So a person here and a couple people on the discord servers made a comment about the Imuorl doodle being something like who Imua and Forls donked out and I figured it would be a fun brainstorm to think of what Imua and Forls canonical kid (made'n laid'n chapter 4 and its long tail component) would look like as the influence on a dreks offspring are a bit more complicated than a clean mix!
as its a fun point to converse off of as there are 3 factors that are going to influence how a kid comes out
1) Breed, as breeds are environmental, not genetic and those influence how a dreks biology will be in a lot of ways. Best seen of course with scale color Forl is blue, Imuas purple, if they were a temperate drek maybe they would match that but instead they're more of an arid teal. Arid drekir don't get to be blue or deep purple alas
2) Imuas and Forls genes as drekir are still genetic passdown types of hobbyists
So a bit of Imuas head and face thats a bit more squared out like Forls with the short fur like Imua, a bit droopier like forls! Overall tall like Forl, but scrawny like Imua a bit of the mix, with their eye color being something between Forls orange and Imuas green even if more green.
3) Culture! This drek would have grown up as an offspring den of the Star den broncens in the larger clan and, upon reaching adulthood decades later prolly would do as most broncens do which is inherit one of the older dens. Probably not Middleton as that den was wiped out in 36PA.
Or they may have built a new den compound regardless,
This drek would have grown up as a broncen with no idea (nor real interest) in who their parents were. It's not a drek thing to care about parents or vice versa. So they have all the cultural traits, lots've copper'n thir tanned hides that are typical of broncens in the Awakening. Though being a drek of the late 3rd generation of drekir (arguably even the early 4th generation) they are kinda in a transitiionary point. Arguably closing in on when stallurgy becomes more well known in the valley which leads to a technological transition to manametals and spellithics. So perhaps in 9 years they will see a whole change in the local technology and perhaps lifestyle.
As for a few basic ideas
Garyud would be a young drek of the late mid awakening who would be well regarded in his den as being a keen forager with a passion for identifying plants, particularly heading up north of the valley to hunt different plants for medicinal and culinary purposes that would be respected in his den, often supporting the den in the wider political landscape via his services in alchemical medicines in the clan and kinda becoming a clan doctor in a sense with their den coming to be situated a bit to the north of the valley and a part of the broader Northern clan (Star, Middleton, Eagle)
Garyuds a bit of a sass who knows when to class but may not take criticism in the best of ways when called out. Noones perfect. But overall they are a well meaning, pretty chill member of Broncen society, noone too crazy and is known to a bit hyperfocused on their plants but sweet and receptive to others. They try and help as much as possible, even if they make it feel like it's their way or the highway.
anywho procrastination is over back to work
as its a fun point to converse off of as there are 3 factors that are going to influence how a kid comes out
1) Breed, as breeds are environmental, not genetic and those influence how a dreks biology will be in a lot of ways. Best seen of course with scale color Forl is blue, Imuas purple, if they were a temperate drek maybe they would match that but instead they're more of an arid teal. Arid drekir don't get to be blue or deep purple alas
2) Imuas and Forls genes as drekir are still genetic passdown types of hobbyists
So a bit of Imuas head and face thats a bit more squared out like Forls with the short fur like Imua, a bit droopier like forls! Overall tall like Forl, but scrawny like Imua a bit of the mix, with their eye color being something between Forls orange and Imuas green even if more green.
3) Culture! This drek would have grown up as an offspring den of the Star den broncens in the larger clan and, upon reaching adulthood decades later prolly would do as most broncens do which is inherit one of the older dens. Probably not Middleton as that den was wiped out in 36PA.
Or they may have built a new den compound regardless,
This drek would have grown up as a broncen with no idea (nor real interest) in who their parents were. It's not a drek thing to care about parents or vice versa. So they have all the cultural traits, lots've copper'n thir tanned hides that are typical of broncens in the Awakening. Though being a drek of the late 3rd generation of drekir (arguably even the early 4th generation) they are kinda in a transitiionary point. Arguably closing in on when stallurgy becomes more well known in the valley which leads to a technological transition to manametals and spellithics. So perhaps in 9 years they will see a whole change in the local technology and perhaps lifestyle.
As for a few basic ideas
Garyud would be a young drek of the late mid awakening who would be well regarded in his den as being a keen forager with a passion for identifying plants, particularly heading up north of the valley to hunt different plants for medicinal and culinary purposes that would be respected in his den, often supporting the den in the wider political landscape via his services in alchemical medicines in the clan and kinda becoming a clan doctor in a sense with their den coming to be situated a bit to the north of the valley and a part of the broader Northern clan (Star, Middleton, Eagle)
Garyuds a bit of a sass who knows when to class but may not take criticism in the best of ways when called out. Noones perfect. But overall they are a well meaning, pretty chill member of Broncen society, noone too crazy and is known to a bit hyperfocused on their plants but sweet and receptive to others. They try and help as much as possible, even if they make it feel like it's their way or the highway.
anywho procrastination is over back to work
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What a handsome walking aloe vera plant!
Your following the hypothetical biography with Garyud
is a beautiful burst of investigative creativity!
Plus, "stallurgy", "spellithics"?
Wherever one pokes
your world, there are
a few fathoms of well-developed depth there!
This reminds me of Dogburger 's villain protagonist character, Hyden,
who'd led a very prolific boudoir life in his youth, and sired a big band o' bastards,
and a mention of one such offspring (third panel from the top)
developed into that character getting a spotlight,
and becoming a part of the extended cast.
Your following the hypothetical biography with Garyud
is a beautiful burst of investigative creativity!
Plus, "stallurgy", "spellithics"?
Wherever one pokes
your world, there are
a few fathoms of well-developed depth there!
This reminds me of Dogburger 's villain protagonist character, Hyden,
who'd led a very prolific boudoir life in his youth, and sired a big band o' bastards,
and a mention of one such offspring (third panel from the top)
developed into that character getting a spotlight,
and becoming a part of the extended cast.
A fine young cactus for sure!
And as for Stallurgy and Spellithics: https://thelonghikecomic.com/2024/0.....-and-manatech/
Short version: Stallurgy is the art of making comressed manametals, with drekir they often alloy with true metals and becomes something of it's own science. Spellithics is the art of making knappable or workable stones utilizing mana and silica
Never heard of dogburger but I'll check em out! I don't think Garyud here will get the spotlight but who knows!
And as for Stallurgy and Spellithics: https://thelonghikecomic.com/2024/0.....-and-manatech/
Short version: Stallurgy is the art of making comressed manametals, with drekir they often alloy with true metals and becomes something of it's own science. Spellithics is the art of making knappable or workable stones utilizing mana and silica
Never heard of dogburger but I'll check em out! I don't think Garyud here will get the spotlight but who knows!
Thank you so much for directing me towards the pertinent part of your worldcyclopedia,
as well as explaining those concepts directly!
I remember inventing sun-powered magic-absorbing materials
for my own silly setting, in gemstone and sand form.
One civilization tried making a huge sun gem,
which exploded, littering the area
with magic-radioactive
corrupted sun gems.
Uranium is magic.
as well as explaining those concepts directly!
I remember inventing sun-powered magic-absorbing materials
for my own silly setting, in gemstone and sand form.
One civilization tried making a huge sun gem,
which exploded, littering the area
with magic-radioactive
corrupted sun gems.
Uranium is magic.
I've read through the article on material use on your site,
and then I skimmed the greater page on the lore of your world,
and I have to say that I'm still reeling from the vastness and depth of your creativity.
That was not a "the cool stuff you'll find in my constructed world!" kind of text –
it was an academic treatise on building civilization from the ground up,
with all the pertinent archeological and ethnographic precedents
cited and integrated into the body of this compendium.
And it was illustrated, too!
I kept Wiki and a dictionary handy throughout the reading,
just in case another reference to a French excavation site
would come up.
Running the risk of repeating myself, that worldbuilding project
could stand alone as a monumental achievement on your part,
even without the specific dramatic events of your illustrated stories.
It's super ultra mega impressive, and I'm humbled and overwhelmed.
My own setting was basically just fragmentary knowledge
of ancient Greece and Rome, bastardized and caramelized
through pop culture osmosis. I did some research on mineralogy,
wines and ancient militaries, but nothing quite like your creative endeavor.
I really love it how you have tied your magic to sonic phenomena,
to music and song and chimes, as it conjures up the aural dimension
to the storytelling. It is also a staggering epiphany that all of those
ambient tools, scraps and rags that can be seen in drekir settlements
in your stories are all deliberately placed, and organically linked
to the history of the setting, and the local culture of that place.
All the Õndemifications of the familiar wildlife are likewise
a superb example of transformative creativity,
and browsing through those lists is mesmerizing.
* * *
I agree that making magic in a fictional setting interact closely with the known
physics and materials, or even abstract and philosophical conepts,
is a far more fertile approach than the way mainstream fiction
treats is – as a "press button for effect" mechanism.
The kind of magic that the modern D&Dified mages
can do would have long transformed their worlds
into a strict magocracy, with everything being
tied to magical industry, communications
and such.
I like the idea that even a superpowerful archmage
would still need a small fortune worth of ingredients,
tools, decades worth of studying in magic schools,
and find the right place and time in order to use
their most significant powers, as opposed to
simply waiting for their mana bar to fill up.
So yes, I do like the idea of magic batteries
and the limited and quickly degradable
magicwork equipment.
But I also like the massive areas of dangerous and unstable magic,
like your voicelakes, that are accessible to all, but only
the most cautious, knowledgeable and hardy
can return from their gathering expeditions
into those weirdlands.
and then I skimmed the greater page on the lore of your world,
and I have to say that I'm still reeling from the vastness and depth of your creativity.
That was not a "the cool stuff you'll find in my constructed world!" kind of text –
it was an academic treatise on building civilization from the ground up,
with all the pertinent archeological and ethnographic precedents
cited and integrated into the body of this compendium.
And it was illustrated, too!
I kept Wiki and a dictionary handy throughout the reading,
just in case another reference to a French excavation site
would come up.
Running the risk of repeating myself, that worldbuilding project
could stand alone as a monumental achievement on your part,
even without the specific dramatic events of your illustrated stories.
It's super ultra mega impressive, and I'm humbled and overwhelmed.
My own setting was basically just fragmentary knowledge
of ancient Greece and Rome, bastardized and caramelized
through pop culture osmosis. I did some research on mineralogy,
wines and ancient militaries, but nothing quite like your creative endeavor.
I really love it how you have tied your magic to sonic phenomena,
to music and song and chimes, as it conjures up the aural dimension
to the storytelling. It is also a staggering epiphany that all of those
ambient tools, scraps and rags that can be seen in drekir settlements
in your stories are all deliberately placed, and organically linked
to the history of the setting, and the local culture of that place.
All the Õndemifications of the familiar wildlife are likewise
a superb example of transformative creativity,
and browsing through those lists is mesmerizing.
* * *
I agree that making magic in a fictional setting interact closely with the known
physics and materials, or even abstract and philosophical conepts,
is a far more fertile approach than the way mainstream fiction
treats is – as a "press button for effect" mechanism.
The kind of magic that the modern D&Dified mages
can do would have long transformed their worlds
into a strict magocracy, with everything being
tied to magical industry, communications
and such.
I like the idea that even a superpowerful archmage
would still need a small fortune worth of ingredients,
tools, decades worth of studying in magic schools,
and find the right place and time in order to use
their most significant powers, as opposed to
simply waiting for their mana bar to fill up.
So yes, I do like the idea of magic batteries
and the limited and quickly degradable
magicwork equipment.
But I also like the massive areas of dangerous and unstable magic,
like your voicelakes, that are accessible to all, but only
the most cautious, knowledgeable and hardy
can return from their gathering expeditions
into those weirdlands.
For sure, I like the idea of magic being a mundane rather than an extraordinary. To drekir mana is just another material to work with that comes with pros and cons (at least at this point of the timeline)
There is a works cited and creative inspiration page that is sitting around my old google site I need to port over still, procrastinating but I try and research all this stuff as best as I can.
and nothin wrong with fantasy greeks and romans and whatnot!
There is a works cited and creative inspiration page that is sitting around my old google site I need to port over still, procrastinating but I try and research all this stuff as best as I can.
and nothin wrong with fantasy greeks and romans and whatnot!
Considering the breadth of what you've already accomplished,
and the difficulties of surviving in the post-academic world,
a little procrastination is more than deserved by you.
Greeks are very appealing, but painfully basic.
I tip my hat off to anyone basing their
worlds on ancient Mesoamerica,
Oceania and South Africa,
instead!
and the difficulties of surviving in the post-academic world,
a little procrastination is more than deserved by you.
Greeks are very appealing, but painfully basic.
I tip my hat off to anyone basing their
worlds on ancient Mesoamerica,
Oceania and South Africa,
instead!
FA+

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