World building month

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Preliminary flag designs:

Flag of Nation A

Flag of Nation B

Some notes:

  • I used mostly blues and reds – blue representing water and the red being so strongly associated with Mars.
  • As the number eight is a “lucky number” for the people of Arnâron, stars used in the design have eight points, and nations G and K even go so far and use octagons in their design.
  • Flags on Arnâron are usually triangular, and have the ratio 3:10. Nation H is the only exception, and this was a deliberate design choice to distinguish their flag as much as possible from their arch-enemies, nation C, while still containing elements similar to the flag of their most important ally, nation G (triangular shape; basic colors are similar). The use of 9 stars is for symetry reasons – I experimented with using a larger ninth star, but it looked bad.
  • The two moons – used in the flag design for nation E – are a symbol of the destruction of Arnâron, and are therefore considered “unlucky”. Their use in the flag of nation E will not endear them to other rulers.

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Elements, now with a few pictures.

I don’t really like this, to be honest – it looks too plain, too comic-like, too simple; not at all compelling. I’ll continue working on it.

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When Arnâron was still pleasant and inhabitable, its inhabitants built an advanced technological civilization. They lost most of that technology since the cataclysm occurred that sent Arnâron into a slow, creeping downward spiral of death. But not everything was lost; like Arnâron itself, civilization and technical knowledge seem to fade slowly and not suddenly.

The people retained a good knowledge of architecture, and while they lack advanced construction machinery, they have an intimate knowledge of building sturdy, protective buildings. Their buildings, while not fancy by modern Earth standards, are well-built and able to endure centuries. The capability to build new large-scale canals has been lost for a long time.

Personal armor is limited to reinforced leather armor. While metal armor like chain mail could be made, it is exceedingly uncomfortable to wear metal armor in the climate of Arnâron. In addition, the availability of guns makes rigid metal armor rather useless, and warriors instead rely on surprise, speed and maneuverability.

Due to its state of constant warfare, weapons manufacture is one the most advanced technologies on Arnâron. The people of Arnâron know how to make extremely durable steel, and from this they fashion swords and other metal weapons of the finest quality. Guns are the most important weapon; highly accurate pistols and rifles are available but the required precision makes them very expensive. As guns need ammunition, which may be in short supply in many locations, soldiers always carry melee weapons in addition to firearms. Cannons are the most powerful weapon in the arsenal of the various armies, and are often employed in sieges. Powerful pieces of indirect fire artillery are the strategic weapons of Arnâron.

Personal transportation is strictly on foot or, for those who can afford it, by riding a mount. They are expensive but fairly commonplace, every middle class citizen should be able to afford one if he so desires. Long distance travel is done in caravans, which are organized between many cities. The other available transport for long distance travel are canal barges and sailing ships. Naturally, these can only travel along the canals, rivers, and on the remaining seas.

Agriculture is, by necessity, efficient and productive. Crops are rotated, irrigation systems built, dung and excrements are used as fertilizer. Most nations make a point of burying their dead as well, for the same purpose.

Medicine remains fairly advanced – even when most other technologies regressed to more medieval levels, there are some things not forgotten; germ theory, antibiotics, and so on. Most of the nations can still perform quite complicated surgery – you’ll be out of luck if you require brain surgery or a pace maker, but Mid-20th Century level surgery isn’t generally a problem.

Power generation is based on muscle power (slaves and animals) as well as water and wind power. Steam engines are known, but many areas do not have anything they could burn for fuel – coal mines are few and far between, and inedible wood is much more valuable for construction or for the manufacture of items and weapons. Solar power is used in many areas to heat water, but solar cells can no longer be manufactured. Electricity is known and used in the most advanced cities, mostly for illumination.

Astronomy is fairly advanced, while a lot of details were lost over the centuries, the basic layout of the universe is known – that the planet circles around the sun, what the galaxy is like, what stars are, and so on. Astronomy is a science for the rich nobility, who possess some very powerful telescopes for this purpose. The thinner air, and lack of light pollution, makes Astronomy from Arnâron’s surface easier than from that of Earth. Astronomy often has a dual purpose, as astronomers are also astrologers and try to divine the will of the gods and the destiny of various people from the stars.

Generally, manufacture is at about a 19th Century level – with small factories and workshops rather than mass production. Machines used in the factories are unsafe, loud, and noisy.

Communication over long distances is conducted by messenger and heliograph and similar optic communication (signal fires, signal flags, and so on).

A good deal of technology that was once forgotten is still known to be possible. In some cases, the only thing that prevents it from being used is lack of resources and tools; in other cases the basic idea is remembered, but it seems like magic. As a general guideline, everything to mid to late 20th Century technology will be known in some or great detail to a historian or engineer, while all “futuristic” technologies are firmly in the realm of myth and legends.

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As you know I originally wanted to use Mars as a setting for sword & planet fiction, games, and so on.

So before I started to work on Arnâron, I actually did some design on a mythical Mars. Here are two samples of Inkscape art I created; the planet itself and a rough map.

I still sometimes wish I could just use Mars as the setting, but as you know I have my reasons why I decided against it. I guess Mars just strikes a chord with me (and a lot of people). Even so I think my decision was a good one – sever the links with what came before, use it as an inspiration rather than a mold. Create IP, rather than use other people’s.

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When I started building Arnâron, I wanted to follow the Shakespeare & Dragons podcast where I could. That worked for a few episodes and then I spent a whole lot of time designing the physical setting. Now that I have the basics nailed down fairly well, I’m returning to the podcast.

Building the world itself as a physical setting is roughly equivalent with episode #12. So, episode #13 discusses designing cultures, and it’s next on my agenda.

In that episode, Paul uses a set of cultural attributes derived from material published by the Peace Corps. These attributes are:

1. Attitude Towards Age
2. Concept of Fate and Destiny
3. View of Human Nature
4. Attitude Towards Change
5. Attitude Towards Taking Risks
6. Concept of Suffering and Misfortune
7. Source of Self Esteem / Self Worth
8. Concept of Equality
9. Attitude Towards Formality
10. Degree of Realism
11. Attitude Towards Doing
12. View of the Natural World
13. Concept of Time

Personally, I added #14: “Attitude Towards Family”, because I think this is different enough between cultures to be a point one should consider.

Let’s look at a culture in the now-destroyed world Dukaydor to see what the people of Arnâron used to be like in those bygone days.

Attitude Towards Age: The society honored old people and considered them wise. This is based on the old traditions of experienced – old – storytellers passing on their knowledge to younger generations in a tribal society. While the reasons were forgotten to all but behavior psychologists, such old habits die very slowly.

Concept of Fate and Destiny: Destiny is determined at birth, but it is not a clear path. The route one takes in life is influenced by free will. Each person can therefore reject his or her destiny, but doing so will usually lead to unpleasant results. Destiny is mysterious and almost impossible to learn beforehand.

View of Human Nature: Humans are fundamentally benign, but some may turn “evil”.

Attitude Towards Change: The people value tradition, but recognize progress as necessary and beneficial. They will attempt to make new inventions fit with traditional values – in spirit, where traditions do not literally match with new inventions.

Attitude Towards Taking Risks: Taking risks is a necessary and important aspects of life – great rewards only come with great risks. Don’t give up if you believe in something – but make sure you do not bite off more than you can chew. If you fail trying, you have only yourself to blame; you probably deserve what is happening to you.

Concept of Suffering and Misfortune: The society feels a deep sense of justice: If you fail through your own fault – and it usually is your own fault – then you deserve to suffer. If you commit a crime, you deserve to be punished. Don’t whine over your misfortune, work to improve your situation.

Source of Self Esteem / Self Worth: Self-worth stems from one’s place in society, of one’s status and rank, and of one’s reputation among ones peers.

Concept of Equality: The society has tiers or classes, determined by ancestry. It is flexible, that is, a prson is able to improve his standing through his own actions. The “correct” form of government is monarchy.

Attitude Towards Formality: Respect your peers. Follow proper etiquette, especially to your superiors. Failure to do so is viewed as highly offensive.

Degree of Realism: Religion is important for many people, but in general it does not cloud their judgement of the natural world. Science and religion do not conflict; Science’s purpose is to find out more about the natural world, and religion’s job is to explain that which is inherentyl unknowable. Superstition is silly… but many people still yield to omens, which they see as signs of their destiny manifesting. Besides that, they have a fairly realistic view of the world.

Attitude Towards Doing: Practical view. Arts and crafts are related – if you create something useful, you can also make it look good. Religion doesn’t stand in the way of practical results.

View of the Natural World: The people in general follow a scientific view in explaining the natural world. Natural resources are to be used for the advancement of humankind. Why conserve that which is freely available?

Concept of Time: Structured view of time – time is the measurement of the progress of the state of the universe. Being on time is a virtue, but do not rush overly much. You have enough time before you die – and everybody dies, so why get worked up about it?

Attitude Towards Family Family is important both because it defines one’s place in the world, but also because it provides a home, security, a safety net. A person without an extended family is to be pitied.

This is just one example of culturesx from the era of Dukaydor, but it’ll serve as a basis for me when I work on several “modern” cultures. But that will have to wait for another day due to tiredness.

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It takes the bus about 30 minutes to get me from my apartment to work. I usually take the bus in the morning and then the subway in the evening. The bus is quite shaky, and it’s hard to write, but I do not have to change. With the subway, I usually can’t find a seat, plus I have to change twice and that makes writing, well, pretty much impossible.

This morning I used part of my half-hour to write down notes on a few additional creatures. As in the previous post, names are temporary.

The Dragonfly is a large predatory insect – in effect it rules the skies of Arnâron. They can grow up to two meters in length, with a wingspan of over two meters as well. They have strong, spike-studded legs with which they will attack and hold their prey; powerful mouths and sharp stingers. The males are blue and gray, the females yellow and brown in color. The insect is an ambush predator; it will attack its prey in a burst of speed and then use its legs to hold the animal while it delivers deadly blows with its stinger. They feed on smaller animals of all types, but will also attack larger species if desperate for food. Folk tales tell of unfortunate people being carried off by the Dragonflies – but these stories are (probably) just tall folk tales.

Locusts are a great danger for the local vegetation – including crops. The small (up to 5cm) insects will travel great distances and descend upon fertile land in a great, thick swarm, literally eating every last bit of plant they can. Luckily for the people of Arnâron, they are quite rare in the harsh climate, but they have not died out yet.

The natural enemy of the locust is nicknamed Farmer’s Friend (and yes I realize it’s a silly name). It eats other small insects, such as locusts. They will also attack roaches and other creatures. It attacks by spitting out a sticky goo. This goo will stick to the creature, inhibiting movement and rendering flight impossible. There is also a mild toxin in it which will paralyze the prey. The animal will then eat the paralyzed victim alive. The Farmer’s Friend does not attack humans.

Treelurkers are a form of mollusk, an evolved squid, that survived the changes on Arnâron by adapting to life on land. It uses its tentacles to climb on trees, where it will wait for unsuspecting prey. It will then drop onto those animals, use the tentacles to hold on to it, and use its beak to bite chunks of flesh out of the other animal. They only live in the few areas where vegetation and water are still commonplace, as they do like to return to the water regularly.

Here’s the updated tree of life:

Tree of Life

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I just noted I never mentioned here, and while I am sure most people who frequent this blog currently came via Eliza’s world building month “project”, there maybe some who didn’t. Eliza has published the first week’s summary on her blog, and there is quite a lot of work going on. Check it out.

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This is sort of a Post Scriptum to my first post about creatures

Tree of Life

Call me stupid if you want, but I never realized that Inkscape actually had connectors for shapes, and that you could thus create flowcharts and so on with it. I actually first tried to make the tree of life more artistic, but considering that it will change significantly as I introduce new creatures (and plants) I decided against wasting my time on that.

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While Arnâron is slowly dying, it is by no means a dead world – not just yet, anyway. Today I worked on some creatures on the bus; again I don’t have names for many of them, but that will come with time. The creature in this posting are all fairly basic; I never had a great talent for coming up with “monsters” (to use the D&D term) but that just means I’ll have to devote more time and energy to working this part out. Consider this the “first draft of the first part”!

Naturally, the dominant species of Arnâron is humankind. Humans have adapted to the harsh climate, and used their intelligence and endurance to change the world as much as they can to fit themselves – they have built cities designed to shield them from the heat, and canals to irrigate their fields.

The closest living relative of humans is the White Ape, a large mammal once at home in the tropical highlands. As the forests receded, the apes went with them, surviving due to their incredible raw strength. The White Ape is two to two and a half meters tall, and very muscular for a planet with such low gravity. They are covered in gray-white fur and have very humanlike eyes. They feed on fruit and leaves, but they will also take advantage of any opportunity to supplement their diet with meat – the harsh environment has changed the habits of these former vegetarians. The White Ape is considered to be an extremely dangerous “monster”, a reputation partially earned: An enraged White Ape bull is a dangerous beast indeed, but in general the small groups of White Apes are easy to avoid, and avoid confrontations, especially with humans.

Another large surviving mammal is the Cattle Animal. It served mankind as a meat animal and a beast of burden since the earliest days of civilization. As such, humans protected their cattle where they could, and these animals survive along the canals and in other regions inhabited by people. These animals are squat, heavy, and meaty; four stout legs hold it upright, but the legs are to the sides, like a crocodile’s legs, rather than the straight legs of a cow. its skin is vaguely striped in light and dark earthen colors and hairy. It is often used in armor, footwear and other clothes.

The main riding animal, Arnâron’s equivalent of the horse, isn’t a mammal, it’s a large four-legged reptile. It is remotely dinosaur-like: Its two forelegs are shorter than the two powerful hind legs. It has a tail which it uses to keep balance, especially when cantering or galloping, when the animal lifts it’s forelegs off the ground and only uses its hind legs. It also has a somewhat long neck. The skin of the animal consists of orange smooth scales. Most are of a light orange color, but specimen with a deep orange or even reddish hue are known; these are very valuable. The belly’s color is always darker; a rusty red. The reptile’s top speed is about 50 km/hour, but it can only maintain this for short periods of time. It can move at a fast “jogging” speed of about 20 km/h, and can maintain this pace for many hours before requiring rest. The animal is vegetarian.

Roaches are Arnâron’s rats. These insects can grow to 10-20cm in size, and have shiny black chitin carapaces. They make “chirping” sounds. These animals will eat pretty much everything that isn’t actively resisting – a common “horror tale” is that they will gnaw off the feet of a sleeping person, but this has no basis in fact. Most cities actively exterminate these beasts on sight, however, as they can spell easy doom: They reproduce quickly if food is available, and they lay their eggs wherever they can. If they manage to slip into a granary, they can consume a lot of food very rapidly, and spoil the rest with excrements and larvae.

The Kawar (“w” as the “v” in “vest” – /kawaR/ in X-Sampa) is another large, surviving mammal, and may in fact be the largest mammal to survive in the wild. It is thin, almost gaunt, and covered in shaggy fur. It has large, pointy ears, large eyes, and a flat snout and a large mouth with powerful jaws and sharp teeth. Its fangs are very pronounced – a little like those of a sabretooth, but not as extreme. The animal grows to about 1-1.5 meters in length. The Arnâron Dog is a predator and hunts in packs, but it is just as happy eating carrion. Domesticated dogs eat whatever their human masters spare them, usually left-over meat but also some types of vegetable food – the constant drought has forced all species on Arnâron to be less picky about their diet.

Aquatic animals were decimated when the planet dried out. A variety of fish survives in the small remaining seas and the canals, and some amphibians hold out in the surviving marshland, mostly close to the poles, and along the few rivers. The largest predator that can be found in the seas and waterways is the River Dragon, a two to three meters long reptile. Its wide mouth sports rows of razor-sharp teeth. The River Dragon’s scaly skin is a greenish black and its eyes are emerald green with an evil glint to it. The River Dragon preys on fish, but won’t stop from attacking human swimmers. It is the fear of the sailors of the canal barges. Luckily, it is relatively rare.

The Nûk (no good English equivalent, /nyk/ in X-Sampa) is small, furry, cuddly, soft, and cute. Its fur can have all types of colors and patterns. This tiny descendant of monkeys is very agile, but it usually prefers to lounge around and sleep. It is an adept climber, due to its origin in the jungles. The animal was domesticated as a pet, and is valued and loved by the people of Arnâron. Wild specimen have adapted to the climate, and survive near all sources of water on the planet.

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I was just playing around – doodling with Inkscape, so to speak – and came up with a system of elements that I think will fit Arnâron quite well:

Elements

I had already decided on the number eight having special significance to the people of Arnâron. There aren’t really any good “in-setting” reasons for this (I’ll come up with something), the primary reasons are more related to visuals and imagery:

* I want the people to use a lot of octagonal features in their designs and architecture
* 8 is a lucky number for the Chinese
* In Hinduism, the number is associated with wealth
* In numerology, eight is the number of “building” but also of “destruction” (according to Wikipedia…)
* There are eight planets, both in our solar system as well as that of Arnâron

In general, eight seems to be a pleasant or lucky number, you can check out Wikipedia to learn about its various meanings. Anywyay, I had to settle on something, and eight seemed like a good pick.

Now, as for the elements, I know that the system is “flawed”: For instance, combining fire and air does not automatically produce smoke, instead air is required for combustion and the resultingg flame can be entirely smoke-less. Heating up Earth doesn’t produce sand, it’ll produce warm earth (and eventually magma). But naturally, none of these elements are really elements anyway. The system is based on the classical elements.

The system will and can be used in Arnâron’s religion, mythology, buildings, and so on. At worst it’s just a little bit of background fluff that I can work in as needed.

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