the first to send trading caravans to new places. 

When a new and totally unexplored region is discovered, Xarcadians are very careful to investigate the surroundings before attempting to form a settlement. If there are any Xarcadians already living in that space, they will be left to their own devices until they wish to associate with the greater world. If the land appears to be totally uninhabited, a colony will be established and a new generation of civilization will attempt to take root.

EGGWARE.XYZ: Worldbuilding June 2019 – Sky

The Xarcadian sky is much like Earth’s – blue, cloudy, and with a large central sun. The effects of magic upon the world can cause for interesting effects; on clear nights, large aurorae can be seen streaking across the sky, the effect of magical radiation interacting with the atmosphere. Optical phenomena are more common on Xarcadia in general. Large sun dogs, tremendous quadruple rainbows, and iridescent clouds are almost daily events that bear little importance to the Xarcadian on the street. At night, the common belief in certain constellations has caused literal lines to form between the visible stars, drawing them out for all to see.

Due to the unique rotation of Xarcadia, the night sky can be radically different depending on where you are. In the north, where night never falls, the sun can only skirt the horizon and the stars never become visible. The opposite is true in the south, where the sun never rises and brilliant night skies are always on display. In the equatorial zones, stunning sunsets and sunrises occur at intervals so consistent you could set a watch to them.

In certain zones, the sky is so unusual that only magic can explain its appearance. Some zones that can only be accessed by portals – so called “bonus zones” – have skies that can be brightly toned hues of the rainbow, or a repeating image pattern. During intense magical storms, clouds can warp, twist, and mold themselves into impossible shapes or the appearance of soon-to-be-born gods. Sometimes the sky will turn into night in an instant, displaying new constellations never seen before, then turn back into daytime just as quickly. 

EGGWARE.XYZ: Worldbuilding June 2019 – Work

As most labor on Xarcadia is automated, there is very little “work” that is left to be done. Most essential work is left to magicians, who in turn enchant objects to carry the tasks out automatically. This gives the average Xarcadian a tremendous amount of free time, allowing them to work on more creative endeavors. Aside from doing it simply for pleasure, a Xarcadian looking to scrounge up a few extra Coins might turn to selling artistic works for their day job.

Fiction is one of the most common ways a Xarcadian might part with their money. Authors of popular novel series can live comfortably off of their work and develop a substantial fan base as well. Painters and other artists could be convinced to part with their original paintings for a price. Musicians will gladly agree to perform in almost any venue if the price is right.

One of the few kinds of labor that has not been fully automated is the process of trade between zones. Managing and directing these trade caravans is a difficult business: although the wagons are automated, they still require guards and drivers to ensure the cargo safely makes it to its intended destination. The enterprising young warrior would do well to join up with a caravan guard to train their skills.

The trading conglomerates express some of the greatest powers across all of Xarcadian. Noble families, claiming to descent from the original founders of Cosmopolis, rule these conglomerates and express a great deal of influence across large stretches of land. Thanks to the strong unionist mindset of Xarcadians, these conglomerates can be prevented from expressing too much power over the world, but their impact is undeniable.

EGGWARE.XYZ: Worldbuilding June 2019 – Fun

Almost all labor on Xarcadia is automated, giving the common person a great deal of free time to enjoy themselves. Consequently, a much larger number of Xarcadians are trained in the arts compared to people on Earth. A majority of people would have some passing familiarity with a musical instrument and would very likely know how to play more than one. Drawing is a similarly popular pastime; the demand for painting supplies is constantly high.

The acting arts are tremendously popular and virtually every community will set aside time to perform plays. Playwrights are the Xarcadian ultra-star class; a particularly well known author of plays will have their name spoken across the entire world. Joining up with a touring vaudeville revue are a great way for a young and eager Xarcadian to see the world and meet new people.

Musicians are similarly cherished. What could be described as “folk music” is the most popular genre of Xarcadian song; one person, one instrument, and one story to be told plucks the Xarcadian heartstrings in a certain way. Larger ensembles are reserved for group dancing events.  No festival is complete without an enormous group dance, with dozens of people jumping and stomping the earth in unison to the most thumping folk-dance music you could ever hope to hear.

A recent invention is a magical means of transmitting images and sounds across displays, allowing for the broadcast of plays and music across all of Xarcadia. These “teloramas”, as they are known, are common enchanted mirrors housed within special receiver frames. A few ambitious theatre studios in Cosmopolis have begun producing media just for the telorama, the medium allowing for serialized dramas that would not be possible on the stage.

Another popular broadcast for the telorama are live sports. Kick-ball is the most widely watched sport: ostensibly about getting a ball from one side of the field to another only through kicking, the matches tend to devolve into bloody riots between the two teams trying to hold possession of the ball. Also popular are the broadcast of boardgames. The Interzonal Pebbleboard Tournament is one of the most watched broadcasts across Xarcadia – and one of the most popular events for gambling upon.

EGGWARE.XYZ: Worldbuilding June 2019 – Arms & Armor

Xarcadian arms and armor are stuck in a strange place, technology-wise. With the ubiquity of magic the “technology level” is stuck firmly in an approximation of medieval Earth, but magic allows for things that are well beyond modern Earth abilities. Swords and plate armor are the weapons of choice for the Xarcadian interested in self-defence, but the wide variety of enchantments allow for defensive potential well beyond a simple blade could provide. Enchantments to allow for long-range combat are unthinkable to not have on a weapon. Having a sword that cannot fire a beam of concentrated kinetic energy from its tip is like walking around with a gun and no bullets. From there, more advanced enchantments are possible: using the blade as a large wand to control individual elements such as fire or water is a popular choice. Enchanting household items for emergency self defense is a popular trend. A simple stick can be made into a wand easily – the same goes for a kitchen knife or even a lamp.

Some Xarcadians do not even need weapons or armor to be a fearsome threat. Magical martial arts ascend the body beyond what should be possible, sometimes in outlandish ways. A fist can be enchanted to be cloaked in flame, become impossibly heavy, or even stretch several feet to hit a distant opponent. Enchanting the skin to be impenetrable is a complicated process, but is far more reliable and lightweight than carrying heavy armor.

Most menacing of all are the Keys. Every Key is a powerful magical artifact in its own right, and can be easily used for combat. Even the weakest Keys are capable of producing incredible magic; a very low-level key that is only enchanted with a single fire spell would put its user on par with some of the most competent pyromancers in the world. More powerful Keys are able of even greater magic; the most powerful ones allow the user to cast virtually any spell unaided. The greatest Keys of all are rumoured to give their holders the ability to re-write the laws of magic itself. If such Keys were ever found by the wrong people, it would spell doom for Xarcadia.

EGGWARE.XYZ – Worldbuilding June 2019: War

Without coherent nation-states, Xarcadia has no war. There has been no international conflict since the founding of Cosmopolis, and it is highly unlikely that one will ever foster in the meantime.

This is not to say that Xarcadia does not have conflicts at all. Gods, being some of the most powerful beings on Xarcadia, are also the ones most likely to abuse their power. Gods normally understand that only through peaceful cooperation can they truly flourish and gain the most belief. Sometimes, however, a god who feels they have not gotten the appropriate amount of devotion will take to terrorizing the people in order to inspire fear. Those who resort to such measures are a threat to the ecosystem of divinity as a whole – though fear does promote short-term belief, in the long run it creates an environment of resentment that, in time, could erase the belief in gods as a whole.

When a god oversteps the unspoken boundaries of the divine, other gods will soon mobilize against them. This benefits the “good” goods in a variety of ways: aside from protecting the common Xarcadians and stabilizing the relationship of mortals to gods, the heroes who have vanquished an evil god will earn much goodwill from the god’s freed subjects and therefore much new devotion. Very rarely will these conflicts pass into what could be defined as “war”. It only takes a few high-powered gods to defeat a young upstart before serious trouble can begin. If an evil god were to overcome the others and rise to dominance, the great zone gods would be forced to intervene with potentially disastrous results.

Among mortals, the constant quest to find new Keys is the greatest cause of strife. Keys are incredibly powerful magical artifacts with a unique purpose: the ability to open and close portals. These make them possibly the most valuable items on all of Xarcadia, and a good number of people make their living questing to find these ancient and mysterious artifacts. While most keys simply create new portals to previously unexplored areas, some are enchanted with greater powers of magicraft. Key-holders become overwhelmingly powerful wizards instantaneously, capable of casting the most powerful spells with no effort.

The holders of Keys, like gods, are prone to abusing their power. Most Keyhunters turn over their discoveries shortly after finding them, in hopes that they can be used by the community for the common good. Those who do not share will hoard their Keys jealousy, looking to increase their personal power for their own ends. It is almost without fail that these Key-hoarders will move to a distant corner of the zone and begin to plot a way to “take over” the zone, weather out of a misguided sense of leadership or pure greed. When these mighty Keyholders become too much of a nuisance, militias are raised with the assistance of powerful gods to end the threat quickly.