Showing posts with label creating a fantasy world. Show all posts
Showing posts with label creating a fantasy world. Show all posts

Friday, August 8, 2008

History of my fantasy world

One of the important things to think about in any fantasy world is it's history. This affects the conflicts that drive the story, as well as inspiring the cosmology of the world. The most important element to explain in this world is the source of the large church that is tied with the old magic, and how the new magic came about. The belief of the Anogrian church is that it was founded by refugees of a currently depopulated continent, where some sort of magical catastrophe took place. The society in that place was very magically advanced, and so the refugees were able to become conquerers and enforce the worship of their last king (who was tied up in the catastrophe somehow). It gained direct political control over the West for some time, but lost it due to multiple uprisings. While it held political control of the West, the church built universities to try and spread the teachings of the church, as well as the official form of magic practiced by the church. These universities started as religious in nature, but slowly became secularized (just as the universities of Europe did). These universities were the incubators of the new form of magic, and thus began the conflict that characterizes this world. The ideas (and smart people) coming out of the universities often ended up working for a small kingdom, which has built it's wealth and power on ideas from the new way of things, and liberal use of the new magic. It also has profited from the slave trade.

That is, I think, enough for now. I have a headache tonight.

Thursday, August 7, 2008

Quick creating a fantasy world

One thing that most fantasy writers don't really put enough emphasis on is the importance of religion. This is largely understandable, since we now live in very secular times, and most fantasy writers are not particularly religious. However, in every pre-modern society religion is hugely important. Religious wars are the bloodiest and longest lasting before the 20th century. So I'm going to talk about the religion of the little world I've been creating (I need to give this world a name, but I often put that off, it's not my greatest skill). Since we are focused on the West, I think that there should be a strong centrally organized religion. It's tenants are strongly tied up with the old magic, and the traditional ideology that it is allied with. Much like the medieval Catholic Church, the church of this world will have temporal power in addition to it's spiritual power, and be quite corrupt. To come up with some specifics I will name the church the Anogrian, after it's chief prophet Anogre (pronounced ann-ogh). It once directly ruled the Anogrian Empire, but now only has some small lands under it's direct rule. It still holds vast powers, and is the main religion of the West.

The followers of the new magics are mostly secular, though rarely atheist. They tend to believe in rationalized versions of the Anogrian religion, much like most people do today, and intellectuals did in the enlightenment (replacing the Anogrian religion with Christianity, obviously.)

Monday, August 4, 2008

Back here and more creating a fantasy world

So I was visiting my parent's last week unexpectedly, and I was lazy with my creating a fantasy world series. I'll post on it every day this week.

So when we left off I had basically worked out the way that magic works in this fantasy world. To recap: the basic concept is an analogy to the enlightenment, there is new and old magic, with the new magic acting somewhat like technology, and old magic being more like what we would consider magic.

I was going to move onto the biggest part of creating a fantasy world: making the social structures. These play a much bigger part than say the mechanisms of how magic works.

One thing I want to do with this setting is have a social conflict between the new way of things and the old way, much like the two types of magic, and indeed the types of magic are allied with their respective social movements. Even though I am sympathetic to one side of the conflict between new and old in the real enlightenment, I don't want things to be so clear cut in this setting. This means that each side should have some good, and some bad traits.

The social movement aligned with the new magic is, like in the analogy to real life, strongly supported by the middle class and has a capitalist agenda. The dark side of this is that one of the major reasons why this new capitalism is so profitable is because of slavery. Again, this is much like in real life -- the new economies of England and the Netherlands were based largely on slavery, and the slower economies of Germany, France, and Eastern Europe were based on traditional forms of labor (which were certainly exploitative to varying degrees, but were not the total affront to humanity that racial slavery was). Spain was a bit of a border case, with wealth based on military hegemony over important natural resources (gold and silver mines). The ideological agenda for new ways of thinking is similar to modern America: equality of opportunity, if not success, with a way of thinking that people get what they deserve. Politically the ideal government is thought to be a Mageocracy: a rule by the top mages. This is sort of related to Plato's Republic where he envisions a society ruled by philosopher kings. On the other hand the new way of thinking is very strongly in favor of social mobility, even if it believes that society does need stratification.

The traditional way of things is less extreme. It basically holds that there is a place for everyone in the world, and that they should not move from those places, but that things should be made comfortable and humane for people even in the lowest places. Most traditionalists are opposed to slavery, not just because of it's inhumanity, but also partially because the slavery system has allowed a large number of peasants to rise above their natural position. Unsurprisingly traditional forces believe in a monarchy with a strict social order.

Friday, July 25, 2008

Creating a fantasy world: Fleshing out the concept

So when we last looked at this unnamed fantasy world we had decided that there would be 2 forms of magic: an old form, and a new form. The central conflict of this setting will be between these two concepts so they need a good bit of thought.

Since the new magic is supposed to be analogous to the emergence of science during the enlightenment, it would follow that the new magic should be based on formalism, math and laws. Since the new magic is well... new, it follows that it should be mostly undeveloped, with a lot not understood. On the other hand, in order for the conflict to be one worth worrying about new and old magic should be able to compete, so there has to be some advantage to the new magic. It makes sense from the central analogy again that the main advantage would be repeatability and universality: new magic is just another physical principle that can be manipulated by anyone who understands it. Thus it's much easier to train someone to be a new mage, but they are much less powerful.

Now if the new magic is all about repeatability and formalism, then old magic should be about tradition, but what are these traditions? It's not that the old mages were pure empiricists, just knowing that when you chant these tree words and wave a wand you make a fireball, rather they had their own ideas about how magic works, they just are much less formal, and rooted in tradition, religion, and mysticism. Now since there are as many traditions as there are societies, I'm going to focus on one region that for now we'll call "the west". The western tradition of magic is going to be modeled on medieval Catholicism, and is basically based on the idea that by sacrificing to the god of the western religion you can get miracles on demand. This leads to the idea of what sort of sacrifices could be made. These could be anything from material goods to personal health, to abstract things like your conscious humanity, and obviously the bigger the sacrifice the bigger the magical effect.

[as a side note, if I wanted to make this into a game (a tabletop RPG perhaps) it would make sense to spell out the different sacrifices possible, and possibly have different groups that specialize in different types of sacrifice]

Now we can start to put together the theory of new magic: there is invisible flows of mana all around us, and these flows are affected by the human mind. Things that people value become saturated with mana, and can be released by destroying the thing of value. New magic has found a way to store these flows of magic artificially, providing a good supply of low-level magic, but they cannot get the densities of mana that the old magic can, and this artificially stored mana is not as easy to control as "natural" mana. This means that most new magic ends up being more like engineering than magic as usually thought of, however it is magic not science, and has a whole other set of rules.

Next time I'll talk about politics and such of the new magic vs. old magic dynamic.

Tuesday, July 15, 2008

Creating a fantasy world: Part 1

Something I would like to do on a regular basis (at least once a week) is publicly create a fantasy world and describe how I go about it. It's something I've been doing since at least high school (probably middle school) with increasing levels of sophistication. I take an idea, think about it for a while, and then start writing stuff down in a notebook, this time I'll write it down here. I often end up thinking of an idea for a story in the world, or perhaps some rules that could be used to make it into a game. I would create small homebrew RPGs to play with my friends. Most were pretty mediocre, but some were good (I remember two in particular: one called Gutter Runner, which was basically a cyberpunk distopia, and another called Demon Lords, which was heavily influenced by the game Myth: the Fallen Lords, and had elements of a (magical) distopia as well). Those had very simple rules and back stories, and the main reason that those were so popular is that I actually finished them. Making a whole game is lot of work for one person who's not being paid for it.

The first part of creating a fantasy world is to come up with a premise. One that I've been kicking around for a while is one set in a magical version of the enlightenment. Basically in the real world there was a rediscovery of ancient knowledge (called the Renaissance), that led to the development of totally new ways of thinking. This makes the whole period really interesting, and underdeveloped as a source of fantasy. Just about the only book I can think of set in that period is Neal Stephenson's Baroque Cycle. I want to make the old technology -> magic translation. So magic is undergoing a change, from one way of thinking to another, specifically from an older way of thinking about things (the analogy to the natural philosophy of the greeks and such) to a newer way (analogous to early science). I'll leave it there for now, more posts on this in the near future.