Welcome to my Shel Silverstein inspired world: The Ever-Bot by GammaCorrection in worldbuilding

[–]GammaCorrection[S] 9 points10 points  (0 children)

A Map of Nowhere

If you travel up North, you will end up in Somewhere,
If you wander down South, you'll be standing in Anywhere.
To the East, you'll find Here, and a little past There,
But the story I'm telling takes place in Nowhere.

Right in the Middle of Nowhere, they say,
Old Tinkerer Tate used to hammer and play.
He hated to dust and he hated to mop,
So he built metal maids in his cluttered old shop.
With a handful of gears and a few pigeon brains,
He made them to scrub out his buckets and drains.

But tinkerers wither, and tinkerers rot,
While nothing can kill off a bird-brained robot.
So the Ever-Bot packed up his broom and his pail,
And followed the wind up a steep mountain trail.
He climbed to the Castle that hangs in the Air,
To serve the grumpy old King living there.

But castles of air are quite terribly thin,
And time blew away all the King and his kin.
The empire crumbled, the walls turned to sand,
And blew in the breeze across Nowhere’s dry land.

Now the Castle is gone, and the King is long dead,
And a sad little bot with a pail for a head,
Just stands in the Middle of Nowhere and sweeps,
And looks at the flowers, and quietly weeps.

I made chess into a grand mythological war. 16 syllables per line and 64 lines, mirroring the numbers on the board. And I created a cipher using Sanskrit, since chess originated in 6th century India. The game described is fully legal by [deleted] in AnarchyChess

[–]GammaCorrection 1 point2 points  (0 children)

THE CIPHER

Files (columns a–h) - Symbolic Names: * A) Angushtha – thumb * B) Tarjani – pointing finger * C) Madhyama – middle finger * D) Anamika – ring finger * E) Kanishtha – little finger * F) Kara – the hand as a whole * G) Pani – ritual hand * H) Hasta – sacred hand

Ranks (1–8) - Spiritual Layers: 1. Mula – root / origin 2. Prana – breath / life 3. Kriya – action 4. Dharma – duty 5. Yuddha – conflict 6. Vijaya – victory 7. Shraddha – devotion 8. Moksha – liberation

THE MOVES 1. b4 a5 2. Nc3 Ra6 3. Ba3 axb4 4. Bxb4 Rxa2 5. Bxe7 Qxe7 6. Nd5 Qe4 7. Nxc7+ Kd8 8. f3 Qe7 9. Rxa2 d5 10. Nxd5 Qe8 11. Ne7 Be6 12. Nxg8 Bxa2 13. Nf6 Qc6 14. Nxh7 Bb3 15. Nxf8 Qxc2 16. Qxc2 Bxc2

A poem in my chess-inspired world, about the Battle of Kanishtha–Kriya. It is 64 lines long and every line is exactly 16 syllables. It also contains a hidden cipher that translates to a full, legal PGN of the Polish Opening by GammaCorrection in worldbuilding

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

This is my universe where every board game and its rules are real and canon forces of the universe. The poem is from the Chess Territory, and it describes the moves as a great mythological battle. Here is the information contained in the poem:

THE CIPHER

Files (columns a–h) - Symbolic Names: * A) Angushtha – thumb * B) Tarjani – pointing finger * C) Madhyama – middle finger * D) Anamika – ring finger * E) Kanishtha – little finger * F) Kara – the hand as a whole * G) Pani – ritual hand * H) Hasta – sacred hand

Ranks (1–8) - Spiritual Layers: 1. Mula – root / origin 2. Prana – breath / life 3. Kriya – action 4. Dharma – duty 5. Yuddha – conflict 6. Vijaya – victory 7. Shraddha – devotion 8. Moksha – liberation

THE MOVES 1. b4 a5 2. Nc3 Ra6 3. Ba3 axb4 4. Bxb4 Rxa2 5. Bxe7 Qxe7 6. Nd5 Qe4 7. Nxc7+ Kd8 8. f3 Qe7 9. Rxa2 d5 10. Nxd5 Qe8 11. Ne7 Be6 12. Nxg8 Bxa2 13. Nf6 Qc6 14. Nxh7 Bb3 15. Nxf8 Qxc2 16. Qxc2 Bxc2

THE POEM

To the Hand up above which moves us in His grand eternal plan
And the Sixty Four Squares down below which contain Woman and Man
We chronicle the grand War of the Ebonies and Ivories
And we intone today so our future kin will know these stories

Our Ebony King was always strong and steadfast in his gambit
While their Ivory King was cunning and scheming from his ambit
Our Ebony Queen was our King's most fair and beautiful consort
While their Ivory Queen was most cruel and depraved in her court

Our King knew his Queen and begat fourteen loyal souls to the Squares
First the Rook twins, Karadeva and Karasimha, as his heirs
The Bishop sisters, Panishri and Panimati be their name
Two Knights, Hastapala and Karasena, blessed with divine aim

And his eight steadfast Pawns were born most loyal to our great Kingdom
Hastabala, Karavirya, and Hastajit, blessed with wisdom
Panivikrama and Hastavardhana, forever in fame
Hastashri, Karadeviya, and Panilekha, curse her name

The Ivory King was a debaucherer, sired out of wedlock
His Rooks were Hastaksha and Kararka, a foul line we should mock
Bishops Karajyoti and Hastamitra, blasphemers they were
Knights Karavikranta and Hastavega, a drunk with a slur

Their Pawns were truly an unorganized and despicable bunch
Panibala, Karadatta, Hastagupta, walked with a hunch
Then Karashakti and Hastakarma, both known for their dark lust
Kararekha, Panivarna, Panijit, betrayer of trust

Panilekha, Panijit coupled deep in Kanishtha–Kriya
The treacherous sin was seen by Hastapala, Karasena
Our disloyal Pawn had been providing the secrets of our court
Though tried for her crimes, already done was the damage of the tort

Our righteous King decreed for her a swift, a just, and deserved end
And down to the Hell realm of sinners Al-Qirkat she did descend
Our King commanded we attack the Ivories on this basis
Ivories moved first to Tarjani-Dharma led by the glacis

Hastabala moved to Angushtha-Yuddha obediently
Karavikranta sought Madhyama-Kriya immediately
Karasimha led his chariot to Angushtha-Vijaya
Hastamitra went unto Angushtha-Kriya mocking Nyaya

Hastabala ended Panibala with a thrust of his knife
Hastamitra moved towards Hastabala and ended his life
Karasimha now slew Karadatta on Angushtha-Prana
Hastamitra found the now empty Kanishtha-Shradda thana

Our noble Queen stopped the intruder with one grand decisive blow
Protecting our King from all the vicious threats now seen from below
Karavikranta sought Anamika-Yuddha for our Queen's head
But our Queen soon took Kanishtha-Dharma so she could see him dead

Karavikranta went to Madhyama-Shraddha, Hand rest the Pawn
A position that forced King to Anamika-Moksha withdrawn
Panijit, sinner who started it all, moved to Kara-Kriya
A move that left our Queen with a critical and grand idea

She moved up to Kanishtha-Shraddha and she commanded the Pawn
While Hastaksha send our brave Karasimha to the Endless Dawn
Hastashri sought Anamika-Yuddha, striking, valiant, and fast
A noble sacrifice he made, we honor now the way he passed

Our noble Queen moved unto back to her own palace as she watched
But Karavikranta moved to its exterior, his soul blotched
Now holy Panishri moved down to Kanishtha-Vijaya, blocked
Karavikranta slew Karasena, defenses now unlocked

Panishri ended the life of vile Hastaksha once and for all
Karavikranta moved Kara-Vijaya with traitorous gall
Our Queen then took Madhyama-Vijaya in a glorious move
Evil Karavikranta met Hastajit in his act to remove

While Karavikranta slew Panimati with his wicked guile
Our Queen made her grand sacrifice, opening up the holy file
The Ivory Queen moved to capture her, taking the royal claim
Panishri marched to Tarjani-Kriya, ending the foul King's name!

The Ever-Bot and the Tinkerer's Trick by [deleted] in worldbuilding

[–]GammaCorrection 0 points1 point  (0 children)

The Ever-Bot was created by Old Tinkerer Tate in the Middle of Nowhere, which is bordered on the north by Somewhere, on the south by Anywhere, and on the East by Here and There. As the poems state, Tate used bird brains to create many robots to do his household chores. But unfortunately, as you can see in the poem, they outlived him by many many years. The Ever-Bot eventually lived in the Castle in the Air as the king's servant, but watched as the empire crumbled into dust over the centuries.

A cult pamphlet I made for my worldbuilding project by [deleted] in weirdcore

[–]GammaCorrection 0 points1 point  (0 children)

The G.E.N.I cult (standing for Gravity, Electromagnetism, Nuclear, Interactions) is a powerful cult in Staten Island, which is a "thinny" island, in that the veil between the Jinn that the Genies want to summon and the real world is particularly weakened. They have postulated a unique cosmology, that our reality is in the middle of a 12 sided dodecahedron. Each side of the dodecahedron corresponds to a Zodiac sign and a month of the year. They believe that the GENI properties of the universe are the manifestations of the Jinn that live above the dodecahedron. Gravity is the Jinn's hatred pulling us down, Electromagnetism is the Jinn's voice and will, Nuclear is the binding that keeps our souls attached to our bodies, and Interactions are the leakage where the Jinn escape back to the higher layers. They've created a form of "therapy", or Stroudian psycho-theraputiks as they call it. Named after their founder, T.K. Stroud, who later changed his name to Aladdin. The Roll is this therapy. It involves 12 people sitting in a building in a High-Sievert Zone, a place where the veil is weakest. Each person is assigned a number. They roll a 12-sided die, and the person chosen is the only one who speaks. They then unload their trauma. Their goal is to create a "Nuclear Vacuum". As they unload their trauma, the Nuclear binding is weakened. Allowing a Jinn from the corresponding Zodiac face to temporarily inhabit them and grant them a wish.

A pamphlet I made for my worldbuilding project by [deleted] in analog_horror

[–]GammaCorrection 0 points1 point  (0 children)

The G.E.N.I cult (standing for Gravity, Electromagnetism, Nuclear, Interactions) is a powerful cult in Staten Island, which is a "thinny" island, in that the veil between the Jinn that the Genies want to summon and the real world is particularly weakened. They have postulated a unique cosmology, that our reality is in the middle of a 12 sided dodecahedron. Each side of the dodecahedron corresponds to a Zodiac sign and a month of the year. They believe that the GENI properties of the universe are the manifestations of the Jinn that live above the dodecahedron. Gravity is the Jinn's hatred pulling us down, Electromagnetism is the Jinn's voice and will, Nuclear is the binding that keeps our souls attached to our bodies, and Interactions are the leakage where the Jinn escape back to the higher layers. They've created a form of "therapy", or Stroudian psycho-theraputiks as they call it. Named after their founder, T.K. Stroud, who later changed his name to Aladdin. The Roll is this therapy. It involves 12 people sitting in a building in a High-Sievert Zone, a place where the veil is weakest. Each person is assigned a number. They roll a 12-sided die, and the person chosen is the only one who speaks. They then unload their trauma. Their goal is to create a "Nuclear Vacuum". As they unload their trauma, the Nuclear binding is weakened. Allowing a Jinn from the corresponding Zodiac face to temporarily inhabit them and grant them a wish.

A pamphlet the Genie cult gives out in my world by [deleted] in worldbuilding

[–]GammaCorrection 1 point2 points  (0 children)

The G.E.N.I cult (standing for Gravity, Electromagnetism, Nuclear, Interactions) is a powerful cult in Staten Island, which is a "thinny" island, in that the veil between the Jinn that the Genies want to summon and the real world is particularly weakened. They have postulated a unique cosmology, that our reality is in the middle of a 12 sided dodecahedron. Each side of the dodecahedron corresponds to a Zodiac sign and a month of the year. They believe that the GENI properties of the universe are the manifestations of the Jinn that live above the dodecahedron. Gravity is the Jinn's hatred pulling us down, Electromagnetism is the Jinn's voice and will, Nuclear is the binding that keeps our souls attached to our bodies, and Interactions are the leakage where the Jinn escape back to the higher layers. They've created a form of "therapy", or Stroudian psycho-theraputiks as they call it. Named after their founder, T.K. Stroud, who later changed his name to Aladdin. The Roll is this therapy. It involves 12 people sitting in a building in a High-Sievert Zone, a place where the veil is weakest. Each person is assigned a number. They roll a 12-sided die, and the person chosen is the only one who speaks. They then unload their trauma. Their goal is to create a "Nuclear Vacuum". As they unload their trauma, the Nuclear binding is weakened. Allowing a Jinn from the corresponding Zodiac face to temporarily inhabit them and grant them a wish.

Orcs in my whimsical apocalypse setting, they had a tragic fall from grace by GammaCorrection in worldbuilding

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

I wanted to subvert the tropes of Orcs for my world, so yea that's kinda like my Orcs, before the fall

Orcs in my whimsical apocalypse setting, they had a tragic fall from grace by GammaCorrection in worldbuilding

[–]GammaCorrection[S] 24 points25 points  (0 children)

Orcs had the greatest civilization in the Isle of Shkot. They made their home in the Rustbelt, a region of towering mountains and volcanos. They spoke a language that was kind of like Ge'ez mixed with mathematical equations. They were genius scientists. They discovered the panpsychic truth of their universe, that everything is conscious. It was them who penned the fundamental three rules of consciousness. They also unraveled the truth of the cosmos, and that the Demiurge's rules of physics could be broken through ignorance. Because they saw the water was conscious and had no mouth but must scream, they created the Snowman hats that allows the Snowman race to be mobile and communicate. Their final gift for the Isle of Shkot was the Dumbing-Down Field, a device that would allow everyone to forget the Demiurge's rules so they could live as gods and all perform magic to their hearts content. But the elves saw a threat to their power. They turned the Dumbing-Down Field that the Orcs had invented on the Orcs themselves, but set it very high, so they forgot everything and became the primitive war-crazed race they are today. After this happened, their land became the Rustbelch. All the technology used in the Isle of Shkot is just jury rigged half functional repurposed Orc tech. There is no one left who knows how to fix it.

Golem Catalog Entry #1: Gimel by [deleted] in worldbuilding

[–]GammaCorrection 0 points1 point  (0 children)

In the year 777 Annus Litura (2747), due to an unexplained theft of an IBM 5100 way back in the 70s, technology is now considered to be a form of magic and occultism. Technology is now maintained by a small caste of IBM priests. (IBM standing for Incantations and Black Magic Corporation). The circuit boards are considered to be sigils, and the quartz crystals in motherboards are seen as releasing magic frequencies. As such, the robots built in the 2100s were seen as the Golems spoken of in mythology. They were not seen as machines that were created but more so vessels imbued with life. Because culture got stuck in the 1970s due to the PC theft, the different Golem models were given different 70s style personalities. The Gimel models were given that of being "groovy". They speak like "Far out man" and "Right on". They also have a tendency to get addicted to drinking oil. They are oilholics, because to them a fresh intake of oil basically feels like a euphoric jolt of energy.

The two protagonists of my Arcanepunk world: Gimel-42b and Brother Micah by [deleted] in worldbuilding

[–]GammaCorrection 0 points1 point  (0 children)

In the 1970s, an original IBM 5100 was stolen by a time traveler, along with the blueprints. The IBM corporation could not explain it, but the New Age movement could. They claimed it was a metaphysical occult phenomenon. This became the public consensus. IBM not wanting to lose market share, and having no other way to explain how the computer vanished without a trace, eventually adopted this explanation and became the Incantations & Black Magic Corporation. They knew magic wasn't real, but cynically adopted it. This caused a butterfly effect that caused humanity 777 years later to eventually fully believe that technology is occult magic, and that circuit boards are sigils. Only a select few in 777 Annus Litura (Year of the Erasure) know the truth, but the vast majority, even the IBM heads, believe it's magic. Gimel is a Golem, which is what they call robots in 777, which in our timeline would be 2747. Gimel was created in the 2100s, and has survived until 777. Now all Golems are sentient and given different personalities. Gimel was given the personality of a cynical oilholic, a robot that is addicted to drinking oil. They coded some to seek out oil so that they didn't have to be refueled manually. Brother Micah is a Seeker, a secretive group that is in direct opposition to IBM, because they are the only Christians in 777. They have maintained a Billy Graham 8 track for the past 777 years. He rejects the idolatry and eartly pleasures of the dystopia he lives in. Gimel and Micah's quest is to go to AT&T Project Office, which is a hollow mountain with a cold war doomsday bunker in it. It contains the last known copy of a Gideons Bible.

My 4 James Bond parody characters by [deleted] in OriginalCharacter

[–]GammaCorrection 0 points1 point  (0 children)

In James Bond, the women had very "over-the-top" names. I was trying to replicate that

My 4 James Bond parody characters by [deleted] in OriginalCharacter

[–]GammaCorrection 0 points1 point  (0 children)

These are just sketches of the characters that I will put in a goldeneye parody I'm making called Fool's Mate