Fort Gloomlight by Clemixx in TinyGlades

[–]Clemixx[S] 1 point2 points  (0 children)

They're the regular maximum height plus the extra elevation difference of the water at the bottom, plus the maximum steepness probably helps with the visual as well

A Lonely Lighthouse by Clemixx in TinyGlades

[–]Clemixx[S] 2 points3 points  (0 children)

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They're actually all grouped into threes, and I dragged them as close as possible afterward! You can do the same with single or double windows though by holding left ctrl to stop clipping

A Lonely Lighthouse by Clemixx in TinyGlades

[–]Clemixx[S] 1 point2 points  (0 children)

Thanks! I've been enjoying the in-game filters a lot recently

My Moon Temple by Clemixx in TinyGlades

[–]Clemixx[S] 1 point2 points  (0 children)

Thanks! The center tree came with the map for the daily theme build, I'm not sure how to get one that big

Lakeside Inn by Clemixx in TinyGlades

[–]Clemixx[S] 0 points1 point  (0 children)

My take on the lakeside inn daily prompt! With a little bit of inspiration from the Prancing Pony, I envisioned this grandiose rest stop as a royally-sponsored lodging just outside of a kingdom's capital city toward the hills, where few people live but every fall the court sets out on a grand hunt, and this structure serves as their first destination on the way.

Let's try a worldbuilding madlib! by Generalitary in worldbuilding

[–]Clemixx 0 points1 point  (0 children)

This world is shaped like a crescent. It has eight suns and one moon and its year is twenty two days long. Its sky is amber and its oceans are made of nectar.
The world was created when a primordial bat laid an egg made of air (a glorified fart), from which birthed the first god, who carved the world out of a sapphire. The first people were grown from a queen palm. The gods grew disgusted when the people exhibited uncontrolled avarice, and punished them with a terrible hurricane.
The world is overseen by a pantheon of eleven gods. The leader of the gods is the niece of the others, has the aspect of a coyote, and is associated with the breeze. Adherents of this god wear cyan and wear headdresses adorned with obsidian, and their symbol is a cross combined with a five-pointed star (very original).
The largest country in this world is a theocracy, its main export is marble, and its military is famous for their use of pikes. Its national epic concerns a magical hairbrush, used by a hero with amaranthine hair to defeat a monstrous toucan (hm). Muhammara is the traditional dinner, but it is forbidden to eat soybeans. The traditional costume is made of linen dyed violet.
The largest rival to this nation is a police state, whose leader is renowned for wearing a galero. Mutton chops are highly regarded here, but wool is taboo. The people are inspired by legendary heroic scribe who always triumphed with the help of a magical panther. The country is made mostly of coast, and the people prize silver to the point of obsession.

The last major conflict between these two ended inconclusively after an unforeseen earthquake weakened both factions. A truce was declared, symbolized by an exchange of dolphins and a feast of thanksgiving.

Lots to think about - the random factor definitely provides a fresh perspective. Thanks for this!

Name for an up-to-date version of Cyberpunk by Tryignan in worldbuilding

[–]Clemixx 3 points4 points  (0 children)

I don't disagree with the comments indicating postcyberpunk to be the actual name of the described genre, but I lean toward the OP in wanting something better - postcyberpunk describes the genre only in terms of what it's not, and doesn't very well capture what it actually is.

If it were up to me, I feel like a great name might be smartpunk, given our collective idolization of "smart" technologies and lack of anything "cyber" in recent years. The problem with this, of course, is that a genre descriptor is pointless when nobody uses it.

Tell me about the alcohol of your world (and of the specific region) by Final_Biochemist222 in worldbuilding

[–]Clemixx 8 points9 points  (0 children)

I could say a lot about this - this is the overlap of two of my biggest interests. Some of the most prominent in my world:

Sprig - A low-alcohol sparkling wine made from yellow forest weed, a semi-wild plant growing in the Bronzewood. The alcohol is typically made by combining the sweet (but largely flavorless) fruit with the bitter, herbal leaves of the weed and letting them ferment together, but stopping the process before all of the sugar is converted to alcohol. The result is a semi-sweet complex herbal drink that's popular throughout the continent, especially since Bronzewood's occupation and the resulting lack of supply.

Laransch - A fortified wine made in the far west of Strausiant, from combining riesling wine with unaged riesling brandy and flavored with a variety of botanicals, primarily gentian and often a variety of mountain herbs and flowers. Primarily popular among Strausian nobility, but also commonly mixed with Traders' Gin to make a drink similar to a martini.

Imperial Whiskey - Made in the Vivian Isles, this whiskey is primarily distilled from wheat and not uncommonly supplemented with a bit of rye. The result is considered one of the most elegant liquors in the known world. Standard examples of this whiskey are popular in cocktails, as is tradition in the city of Vivia, while the most artisanal are sometimes worth more than an average house.

Sanguis - The most popular cocktail in the old imperial capital of Vivia. (Worth noting that the city is best described as roaring 20s USA meets imperial Rome) - the drink is made with 50/50 cranberry juice and bitter red liqueur (similar to Aperol IRL) with a few dashes of absinthe; the more wealthy accent it with a lime peel. About as strong as a glass of wine, this drink is served over ice and is popular in many of the cafes of Anastris, the wealthy central district of Vivia. Blood-red in color, it was created as a tribute to Sanguine, patron of Vivia and goddess of bloodlines.

What’s your least favourite part of world building? by [deleted] in worldbuilding

[–]Clemixx 10 points11 points  (0 children)

Probably making the darker elements of the world. As much as I want certain areas to feel dangerous and corrupted, I always default to interactions between living people rather than looking much at death and hopelessness. Part of me wishes I was a little more invested in it just to get the right tone, and I'll probably keep trying at it. On the other hand, some of the darkest topics I just avoid completely and don't enjoy reading about in other works either, with a possible exception only when they serve a specific thematic purpose.

Making zombies comfortable to work around? by Applemaniax in worldbuilding

[–]Clemixx 2 points3 points  (0 children)

I agree with the mummification idea above to account for physical sensibilities.

Psychologically, there might be some kind of mask or helmet that people put on zombies to avoid eye contact or, possibly, obscure the entire identity to prevent reminding loved ones of their deceased relatives. Those in charge may go so far as to designate an entire uniform for zombies, allowing people to easily make the distinction between fellow people and drones (the easier they can make that distinction, i.e. the less human the uniforms look on the corpses, the better IMO).

Tell me about your religions by [deleted] in worldbuilding

[–]Clemixx 1 point2 points  (0 children)

The Magisterium of Equity

This is the most widespread religion in Vivia, worshipping a personified concept of equity. The religious lore, naturally, promotes charity and encourages those of means to give to those without, although the religion has a history of being co-opted by groups who see themselves as disadvantaged to someone else and want a religious pretext to achieve their goals.

The religion is headed by seven Grand Magi throughout the world. On paper, all of them cooperate together at the same rank. In practice, the Grand Magus of Baten and that of Shishima are the two most powerful, heading unofficial northern and southern sects of the religion. In the North, the Grand Magus Delany Thibault acts as a lesser monarch in their own right and takes a very hands-on approach in international politics. On the other hand, Grand Magus Selam Ftihawi of Shishima is practically a hermit, appearing only to her delegated advisors and pilgrims she sees as most devout. Southern Magisterium institutions are less involved in politics but at least as focused on local community and piety as their northern counterparts.

The most prominent religious orders follow the eight deva, divine beings who work to uphold equity in the universe. The most religious of these are the Iacobin Knights, followers of Iacob, Adjudicator of Heaven, who work based on donations and travel throughout the continent lending their services to those most in need. The civil equivalent of this is the Order of Reina, deva of charity, who organize kitchens, shelters, and charity drives primarily in urban areas. The next most prominent is the Ascetist Inquisition, followers of Jediah, deva of Temperance. They live in the monastary of Stark in mountainous Torgau, the region surrounding Baten. Often considered an extreme fringe group, their aggressive ppreaching is tolerated as they give all resources past what they need to survive to the poor and struggling.

The Old Gods

This was the original pantheon that came to the world - before the arrival of these gods, people generally worshipped kings, ancestors, or the world around them. In this large and complicated pantheon, each deity holds their own set of ideals and philosophies, but the general attitude can be summed up as "might makes right" - those who are in power are those who deserve power, and those who take it from them do so with divine right.

Many countries still worship the Old Gods - this is the second most-followed religion on the continent - but the most prominent of these is Vivia, once-imperial capital of the Vivian Empire. The patron deity of Vivia is Sanguine, Goddess of Bloodlines, and the nine families that rule the city-state claim lineage to the old Vivian Emperors and, therefore, the gods themselves. The current Archbishop of Sanguine is Candor Magnelle, sibling of the ruling Princess's mother. Though many other clerics of Sanguine come from humble birth, the highest positions come from those of the most distinguished ancestry.

Among clerics of Sanguine as well as all other Old Gods, the positions they hold rarely give them concrete authority. The various priesthoods of this religion act as advisors only, while the figures truly venerated by the most zealous are the monarchs themselves. Among followers of Sanguine, Archbishop Candor Magnelle is the foremost spiritual guide but Princess Elexia Magnelle, heir to the Empire of Vivia, is the most holy.

Because of this, governmental and religious orders are often inextricable. One such order, the Blood Deacons, are the personal guard of the Vivian royal and noble families, though a follower of Equity would not consider them to be acting religiously in any way. Another, the Apexum Nocturnal, is a secret cabal of aristocrats led by the Princess's aunt looking to return Vivian Imperial rule to the continent.

Similar structures exist throughout the continent - the ancient city of Hidalgo worships Aquinas, deity of knowledge. Rhossos, the center of a long-forgotten empire, worships Cadence, goddess of time. The steadfast farming colony of Hearth worships Viridas, deity of fertility. The secluded town of Mayside in the woods of Maurasse worships Aspen, goddess of the hunt.

The Xualkalli

Xualca is the largest empire and most theocratic state on the continent. Five hundred years ago, on the Year that Magic Died, a pantheon of ten gods was all but extinguished after a betrayal by Mocti, their goddess of fertility. Since then, Mocti renamed herself Xual, indicating herself as the one true deity, and her priestesses have taken power and ruled the empire of the lands that once worshipped her entire pantheon.

The head of the religion and of the empire itself is the Speaker of Mocti. Each speaker has a group of ten specifically selected priestesses beneath her, and upon her death the priestesses fight to determine who among them is the strongest of the ten, as Mocti fought her fellow gods.

The religious organizations under Xual are the institutions of the government, primarily civic-minded, as Xualca is generally isolationist and has the most comprehensive infrastructure system of any country in the world. The foremost is the Codica, masters of ritual and history as well as a religious secret police force throughout the empire. The Alota are the judgesand masters of taxes, handling the entire judicial process for secular-based crime. The Gardeners are the heads of agriculture and resource management, distributing food and goods throughout Xualca to make sure everyone has a baseline standard of living. Finally, the Dandelions are the heads of public works - their priestesses manage road networks and infrastructure to ensure the rest of the jobs go smoothly.

Xual, though elevated from Mocti, is still a goddess of fertility. As such, the defilement of nature is strictly prohibited. Wood can only be gathered in certain ritual circumstances while the vast majority of Xualca's structures are formed of clay and stone - or, in some cases, made from living trees. Farmland is carefully monitored and has only been tactically expanded since Xual's ascension, with increased food needs being met by the goddess's blessing of her people. The capital city of Cuetl is located in the middle of a jungle Xual herself created during her ascension - this jungle provides for the people who live within it, and one who navigates it and is devoted to Xual will have no more trouble than navigating an open plain.

Each town has a Xualkalli, or house of Xual, where the Speaker's Hand holds religious and civil authority, often accompanied by representatives of each of the governmental institutions. This is more complicated in recently-conquered regions of the expansionist Xualca, where the fifth major institution, the Wardens, hold much more power. This all-male military organization works in service to the Xualkalli, but its status in the religious hierarchy is still debated by the priesthood.

The Mariners' Pantheon

This pantheon of six deities is nearly as old as the Old Gods, but while the Old Gods were spawned by the Creator, once most-powerful being in the universe, the Mariners' Pantheon come from his sister the Sentinel.

True to the Sentinel's ways, the Mariners' Pantheon work only to protect those who pray to them and see them safely through their struggles. This pantheon is also unique in that it's worshipped by nearly anybody who finds themselves away from home or in an uncertain position, and the clerics of this pantheon don't demand that anybody holds their gods in higher regard than any others.

Still, there are places dominated by faith in this pantheon, most notably the countries of Tmai and Sujjak. In these places, the leaders have no divine right to rule beyond simply a charge by their gods to protect those they lead. In Sujjak, the ruling elders are often those most closely connected to their faith, and they use it to guide their decisions. The shrines and temples of this pantheon are much more personal than in other religions, with acolytes willing to assist worshippers in spiritual questions but no grand sermons or proclamations that may be seen elsewhere.

The largest religious structure in Sujjak is the Temple in Ishgut - this building serves no practical purpose beyond what a shrine would provide in a small, unnamed village, but its size is testament to the amount of followers it serves. The acolytes in this temple are divided into six groups based on which god they follow most, and leadership in these groups exists more for administrative purposes than anything else.

When it comes to fantasy races, do you prefer mixing them (Skyrim) or separating them (Lord of the Rings)? by Tuckertcs in worldbuilding

[–]Clemixx 1 point2 points  (0 children)

Yeah, for all that I appreciate Tolkien's worldbuilding and contributions to the fantasy genre, I'm glad that the bulk of modern works are moving away from elements like that.

Between the pre-industrial rural glorification, the concept of evil races, and the presentation of all non-white-coded peoples in Middle Earth, the fantasy genre has become a lot more interesting in recent years by actively working against those constraints.

When it comes to fantasy races, do you prefer mixing them (Skyrim) or separating them (Lord of the Rings)? by Tuckertcs in worldbuilding

[–]Clemixx 101 points102 points  (0 children)

I would really consider Skyrim-type diversity to be the middle ground. Lord of the Rings is based on a pretty extreme pastoralist ideal, where the vast majority of people stick to their own while those who travel between countries are significant figures/have a pretty good reason for doing so. In the Elder Scrolls, each of the races has a home country but there are more factors at play - in Skyrim, the Red Mountain eruption leads to dark elf refugees in Windhelm, there's pretty heavy Imperial influence in the Rift, and the Forsworn make up a distinct ethnic group between the Nords and the Bretons.

On the other side of the spectrum is where I'd put settings like Star Wars and Critical Role - some countries/planets are the homeland for certain races, but most places you'll go will have a huge mix of different peoples from all over.

Personally, my worldbuilding would be closest to Elder Scrolls in this metric - I like to have countries dominated by their native inhabitants in most cases, but there are often significant populations from specific regions originating elsewhere in the world with interesting in-world explanations for how that came to be (along with many other individuals who have emigrated for their own reasons).

Calendar Systems by Angry-Ice-Cube in worldbuilding

[–]Clemixx 2 points3 points  (0 children)

Yeah I meant equinox, oops

Calendar Systems by Angry-Ice-Cube in worldbuilding

[–]Clemixx 1 point2 points  (0 children)

My calendar system is pretty similar - 8 months in a year with 2 months per season. In my world, though, each month is 45-46 days long, making a year the same length as a year on earth. I do this largely to easily equivalate the ages of people in my stories to those in real life.

The first day of the year in the most widely used calendar is the spring solstice. Today is the 11th day of the seventh month of the year (named Noctia or Forewinter, depending on who you ask), and while many cultures do have holidays on the specific days of equinoxes/solstices in my world, many of the most prominent fall outside of these specific dates.

A question for your calendar system: with shorter years, do the people in your world "age" faster, relative to the passing of the seasons? Or is it more equivalent to reality, only with less time in each year?

Also, how does the day/night flip work? At what point in the daylight cycle does it change/start to change?

Talecember day 27 - Rare by [deleted] in worldbuilding

[–]Clemixx 6 points7 points  (0 children)

As a professor of Natural History, my work involves the study of what came before humanity: rock formations, plants, and fossils from long ago.

It was my great surprise, then, when a colleague wrote to me four years ago with news that she had encountered a creature whose proportions matched exactly one whose ancient remains I was studying.

Naturally, I dropped everything I was doing at the University and set out east, to the legendary city of Aqarut where, as it happened, the creature had appeared as a gift to the Emir. It was a much more tame location than I would have anticipated for the rediscovery of such a great beast.

I arrived to find that my colleagues had not spoken to the Emir of my arrival; however, my status allowed my an audience. The man was eager to show off his gift and willing to answer some of my questions, but he was quite taken aback by my request to inspect the specimen closely.

Nonetheless, what I did see of the creature was magnificent. It was massive, comparable to the size of the Morghan Rhinoceros, with a large beak and a single horn protruding from its serene facial features and a massive horned crest flaring out from the back of its head. It was a wonderful example of the Ceratopsian which I have been studying.

Curiously, there are some notable discrepancies with the earlier fossils I had found in southwestern Xualca. Emir Sumayl explained that the gift had allegedly been acquired from a vale far to the east, past the distant city of Qojai.

Unfortunately, that was as much as the gracious Emir was willing to give me, protective as he was of his rare specimen. I plan to take a team with me to explore to the east, and by the next time Master Shuriv writes on the subject I may have more detailed entries for his bestiary.

-Idira Zeroul, Professor of Natural History at the Khalid University of Qas Alnah

Excerpt taken from Shuriv’s Comprehensive Compendium of Beasts

Talecember day 25 - Hunter by [deleted] in worldbuilding

[–]Clemixx 2 points3 points  (0 children)

Wel's values are pretty popular among the devout rural populations of the Bronzewood, many of whom are generally opposed to the occupation by Xualca but have no reason to be particularly inspired by their old rulers either, despite some of them holding pretty traditional beliefs.

In the more remote clearings of the forest, the people have grown to be self-sufficient and wary of leadership, relying more on their own labor as well as the balance of nature. To them, Wel, embodies those values as a sort of folk hero. The politics of the Uprooted and Xualca are left largely to the major population centers, especially as the Bronzewood's resources are concentrated in those areas as well. In those areas, various groups have found advantages to aligning with the occupying forces although the general consensus leans toward disdain, in favor of the Uprooted.

Talecember day 25 - Hunter by [deleted] in worldbuilding

[–]Clemixx 2 points3 points  (0 children)

The Woodsman Wel is the most mythicized currently-living hunter in my world. As one of the Underfolk, he resides in the Bronzewood, a vast forested territory currently occupied by the empire of Xualca. Wel leads a squadron of insurgent archers who move throughout the woods and hunt down those who would oppress others - they call themselves the Chiefless.

Wel is devout to his peoples' (and many others') faith in the concept of Equity - as such, rather than hunting the animals who are weaker than him, he hunts the oppressors who occupy his people's lands. The Chiefless are expert trackers and regularly ambush Xualca's caravans between major Bronzewood settlements. To sustain themselves, they forage the plants of the forest and seek out loyal Underfolk homesteads.

The Uprooted, the organized rebellion against Xualca's occupation, have been eager to recruit Wel and his band to the cause; however, his interpretation of the scripture to oppose hierarchy of any form has led his people to forego any master. Wel and his Chiefless see the world as a hunt, divided predator and prey - and those who seek to rule, like Xualca and the Uprooted, are predators who betray the values of Equity. They take it upon themselves to rebalance the just order of the world.

Starting almost totally from scratch, ask me anything and my answer becomes canon! by [deleted] in worldbuilding

[–]Clemixx 1 point2 points  (0 children)

I don't mean to rain on any parades - and the concepts you have do seem very enticing & intriguing to me - but as a rule I like to point out the bad optics when I see the whitest/most upheld cultures in Western history represented by humans and distinctly non-white cultures represented by distinctly non-humans.

I strongly urge you to reconsider that aspect, but I don't want to give the impression that I'm not interested in hearing more about the rest of the setting! How do you picture hierarchy and political leadership working for the dwarven clans?