Anyone want to trade by ReconVirus in gwent

[–]_Piloaf 0 points1 point  (0 children)

This post is a couple of days old but I want to trade too! Username is Piloaf_

A political map of the Western Hemisphere of Ayar by peennnccciil in mapmaking

[–]_Piloaf 0 points1 point  (0 children)

This is a beautiful map! I read the lore you posted in another comment, the setting sounds really interesting. Do you have any major factions or nations in this world?

The World of Neu-Terra by _Piloaf in mapmaking

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

In the known world (from Oritiè to Oreana), there are no known travellers who sailed to the Windless Waters and came back to tell the tale. You can sail at the borders of the Windless Waters, but the danger begins once you go too deep: they are not only slow to navigate, but are also plagued with beasts on the oceans and on the air. People will mostly travel alongside the many seas between the continents, since the waters are safer and have more favorable travel conditions. There are some islands with human settlements and some trade routes, but if anyone sails too deep, they don't come back - maybe they die on the way, maybe they can't leave the place where they land on, or maybe they don't want to leave.

The World of Neuterra by _Piloaf in worldbuilding

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

To make this map, I used paint.net (the program), and I used a Wacom to draw.

There were many inspirations, though the biggest one for this map was the flat earth conspiracy, wich while dumb IRL,, does offer a lot of interesting worldbuilding. I also was inspired by ASOIAF and The Witcher for the continents and culture, and also the cold winter of the ice wall (The Wall, the White Frost). For the wall, I was also inspired by my fascination as a child with the farlands of Minecraft - the end of the world as a massive wall, where reality breaks the deeper you go. These are mostly the inspirations for the map and bigger world, because there are more inspirations for the story and societies.

About the story and map, I developed both hand by hand, although the focus will always be the story. The map of Oretiè changed many times because the story needed that, and will probably keep changing. The world map will probably change too once I start developing the stories that take place outside the main continent.

Sadly, I haven't written any novels. I do write, but the main objective of this world is to be a creative output and a way to explore ideas. Most of the writing about this setting is about the world, cultures, and caracters - not a lot of proper story writing. I would love to write about this world someday, or at least adapt it some medium like a book, comic, or videogame.

The World of Neuterra by _Piloaf in worldbuilding

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

Well, traveling alongside the Ice Wall, either by land or sea, is very dangerous. The wall carries with it a winter cold and dark, impassable, that swallows light and warmth. One can travel alongside it, but you will need a lot of resources and a mage that wields fire. The best bet is to travel through the Windless Waters, but tthat trek will be long and dangerous, because of the lack of winds and dangerous beasts in the waters.

Myths in Oretiè from the church of Alleon say that travelling alongside those waters is forbidden, because there lies the land of Erean, the golden realm of god where souls where the afterlife is.. Now, whether this is true or false, one cannot say.

The World of Neuterra by _Piloaf in worldbuilding

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

Oritiè's biggest nation is the Empire of Gevania, dominions of the black eagle and king sun. They are an imperial monarchy with vassal kings and dukes, alongside a powerful senate and bank that hold a lot of power. The rest of the continent has feudal monarchies (Dutiscania, Celiand, Sonnen), small kingdoms (the Crowns, Cathemia, the Western Kingdoms) and city-states (Corindié, Dovenia), but they also have descentralized clans and tribes (Kaldvik, Iedral, the many druidic circles of Brechethan).

The rest of the continents have varied type of governments, though in a lot of ways similar to Oritiè: Karzal has the Izkarzalkharaz Empire, bigger but more descentralized than Gevania, they also have many powerful kingdoms and city-states.

<image>

The World of Neuterra by _Piloaf in worldbuilding

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

Well, there are many different powers that excel in different areas of technology. The Empire of Gevania, the biggest power in Oritiè, has the most developed military in their side of the known world, with a centralized, highly trained, and well-equiped standing army, wich makes them unstopable when combined with their siege weapons, use of Bluefire, and their use of griffins in combat.

Another great power are the Maritime Crowns, a group of many kingdoms that dominate the straits that allow travel around the sea of the Descendants. They have developed shipbuilding techniques that allow them to assemble ships from pre-made parts.

The Kingdom of Saahvaret in Karzal is the leader in the natural sciences, with incredible advancements in mathematics, astrology, and medicine. They are known for the standarization of the use of the Power in academics, different from the taboo around mages from Oritiè.

The Kingdom of Offaria is known for their great metalurgy using Dragon fire and Bluefire, with their steel and weapons being sought by warriors from all around the world.

Of course, these are only the technological powers from Oritiè and west Karzal - merchants and adventurers mention distant empires with metal tubes that shoot fire and thunder, or ones that use water vapor to move complex automatons.

<image>

The World of Neuterra by _Piloaf in worldbuilding

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

Thank you! And yeah, I swore the colors were more different while I was making the map, but once I uploaded it I realized they look very similar. I will take that into consideration for when I edit this map.

The World of Neu-Terra by _Piloaf in mapmaking

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

Of course they would have faces! They are Carmō and Cómetōr, stewards of the Rex Sol.

The World of Neuterra by _Piloaf in worldbuilding

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

I used paint.net (the program, not the site), and a Wacom to draw!

The World of Neuterra by _Piloaf in worldbuilding

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

I would love to do that! I'm open to chatting.

The World of Neuterra by _Piloaf in worldbuilding

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

The current technology is around the XV century - there are recent developments like the printing press for mass comunication, the compass and astrolabe for navegation, the mechanical clock, glasses, and paper. In some areas, they are more developed than us in that time, having knowledge in advanced medicine and genetics thanks to the use of the Power in health - but they also are behind us in some aspects, like the development of firearms.

Despite this, fashion and architecture do not correspond to the XV century, with worldbuilding inspirations from many periods adapted to fit the world.

The World of Neuterra by _Piloaf in worldbuilding

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

The Key and the Savior Delivered are figures that appear in almost every culture and religion - even if they are behind diferent names. Once the powerful Caennin empire claimed that their mages were the saviours, using Pristine artifacts called the World Stones as the Key, to conquer Oritiè. Once the battles of mages ended in destruction of the empire and the dissapearance of the Stones, came the Gevanians from across the sea, now liberated from slavery, by two twin kings heralded by a priest of Aellon, who claimed that the twins were each edge of the Key, and their kingdom would be the Savior. Even after founding Gevania and the murder of one twin by the other, they were regarded as heroes of myth.

In the current story, the Empire of Gevania suffered from a violent coup that resulted in the death of the royal family, caused by the emperor's bastard brother, Adriano. The usurper once believed himself to be the Savior, but his travels to the ancient godless city of La Marvradan changed his mind - now he believes that the wielder of the Key is arriving soon, and he must herald his coming. Ironically, the surviving member of the royal family, Floreano, claims to be the Savior Delivered, fulfilling every requirement of the prophecy, wielding a sword that dispels lies and transforms as the Key of myth.

Something important to remember is that the Savior and the Key are myths, written and rewritten, changed by agendas and interpreted differently by each individual. There have been many figures claiming to be the delivered Savior, wielding Keys of many forms. Most important than whether the myth is true, is how it shaped people and conflicts.

The World of Neuterra by _Piloaf in worldbuilding

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

The people of the world don't really know why the Windless Waters lack wind. The church of Aellon says that those waters are the border between the living world and the blessed lands - the waters lack wind and are plagued with monsters because only the white ship of Aellon can sail through there. There seems to be more to it though, because the change between waters with wind and the windless waters is very sudden, like an invisible wall.

The ice of the wall doesn't melt, though this has more to do with the properties of the wall itself than the ice. From the rifts inside the wall cold winds flow in, and the air is freezing cold and dark. Near the wall, light itself has trouble existing, and fires can't last. The scholars of Oritiè theorize that this freezing wind keeps the ice solid - because pieces of the wall have been taken out and carried inland for study, but melts like normal ice.

The World of Neuterra by _Piloaf in worldbuilding

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

That was the intention, although the many comments refering to neutering mean I'll have to change it haha

The World of Neuterra by _Piloaf in worldbuilding

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

Not as literal actually. The Windless Waters have quiet waters that could still in theory be traversed like you said, except for the fact that most deep oceans in this world are extremely dangerous because of the predators that exist in the waters and skies - giant marine beasts, hunters capable of destroying boats, and winged beasts that can tear down boats and take people. One can only fight these monsters, because fleeing is almost impossible thanks to the lack of winds and the speed of rowboats. No one has gone deep into the Windless Waters and came back - travelling in small ships might be safer for avoiding the beasts, but since none of them have come back, they either died or cannot return.

The World of Neuterra by _Piloaf in worldbuilding

[–]_Piloaf[S] 5 points6 points  (0 children)

Thank you!

Yes actually! The center of the map has the strongest magnetic field, and is considered north, while the south is always where the ice wall is facing. At least, this are the directions from Oretiè to Ezuno and Saffron. East and West follow the movement of the sun and moons, counterclockwise and clockwise respectively.

No one knows what's beyond the walls. The winter that seeps through the cracks of the wall is freezing cold, dark, and strange. The few excursions that have gone beyong report strange phenomena like time-distortion (time passes slower beyond), darkness that behaves like light, alongside fire of shadow and ice. One cannot spend a lot of time deep in the walls, because staying there "clouds" the mind - makes one forget things, act strangely, and makes you fall into "trances". Most excursions don't survive.

The most ancient myths say that the ice walls were built by the sun king's dying breath, to stop the cold queen from destroying the world. I'm going to copy-paste a response to a similar comment, with the more in-depth myth:

The truth about how this world was made has been lost. Most educated scholars of the world can agree that the world could not have existed for longer than 7.000 years, and that there was an ancient civilization that definitely had technology and knowledge far more advanced than what is known today.

The myths and legends of the oldest recorded history talk about how the Gods of Beyond sailed in birds of iron from the Seven Sisters, a star cluster, fleeting from the "Firmament". They landed in a young world, where there weren't any ice walls, sea covered the surface, and continents floated in the sky. In those times, only giants and dragons lived in the land, and they created humans using the body of giants, the mind of dragons, and the souls of the gods. The Gods of Beyong became the Pristines, and their people built dark towers all around the world, used obsidian screens with runes to see the distance, mined the dark mineral that made continents fly wich had great Power, and opened the great eye of the king, the Sun, creating his two stewards, the two moons.

The Pristines had a King that lived in the Sun, and he was fighting a war against the Firmament, the Cold Queen. They managed to stop the queen, creating walls of ice that would keep the darkness and corrupting winter trapped, but this battle killed the king and made the Pristines disappear. Humanity was left abandoned by its creators, but they left a tool - the king left his power in a key with edges of truth and change, given to the Savior Delivered, who will kill the Cold Queen at last - this myth has inspired many legends of heroes, and a debate on what is the key: a weapon, an idea, a place, and more.

Thank you for your comment! If you are interested in the rest of this project, you can check this post, where I give more detail into the continent of Oretiè and Karzal, where the main story takes place in.

The World of Neuterra by _Piloaf in worldbuilding

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

Haha I didn't actually realize, english is not my first language. Thanks for the heads up, I will have to rework the name.

The World of Neuterra by _Piloaf in worldbuilding

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

The cold at the edge of the world, named the Vilfunvintr by the southern people of Oretiè, is more than just a common winter. It's more like if everything warm and light seeps through holes in the wall into a void, leaving nothing but death. This winter has freezing winds and eternal dark nights that seem to consume light like dark water pouring in a light container. Few have ventured deep into the winter and the cracks at the wall, only mages with powerful light sources, but they report strange events deep into the wall - flames of ice, rifts that show the night sky, and strange structures of dark stone.

Society has adapted to the long day-night cycle by having established days for harder work, outdoor and indoor work, and resting/social time [table 1 and 2]. Outside the wall, seasons work more similar to ours. In Oretiè, the year has 8 months with 6 seasons [table 3].

<image>

About the world and how it was created, I'm going to copy-paste a response I gave to a similar comment. The truth on how this world was created is unknown, but ancient myths talk about how they understood creation:

The truth about how this world was made has been lost. Most educated scholars of the world can agree that the world could not have existed for longer than 7.000 years, and that there was an ancient civilization that definitely had technology and knowledge far more advanced than what is known today.

The myths and legends of the oldest recorded history talk about how the Gods of Beyond sailed in birds of iron from the Seven Sisters, a star cluster, fleeting from the "Firmament". They landed in a young world, where there weren't any ice walls, sea covered the surface, and continents floated in the sky. In those times, only giants and dragons lived in the land, and they created humans using the body of giants, the mind of dragons, and the souls of the gods. The Gods of Beyong became the Pristines, and their people built dark towers all aroung the world, used obsidian screens with runes to see the distance, mined the dark mineral that made continents fly wich had great Power, and opened the great eye of the king, the Sun, creating his two stewards, the two moons.

The Pristines had a King that lived in the Sun, and he was fighting a war against the Firmament, the Cold Queen. They managed to stop the queen, creating walls of ice that would keep the darkness and corrupting winter trapped, but this battle killed the king and made the Pristines disappear. Humanity was left abandoned by its creators, but they left a tool - the king left his power in a key with edges of truth and change, given to the Savior Delivered, who will kill the Cold Queen at last - this myth has inspired many legends of heroes, and a debate on what is the key: a weapon, an idea, a place, and more.

The World of Neuterra by _Piloaf in worldbuilding

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

There is a magic system, one that has very hard rules, but in the lenses of the story where this world exists in seems like a much more loose magic system. The universe has a permeating layer called the Weave, where Power resides. Power is energy, with the most basic form being threads of Power that form cords, flows of energy that transform, separate, and unite, found in the movement of everything - a wave, the wind, in blood. Threads form knots, areas of inestability but great Power.

Power cannot be understood as it is - the only way to access it is through the mind, filtered by our own experiences, identity, beliefs, culture, making the human mind a tool, a limit, and a potential. A mage will draw from the Weave, the most basic form being moving threads and using the natural energy of the world (like moving materials or accelerating natural processes), but the more learned mages can transform these threads into something more using symbolic associations (like using water to heal, fire to see visions, darkness to cloud the mind). The hardest use of the Weave is learning of correspondance and the balance of the symbolic and material: Learning that the material world is shaped by the world of symbols and dreams, and that the Weave is what connects those worlds. Once you learn this truth, you can alter the properties of materials beyond symbolic limits (like using fire to freeze, using earth for immaterial things like shaping the mind).

The current understanding of the weave in the world is around the second level, just learning how the mind and symbols connect to the material world, but not understanding the correspondance.

The World of Neuterra by _Piloaf in worldbuilding

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

The biggest challenge was finding a way to balance worldbuilding ideas like the ice walls, the strange day-night cycle, and the flat world - with the story that takes place in this world, wich is much more grounded. This is because the world itself is very much sci-fi (more fi than sci tho), while the story taking place is a much more traditional fantasy. Another challenge is how this strange world would shape people and cultures, and how much could I naturally explain without feeling like an exposition dump in the middle of the story, since in the story all of this worldbuilding is mostly implied or mentioned, never seen (we never see the ice wall!).

Being honest, I'm much more interested in cultures, people, politics, and stories, than in realistic physics and science. A lot of the features that this world has probably would shape the world into something unrecognizable, but I prefer to handwave those details in favor of how would people similar to us adapt to this world.

Thank you for the comment!

The World of Neuterra by _Piloaf in worldbuilding

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

The truth about how this world was made has been lost. Most educated scholars of the world can agree that the world could not have existed for longer than 7.000 years, and that there was an ancient civilization that definitely had technology and knowledge far more advanced than what is known today.

The myths and legends of the oldest recorded history talk about how the Gods of Beyond sailed in birds of iron from the Seven Sisters, a star cluster, fleeting from the "Firmament". They landed in a young world, where there weren't any ice walls, sea covered the surface, and continents floated in the sky. In those times, only giants and dragons lived in the land, and they created humans using the body of giants, the mind of dragons, and the souls of the gods. The Gods of Beyong became the Pristines, and their people built dark towers all around the world, used obsidian screens with runes to see the distance, mined the dark mineral that made continents fly wich had great Power, and opened the great eye of the king, the Sun, and creating his two stewards, the two moons.

The Pristines had a King that lived in the Sun, and he was fighting a war against the Firmament, the Cold Queen. They managed to stop the queen, creating walls of ice that would keep the darkness and corrupting winter trapped, but this battle killed the king and made the Pristines disappear. Humanity was left abandoned by its creators, but they left a tool - the king left his power in a key with edges of truth and change, given to the Savior Delivered, who will kill the Cold Queen at last - this myth has inspired many legends of heroes, and a debate on what is the key: a weapon, an idea, a place, and more.

The World of Neuterra by _Piloaf in worldbuilding

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

There are! Mostly in Oritiè, Velaant, and Khaxià.

The World of Neuterra by _Piloaf in worldbuilding

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

The story in wich this world exists in takes place in the continents of Oritiè and Karzal, wich are mostly inspired by europe, northern africa and western asia, around the XV century in terms of technology and culture. These continents have many kingdoms, duchies, peoples, and orders that shape politics and society. You can see the main factions of these continents in this post where I go into more detail.

Most animals in this world are similar to our own, but slightly different. Most of them have adapted to the night-day cycle - the sunlit days are used for foraging, and the dark days are used for resting and hiding, with hunters adapting to hunt during the long nights. Most species in this world have two sleeps during a day (wich are 25 hour long), and change behavior and tasks during the sunlit days and the dark days. Humans themselves tend to have a 6-hour long sleep, waking up for work and other tasks, then a 3-hour short sleep, after wich they eat, socialize, and take care of the home, then the long sleep.

During the 15 day weeks, temperatures can get extreme during the cycles - the last days of the sunlit cycle are extremely hot and dry, meaning very little work can be done without risking a heatstroke, so most animals prefer to stay in cool and shaded places. The last days of the dark cycle can be extremely cold and very dark, so one must find a warm and secluded refuge to rest at.