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Creativichee

@creativichee / creativichee.tumblr.com

Creative narrative resources || Please, do not follow if underage
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People joke about how flight is effectively the real life equivalent of the half a-press meme, because One Weird Trick with air pressure allows giant hunks of metal to fly. But refrigeration is an equally absurd physics hack. Like, for all of human history, the only real way to cool something besides just allowing the heat to dissipate naturally was to use apply cold stuff to the hot thing, and have it absorb some of the heat. But cold stuff is, by definition, scarce in hot environments, and is used up by this process. And that was how cooling worked for all of history, until some assholes in the 19th century figured out One Weird Trick with vapor compression that can allow you to generate an unlimited amount of cold stuff (well, limited only by your ability to continuously compress and decompress the refrigerant). Like, fuck off...

Not quite! People have been refrigerating things and even freezing things using simple evaporative cooling for a very long time. Like the Persian cooling towers called Yakchal.

You dump water in a pit in the floor in the winter, and the wind blows over the hole at the top and carries the last heat of the water away so it freezes. Then the yakchal stays cold over the summer so you have ice all year round. Sometimes these things had wind towers installed that could use the wind to freeze water even in the middle of summer.

Then there’s this thing -- 

The Botijo, an old Spanish design that lets enough water bleed through the clay that the wind evaporates it and cools the whole container.

So people have been taking advantage of the wind for a while, and where it works, it works much better than ice, because ice can only get something as cold as itself. If it steals heat from something, it melts in turn. But the wind can carry away as much heat as it wants.

That’s the old cheat code. Refrigerators just automated the process to make it constant and reliable.

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papenathys

"there is no reason why homophobia should be a thing in your fictional universe" actually a) I grew up in a homophobic family in a homophobic country and can only explore my struggles and my identity through my writing b) I'm not about to be schooled by Tumblr activists as to what constitutes "good queer rep", most of you all don't seem to realise there are cultures outside those of Europe and USA and "good" is not a universal parameter.

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reblogged

In my setting, 90% of the world is uninhabited wilderness due to monsters, and inhabited lands must be cleansed and then inhabited(with most political units being large city states or republics). My setting is also entering a colonial era of exploration, but I'm wondering how to portray colonization when any colonizers would naturally settle and build on unoccupied land, and wouldn't take over entire continents and dominate indigenous peoples, and I'm wondering if that might be separating

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(2/2) colonialism from it’s realistic brutal history, as even if colonizers tried to take over natives and exploit them for resources, they simply wouldn’t be able to conquer/subjugate them and their entire land, which makes me wonder how I should portray colonization/worldwide expansion at all(especially since trying to represent future developments like Afro-American culture or poc with European religions/names divorced from their violent original history seems like whitewashing colonialism)

Monsters and Fantasy Colonization

It is whitewashing colonialism, but perhaps not for the reason you think. And that reason is that colonizers thought the lands they colonized were uninhabitable untamed wilderness due to “monsters”: Indigenous peoples.

A major goal of colonialism was to hunt and kill and enslave and generally “cleanse” the “monsters” in order to make room for white Europeans. It’s one of the reasons the concept of race was invented: to classify not white-Europeans as less human, therefore more monstrous, therefore perfectly fine to hunt and kill and enslave.  

You legitimately cannot make this scenario not hurtful the way it is. If they really are monsters and lack sentience, then you codify the concept that colonizers are justified in taking over everything to “civilize” the “wilderness” (hint: colonized lands were never “untamed wilderness” and were actually very carefully curated, constantly-managed ecosystems. Yes this is anywhere humans lived). If you give them even a little bit of sentience, then you have 100% recreated Earth colonialism. And all animals have some degree of sentience, working under their own rules for how they behave.

Attack on Titan as example

A really, really good example of how subtle but how insidiously evil this “the only safe place is this small area” attitude can be is Attack on Titan. If you’re unfamiliar, Attack on Titan has people live in walled cities because outside of the walls are full of “monsters”, the Titans, who eat people. A major goal of the cities’ government is to kill as many of these “monsters” as possible, to make sure humans can expand back out and stop living in walled cities. This is even after it’s revealed Titans have human forms.

Now toss in the knowledge that the author is a Nazi sympathizer and the “monsters” stop being monsters and start being Jewish (as the series progresses, all people who have the ability to shift into Titans are marked with star patches on arm bands. I should not need to explain why this is bad).

Dehumanization and Eugenics

The concept you can’t co-exist with monsters is a very… colonizer thing. It’s rooted in various xenophobic attitudes that colonizing nations around the globe have perpetuated to justify their goals of taking over everything. There’s a reason that one of the steps for genocide is dehumanization: colonization leads to genocide. So by setting up this world as “out there is nothing but monsters, we can’t go there unless we destroy things and make this safe”, you’re living up to centuries of colonizer attitudes that have been passed down through culture as “necessary”. When it’s not.

The fact you use the word “cleanse” is very much a dogwhistle for Nazi (/generally eugenic) ideals. I’m sure you didn’t mean it that way, but when you start using such clinical, dehumanizing, genocidal words… marginalized people especially are going to draw parallels to various supremacists who have used that word in the past. A “population cleanse” is eugenics, full stop.

Co-existing with the monsters

You have the option to make it so they learn to live with the monsters and treat the monsters as part of the world, a necessary part of the world, and have rules in place to protect everyone the majority of the time. Maybe always have a fire roaring at camp so they know to stay away. Maybe leave out offerings so the monsters don’t feel the need to hunt you and learn it’s better to leave you alone because you help. Clear paths that make it easier for everyone to navigate the world. Hunt only what you need, making sure to leave plenty to go around, both plant and animal.

You don’t have to see outsiders as monsters. They can just exist, under their own rules, and all of those rules can coexist. Because monsters or not, they are part of the planet’s biodiversity, and just for that sole reason, they deserve respect.

~Mod Lesya

More on this Story’s Parallels to Colonization 

I need to ask this question - are these colonizers the protagonists, or in any way portrayed as the “good guys”? Because in that case, I’m sitting here wondering why the word “colonial” needs to preface the idea of “era of exploration” at all.

As Mod Lesya so thoughtfully and thoroughly explained above, the current scenario is very hurtful. The very idea of “uninhabited wilderness” existing is rooted in the idea that if some place doesn’t have the “humans” aka colonizers living there, then it’s unoccupied and free real estate. This is frankly untrue if anything is living there, even if said inhabitants are seemingly monstrous. That place is not wilderness and is not uninhabited, it is already occupied and the territory of others and humans are the guests at best and intruders at worst. That should give you perspective that this is not people just taking over free land that no one else is using, this is people taking over with force a land that the natives were already living on, and it’s hard to see this as anything other than an aggressive takeover with dehumanization and genocide.

Plot and Characterization 

If these humans want or need to explore the world and spread out due to sympathetic reasons (aka they are supposed to be the good guys), then take out colonialism. People can leave their homes and go to different continents and make a place for themselves without colonialism. Let them be immigrants, let them be travelling merchants, let them be ambitious explorers, whatever you want them to be, as long as they respect the natives. Let your humans remember that they do not have any inherent right to what the land has to offer. If they’re going out to the world, they should learn that they have no right to take over and “fix things” to their tastes, and instead must learn how to be part of what is already there.

-Mod Rune

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Amazing Nature Phenomenons

ᴋᴀᴡᴀʜ ɪᴊᴇɴ (ʙʟᴜᴇ ᴠᴏʟᴄᴀɴᴏ) ɪɴᴅᴏɴᴇsɪᴀ

ᴛᴜʀǫᴜᴏɪsᴇ ɪᴄᴇ: ʟᴀᴋᴇ ʙᴀɪᴋᴀʟ-ʀᴜssɪᴀ

sᴜᴘᴇʀᴄᴇʟʟ sᴛᴏʀᴍ

ɢʀᴇᴇɴ ғʟᴀsʜ sᴜɴsᴇᴛ

sɴᴏᴡ ᴄʜɪᴍɴᴇʏ: ᴍᴏᴜɴᴛ ᴇʀʙᴜs-ᴀɴᴛᴀʀᴛɪᴄᴀ

sᴋʏ ᴘᴜɴᴄʜ

sᴛʀɪᴘᴇᴅ ɪᴄᴇʙᴇʀɢs:ᴀɴᴛᴀʀᴛɪᴄᴀ

ʟɪɢʜᴛ ᴘɪʟʟᴀʀs

sᴀʟᴀʀ ᴅᴇ ᴜʏᴜɴɪ (ʀᴇғʟᴇᴄᴛɪɴɢ ᴅᴇsᴇʀᴛ) ʙᴏʟɪᴠɪᴀ

ᴍᴀᴇʟsᴛʀᴏᴍ

ᴇʏᴇ ᴏғ sᴀʜᴀʀᴀ:ᴍᴀᴜʀɪᴛᴀɴɪᴀ

ғɪʀᴇ ʀᴀɪɴʙᴏᴡ

ᴘᴏʀᴏʀᴏᴄᴀ (ɴᴇᴠᴇʀ ᴇɴᴅɪɴɢ ᴡᴀᴠᴇ) ᴀᴍᴀᴢᴏɴ ʀɪᴠᴇʀ-ʙʀᴀᴢɪʟ

ᴀᴜʀᴏʀᴀ ʙᴏʀᴇᴀʟɪs

ɢʀᴇᴀᴛ ʙʟᴜᴇ ʜᴏʟᴇ:ʙᴇʟɪᴢᴇ

ʀᴀɪɴʙᴏᴡ ᴇᴜᴄᴀʟʏᴘᴛᴜs ᴛʀᴇᴇs

sᴛᴏɴᴇ ғᴏʀᴇsᴛ:ᴍᴀᴅᴀɢᴀsᴄᴀʀ

ᴄᴀᴛᴀᴛᴜᴍʙᴏ ʟɪɢʜᴛɴɪɴɢ (ɴᴇᴠᴇʀᴇɴᴅɪɴɢ sᴛᴏʀᴍ) ᴠᴇɴᴇᴢᴜᴇʟᴀ

ᴍᴀᴍᴍᴀᴛᴜs ᴄʟᴏᴜᴅs

ᴡʜɪᴛᴇ ʀᴀɪɴʙᴏᴡ

ᴜɴᴅᴇʀᴡᴀᴛᴇʀ ᴄʀᴏᴘ ᴄɪʀᴄʟᴇs

ʙɪᴏʟᴜᴍɪɴᴇsᴄᴇɴᴛ ᴡᴀᴠᴇs

ᴍᴏʀɴɪɴɢ ɢʟᴏʀʏ ᴄʟᴏᴜᴅs

ᴠᴏʟᴄᴀɴɪᴄ ʟɪɢʜᴛɪɴɢ

ɴᴀᴄʀᴇᴏᴜs ᴄʟᴏᴜᴅs

ʀᴀɪɴʙᴏᴡ ᴍᴏᴜɴᴛᴀɪɴs:ᴄʜɪɴᴀ

ʟᴇɴᴛɪᴄᴜʟᴀʀ ᴄʟᴏᴜᴅ

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12 Questions to Ask Yourself About Your Magic System

  1. How is it learned and executed?
  2. How is it accessed?
  3. Does it have a will of its own?
  4. Is it restricted in space and time?
  5. What does available magic do?
  6. How does it relate to the character, plot and theme of the book?
  7. What is the cost of magic?
  8. What can it not do?
  9. How long does it last?
  10. Who can use it?
  11. How do others react to it?
  12. Why haven’t people with this power taken over the world?

i cannot stress how important i find the last question.

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Anonymous asked:

Hey! So I'm trying to make a bunch of towns for my roleplay and I would like to know if you have a Town Lore generator thanks!

None of my own, but here’s a few I’ve used when I ran DnD games:

Mathemagician’s Town generator generates establishments within the town and populates the ENTIRE TOWN with NPCs with names, a couple of traits, and occupations. DnD / Medieval-ish High Fantasy specific

I used this one just about every time my players went into a new town so I could easily handle them wandering around / talking to non-plot NPCs. 

Here’s a town map generator I’ve used once or twice, though more often I made my own maps. I’ve done at least one map where I generated one from here and edited as needed, so it does make a good base even if the style doesn’t suit your needs.

Chaotic Shiny has a lot of great generators and there’s Place and Culture sections you might want to peruse (check the sidebar). 

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THE WHOLE MAP

How much of your map you draw depends on you and your story. Start with what is important to the story and when you have time, you can draw maps for other places as well.

When you draw the main area, whether it be an island, a whole country, or just part of a country, start with the outline and geography. Draw the main borders, add some geography, and figure out its climate based on its position. I would suggest drawing borders within an area after drawing the geography, as rivers are often used as borders and they can help give your world a more natural look.

If you’re making up the whole world with all its land masses and whatnot, I would suggest creating one giant landmass, cutting it up, moving the pieces around a bit, and then adding and taking away some coastal lands to change the shape a bit.

When focusing on an area and with a story in which characters travel, it’s a good idea to figure out the distance so you know how far and how long your characters need to travel. To do this, compare the map to a real-world map and come up with a conversion for distance (ex: 1 inch = 15 miles).

If you have trouble coming up with borders, coastlines, rivers, mountain ranges, and other geographical and political locations, grab some maps or an atlas and trace small parts of real world places for your map. Put them all together and you’ve got a whole new world.

Stuff to Include:

  • Compass rose
  • Names of geographical places
  • Symbols to represent settlements
  • Bodies of water
  • Geographical places such as mountains and deserts
  • Important major roads
  • A legend for these symbols
  • The trail that your characters travel on

SETTLEMENTS:

If there are important settlements in your story, it’s a good idea to make a map for your own reference. Some settlements are (in order of smallest to largest): hamlets, villages, towns, and cities. Of course there are other settlements, but the terms used and what they mean vary by region.

Before you make your map, you should consider the following:

  • What is the population? How many people make up a village or a city is up to you and it should reflect the population and the population density of the fictional region you’re writing in.
  • Where is it located? The first permanent settlements started small and sprung into cities while farms and villages popped up around them. These settlements were also near water and other resources, which brings us to the age:
  • How old is it? The oldest settlements will be near water no matter how much technology is available in the time period you’re writing in. Older settlements were not built with the technology needed to transport water to far places. How old a settlement is will also affect the architecture and the artifacts and structures found nearby.
  • What is the layout? Newer settlements will typically have an organized layout based on the geography around the settlement. Older settlements may be organized as well, but are more likely to have roads built around permanent dwellings and buildings rather than the other way around. If your settlement is organized, build the roads first. If it’s not, mark structures first and build the roads around them.

Roads & Buildings:

Like mentioned above, the layout of your settlement depends on geography, roads, and structures.

It would be best to start with the geography, such as hills, bodies of water, and forests. Once you have the general geography of the settlement, you can either put the roads down or the structures.

Organized settlements should start with major roads. How many you have depends on the population size. If there are only a few hundred people in the settlement, there may only be one or two main roads with several minor roads. The main road should lead people to important areas of a settlement, such as a government building, the roads out of the settlement, and other non-residential buildings or structures. However, there can still be residential dwellings. The minor roads should come off the main road(s) can lead to anywhere from residences to parks. To differentiate between the main roads and minors roads, draw the main roads as thicker lines.

Unorganized settlements usually, but not always, start with the structures and without a plan of what this settlement will develop into. While organized and pre-planned settlements are more likely to cut into geographical areas rather than work around them. If your settlement has less grid-like roads and more random placements, start by placing all the structures of your town before drawing the roads.

These types of settlements will still have some type of structure. For example, non-residential buildings tend to be in one area with the occasional stay building. This is usually where a main road ends up. Residential buildings are more random. How far apart they are depends on the type of settlement and what the people at that residence do. Farmers will have more land while those who don’t work off the land or who work outside of their home may or may not have smaller properties.

Draw the oldest roads in unorganized settlements first. The oldest roads usually end up being major roads whether they are straight or curved. The minor roads will go next or there may be no minor roads at all.

Now you have to name your roads and buildings. You don’t have to name all of them, but it can help for reference and it can help build your world.

If you are building a city rather than a smaller dwelling, there are more tips for that here.

GEOGRAPHY:

Climates and Ecosystems:

Forests:

Sand:

Caves:

Volcanoes:

Water:

Mountains:

More:

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LET'S MAKE SOME MOTHERFUCKING MAPS

YOU NEED

A BIG SHEET OF PAPER & A PENCIL

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SOME MOTHER FUCKING MACCARONI (MAKE SURE THEY’RE DRY BRO DON’T WANT NO STICKY-ICKY MAP)

AIGHT THAT SHIT DON’T LOOK LIKE NO COUNTRY I KNOW (EXCEPT MAYBE AUSTRALIA FUCK THEM THOUGH)

ORGANIZE YOUR MACCARONI! MAKE SOME FUCKING COASTLINES!

BETTER, BUT NOT FUCKING GOOD! WHATEVER, TRACE THE COASTLINE WITH YOUR PENCIL. BE SURE TO BE SLIGHTLY SQUIGGLY AND, OH, FUCK THOSE LITTLE ISLANDS YOU MADE THEY’RE NOT BIG ENOUGH TO BE WOBBLY ENOUGH SO YOU’RE BETTER OFF USING EITHER RICE (OR SIMILAR) OR JUST TRY TO MAKE SOME REALISTIC FUCKING ISLANDS (SPOILER: YOU WON’T)

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GOOD ENOUGH I GUESS WHATEVER LOOK AT THAT VAGUE SORT OF ISLAND/COUNTRY/CONTINENT SHAPED PIECE OF SHIT. SEE THE ISLANDS? I FUCKING TOLD YOU SO DAWG.

NOW TAKE A SHARPIE AND MAKE EVEN SQUIGGLIER FUCKING LINES AS YOU FILL IN YOUR ISOUNINENT

LOOK AT THIS WONDERFUL PIECE OF SHIT IT TOOK ME LITERALLY TEN MINUTES TO MAKE TOPS AND NOW YOU JUST NEED TO FIGURE OUT WHERE TO PUT ALL YOUR DWARF-FUCKING ELVES AND LIZARD-PEOPLE WITH BOOBS

FUCKING GOOD JOB

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mapsontheweb

Map of the World by Natural Skin Color

i’m really dumbfounded that i never realized skin colour is literally just caused by being closer to or farther from the equator and the resulting sun exposure and skin darkening

actually, its an adaptation. natural selection. people with darker skin are selected for in areas near the equator, where the melanin that causes the darker color protects them from radiation and protects them from skin cancer and other health defects, and because they are healthier they can pass on that trait more. people near the poles have lighter skin because it allows them absorb more of the limited sunlight to convert to vitamin d. 

THIS IS THE THING SOME PEOPLE HATE OTHER PEOPLE OVER. Evolution of melanin levels based on geographical location.

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haliahli

Love this. #words #OE #English #linguistics

No, you don’t understand. This is an actual thing though.

"deerlore" for zoology and "toothhealer" for "dentist"…

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nekobakaz

**rubs hands** WORLD BUILDING RESOURCES!!!!

"Ænglisc" for "English" … Just to make things a little more.. Advanced :3

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tuulikki

Anglish dictionaries give me life.

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ohnoproblems

"we’ve developed a highly advanced crystal society deep below the surface world, our magical techniques far surpass your own, and we have awoken from our long hibernation to discover that the caverns we once populated have been overrun with invaders from the surface, but don’t worry, our genders are exactly the same as yours and there are only 2” - the world-building of a coward

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Anonymous asked:

As someone who is beginning the process of creating their own series, do you have any helpful tips for "word building/creating"? because I want to establish a good setting fictional before I actually start writing the story, that way I'll have better foresight and planning things out.

Not sure how helpful my advice will be so lemme start by saying I do have tags for worldbuilding / world building that you may want to browse through.

I’ve lead several RPs so I do a lot of world building, but I haven’t really thought of specifics of how I go about it… hmmm…

One thing you can do is participate in World Building Wednesday. Take time once a week (Doesn’t really have to be Wednesday, that just has the best ring to it) to talk about any specific aspect of your world. It doesn’t matter if you have an audience for this or not - This writing work is for you to collect your thoughts rather than to garner interest. (Though garnering interest would be a great side effect, eh?)Pick a religion, a town, a notable leader, a time in history, a war, a bar, a gang, a cult, a monument, any part of your world you think you can elaborate on. And then elaborate on it! It also helps to make a list of topics you’d like to eventually cover even if you don’t know what to say about them right now. Make a to-do list for it. 

Maps are pretty important, even if they aren’t fancy. If nothing else they help you cement your world as a believable place rather than just a collection of locations. If you aren’t inclined to draw the map yourself, there are a lot of map generators out there often used in tabletop games and you may be able to use them as a jumping off point for your world.

I feel like I give this advice a lot, but take a lot of notes. Have a notebook or a file handy. You kind of have to get in this habit of taking notes as you’re working on planning. I come up with a lot of cool world ideas while I’m mulling over other stuff in my head, but I am destined to forget them if I don’t write it down. If you’re like me and you lay in bed for a while thinking about your project, you’ll want to have a notepad by your bed for sure. 

Finally, it’s good to be prepared but do not let world building stall you from starting or continuing work on your project. You are absolutely allowed to change the rules as you go, if you find the need. And often times the best little bits of world building simply cannot come into being until you’ve gotten into the meat of your story. You’ll be in the middle of writing a scene and come up with a cool idea for something else. Pick out the most crucial aspects of your world, develop them, and let everything else fill in organically as you go. If the project is a book, you can refine your world building after your first draft. If it’s something like an RP or a tabletop campaign, you will probably need to play it anyway just to find flaws or gaps in your lore. You can probably get away with halting play briefly to do some world building revision, then return with changes that make it all the better. 

Hope this makes sense / is helpful.

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Looking for a random cause of death for a character? Click here.

Looking for a random city? Click here.

Looking for a random city that people have actually heard of? Click here.

Need a random surname for a character? Click here. (They also give prevalence by race, which is very helpful.)

Helpful writing tips for my friends.

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