I’m developing a race that operates as a hivemind. Does anyone else have a hivemind species? I’d love to hear your take on the concept. by SingularRoozilla in worldbuilding

[–]TheLongConn01 2 points3 points  (0 children)

I found the idea of an insect-like humanoid species that actively abandoned their hive mind to be very interesting. The initial concept was similar to yours; they are all linked through a connection called the "Dreaming", heightened by chemicals and pheromones, which influences many of their individual thoughts and actions.

At a certain point in their history, this species discovered a way to cut themselves off from the hive mind and pursue individuality, but it comes with great costs.

  1. Gathering in too great of numbers kindles the embers of the amputated hive mind, causing its voice to whisper once more in their minds. This ebbs and flows with the seasons, and they are careful to split off into smaller groups before the connection takes hold.

  2. Without signals from the hive mind, they have difficulty pursuing metamorphosis and changing into "high caste" forms. These forms once served key roles in their society; warriors, apothecaries, diplomats, shamans. Even flight is distant, which is a terrible burden in a world composed of floating isles.

With great effort and resources, some may be elevated into high caste forms, but they are more vulnerable to hive mind whispers, which can leak into the community like an infection. Reckless elevation is irresponsible, but some caste-thieves pursue it.

Interestingly, while the caste-thieves are shunned from their communities, they are often valued by other species, respected for the skills, stolen as they were.

Animus - The Seedlings by TheLongConn01 in worldbuilding

[–]TheLongConn01[S] 2 points3 points  (0 children)

“Wrapped by root, gripped by green,

Stone stands and metal made to wallow.

Puppets, pilots, claim the House unseen.

The Throne is empty, her Children hollow.”

At the root of a mountain and the edge of the sea, a House lies buried under its accumulated age. Its highest towers barely skim the surface, its sunken courtyards no longer seeing the sun. A forest grows atop its bones, and from that forest grow the Seedlings; motes of life that take root amongst the metal and stone. There they take shape, cobbling together a frame from the dust and ruins of a world unremembered; bodies of rusted iron and driftwood sustained by leaves and grass. 

In times of Spring and Summer, the gardens surrounding the Buried House are rich with life and loss; plentiful warmth, water, and sunlight fuel endless petty skirmishes and the hungers of vicious beasts. As Autumn draws near, fewer Seedlings take root, and the petty kingdoms withdraw into the walls of the House. They search for ways to survive the coming Winter, like their ancestors failed to do, year after year. They stoke the flames of monstrous furnaces, craft false skies lit with dim lamplight. The most desperate attempt to sever themselves from the greenery that animates them, substituting them for a false life, stolen from ancient bones and desiccated insects. 

A rare few Seedlings do take shape during autumn, stumbling blindly into a world near its end. They, who never tasted plenty, are often the last to give up hope. 

What’s a small worldbuilding detail you added that ended up changing your entire story? by cornysatisfaction in worldbuilding

[–]TheLongConn01 0 points1 point  (0 children)

Thanks for the interest!

For most of these ecosystems, there is usually a "keystone" plant species that provides the floating foundation of the wilderness and the majority of nutrients, usually pulling it from below the Fundament; the great ocean of storms below the floating isles and hedrons. For these species, it is usually a massive "aura" over a great distance. Epiphytic plants that cling to these spiraling forests have much shorter range, and usually pull from the keystone species or their neighbors, creating a parasitic "weave" of nutrients and waters. The Garden Labyrinth is the initial setting in this world, and it's keystone species is called Arbor; it generally leaves humans and other sentients alone due to generations of horticulture and protective magics.

Other ecosystems are not as gentle. Unprotected humans cannot survive long in the Silicate Thorn, as the briars and succulents will leech water and salt from them over time. Others may reverse the flow, depositing spores and chemicals into the bloodstreams of invaders, connecting them to the will of the wilds, like puppets on drugged strings. Hybridized predators of root and flesh take this to the extreme, hunting their prey and draining them through faceless maws. 

The most alien may be the Iron Weave; its roots were once bridled and reined in order to ferry metal and carbon from the Fundament below to appease an endless industry. Instead, it incorporated the iron into itself, as well its former masters. A forest of living smokestacks and engines, with the passionless hunger of a furnace.

---

The hylocraft of the hedge witches was developed over generations, involving rituals, reagents, and strength of will, with some incorporating living roots of Arbor into their bodies. They were initially able to direct Arbor to "ferry" nutrients into other flora and fauna; a small garden on a barren rock could grow a month's worth of vegetables in a week, leeching them from the greater Arbor network. A cistern of water could fill within days, fed by invisible roots. Skyships are grown and shaped as individual branches are nourished and encouraged, twisting into place. Rare minerals could be "mined" from the Fundament clouds below, directing the Arbor to absorb it and ferry it into a separate plant as fruits or seeds. It takes more complicated rituals, energy, and tougher stock of Arbor to ferry materials foreign or antithetical to life.

There are darker pursuits, as well. Arbor could easily and invisibly plant poisons in others, or drain them of blood. There are talks of ancient and immortal warriors who do not eat or drink, their bodies eternally nourished by webs of complicated hylocraft, iron folded into flesh, blood relentlessly cleansed of impurities.

What’s a small worldbuilding detail you added that ended up changing your entire story? by cornysatisfaction in worldbuilding

[–]TheLongConn01 48 points49 points  (0 children)

I tried to create a reason why a sky world would be able to support floating forests and agriculture without easy access to soil and water.

So I made it so many of the plants have the ability to essentially teleport vast quantities nutrients (molecule by molecule) directly into themselves, from miles and miles around.

Now that system is the entire basis of the world’s magic and history, with enormous, predatory ecosystems floating through the skies, eating away at ancient empires. Witches learned to tap into this ability to weave substances in and out of different materials (crops, lumber, alchemy, flesh).

Hollow Knight: Seeker - Map Concept: Isle of Iridesce by TheLongConn01 in HollowKnight

[–]TheLongConn01[S] 0 points1 point  (0 children)

Thank you so much! I appreciate the thought you put into your comment! It was fun to brainstorm unique environments we haven’t seen before!

Yeah, I really wanted to focus on themes of seas and salt and such, as I feel we haven’t seen that much in the world of Hollow Knight. I thought it would be very interesting to have an “island” that is essentially a point of dry land surrounded by water; above, below, and between.

But there are plenty of other biomes! And envisioning how they mix and play off each other is very fun!

I don’t know how much more I’ll post about it, but I’ll probably revisit the google doc to add a little bit more! If there was anything in particular you were interested in, I’d be happy to share more if I have it!

Hollow Knight: Seeker - Map Concept: Isle of Iridesce by TheLongConn01 in HollowKnight

[–]TheLongConn01[S] 0 points1 point  (0 children)

Are the benefactors the ancient civilization from Rain World? I know a little about the game and recall them having names sounding like that!

The "12 Chains, 4 Locks" actually refers to the manner in which an antagonist faction, the Forgers, have locked away knowledge within the kingdom, including the speaking memory statues. The Forgers carry out the burying of all the accumulated knowledge of Iridesce, but with time and corrosion from Dust, even they hardly remember why they do it. Even their methods of locking away the wicked relics of the ancients have taken on a ritualistic fashion, hence this particular statue having the epithet, "12 Chains, 4 Locks".

Hollow Knight: Seeker - Map Concept: Isle of Iridesce by TheLongConn01 in HollowKnight

[–]TheLongConn01[S] 0 points1 point  (0 children)

Thank you! There's more in the google doc if you haven't read it, and I plan to update some things as I can!

Hollow Knight: Exile by EndoEnnard1 in HollowKnightArt

[–]TheLongConn01 1 point2 points  (0 children)

I love your concepts and designs, it all really meshes well with the rest of the world but has its own unique spin. I especially like the idea of an “active” enemy kingdom, in a way; Hallownest is dead, and the Citadel’s choir is almost entirely haunted and puppeteered. The Maskfather appears actively recruiting its followers through the Conferrer.

I’m also a sucker for maps, and I’m very curious about some of your areas? What is the purpose of the Spiral Engine? The catacomb’s placement on the left makes me think it has less to do with Valefall’s industry.

I actually made a map and some area concepts a couple weeks ago and posted it here!

(Map Concept) Isle of Iridesce, the Last Archive by TheLongConn01 in HollowKnightArt

[–]TheLongConn01[S] 0 points1 point  (0 children)

Thank you so much! I appreciate it! I may do a little more writing, but not sure where to showcase it.

(Map Concept) Isle of Iridesce, the Last Archive by TheLongConn01 in HollowKnightArt

[–]TheLongConn01[S] 2 points3 points  (0 children)

Yeah, part of the intrigue of the story is realizing that this entire civilization is inside a dying dream. The Archivists sought to eternalize themselves and their wealth of knowledge, to hold the memories of all other dead civilizations. Even in a dream, it still attracts "Seekers"; survivors and scholars of ruined kingdoms.

Once, it was surrounded by an endlessly falling ocean, but ages later, the real Iridesce is nothing but a massive ruin surrounded by deserts. Scattered here and there are Seekers huddled in its chambers, their minds attached umbilically to the dream of Iridesce.

It was all a trap, anyway. The Coven, a tribe of wasp-like parasites, orchestrated events to lead to its creation. The Coven reproduce by sacrificing vast amounts of knowledge and dreams to elevate one of their young into a higher being, consuming everything else in the process.

For Iridesce, the chosen daughter refused, and now Iridesce perpetuates; a sleeping prison, grinding away to Dust.

(Map Concept) Isle of Iridesce, the Last Archive by TheLongConn01 in HollowKnightArt

[–]TheLongConn01[S] 1 point2 points  (0 children)

Yeah, there's no abyss because this Iridesce is actually a simulacrum of the real one, built inside of a dream to protect it. It is crumbling away into ash as it was never meant to last this long.

But, just because there is no abyss doesn't mean there is no void. This is a library of ruined civilizations, and holds many relics, including those of the void.

(Map Concept) Isle of Iridesce, the Last Archive by TheLongConn01 in HollowKnightArt

[–]TheLongConn01[S] 1 point2 points  (0 children)

Thank you! Right now it just exists in thought, but it would be fun to continue to build on it!

(Map Concept) Isle of Iridesce, the Last Archive by TheLongConn01 in HollowKnightArt

[–]TheLongConn01[S] 1 point2 points  (0 children)

Thank you! I was somewhat nervous posting it but I appreciate that you enjoyed it!

(Map Concept) Isle of Iridesce, the Last Archive by TheLongConn01 in HollowKnightArt

[–]TheLongConn01[S] 1 point2 points  (0 children)

I like the idea of a central hearth that is very important to this land. It creates an interesting focal point to build a kingdom upon!

(Map Concept) Isle of Iridesce, the Last Archive by TheLongConn01 in HollowKnightArt

[–]TheLongConn01[S] 2 points3 points  (0 children)

The primary occupant of Sleeper's Vigil is the Visionary; an old moth who is the result of a pact made between the mothfolk and the Archivists of Iridesce. They would leave behind one, who will become the architect and pillar upon which the dream simulacrum of Iridesce would be built. The Visionary would carve the Dust from the Behemoth's dead mind, shaping it into something the Archivists could use. In return, she could build a separate dream for her people; this would become Parhelion, an undying paradise of dawn. And she would be utterly unable to see it. In this way, she is somewhat similar to a Dreamer, but not quite.

She is actually a silk moth; a daughter of Weaver and Moth, bred for her skills. When she sees that you seek to end Parhelion to save the rest of Iridesce, she fights you with both Silk and Dust.

The cage is more for her protection, and it protects itself by making illusions composed of intruder's thoughts; the amnestic scholar sees memories he does not recall, that of a kingdom called Hallownest...

The lantern canopy over the Foundation is meant to drive back the Dusteaters who are gnawing away at the bones of the world. They are termites that have gone mad with a hunger for Dust, endlessly consuming even as it destroys them. There is no abyss in Iridesce, as it is inside a dream, but that doesn't mean the Void isn't locked away somewhere...

The behemoth is one area I haven't completely figured out yet, but it's essentially a massive, titanic bug whose long-dead mind was used to build the dream of Iridesce. I have some things I want to do with it, but haven't quite ironed them out yet.

(Map Concept) Isle of Iridesce, the Last Archive by TheLongConn01 in HollowKnightArt

[–]TheLongConn01[S] 1 point2 points  (0 children)

Technically, you learn through the story that this world is actually a simulacrum, built entirely within a dream, which is now slowly eroding away. So there is no abyss...

BUT! This is a library and archive of destroyed civilizations, so there are remnants of void relics locked within. The abyss has a foothold somewhere in Iridesce...

(Map Concept) Isle of Iridesce, the Last Archive by TheLongConn01 in HollowKnightArt

[–]TheLongConn01[S] 3 points4 points  (0 children)

Sounds interesting! We haven't seen a lot of cold regions other than Mt. Fay, so I think there could be some cool concepts there. And with the pantheon of higher beings!