aldersprig: (Evangaline)
The family - Evangaline's family, Beryl's family, the family - has known how to use power for a very long time. They've known who should have power, too - them, of course, and preferably nobody else.

It's a big family, but there's a lot of power to be had; they've been collecting it for quite a while.

And, because they understand - through hard experience, in some cases - what happens if you hold power without paying sufficient attention to it, the family condenses that power into one person in each branch of the family, an unmarried, childless woman who has, so the theory goes, no distractions from her power. Because the family is not known for its creativity, they call this woman the Aunt - and she is always a niece of the former Aunt.

Evangaline has recently taken on the mantle of the Aunt, but the family is already guessing that her teenage niece Beryl will be the next one to wear the mantle.

The "Aunt Family" setting is rural modern fantasy, set in an unnamed town where the family's reputation has, over the generations, gotten around. The magic is quiet, but nobody really doubts that it's there.

The Aunt Family Landing Page is here.

BerylEvaRuan
aldersprig: (Diryid)
Welcome to Reiassan.

The continent stretches from the northern ice to the warm southern isles, carved by glaciers into long trenchlike valleys and shoved into high ridges of mountains that act like a spine down the eastern coast of the land.

The history stretches from its first settlers, stranded here by a climate change, through an age of magic and mercenaries, to the peace of ages and the subsequent chaos. It continues on through into the nation's steam era, with the advent of goatless carriages, airships, and the harnessing of what was once called magic, sira, into aether.

The Iron Era, when magic was high and war was a series of dirty skirmishes, is a high-fantasy setting. Warriors ride into battle on war-goats, followed by sira-flinging mages. Armor is simple, magic is wild, and nobody is certain who will win the war, the northern Calenyena or the southern Bitrani.

The Peace Era, when religion binds up magic and war is ending in a series of complicated battles, is a low-magic fantasy setting. The peace has been signed, and much of what remains is politics. Magic is done quietly and subtly, and warriors head home to their farms. The Calenyena have beaten the Bitrani, and nobody knows what will happen next.

The Steam Era, when science has taken over and magic is a distant myth, is a steampunk setting. The Calenyena are firmly in charge, and engineers and scientists, politicians and scholars, adventure where once warriors rode. The Bitrani might rebel - nobody knows - but in the meantime, the aether will flow and the steam will punk.

The Reiassan's landing page is here.
aldersprig: (Syadaia)
On Sira and Aether

Sira is the ancient word for the force that underlies the world. It's actually a word from the ancient Tabersi (the predecessors of the Bitrani) that was sound-shifted into Calenyen; the Bitrani say shira..

The word sira fell out of favor around 1400 R, or approximately 400 years after the Rin and Girey story; the Academy story takes place in 1750 R (after the discovery of the continent of Reiassan). People didn't so much stop believing in sira as start feeling that their explanations for it were too credulous, too superstitious, and too rooted in the very-powerful Temples of the Three. They wanted to understand more.

Enter the concept of aether.

This is another Bitrani word. The Calenyena call it aatur, simply using the Bitrani word shifted for a sound they find comfortable. Some scholars call it iezhyetar (from Iezhet, air, and ietar, power), but the term has not gained a great deal of popularity; ancient Bitrani sounds as if it has more gravitas to their ears.

As the scholars in 1750 R understand the aether (whatever they call it), the aether is an underlying force of the universe. It exists wherever two pieces of the world rub together, and can be harvested from these areas with the careful application of mechanical apparati or the very, very careful application of straight concentration and mental fortitude.

Very few scholars approve of the second method, however, because it has a feel very much like that of magic, and everyone knows that magic is bunk.
aldersprig: (Diryid)
See also Learning the Sira and Learning the Aether. Set in the same era (80 years before Rin/Girey) as Learning the Sira


"Close your eyes. Don't worry about the boat. That is the Captain's job. Worry about the water beneath the boat."

Instructor Aarezhnu's voice was a soothing and melodic chant, one of the reasons Ailetletai considered the ancient woman her favorite Instructor.

Aitai closed her eyes, as she was told to, and thought about the water under the gently bobbing boat. It had a light motion to it; the seas were mostly calm today, but in the Tienbraa sea, nothing was ever truly still.

"Now focus on the blue of the water." Instructor Aarezhnu shifted her tone, just as the water shifted. Back and forth, back and forth. "Feel the way that Tienebrah flows the the world. Feel the way that the sira shifts, moving with the current."

The instructor was the only one Aitai had ever heard refer to the Gods in the same breath as the sira. Most people preferred the buffer of philosophy, but Aarezhnu was old, and set in her ways, however fluid those ways seemed.

"Focus on the water, students. The water is where the sira is. The sira is what we are noticing today."

Aitai didn't know if the admonishment was meant for her, but she took it as such. Sira. Down into the water. Deeper into the water. There were little currents, like tadpoles playing, up near the surface, but the real sira... that should be further down. Down, down, down.

She found a shining beacon of blue and wrapped her mental hands around it. There, there, the brightest sira she had ever tasted.
aldersprig: (Cali)
Tír na Cali is a monarchical nation that takes up the west coast of what, in the real world, is the United States, plus Baja California. It is ruled by a matriarchal triple bloodline of people who call themselves the children of the goddess, and have psychic powers to prove it.

Slavery not only exists but is prevalent, including in its use as a long-term hostage-taking effort; the Californians steal people, generally teenagers and twenty-somethings but sometimes older professionals in desired field, from the U.S. and enslave them in California.

Most slaves serve as one of a few to a small household, as domestic staff on a larger estate, or, if otherwise intractable or useless, as field workers.

However, at least one elderly-by-normal-standards Lady of some repute has opened up a harem in her family estate, where many attractive young men are kept cloistered and in top physical condition, awaiting anything their mistress or her many female relatives might want of them. A key is their ticket out of the harem and into personal freedom...

...but they have to want it.

The Harem sub-story starts here: Gifted
aldersprig: (Aldersprig Leaves Raining)
Unnamed Kink Setting Worldbuilding 2: Inside and Outside

Travel between cities is rare; caravans that do so carry twice as many guards as they do passengers, and are prohibitively expensive. To travel on your own, or with a couple guards, is to risk, in order of likelihood:

* Attack by "bandits;" groups who live in tiny walled settlements and range out as far as they dare in search of prey, whether human or otherwise.

* Death by thirst or starvation if your supplies run out, if you get turned around in one of the wild storms.

* Death by wild storm.1

* Transformation or twisting - or engulfment - by a Lantern.2

* Attack by a Creature3 or a mundane beast.

* Being shot down by the guards of your goal city.


The cities are the primary population centers; farmers live outside the walls, but close enough to flee within them if any of the aforementioned threats attack. Bandits, too, the occasional marauder, and a few tiny, terrifying settlements also exist outside cities, but they account for less than 10% of the total population of the continent.

Inside the cities, the population follows a structure as tiered as the concentric walls, and, indeed, marked by and inspired by those walls.


    1. Wild Storms are just what they sound like, massive storms - dependent on the locale, tornado, hurricane, sandstorm - with the added benefit of sometimes having magic twisted up within them.

    2. A Lantern is someone who lost control of their magic, and are now simply a conduit for the power. The power spurts from them in unpredictable bursts, or sometimes just flows out until the human at the core is entirely lost. The only plus is that Lanterns are generally stationary.

    3. A Creature is, well, a creature, one that has been warped by proximity either to a place of power4

    4. A place of power is assumed to be an opening from the magic to our plane of existence, although nothing but magic ever comes through.
aldersprig: (AldersGrove)
It was an ordinary day when the bugs invaded.

The bugs had swooped in, hitting the early-warning system and landing within hours of that. There was time to sound alarms, but not time to evacuate billions of people to safe places - if, indeed, there would have been safe places for all.

They weren't truly bugs, of course; they were an alien species with alien biology. But they had segmented bodies and compound ideas, and the term stuck.

Worse than their attack, worse than their alien behavior, was how they succeeded in their attack: they invaded the bodies and minds of humans (not all humans, but a select few) in a symbiotic merger that left them better able to work with and understand the human psyche.

They won the first thrust of the battle.

However, they were not counting on the complexity and strength of the human resistance.

Bug Invasion starts with the invasion. From there it follows the symbiotes and their struggle to deal with the human condition.
aldersprig: (Rin)
See also Learning the Sira

This story takes place approx 750 years after the time of Rin & Girey, in the era of the Edalley Academy stories (forthcoming), also known as Steam!Goats era.

I am not wed to the terms for the different sorts of aether - feedback?


"There is more that we do not know about the aether than we know."

Instructor Posvorrem was a tall, lean man, with ice-and-slate braids down to the back of his knees and the tidiest beard his students had ever seen.

"If we were to put all of the knowledge of the aether that scientists currently hold in a goblet." The instructor picked up the goblet he used for such demonstrations. "Then everything that we still did not know would fill this tower.

"Still." He had a habit of pacing up and down the rows of tables. It made his students even more nervous than they already were. "We will attempt to cram into your heads all that the goblet holds, and hope there is room enough."
Read more... )
aldersprig: (Rin)
This story takes place some time (generations) before the Rin/Girey tales.

"There is more that we do not know about the sira than we know."

Instructor Birtelnyū was a short woman, with steel-grey braids longer than her spine. She was also one of the most terrifying instructors in the Edallee Acadamy; she had spent much of her life flinging sira.

"What we can say, definitively, about the sira would fill this cup." She held up a tin mug. "And what there is left would fill the room. But I will teach you what I know, and that cup should be enough to fill your minds."

Instructor Birtelnyū was not a kind woman, not by any definition, but the students still leaned forward at their tables.

"The sira," she began, "is the force that powers all magic, and perhaps all life itself.

"It is found in the rocks of the earth - not in all rocks, but in certain ones - in currents in the ocean and the wind - and in certain living plants. Humans and animals sometimes have a current of sira within them, too, but we do not use that sira."

She paused. Inevitably, a student raised their fingers. "Why not, Instructor?"

And just as inevitably, another student answered. "Because it's forbidden."

"We do not use that sira," the instructor raised her voice, "because it is as wild as the wildest of the natural sira, and it burns to use it."

"What about the sira of fire?"

"That one burns a little more literally. And yes, there is sira in many other things I have not named yet today. But you will begin as all students begin, with the sira in rock."
aldersprig: (Aldersprig Leaves Raining)
Unnamed Kink Setting Worldbuilding 1

Envision elaborate architecture - arches, steeples, towers - all of it built with an eye to defense.

These are cities which have been under siege before; which have been attacked by human foes and by monsters, by magic and by war engines. War isn't a constant state, but someone might be coming next week is a constant mindset.

Start with the walls: any city in this land is surrounded by at least three tiers of walls; even the smallest town has two tiers. The largest cities have seven to ten, added onto as they have grown over the last hundred years.

Inside the outermost ring is grazing land, crop land. There are these things outside the walls, too; what's inside the walls is a refuge when attacks come.

There are always houses on this land, unless the wall has just been built. When there is no more grazing land, work begins on another wall outside the last one.

Inside this level is cheap housing. These houses, like ancient Pueblo dwellings, have no doors on the first floor - often on the second floor, either. Access is from the third floor and up, via ladder from below.

There are so many wards around a city that, even if you can fly, flying in a city is almost impossible. Almost everyone uses a ladder.

Back to the buildings. These buildings are often adobe-covered. Deeper into the rings, the buildings have often been joined together; three or six one-family homes are used as the foundation for a taller multiple-family dwelling. The further towards the center you get, the more elaborate the buildings get, and the taller. The houses of the elite in the center are said to touch the sky (although generally no more than 13 stories tall, in modern terms).

As you look at the construction, you will easily note that both buildings and walls appear to be made out of a mish-mash of building materials. A great deal of effort has been made to unify the mish-mash into attractive patterns - sandstone spotted with brick in some sort of checkboard, for instance - but the materials themselves, on very close inspection, have very likely been used for something before.

Indeed, the gates that stud each wall look as if they are built from I-beams and odd slabs of wood, shaped into a pleasing form.
aldersprig: (Aldersprig Leaves Raining)
Super-heroes, super-villains, aliens, altered beings, mutants; this story has it all... even reincarnation.

These stronger, tougher, faster metahumans live their lives on the stage, living out the stories they have created for themselves.

These aren't those stories. These aren't the high-flying exploits, these aren't the daring rescues, these are the lies they tell the press nor the lies the press tells about them.

These stories are the superheros at home. Uncloaked, unmasked. These stories about about humanity... no matter the planet of origin.


Superheroes is a tongue-in-cheek look at the super-powered genre.
aldersprig: a red-heded freckled girl, smiling (Autumn)
Stranded Verse

The world is made of magic.

The world is made of connections, and in the ability to understand and manipulate those connections lies the magic.

The world is made up of the sparks of life, of creation. Every spark connects to others, and that is both magic and the building block for magic.

All of those are true in Stranded World, and yet all are untrue - just metaphors for an existence few understand well at all.

The world has connections, that much we know. Everyone and everything make connections. Those connections are often pictured as multicolored strands, tying everything together until they world is made.

Some people can reach out and tangle these strands, complicating everything. Some can smooth them. Some can tie bows in them, and some simply understand them.

In the RoundTree Family, Autumn, Winter, Spring, and Summer, they have one of each.
aldersprig: an egyptian sandcat looking out of a terra-cotta pipe (snow)
Walk into the snow and keep walking, don’t turn around and don’t look for landmarks.

If it doesn’t kill you, this might step you into a strange world, where fauns sometimes pop up and goblins take payment in tech.

And if you keep walking…?

Well, if you keep walking, who knows where you’ll end up.

Blizzarded is a setting that started from a random freewrite, and is based primarily in one story. It counts, probably, as fantasy.
aldersprig: (City)
In some cities, mothers have stopped telling their children to watch out for ogres in the park. Grandfathers don’t tell about the ways you can kill a goblin, if you have to, and the better ways to make it friends. The hobo on the street corner is just a hobo, and you might lose your life or your wallet, but you won’t lose your soul.

Some cities keep on knowing that the people next door may be annoying, but, in the end, they’re still just human. They know that magic is a lie and miracles don’t happen.

Not this city.

~

A week of Settings - Day One: Fairy Town
A week of Settings - Day Two: Blizard
A week of Settings - Day Three: Stranded
A week of Settings - Day Four: Superheros
aldersprig: (Shiva Unhappy)
This is the comment perk from the October Giraffe Call, a setting piece on the Tir na Cali cat-people. For whom I really need their own icon.

The Modified Humanoid in Tir na Cali Culture


History


The trend toward today's Modified Humanoid, or "Moddies," began as a fad for cosmetically altered slaves in the early sixties.

The first on record were a set of three cat-girls, triplets who were modified to have pointed cat-like ears, tails with some mobility, and dental work to look like sharp, cat-like fangs. The trio belonged to the tycoon Madison Arthur, a man who took great pleasure in appearing as eccentric as possible.

Others soon followed, modified with ever-increasing skill from a small cadre of experienced cosmetic surgeons and the empowered, to look like everything from house pets - dog-girls and mouse-boys - to predators - crocodile-men and wolf-women - to the fantastic - dragon-beings and, once, a failed pair of centaurs.
Read more... )

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