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projectsuminda · 6 years
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World Building June 2018 - Day 1: Introduction
Welcome to my third year of World Building June!  For the last two years I’ve been building for fantasy worlds, but this year I’m taking a bit of a turn towards sci-fi.  This world, Mystrica, is a virtual world.  One people can travel to and even live in, and most importantly, keep virtual pets (Mystripets) that can travel with them and even fight things.  (Like Pokemon and Digimon, kind of.)
The world is the setting for a story that plays out much like a video game, with a group of protagonists traveling around Mystrica and trying to gather power to stop a mysterious virus that has infected the virtual overlord.  As such, there are dungeons to explore and both helpful and harmful creatures to interact with.  The fun in building this world will be accounting for the presence of Mystripets, and describing some of their characteristics, and to see how physics and biology and stuff can be broken in a world created by a computer operated by people.
Stay tuned for future prompts!
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projectsuminda · 7 years
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World Building June 2017 - Day 30: Weather
It’s finally here - the end of the month!  I could not do so last year, but this year I can finish this prompt once and for all!  Here we go...
Solevaille
When you think of the Alps, the first thing you might think of is snow, right?  Well, first of all, there is not as much snow up on those mountains in general as most people think, and second, thanks to being in a riverside valley, the weather in Solevaille is quite moderate.  The mountains surrounding the town help to shield it from high winds, such that only light breezes blow by most of the time.  Many storm clouds lose their pep by the time they reach this valley, so precipitation is not that heavy either.  In fact, one of the reasons why the town was called Solevaille was because of its high rate of clear weather throughout the year.
The most precipitation hits the town in summer and winter.  In summer, many winds blow high over the mountains, causing rain clouds to blow in unpredictably.  This rain is rarely heavy, but has caused many annoyances and complaints of ruined hair or clothes.  Dolls, especially, do not seem to like rain very much, and will rush inside whenever it comes.  Other than that, summers in Solevaille are quite mild compared to lower elevations.  Winter, on the other hand, can get blisteringly cold, even when sunny.  On the plus side, though, snowfall is light and winds are low, and on many sunny days the air sparkles with diamond dust.  Spring and fall are the windiest times of the year, though these winds have inspired painters up in the hills who would sketch the petals and leaves that dance around in it.
Okay, so what about the Deathly Glade?  Well, the weather in the Deathly Glade is constant.  It is always cloudy, always dim, and always still and dry.  The temperature is a constant 13 degrees Celsius, and the air is heavy and even slightly abrasive, to both the body and the soul.
Orenya
I talked extensively about the Sky in that prompt, but here is where I talk about phenomena closer to the ground.  The magisphere was mentioned many times as an atmospheric layer with particles that enhance aural energies, but remember that Orenya's atmosphere in general is very thick.  Most of this atmosphere consists of gases like ozone that form a protective and insulating shield to stabilize life below.  But the most important to the weather are its inner layers, collectively called the "barosphere".  It is called such because it occupies the same space as the magisphere, interacting with it and producing fluctuations that can be felt as differences in pressure.
Most notable here are the presence of clouds within the barosphere.  Clouds can be fluffy like those on Earth, but will hardly ever remain so.  Magisphere distortions enhance the electrical charges running through these clouds, so as a result, the clouds are almost always an off shade of grey, and will often have flashes of sparks within them.  Such clouds are abundant in warm and wet areas, where in some cases the sparks will appear while sea water evaporates.  It also happens frequently in Zurem, where the clouds will react with both the aurora and moonlight.
One general rule of thumb here is that air likes to move from cold places to warm places as air rises in the latter.  In western Zurem, dry winds from the Void mingle with warm mists from Zurem, creating little mist tempests that wander across the landscape.  However, unlike tornadoes, these do not cause much damage besides maybe an herb plant being rustled about.  In western Rumia, refreshingly cool breezes blow through the Three Sisters from Zurem, while its warm air rises high toward Furmia and drops any moisture as snow.
Storms are a big deal on Orenya.  Thunderstorms are the most peculiar, since the electrical charges leading to one interact with the magisphere.  Clouds filled with these charges will descend toward the ground and then flash a small bolt.  Unlike thunderbolts on Earth, Orenyan ones do not do much damage... at least physically.  Rather, it damages the third eye, rendering one unable to use magic for anywhere from a green-arc (about a week on Earth) to an amber month (about 2 Earth months).  However, crystals, metal objects, and glass will acts as lightning rods for these, so often times what look like pikes with metal, glass, or crystal tips will be installed around dwellings in the event of a storm.  At times, people even harness these bolts as a form of consecration or even for powering up a staff.
Weather-working and forecasting is a less common magical practice on Orenya, but still important.  Forecasting is more common as it is seen as akin to divination.  It is much more accurate than on Earth, as not only are fluctuations in pressure more prominent due to the barosphere, it is possible to tap into its interaction with the magisphere to get an idea of what is to come.  Some such forecasters report to or are members of the Danramin, who will report particularly dire weather forecasts to the Miamin.  One branch of the Miamin consists of experienced weatherworkers who will first contact the god of Telwenthe (one of Orenya's moons, characterized by silvery clouds and attributed to the element of Air) for an additional forecast, and then they will report back to the Danramin, who will coordinate with the Miamin and the locals to ward off the threat.  Natural disasters like tidal waves, hurricanes, and unusually nasty earthquakes have been averted this way.
One other thing that occasionally appears on a forecast is the weather being due to an unnatural cause.  More often than not, this is caused by someone manipulating the weather without authorization, sometimes with malintent.  They may be caused by evil sorcerers experienced in weatherworking, or even distressed spirits who "haunt" an area by altering its weather.  These incidents may involve weather events being cursed - for example, rain that brings sickness, breezes that choke one of air, or even mists that drain one's energy.  There was even one incident in Drenlin where a sorcerer enchanted the place to increase the temperature and make the sunlight seem stronger, such that it would melt the skin even off of sumiri if they stayed in the sun too long.  When a problem like this arises, it may be taken care of by the Miamin if the problem is a malignant spirit, or if a person is involved, it will be the job of the Oradamin to stop them.
I will finish with the general climate of the major towns and a few other areas of Orenya:
Drenlin: The place is removed from the ocean and is at higher elevation, so few clouds pass through here.  Instead, cool breezes sweep in from the mountains, heading south towards warmer areas.
Hakushiari: Lots and lots of fog, and very high humidity.  Clouds here are low and especially prone to magisphere disturbances.  During eclipses especially, ghost-like apparitions often appear in the fog.
Three Sisters: Cool and breezy, but also humid.  As a result, the place gets a lot of rain, and can be quite stormy overall as it borders right on the Angry Sea.  The place is also famous for ocean waves that take unusual shapes in the wake of the aural disturbances caused by thunderstorms.
Setsunadri: The Rumia side has the hottest average temperatures on the planet, since no cool breezes blow in from Zurem (due to the proximity to Taburoi).  The Zurem branch, meanwhile, has similar weather to the Three Sisters, except it's eternally dark here.
Angry Sea: This place is home to spectacular storms, with clouds whipping about the sky and massive cyclones stirring up the waters below.  It is practically always stormy here, as the water is very warm and evaporates readily.  In fact, it is estimated that up to 75% of all clouds on Orenya originate in the Angry Sea.
Sonaria Desert: This place is an uninhabitable wasteland due to the scorching temperatures and harsh sandstorms.  The sand here is also very abrasive, so as a result, anyone unfortunate enough to die in here will have they body eroded away by these sandstorms.
Azuhala: It does not rain as often here as it does in the Three Sisters, but the rain is very warm, which happens in the presence of very cold winds that blow in.  Also has an excellent view of the storms of the Angry Sea.
Sharun: Very dry and warm, with little wind.  Occasionally, though, tendrils of cool fog will blow in from Zurem.  When there is wind, that's not a good sign, as it will often be accompanied by a sandstorm blowing in from the Sonaria Desert.
Heavenly/Aurora Mountains: In Rumia there are breezes that blow down the slopes toward Drenlin.  In Zurem there are clouds that are distorted by the aurora, which may produce snowy winds or avalanches that head toward Nendari.
Theani: Receives a trickle of warm mist from Rumia, on top of thin cloud cover warped by the aurora and the four moonlights.
Taburoi: The volcano is mostly dormant, but lava movement beneath its surface will set off small earthquakes in the surrounding areas from time to time.  (Strong enough ones can be felt in the Rumia half of Setsunadri.)  Clouds of ash will fuse with clouds moving in from Rumia to produce a moist coal-like substance that can be used as fuel.
Leshinen: Prone to earthquakes whenever Taburoi experiences the slightest bit of activity.  Here, caverns are specially enchanted to prevent from caving in.
The Void: This cold, dark desert is prone to small dust storms on occasion, but otherwise is chillingly still.  Hardly any clouds pass through here, making the place even more ideal for stargazing.
Nendari: Very still air, and also very cold as it borders on Furmia.  Instead of rain, this place receives snow, which occasionally trickles in from the Aurora Mountains.  The mountains themselves are prone to avalanches, but Nendari is just far enough away to not be affected.
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projectsuminda · 7 years
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World Building June 2017 - Day 29: Communication
Solevaille
Of note, during the Technology Prompt, I didn't mention any communication devices.  The closest thing was the printing press, which only offers one-way communication to the town by telling of recent happenings in town.  However, another important invention was the telephone, which hit Solevaille around the same time as the automobile did.  Before the town became a kingdom, telephones were mostly kept in households for communicating when it was too much of a hassle to leave the house.  And in Ludinberg Castle, the mayor's council used this to keep up with not only the townsfolk, but also each other when they were too lazy to see each other in person.
Once the town became the kingdom, telephones became more widespread.  Marionettes and up are specifically trained in their use, and is their go-to method of notifying the royal court about any mishaps in town.  Or at least that's how it was supposed to work; for some reason, dolls had a hard time figuring out how to use the things.  Moreover, the court operator was among one of the first dolls ever executed, and as a result, the telephone fell out of favor there.  Messages to the court are instead relayed through messengers, which are almost exclusively Marionettes.
But the most important means of communication in Solevaille are written letters and, more importantly, good old word-of-mouth.  Despite being on the front end magic-wise, the town likes to be old-fashioned technology wise.  Letters are especially used nowadays to send questions and comments to the leaders of Solevaille, though once the place became a kingdom, Queen Lucina has made a habit of burning these without ever looking at them.  Verbal communication, even if in the form of gossip, has been a long-standing cultural staple in the town, especially one that is so small and art-based.
That is communication with the living.  But what about communication with the dead?  Necromancy was initially all about that, after all, so Sinistrina must be an expert on that, right?  Well, actually, that is one key ability she doesn't have, much to her dismay.  Instead that role sits with mystics Fortuna Major and Fortuna Minor, of the Smoke & Mirrors Tea Lounge.  However, notably, the dead do not speak.  As Fortuna Major once put it, "their voice is the voice of the soul, and it can take many forms, often transcending the senses".  Still, people may interpret it as speech, and indeed, many people have gazed into Fortuna Major's scrying bowl and claimed to hear the voice of their deceased loved ones.
Orenya
As was briefly mentioned in last year's Technology prompt, the only long-distance communication tool resembling anything on Earth is a keypad-based device that sends Morse code-like signals across electric wires.  These are primarily used in public places in the eight major towns of the planet for reporting disturbances.  These devices are prohibited from being left in homes, as the Danramin and Miamin came to an agreement to do such to prevent there being too many electrical wires running across the wilderness.
Orenya does have a postal system given the advent of paper; letters are usually delivered by dragon or by sea dog to reach their recipients.  Yes, you heard that right... sea dogs, because of their ability to easily be brainwashed, will often be fitted with waterproof glass bags that hold several scrolls to be delivered to outposts throughout the major towns.  Some of these sea dogs even transfer letter bundles to land-based messengers who deliver them to smaller dwellings.
But perhaps the most unique form of long-distance communication on Orenya involves telepathy.  As was described in last year's Magic prompt, telepathy is a notoriously difficult technique to master, especially without the recipient being in physical contact.  However, magitek makes this a bit easier.  As far back as the Trading Era, there were crystal balls that could be used to visualize a person close to the owner.  Families and close groups of friends will often have one used for such "communication" amongst themselves.  However, the key limitation of this is that no words can be spoken.  Just like with the dead, as described in the Solevaille part of this prompt, the forms of communication this offers takes other forms, though on occasion it may manifest as a voice inside the recipient's head.
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projectsuminda · 7 years
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World Building June 2017 - Day 28: Major Figures & Important Players
Solevaille
As I already have most of the first draft of Porcelain Wonderland written, I might as well describe the main characters of the story, as well as a few other important ones.  Well, all but two of them, whose very existence is kind of a spoiler.  But as for the others...
Giuseppe Geppetto: Appropriate last name, eh?  Often called Gigi by his initials, this toymaker runs a shop called Gigi's Dolls and Toys, which I briefly mentioned in the Economy prompt.  But unlike his namesake from Pinocchio, Gigi specializes in porcelain dolls... which, according to many a customer, look like they may come to life at any moment.  (To which he said that there was no way that could happen.)  When not in the shop, he lives at home with his wife Vivi and his twin daughters, who he named Dextrina and Sinistrina because he liked to cradle the former in his right arm and the latter in his left.  (The words dexter and sinister mean "right" and "left", respectively.)
Lucina Geppetto: Born as Dextrina and changed her name when she became Queen of Solevaille.  She rose to fame when she presented her living toys before the mayor on Christmas, and word about them spread that year, culminating into a grand celebration of them at Ludinberg Castle during the following Gallery Festival (see Day 26, Art).  At the festival, she turned the mayor into a Marionette and then persuaded him to let her be Solevaille's first queen.  Indeed, Lucina is quite an ambitious and charismatic young lady, with a seemingly endless amount of energy, cheer, and drama (of the good kind).  However, while she is excellent at coming up with ideas, she is not so good at planning, and even worse at empathizing with people.  Those two flaws would lead her to resort to more and more drastic measures to maintain order over the kingdom.
Sinistrina Geppetto: Lucina's twin sister.  She has quite a shady reputation in town because of her skill with black magic, with a talent for raising the dead and extracting the souls out of living beings (which kills them).  Although she is also responsible for teaching Lucina about magic so that she could bring the dolls to life, she is not in her court, instead being known as "countess" or "town witch".  She is also responsible for the Deathly Glade's existence, and would eventually become its own queen.  But despite all this, she is much more level-headed than Lucina, and tries not to use her magic to cause harm to people... a tall order given its inherently harmful nature.  One notable example of this backfiring horribly is when she “accidentally” places a curse on the Deathly Manor (see, I told you it would be important) that traps all who enter in an intense nightmare.  Not a very good end for people who have been banished to the Deathly Glade.
Euler "Winky" van Winkle: The mayor of Solevaille at the time of the story - well, before he is stripped of his power, that is.  A refined yet jolly old fellow never seen without a monocle, he considers his own position to be less important than its purpose, that being the well-being of the people of Solevaille and the thriving of its artistic culture.
Emille Laroux: The princess of Solevaille, and the first porcelain doll in history to hold a leading position over a country.  Although Lucina oversees most of the work in the kingdom, Emille is notable for carrying out executions (for those who are not banished to the Deathly Glade) and acting as an overall foil for Lucina.  Where Lucina will shower the court dolls with affection, Emille will look down on them.  Where Lucina leaps before she looks, Emille does the opposite.  ...You get the idea.
Krampus: As was mentioned in the History prompt, this evil sorcerer ravaged Ludin, Solevaille's predecessor town, with a zombie apocalypse.  Let's hope Sinistrina does not follow in his footsteps, especially since he has been all but forgotten about.
Peter Pedersen: The owner of the Peter Pan Pub, and a very old friend of the Geppetto family.  Shows up as part of a small resistance force of human "refugees" aiming to escape the dolls' rule over the kingdom (yet somehow stay in Solevaille while doing so).
Cloud Candyfloss: The Ceramic owner of Cloud's Cuckoo Land, Solevaille's local clock shop.  Notable for giving quirky yet meaningful nicknames to the other characters - for example, Lucina is the Queen of Ham (for her hammy demeanor as queen), Sinistrina is Necromantress, Emille is the Hammer Lady (because misbehaving dolls are smashed with a hammer), and Winky is Mr. I Say (after his catchphrase).
Jack "Chrono" Chronopoulos: Cloud's adoptive father.  He invented a time machine about a decade before the story begins, and uses it to travel forward several decades in time, bypassing the entire story.  In said story, he functions as a narrator.
Orenya
I have a collection of short stories planned collectively called the Tales of the Magic Lands, which all take place on Orenya.  Each of these stories focuses on one character (or group of characters) whose existence over the course of history is like an abnormally bright star in the night sky.  Some of those characters are as follows:
Durnem: The first fylin to become involved in one of Orenya's major branches of government - in her case, the Oradamin.  (Not surprising, considering howstereotypically aggressive fylin women are.  Later on a fylin man would become the first of his kind to join the Danramin.)  Like other fylin who would follow in her footsteps, she was motivated to do so by being an outcast from her clan.
Nemaforte: A sunestre herbalist from Theani, living in the Modern Era.  Her name means "poisoned blood", and for good reason: she specializes in peddling poisonous or (especially) psychotropic herbs.  In last year's Flora prompt, I mentioned the extremely-poisonous-but-not-deadly drakima root which causes permanent and destructive psychological damage, and also mentioned an herbalist who ingested it and came out (mostly) sane.  Nemaforte is that herbalist, and she is the only person ever known to have not developed such problems despite experiencing the full effect (involving a long and torturous nightmare).
Drima: A hypnotist whose specialty is luring people into the Void and temporarily enslaving them while draining away their aural energies.  He is notable for seeking to harness the power of Moredriva (who, as was mentioned in last year's Religion/Cosmology prompt, is rumored to make those who gaze upon her too long go mad) to enhance his hypnotic abilities... which is quite a daunting feat considering he's a sunestre, and thus sensitive to sunlight.
Kinenda: A sune of the Ancient Era, who was envious of the sumi for their ability to fly.  Thus, she pioneered the art of psychokinesis, which allowed her to fly just like the sumi could.
Kyomin Sorunor: His name means "dragon master", and he turned out to exceed the name's expectations.  A sumiri from the early Trading Era growing up in Kyonin (not surprisingly), he pioneered telepathic communication with dragons, with whom he was particularly talented at empathizing with.
The Four Bardic Sisters: A quartet of sumiri musicians who witnessed the start of the Day-Night War and strove to utilize their performances to stop it before it got worse.  A difficult task, of course, which drove each sister to a vision quest of sorts to find their purpose in the war.  Even as late as the Modern Era, the story of their quests is widely told, as each sister learns a moral lesson from their quest.  Especially notable from other such fables in that the lessons are less kid-friendly and lean toward the cynical side.  (They're bards - they deserve it.)  Even the origin of their family, the Baoshra family, goes way back, originating with four priestesses who sought to channel the power of the four moons.  According to legend, they enchanted the bloodline so that they would have a single daughter, all with the same man (remember that polygamy is common among sumiri, as was mentioned in the Gender/Sexuality prompt).
Melody Clementine: She is especially unique, as she is an astronaut from Earth.  She and her crew found their way to Orenya, and began conducting scientific research there.  Her presence is especially notable in that A) the natives learned much about things such as the geography of the moons and the stars that are all around, and B) while her crew returned to Earth, she opted to stay on Orenya.
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projectsuminda · 7 years
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World Building June 2017 - Day 27: Transportation
Solevaille
As was mentioned in the Technology prompt, the automobile is a very recent invention in Solevaille.  Before this invention, horse-drawn carriages were the main form of transportation, though due to the town’s rather small size, some people just walk everywhere.  When the living toys came about though, automobiles were banned to preserve the kingdom’s image, and were replaced by old-fashioned carriages drawn by carousel horses (and driven by Marionettes).  There are many of these wandering around the kingdom, mostly used by dolls or people who cannot walk that far.
During the winter holiday season, these carriages are replaced with sleighs, and the carousel horses are dressed up like reindeer.  In other parts of the year (especially in summer), people can ride down the river in wooden duck boats.  During the Gallery Festival (see yesterday’s Art prompt), people are allowed to decorate these carriages.  And, though Queen Lucina does not approve of this, the carriages are replaced with funeral cars on Halloween.  Truly, riding around is mostly done in style.
But how do people get in and out of Solevaille?  Well, there is a long dirt road weaving through the mountains on the German side, but it is poorly maintained and designed with horses in mind more so than automobiles.  After automobiles were outlawed in the kingdom, a parking lot was erected in a spot of land at the more level part of this road.  Nowadays, most people travel to/from Solevaille via cable car, which is ideal for transport over the steep mountain slopes.  People who are feeling especially adventurous will hike all the way, but that journey takes a few days, especially getting to Solevaille as it’s all uphill.  When the cable cars are down, though, the shabbier-looking carousel horses can transport people down the mountain road.
Orenya
One very recent invention on Orenya was the train, which I talked about a bit in the Technology prompt.  The railway system connects all of Orenya’s major towns as well as Setsunadri.  I’m too lazy to rework the maps (from the Geography prompt) to include train routes, so instead I’ll describe where they go.
The only one that goes all the way around the planet is the Mountain Line, so named because it circles around the base of the Heavenly/Aurora Mountains, making stops at Drenlin, Hakushiari, Sharun, Theani, Nendari, and to the “Stop of All Worlds” where one can catch ferry boats to Azuhala (then back to Drenlin).  The other major line is the Southern Line, starting in the middle of the Three Sisters and then stopping at Azuhala, the “Terminal of Darkness” with access to the main prison and the Zurem branch of Setsunadri, then it snakes around Taburoi to its final stop in Leshinen.  A smaller train also connects the two Setsunadri branches, another one runs from Leshinen to Theani with a stop at the Lonely Hill of the Void, and a very recent one runs through a tunnel from Nendari to Drenlin.
But the oldest and most important form of transportation on Orenya (besides walking, of course, or flying in the sumiri’s case or swimming in the fylin’s case) is the dragon.  Dragons have been domesticated on Orenya since the early Trading Era (before then, they were a bit more unruly or scarce), and before trains were invented, they became vital for transportation around the planet.  Dragons can range in size from that of a lion to three times the size of a horse.  There is a saying that the smaller the dragon, the more fun it is to ride; in fact, dragon-back riding is commonly done for sport in Kyonin, one of the Three Sisters (which gets its name from the Latori word for dragon, kyo).  Larger ones are used primarily for freight, like shuffling batteries around the planet.
Long ago, riding dragons was achieved in one of two ways: by pulling reins on them like an Earth horse, or by bonding with them and using oral signals.  But in the middle of the Trading Era, one notable figure pioneered telepathic communication with dragons.  Dragons have been found to respond surprisingly readily to mental signals, understanding them better than words.  In fact, it is even hypothesized that dragons communicate telepathically with their own kind.  To call a dragon, traditionally a summoning whistle was used, as dragons can be trained to respond to a simple tune.  Or just by calling them by a name.
Before trains existed, people also got around in carriages.  But wait, some of you may be thinking.  In last year’s Fauna prompt, I said that Orenyan horses are too small to ride.  Yes, and they are too small to pull carriages as well.  There are three types of carriages: one for the land, one for the sky, and one for the sea.  Land carriages are most familiar to Earthen folk, as they have wheels and are pulled by... electricity.  Solar panels, specifically, so these are exclusive to Rumia.  So they’re more like automobiles.  Sea carriages are basically boats, which may be either powered by electricity or wind (yes, there are sailboats), or drawn by “whalefish” - which are exactly what they sound like: fish as large as whales.  And sky carriages are drawn by the larger dragons.  While it is considered dangerous to ride on a dragon’s back if one is not experienced, sky carriages are safer if a semi-experienced driver is present, and can carry up to five or six people.  Their flight is assisted by wings on the sides, so that the dragon does not have to work as hard to pull the carriage mid-air.
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projectsuminda · 7 years
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World Building June 2017 - Day 26: Art
Solevaille
This will be interesting, as art is just as important to Solevaille as magic is to Orenya (read: so important it’s the cornerstone of its culture).  Before the university got converted into a factory, it offered Certificates of Craftsmanship in all sorts of artistic endeavors.  The focus here was less on getting a degree and more on collaborating with other artists for ideas and inspiration, and help with the craft itself.  Examples of programs include painting, sculpting, fashion design, music, architecture, photography, and about thirty variants of making stuff.  (Queen Lucina herself got her certificate in toymaking.)
Several days back I talked about food - and indeed, the culinary arts are arts as much as anything else.  Specifically, I mentioned how Solevaille’s cuisine was varied, borrowing influences from nearby countries or even exotic faraway lands.  Well, the same is true of all other art.  In fact, one holiday that I forgot to mention on day 10 (which had the Holidays prompt) was Gallery Day, held on actually the first three days of August.  This is a festival during which everyone in Solevaille would showcase a bit of their art, and in turn celebrate art shared by others.  And nobody is exempt.
But wait a minute, some of you may be thinking.  Not everyone in Solevaille is an artist, right?  Well, according to the supposed non-artists, anyway.  A visionary Frenchman who helped found the town proclaimed for it the motto tout est l’art, meaning “everything is art”.  Everything.  Even the most mundane-sounding things, like banking, policing, and cleaning privies.  If nothing else, these people will at least provide a demonstration of their occupation, with an emphasis on the personal twist they each put on it.
This is actually one redeeming quality of the kingdom: it still celebrates Gallery Day in the same traditional manner.  In fact, this is the only time of the year that Solevaille’s residents are allowed to publicly display their crafts.  Here, the dolls act as assistants for once.  Or at least in town.  At the castle, Lucina still shows off her living toys, and even throws a grand ball for the town in the castle courtyard at this time.
Orenya
Orenya actually takes a similar attitude towards art that Solevaille does, in that anything can count as such.  Heck, even spellwork is considered an art, one widely encouraged in its use given the prevalence of magic.  In fact, one thing I forgot to mention in the Religion/Cosmology prompt is the existence of five key virtues celebrated by the Miamin especially.  One of those virtues is creativity.  Although Drenlin is technically regarded as Orenya’s major art hub (as well as Hakushiari to some extent), it is widely understood that it can come from anywhere.  So let’s talk about the types of art that are popular in Orenya’s major towns:
The Three Sisters:  The main resources here are paper, glass, and dragons.  Paper sculptures are especially popular here, and may even be specially coated and enchanted to repel water, as those towns frequently encounter rain.  In fact, many people even make lanterns out of paper, but rather than flames, they employ electric lights powered by a battery.  Electric light displays are actually quite common here, especially in areas shadowed by buildings or dark parts of the woods beyond.  Glass sheets will also often be stained by dyes or even transfiguration, much akin to a magic pen (see last year’s Technology prompt).  Taming dragons is said to be an art as well, and some people may even carry out performances in the sky with them.  There is an arena in Kyonin for exactly that, adjacent to the breeding grounds.
Drenlin:  As was mentioned before, this is a hub for storytellers.  But given the breezes and stunning views, there are many visual artists here.  Some people make pictures of the scenery or even the sky (which can have a lot of interesting phenomena going on, as demonstrated in this year’s extensive prompt on the sky), others make kites to fly in the wind, and some sumiri even perform by dancing around in the sky while gliding from a mountaintop.
Hakushiari: Major hub for clothesmaking and fashion design, and due to the abundance of the color tree (tondela-tren, mentioned in last year’s Flora prompt), a popular spot for painters and makers of dyes.  Many musicians dwell here too.  In fact, there are two instruments that are especially abundant here.  One is the selunor, an abacus-like instrument originating in Selenin that produces a sound somewhere between a harp and a celesta.  Another is the tenmei, named for the strings drawn across its hollow wooden bowl, making it resemble a particularly pudgy lute.
Sharun: In the Modern Era, this town holds the only latria on the planet, which plays music that defies sound.  In fact, this instrument is considered less “artsy” than other instruments, as most of its players nowadays are members of the Miamin, who supposedly let the gods play the “music” for them.
Azuhala: This town is all over the place in terms of art.  For some reason, there are a surprising number of seamsters here, skillfully employing looms to weave together cloth.  In fact, both the loom and the magic pen were invented here.
Leshinen: This is the major art town of Zurem.  Jewelry making and metalworking are especially common crafts here given the abundance of ores and minerals, as it is in close proximity to Taburoi where the blacksmiths dwell.  But there is also a tradition of cave-drawing, where, much like ancient human civilizations on Earth, people would draw something on a stone wall.  However, by law, these drawings are transient, drawn exclusively with a type of transfiguration that predates magic pens (though the latter is commonly used today).
Theani: There is an event that occurs every green month (orbit of Eldarien) called the Potion Festival, where herbalists from all over the hills (and even as far as Nendari sometimes) gather to make creative herbal blends and form unique teas, tinctures, and other brews out of them.  Interestingly, there is some unique visual art and music that comes from here as well, possibly inspired by the aural energies of the herbs in people’s gardens or by ingesting some of said herbs.  This is also common in Nendari, which brings us to...
Nendari: Just as all-over-the-place art-wise as Azuhala.  Notably, though, many fylin who want to take a break from hunting and sparring showcase treasures found under the sea here, as well as the designs of the magic staffs they so commonly make.  Particularly skilled water mages will even occasionally make the still waters of Furmia dance before them, or make sculptures out of ice that travel to Rumia and spectacularly melt.
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projectsuminda · 7 years
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World Building June 2017 - Day 25: The Backpack
Solevaille
When wandering around this whimsical world o living toys, people typically keep the following with them:
- A wallet.  Before the living toys were around, people used to keep currency from at least two neighboring countries on hand, since some shops may accept different ones.  Once the Button (see Day 7: Economy) became standard though, people have been mostly keeping these. - A handkerchief.  This is before disposable tissues were invented, so people keep cloth ones, often dainty or even laced.
- Spectacles.  Some tourists, especially, did not have perfect eyesight, and thus whenever something a doll did struck their fancy, they would have to put these on.  Opera glasses and monocles are also an option. - A pen, and/or a notepad or checkbook - A pair of gloves - Keys, if a resident - Compact mirror and/or makeup (for the ladies) - A pocket watch (for the gentlemen)
What, some of you may be thinking, no cell phones!?  Well, remember that the story of Porcelain Wonderland takes place way before cell phones were invented.  Heck, land line phones were a recent invention.  Also, Porcelains and Cermaics will carry far fewer possessions, often just a small wallet.  Marionettes don’t usually buy things, so if anything, they will carry a bottle of glue in case they are broken - and this is usually more the case for Marionettes with physically-oriented professions such as carriage driving.
Orenya
So, I mentioned in yesterday’s prompt that exploring the wilderness is a common pastime on Orenya.  But what do people bring with them on such a journey?  Well, think about the typical Earthen camping/hiking supplies.  Food and water is a must - in fact, many travelers will bring food along in consecrated metal bottles (see last year’s Technology prompt).  And then things like shelter, cushions to sit on, fans or blankets depending on the temperature of the location... you get the idea.
But remember that Orenya’s overall culture revolves around magic.  And so, it is not uncommon to bring along various magical tools and amulets, especially on a long journey or an errand to a dangerous place.  If someone has a staff, they are all but guaranteed to bring it along on a long trip, as it is considered a close part of themselves and is good for casting spells should the need arise.  Medicine is also a necessity, as people will carry around bottles or pouches containing different herbs and tinctures, and also bandages of course.  Extracts of koberia (doctor’s root - see Day 13, Flora) are extremely common on wilderness excursions due to the herb’s usefulness in treating injuries.
When traveling short distances around town, people will carry less.  The most important item, perhaps, is a coin pouch for purchasing things.  Some people will carry an herb or two for protection or healing, a pen and/or a small scroll for writing, and other essentials.  But there are a couple of odd things people may carry as well:
Dragon “keys”.  These are not metal keys, as the dragons are not mechanical.  Sometimes they may be a little whistle, sometimes they may be a tiny wand, and some particularly skilled dragon-keepers will not need one at all to call their dragon.  See a later Transportation prompt for more on this.
Peddled wares.  Some people have little goods for sale and will travel from town to town to peddle their wares.  Many of these people will carry around a separate bag, box, or cart around to contain these, so a traveling shopkeeper will usually be easy to spot.  In fact, it is wise for everyone else to not carry too much stuff while traveling around town, as if you have a large enough purse, people might assume you have stuff to sell!
Porches versus pockets versus purses.  Storage vessels vary depending on the clothing someone wares.  Often times, if someone wears a cape or cloak, they will wear a large pouch at their hip for storing stuff, or a loose bag slung across the shoulders underneath it.  Pockets are often used in tandem with these for storing stuff; magical items are especially preferred here.  Fylin, notably, exclusively carry pouches for storage.  Some of these even carry waterproof enchantments to prevent water-sensitive contents frm getting wet while thye are underwater.  Another alternative is storing such things in glass bottles, which is especially common with herbs and the like.
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projectsuminda · 7 years
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World Building June 2017 - Day 24: The Frontier
Solevaille
Let’s see, Solevaille is a town nestled in the Alps.  I wonder where the particularly adventurous residents go exploring.  Well, Solevaille hasn’t been known for mountaineering that much since long ago when it was Ludin, but occasionally a painter or something will take a trek out into the surrounding mountains for scenery pieces.  This is another reason some people go to the Starlight Spring (mentioned in yesterday’s prompt on the sky), to paint the stars that are reflected in that spring at night.
Besides the mountains, there isn’t much frontier around Solevaille, and many of those mountains have already been explored by surrounding countries.  It seems that the main frontier here is an artistic one, which is limitless.  And the advent of living dolls opens up a huge frontier for that sort of thing.
Orenya
For an entire planet, I only mentioned eight major towns (not counting the educational district of Setsunadri) in the Geography prompt, didn’t I?  That means that most of the rest of the planet is frontier.  Not surprisingly, exploring the wilderness is a much-enjoyed pastime.  This may be done either on foot or with the help of a transport animal (most commonly a dragon, as will be described in a later prompt on transportation).  As I did in the Geography prompt, I will now describe a few popular exploration places:
The forests of Rumia.  Animal lovers especially enjoy exploring here, with the abundance of tantan, numerous types of swai, and other such animals (see last year’s Fauna prompt).  Botany classes in Setsunadri also involve exploring these, and they are a popular spot for camping.
The shorelines near Hakushiari.  Long ago, sumiri gatherers combed the beaches for fruits and cultivatable plants.  The oceanfruit tree (see last year’s Flora prompt) grows abundantly here, as does the wild descendant of the creamfruit.  The beaches are a popular hangout spot when Kalena’s solar eclipses (see yesterday’s Sky prompt) pass through the area, and are also good for swimming when the Three Sisters are too far away.
The Heavenly/Aurora Mountains.  People often like to explore the former for its spectacular views of the Rumic landscape, and the latter for views of the aurora.  Explorers of both seek to rise above the clouds - in fact, there are small dwellings above the cloud level.
The cold oceans of Furmia.  This is another classic foraging spot, in this case for herbs.  Due to the highly variable aurora activity and interference with moonlight, wild herbs can vary widely in magical potency.  Because of the stillness of the waters, this is also a popular boating and fishing spot.
The Field of Souls.  Only the particularly daring explore this forbidden zone, as as was mentioned in the Magic prompt, the crystals here draw people’s souls out of their bodies, making for a very dangerous place.  This only happens on a moonless night; any other time, the place is impassable due to a curse that keeps all out.
Besides exploring, some people even set up small dwellings in these and other places.  These are often transient, may be exclusive, and lack rules and regulations like the major towns do.  Especially in Zurem, a lot of black market activity occurs in these “villages”.  The Void, for example, is a popular dwelling spot for sorcerers practicing the darkest arts, holding a secret market in a cave beneath the Lonely Hill there.  They also have farms for poisonous herbs, and one for the highly-poisonous witch snakes.  The ones in Rumia tend to be more peaceful though, especially the forest dwellings which are often party sites.  However, there is one infamous village near Hakushiari: the so-called “Spirit Village” in a stagnant bog with heavy fog.  As will be described in the Weather prompt, apparitions often appear here during eclipses, and thus this is a hub for spirit workers and psychotropic herb enthusiasts.
However, in the Modern Era, strict regulations against environmental destruction were set up, especially to limit wildlife in those areas.  As such, both the Danramin and Oradamin patrol the wilderness on dragons, looking for any significant disruptions.
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projectsuminda · 7 years
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World Building June 2017 - Day 23: The Sky (Orenya)
Yes, I did do this for Solevaille - look at the post directly before this one for that.  However, I decided that since there is so much to say about Orenya’s sky (due to it being its own planet with a lot of strange cosmic phenomena going on), it required its own post.  Here goes...
As I mentioned in last year's Geography prompt, the magisphere tints the sky a slight purple, and that plus the fact that the sun is red means that in Rumia, the hue of the sky ranges from a light periwinkle in Drenlin to lilac in Hakushiari to a deep lavender above the Three Sisters to mauve in Sharun and a dark indigo in Azuhala (remember that the latter two are in the twilight region of the planet).  Only above the Angry Sea at the very center of Rumia is it a sky blue in hue, and even then there are purple wisps floating about.
Because Orenya has a very thick atmosphere (which is vital in making the temperatures more stable in its tidally locked state), most stars are invisible even from the darkest parts of Zurem.  In western Zurem where heat flows from either Taburoi or eastern Rumia, the magisphere clouds the sky further, making it appear a very dark and smooth purple.  While this does not happen as much in eastern and northern Zurem (the Aurora Mountains block this effect), instead it has auroras to obscure the sky.
Auroras result from Moredriva's solar wind reacting with the magisphere, and given how strong this solar wind is what with how close Moredriva is to Orenya (remember that Moredriva is much dimmer and smaller than Earth's sun), the reaction produces energy pulses in the sky that may be many colors or barely perceptible.  But even more stunning is the aural patterns, which may even form shapes in the sky.  For millennia, sunestre mystics have employed this as a form of divination, particularly for predicting world-wide events.  Nowadays this is one key job of the Miamin.  Even in Rumia an aurora-like effect produces similar distortions in the sky, though given the overwhelming presence of sunlight, these are less noticeable.
As was also mentioned in last year's Geography prompt, the Void in the middle of Zurem is an ideal stargazing spot.  This is because it is so sheltered from Moredriva's light that the aurora does not reach it, meaning that when there are no moons in the sky, especially when the bright star Reimindra is also absent, the place lies in almost complete darkness and the other stars become more visible.  Notably, unlike on Earth, there are no fixed constellations, as they are not visible on other parts of the planet anyway.  However, during a "dark night" (no moons or Reimindra in the sky), there is a festival held on the Lonely Hill at the edge of the Void where people create sketches or even photographs of a sort of the sky (the latter involves spells that mimic the effect of a magic pen) and draw their own constellations with them, coming up with stories and legends behind the one they saw.  The festival has a very unique name: the Constellation Festival (yes, I know, I'm such a genius when it comes to names).
What is perhaps most important about the Orenyan sky is the movement of its four moons (and Reimindra to a lesser extent) across it.  Of the moons, the silvery Telwenthe, which is about the same size as Moredriva in the Rumic sky, moves the fastest, its orbit lasting about 21 Earth days.  Eldarien, the verdant "forest moon", is the second-fastest, taking approximately 27 Earth days to orbit the planet.  Next is the metallic not-quite-round Parushai, with its orbit of 58 Earth days (about twice as long as an Earth month).  And the big, slow, blue-mist-covered Kalena really takes its time, its month lasting 216 Earth days, or seven Earth months.  Fun fact: its orbit is also the exact length of most pregnancies among land folk, or time as an egg among the fylin, and thus the position of Kalena in the sky at the time of birth has a great astrological significance.
Here is some other data about the moons: Smallest to largest (as seen in the sky): Parushai, Telwenthe, Eldarien, Kalena Smallest to largest (actual size): Parushai, Eldarien, Telwenthe, Kalena Distance from Orenya (closest to farthest): Eldarien, Parushai, Telwenthe, Kalena Brightest to dimmest: Parushai, Telwenthe, Eldarien, Kalena
The distortions in the magisphere also slightly affect how the moons appear in the sky.  In most cases this merely manifests as a rippling effect around its edges, such that unlike on Earth, new moons are perfectly visible in most of Rumia, as people will see a bright purple "halo" around its edges caused by this.  The brightness of this halo is especially evident in Eldarien, given its closeness to the planet. However, Telwenthe and especially Kalena produce weaker halos, due to their gaseous surface.  But since Telwenthe's mists are so thin, the halo affects the surface of the planet as well, leading to an interesting array of colors, especially to the sumiri given their partial perception of ultraviolet light.  Though Kalena produces a weak aura if any, it still remains visible as a hole in the aural disturbances in the sky, as it forms a shield against the solar wind. The moon is especially visible if it passes close to Moredriva.  And finally, Parushai produces the most stunning halos due to its reflective surface, such that it looks like a multi-colored star rivaling Reimindra in its brightness (yes, Reimindra is bright enough to be visible even there; it is the only star that is so).
In Zurem, though, these halos are not as prominent, since more of their visible surface is seen.  (The moons are always at least half full in Zurem, whereas they are only crescents of varying thickness in Rumia.)  The aural disturbances, even the aurora, do not affect the appearance of these moons much, but they can interfere with the moonlight absorbed into the magical herbs of Zurem.  Therefore, dedicated herbalists learn to coordinate their herb growth and harvests with celestial activity.
But perhaps the most stunning phenomena seen in the Orenyan sky are eclipses.  With so many celestial bodies present in close proximity, these are much more common than on Earth.  While we're still on the topic of Zurem, let's talk about lunar eclipses first, involving a moon passing through Orenya's umbra.  This is the only way for any of the moons to appear less than full, and in fact, partial eclipses are very common among the moons.  Even Kalena, which is incapable of a total lunar eclipse due to its size and distance, will occasionally have the umbra pass across it as a round shadow.  On the opposite side of the planet, the same thing will happen with partial solar eclipses, and due to the relative dimness of Moredriva compared to Earth's sun, the obscuring of its surface is more apparent.  Oh yeah, that's another thing I forgot to mention: unlike on Earth, it is perfectly safe to look directly at the sun here, even in Drenlin where it's at its brightest, without worrying about eye damage.  Unless you're a sunestre anyway, as they are particularly sensitive to sunlight.
Total eclipses, as you might imagine, are the most spectacular of all.  Now, on Earth, a lunar eclipse appears reddish due to the way sunlight bends around the atmosphere.  A similar phenomenon occurs on Orenya, and this is evident in the rarest total lunar eclipse of all: that of Telwenthe, which turns a very bright shade of scarlet, magenta, or even crimson.  Total lunar eclipses of Telwenthe are so rare because the moon is just barely small enough to be completely obscured by Orenya's umbra.  And since it moves very quickly across the sky, the eclipse is also very brief, lasting the equivalent of only a few Earth minutes.  More common are eclipses of Eldarien, given how it's smaller than Telwenthe and closer to Orenya. During such eclipses, Eldarien usually turns a shade of brown due to its natural green hue mixing with the red light, and in myth, this leads to a legend of a great dark force killing off all of his forests so that they can be renewed (when Eldarien emerges from the umbra). Parushai, notably, all but disappears during a lunar eclipse, due to his small size.  Partial eclipses with him are actually rarer than total ones because of this.  However, flashes of red may glisten on his reflective surface.  In myth, this is seen as him getting into mischief in his mother's (Moredriva's) absence.
Now on to solar eclipses. Remember how I said that Telwenthe looks about the same size as Moredriva in the sky?  Therefore, its eclipses (also brief and rare for the same reason as the lunar ones, though not as much) allow a stunning view of Moredriva's corona, which may appear a very bright pink or yellow due to its deep red hue.  Many red and purple flashes of light fly across this corona, leading to the myth of him getting into a violent fight with his mother during this time.  Also, because of his thin misty surface, the outer edges appear a dark reddish-purple. Eldarien's solar eclipses also allow a view of the corona, but a much fainter one since he is somewhat larger than Telwenthe and Moredriva in the sky.  However, the eclipse causes the sky to darken more, and also lasts longer.  But it doesn't last nearly as long as Kalena's solar eclipses, the most drastic of all due to how large and slow he is. Moredriva's corona is only visible at the very start and end of the eclipse, during which only a very faint and very dark purple halo surrounds the moon as the sky becomes as dark as that in Zurem.  These eclipses are also a good stargazing opportunity, but not for seeing more stars in the sky - rather, for seeing strange patterns that the magisphere seems to draw among them.  Certain Zuremic herbs are said to induce powerful prophetic visions in people which can be seen in the sky at this time... and so, the economy all but shuts down here, forming an extended "night holiday" lasting anywhere from one to seven Earth days (the longest being when Moredriva passes behind the very center of the moon).  On the other side of the spectrum is Parushai, which is too small to eclipse the sun completely... but does produce a stunning light show when in front of her, featuring bright flashes of amber and gold.
Here is a summary on the frequency of eclipses: Frequency of solar eclipse (most to least): Eldarien, Kalena, Telwenthe, Parushai* Frequency of lunar eclipse (most to least): Eldarien, Parushai, Telwenthe, Kalena* * Incapable of such an eclipse.
But the cosmic phenomena do not end there.  Oh no.  One notably strange type of phenomenon unique to Orenya (and other multi-mooned planets) is the existence of intralunar eclipses, made when the moons shadow each other in the sky.  There are many different types of these, and I could write an entire ten-page essay on them if given the chance, so I'll try to describe these as succintly as possible here.  Some of these occur in tandem with lunar or solar eclipses; for example, when Parushai moves in front of another moon during a solar eclipse, it produces its most stunning light shows yet, and according to myth, said to "tease" his brothers when their mother is not looking.  With lunar eclipses, sometimes more than one moon will cause one at once, leading to said moon obscuring the other.  One notable time in history, Eldarien happened to eclipse at the same time that Telwenthe did, which caused much disappointment as it hid the latter from view.  But when Telwenthe was still visible, its surface glowed in a blue to magenta gradient in Eldarien's umbra... a perfect example of a "pure" intralunar eclipse where the sun and the planet are not involved at all.
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projectsuminda · 7 years
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World Building June 2017 - Day 23: The Sky (Solevaille)
Yikes, I’m in danger of falling behind again!  Better post this straight away then.  Also, this is the first prompt this year where I do one post per world.  This is because Orenya’s sky prompt came out very long, as since the sky is so different, there was a lot to say about it.  So I’ll be posting that other prompt in a bit before moving on to the Frontier prompt.
So on to the sky above Solevaille.  There is not much to say here, since Solevaille is on Earth.  However, since it is up in the Alps, the sky is very clear up here, away from the smog from cities closer to sea level.  Very clear, considering how far away it is from other civilization.  As such, especially back in the days of Ludin (see Day 4, History), the town has been sought after by astronomers who wish to study the sky.  
Even the university has a decent astronomy program, though its main focus is in the arts.  Astronomy classes in Solevaille are divided into two: a lecture during the day, and a field trip up into the mountains at night.  Since the invention of electricity, the amount of light pollution in Solevaille increased a bit, meaning astronomers had to trek a ways away to view the sky better.  Fortunately, there is a spring a short distance away, and with how hidden it is from view, it is an ideal spot for astronomers to gather.  In fact, the place is even called Starlight Spring, after how beautifully the still waters of its collecting pool reflect the cosmos.  During the day, the water actually warms up as a result of collecting sunlight, and thus is a popular spot to gather holy water.
Unfortunately, after the town became a kingdom, the university got converted into a toy factory, and not only did this eliminate the astronomy program, but it also increased pollution in the town, such that a haze in the town proper obscures the view of the stars a bit.  Naturally, former teachers and students of astronomy have complained about this... but the silver lining is that the view from Starlight Spring was not affected, so the program continued independently from a bookstore afterward... until the Queen and her evil antics put an end to that in the name of the crime of conspiracy.
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projectsuminda · 7 years
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World Building June 2017 - Day 22: Work
Solevaille
More often than not in this alpine town, the work people do reflects their greatest passion.  Classically, the people who live here were outcasts from other parts of Europe, aiming to make a living in any way they can.  Those who had creative passions followed them.  Those who wanted to sell things to people could find a few customers.  Those who just wanted to be assistants to people could do so.
Once the town became a kingdom, dolls took over the bulk of the work in places where the public could see them, taking priority over humans.  In the kingdom, humans were technically allowed to continue living on as creators, but they could not be the face of their own wares.  Dolls are capable of some innovation, but not nearly to the extent that they are.
In Lucina’s royal court, many of the Porcelains, especially, take on different duties pertaining to Solevaille’s economy.  For example, one of them oversees the bank, another the press, another the farmlands, another tourism, etc.  Then there’s Princess Emille, who oversees executions of misbehaving dolls and coordinates the Ceramics in the court (who are mainly glorified servants).  And finally Queen Lucina herself, responsible for overseeing everybody, as well as bringing the dolls to life.  Although the factory does much of the latter nowadays, she holds daily ceremonies where she will bring a doll to life with her own magic before a crowd in the castle foyer, often presenting them before children.
Orenya
Orenya’s work ethic is very loose.  It has a very basic economy, where people trade goods they made/bought or services they provide for other such things.  There’s no real jurisdiction over the market besides ethical concerns, largely overseen by the Danramin.  In fact, one of the Danramin’s most important duties is to oversee local economies, and report any crooked salesperson who seems to be disrupting the peace.
It is extremely common for people in a town to use a borrowed public building to conduct a business, or in certain towns in Zurem, their own houses.  (This is all but expected in Nendari, where practically everyone has a warm and toasty house with which to present hospitality and peddle their wares in the meantime.)  In the major towns, there are many street markets present, coordinated by celestial events (e.g. the big jewelry market in Leshinen takes place every time Parushai sets on the horizon there).  Outside of the markets, people will typically travel to peddle their wares while enjoying themselves, or they will trade amongst citizens of their own hometown.
In general, there is a strong culture of “workplace karma”, meaning that you get what you give.  Spontaneously offering to give something or perform a service is an invitation for money or something else in trade... or at least an apology that they have nothing to offer, followed by a small prayer.
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projectsuminda · 7 years
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World Building June 2017 - Day 21: Fun
Funny enough, sports are not that big a deal in either Solevaille or Orenya.  Though maybe that is just me, as I’m not too big a sports fan myself.  Okay, onto the respective worlds...
Solevaille
The shops and food/drink establishments serve as a major outlet for fun in Solevaille.  Often times, when people want to unwind from their own work, they will seek out enjoyment in appreciating the work of others.  This, classically, was part of the artisan culture that Solevaille was founded on.  Historically, its people did not care much for travel, many of the residents having been refugees or outcasts from other countries.
Of course, with the living toys around, there are many more opportunities for fun.  For example, at the center of Marionette Square is a stage set up for various performances.  These are often very silly and spontaneous in nature, and are mainly viewed by people relaxing at the cafes or wondering about where to go next after shopping at one of the neighboring stores.  There are puppet shows with actual living puppets, Marionettes who impress tourists by dancing around without people pulling their strings, Ragdoll clowns that perform comedy acts, toy animal circuses, and even a Ceramic and Porcelain choir when they do not feel like performing in the church.
Even the royal court itself prides itself on having fun alongside the usual duties.  In fact, on a more sinister... wait, I mean, on a more cruel note, throwing extravagant tea parties is one way Queen Lucina helps keep the court under control, via showering them with affection.  Or parading them around town once in a while, healing them when they become sick, and just overall aiming to keep everyone happy.  One could easily forget about such silly things as regulations and punishments and having one’s soul eternally trapped in the Deathly Glade in an atmosphere like that.
Orenya
Here I will provide a list of ways that the people enjoy themselves, though some of these things may not seem like “fun” at first:
Traveling.  As we’ll see in a later prompt, Orenya only has a few large spots of civilization scattered throughout the planet, connected via vast expanses of wilderness.  Exploring this wilderness, or traveling to other towns, is perhaps the most important source of fun on the planet, as it is said that one can live a very sheltered and boring life if they just stay in their hometown all their life.  This also extends into riding dragons, the main transport animal.  Since they can fly, they make for extra fun to ride.  In fact, in Kyonin, one of the “Three Sisters” in Rumia, there is an agency that allows people to ride with an experienced dragon-keeper, learning all about dragons and their behavior in the process.
Playing small games.  One quirky custom that is mainly a product of the Modern Era is amusement that is shared with other nearby individuals.  One particularly important global one, practiced by all three races, is patsuni, which literally means “Create-A-Person”.  This is a game where a group of people take turns adding characteristics to a blank slate of an imaginary person.  Kind of like filling out a character sheet in a tabletop RPG, except everyone takes turns filling out one thing on the sheet.  At the end of the game, the players might talk about how the imaginary person they created might interact to situations, or how they would feel about meeting each person in a group.
Astral projection.  Where the body cannot go, the soul can.  As was mentioned in last year’s Magic prompt, the four moons are common places to astral project to, where it is believed that there are fantastical landscapes to explore.  On Eldarien is an endless forest, on Telwenthe is clouds that can be walked upon, on Parushai is an unhindered view of the cosmos, and on Kalena is a vast sea breathable even to land folk.  However, it is recommend to do this with a buddy, as astral projecting for too long can leave the body helpless, and even in danger of loss of life if left soulless for too long.
Use of psychotropic herbs.  Yes, Orenyans know how to party.  There have never been any drug wars there, and, barring some isolated cases of addiction that are dealt with by the therapists in the large prison in Zurem, people generally have a positive opinion of them, so long as they are not overused.  Especially since a lot of such herbs can lead to profound spiritual revelation, given the magical energies present in many of them (these herbs come exclusively from Zurem due to their ability to absorb moonlight).
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projectsuminda · 7 years
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World Building June 2017 - Day 20: Arms & Armor
Solevaille
Solevaille makes art rather than war, so the only people around who use weapons or armor are policemen, collectors, or people who hunt for sport.  Revolving pistols are considered the latest and greatest weapons-tech wise, but very few people have them.  Not even the police, who are also few and carry wooden batons instead.
Once the living toys came about, the human police force was replaced with wooden soldiers.  These soldiers’ main weapon of choice is the halberd, a spear-axe hybrid common in the Middle Ages and a staple among stereotypical palace guards.  All they have for armor is a varnish that protects against fire, for their bodies are quite sturdy and the soldiers can quite easily shake off stab wounds or bullets.  Speaking of bullets, it appears the Queen isn’t too fond of firearms, as possession of one is considered a crime.
Later on in the story there will be tin soldiers in addition to wooden ones... though they have wood at their core for storing ether.  These wield axes, just like the Tin Man from The Wizard of Oz.  Other than all that, though, hardly any weapons are used throughout the story.  Well, at least not mundane ones - two characters end up with a magic staff, and another ends up with an enchanted sword that functions more like a wand.  These primarily exist to help focus the users’ magic, though they will be used in the war with the Deathly Glade mentioned in yesterday’s prompt.  (Sinistrina is one of the staff-wielders.)
Orenya
Possibly the most important weapon, if it is used for offensive purposes, is the staff, given the importance of magic.  Fylin especially love to use these in battles between clans, leading to many clashes of spells lighting up the oceans on occasion.  As was mentioned briefly in last year’s Magic prompt, a staff can be “taught” a few spells for easier use, though it is not uncommon to simply have them project energy bursts amplified from the caster’s aura.
But there are physical weapons too, which were extremely common in the Day-Night War.  The sumiri warriors mastered the use of explosives, as natural oils were plentiful there.  While gunpowder never existed, a sticky oil “concentrate” serves a similar purpose, though the most complex firearms present were cannons.  Bombs were quite common; most of these were built much like Molotov cocktails, where oils, acids, and other various substances or chemicals were combined in a wooden or glass container and thrown to detonate.  Another important weapon that was more magic in nature was the use of “sunlight bombs”, which utilizes an oil-water mixture charged by sunlight.  Since sunestre are sensitive to sunlight, sumiri armies would often use these to disorient their opponents while attacking by other means. 
Since sumiri are also more physically active in general, the martial arts were widely practiced among them, and this even continues into the Modern Era for self-defense purposes.  Many martial artists fighting in the Day Night War have even placed enchantments upon their own bodies (which they will often refer to as weapons) to become stronger in battle... though nowadays, it is mainly dancers and (obviously) the Oradamin who do such.
On the other side of the planet, the sunestre mastered the making of metal weapons, particularly things like swords, spears, and poleaxes.  Due to the existence of a refining practice that gives metal a sponge-like texture on the inside, these weapons can be surprisingly light, such that Orenyan swords will often be very broad, and designed for slicing open large things (like bodies).  The narrower Earthen swords are seen at the ends of Orenyan poleaxes, which have two narrow, solid blades out the sides, good for stabbing.  Both poleaxes and spears even had their shafts made out of metal tubing, as wood was practically non-existent in Zurem.
Often times these weapons will even be imbued with crystals, lending them a magic quality to them.  These are often used to focus spells much like a staff while pairing them with a physical blow.  Other times they amplify psychic energies to allow them to lock onto an opponent’s aura for better accuracy.  In fact, it was believed that once an opponent’s blood got onto the crystal, said crystal would always gravitate towards their aura.  There’s even an example of someone who made a spear from a crystal from the Field of Souls, aiming to trap opponents’ souls inside it.
So as you can see, even outside of staffs, there are examples of magically-imbued weapons.  This is even more common with armor.  During the Day-Night War, enchanted armor was actually more common among the sumiri, as it was primarily made of wood, and thus it became very common to write spells into it or enchant it in such a way that repelled other weapons or spells.  There are a couple of examples of cursed wooden shields that would afflict any metal object that pierced them, causing them to rust up and eventually break.  But even sunestre would consecrate their metal armor as a sort of prayer for protection.  Notably, fylin do not wear armor at all, as it would only slow them down in water.  However, they sometimes place similar protective enchantments on their own scales; this is thought to reduce damage from wounds.
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projectsuminda · 7 years
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World Building June 2017 - Day 19: War
Solevaille
As was mentioned a couple of times before, the kingdom has seven-foot-tall wooden soldiers positioned all over as guards.  Most of these, not surprisingly, are near or inside the castle, though there are quite a few in the factory and out on the streets as well.  These soldiers are mainly responsible for making arrests, where they will drag misbehaving humans towards the mirror inside the castle (leading to the Deathly Glade), and drag dolls toward the castle for something similar.  All these soldiers are produced in the factory, as they are dispensable and vulnerable to moisture and fire... though coating them with a flame-retardant varnish helps a little with the latter.
At some point in the story, there is a war that takes place, between Solevaille and the Deathly Glade.  I will not provide the reason why the war started because spoilers, but I will say that it involves something in the Deathly Glade that the queen wants to destroy.  So much of the war involves her sending a troop of soldiers into the Deathly Glade and launch an attack, retreat if that doesn’t work, and reassemble an army with something hopefully more effective and try again.  Fortunately, that side has white magic as a particularly effective weapon against the undead.
Ah, speaking of the undead, I might as well mention that on the other side, Sinistrina is actually reluctant to send her zombies into battle, preferring to fight with her own life-draining spells.  This is in part because the soldiers can physically overwhelm the zombies quite easily, as the latter are not much stronger than living people and cannot use magic.  Thus, her only “strategy” in this war is defending the Deathly Glade while a couple of allies (not mentioning who or what they are because spoilers) infiltrate the castle.
Orenya
The most significant source of violence and strife in Orenya’s history was the Day-Night War, described in last year’s History prompt as a worldwide war between Rumia and Zurem over control of resources and trade.  As was mentioned, the vast majority of battles were fought in the twilight regions of the planet, sometimes out in the wilderness, sometimes near towns like Azuhala and Sharun.  But on occasion, a small army from one side will launch an unexpected attack on an opposing town.
The most dangerous towns to live in during this war, besides Azuhala and Sharun of course, were Nendari and the Three Sisters, due to being quite easily accessible from the other hemisphere.  Many offending groups would travel there via boats protected with cloaking enchantments, but there were also Zuremic forces having easy land access to the Three Sisters, and Rumic forces being able to ambush Nendari from the mountains.  So both of these areas became strongholds for their respective sides.  The safest towns during this time were Drenlin (protected by its bright sunlight) and Leshinen (due to being an underground fortress), though Hakushiari was also kind of hard to get to through the thick forests, and Theani was close to the usually-impassable Field of Souls.
Most war strategies revolved around misleading the other side.  This was especially important given the prevalence of psychic abilities, as occasionally each side would have “watchers” who would survey the terrain for malicious aural disturbances.  Thus, often times one side would send out a large “dummy troop” to one location, while sending a small number of highly-skilled fighters to the area they want to target for real.  Many of these targets were areas of resource: the forests of Rumia for wood and fruit, Taburoi for ores, and Wanithea and Furmia for herbs.
Throughout this war, the fylin were mostly neutral, though small fights with land folk occasionally broke out when their clan dwellings were disrupted.  A few times, the forces of Rumia and Zurem tried recruiting male and female fylin clans (respectively) to their cause, with mixed success... after all, the male clans primarily inhabit Rumia and the female ones primarily inhabit Zurem.
Information about weaponry will be included in tomorrow’s prompt.
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projectsuminda · 7 years
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World Building June 2017 - Day 18: Fashion
Solevaille
When Solevaille was still a sleepy alpine town, fashion was more of a hobby some people enjoyed, as clothing designers were among the many types of artisans to practice their craft here.  But the fashion scene truly kicked into high gear once the place became a kingdom.  And nobody is more fancily dressed than the dolls - specifically Porcelains and Ceramics.  In fact, it is considered a crime for anyone else to dress in a more ornate fashion than them.  (Except for the queen, of course.)  To fit the aesthetic, the outfits they wear contain many small touches: frills, lace, ribbons, buttons (not the currency), and are meant to exude an air of elegance.
Girl dolls will always wear a dress of some sort, often poofy and complex in design.  These will typically be about knee-length and tight around the torso, tied or laced up in the back.  Boys will instead wear fancy coats, most often left open to show off the frilly blouses they wear underneath.  Curiously, the vast majority of doll garments have long sleeves, which for girls may either be bunched up at the wrist or flared out like drapery, and which for boys will have wide cuffs that are often embroidered.  Stockings are extremely common for both, and buckled shoes and laced-up boots are the norm.  Overall, these dolls do not like to show much “skin” - and in fact, a lot of the dresses and coats adhere to variations on only a few styles.  This leads to a certain uniformity or dress code among them.
Oddly enough, heel height is kind of a big deal among the royal court especially; higher heels indicate a greater sense of maturity and/or status.  In fact, nobody is allow to wear higher heels than that of Princess Emille.  And these heels are for both genders; the court statistician once estimated that heel height is on average higher on boys than on girls.
Marionettes tend to dress more simply, though in many different styles that often come across as whimsical or costume-like.  Once in a while, though, they may dress in nearly as elegant a fashion as Porcelains and Ceramics... and in fact, sometimes their outfits may even be made from discarded or torn clothing from them.  This is especially the case for the Marionettes that serve the castle, as they will inherit clothing that nobody in the royal court wants anymore. The main exception is Winky, the former mayor, who insists on having his usual green coat maintained... supposedly in memory of when he was human.
As was mentioned before, Woodies usually have clothes painted on them, in the shape of uniforms pertaining to their job.  Of note, the wooden soldiers guarding the kingdom are modeled after the guards of Buckingham Palace, even though the kingdom is nowhere near London.  Ragdolls are dressed very simply, as they are made for dirtier jobs.  Although, the ragdoll maids staffing the castle and a few other establishments will be dressed up in frilled aprons, purely for the sake of aesthetic.
It seems that the Porcelains and Ceramics have started a fashion trend throughout Solevaille; many of its tourists have taken to dressing much like these dolls.  Or even residents, most notably Queen Lucina herself, who wears a very doll-like dress along with the usual royal regalia to fit in with the dolls... even her crown is made of porcelain.  But it’s only a trend - humans are otherwise free to wear whatever they want, provided it isn’t too revealing or otherwise demoralizing.  Dolls do not have this freedom; one working Ceramic boy was executed for wearing a kilt, for instance.
Orenya
This is the last prompt that I already did last year, so after this, everything will be new!  I covered the basics in that prompt, but there is always more to add on, such as the existence of:
Enchanted jewelry.  This is quite a trend in Zurem, where gems or metallic amulets will be consecrated with a special quality or prayer, or even sometimes a memory of a loved one who has passed.  For the latter, some particularly clingy relatives will accidentally draw the passed one’s soul into the gem; these people will often eventually call for help from an exorcist to remove the trapped soul.  Sometimes spells will even be etched into or otherwise written on a bracelet, circlet, or necklace.  Many of these will involve the owner’s name to help protect against theft; others will function much like any charm... haha, charm, get it?
Pants versus skirts.  Unlike on modern Earth, these are not preferred by either gender, being more a matter of comfort and utility.  Those who live a physically active lifestyle tend to prefer the former; those who are sticklers for fashion will more likely prefer the latter as more decorations can be added onto them.  Fylin never wear pants, as their tails make doing so difficult.  Most often they will wear something between a skirt and a loincloth, especially on land.  Among land folk, leaving one’s hip area exposed is supposed to be reserved for love spells if not outright intimacy, though the fylin do not have this view as skirts fly up all the time in water.
Bare chests.  While leaving one’s lower half exposed is taboo, leaving one’s upper half is not.  However, most people who do not live in warm areas (like the towns of Hakushiari and Sharun and near Taburoi) will wear a top anyway, partly out of decoration or modesty, partly out of a superstition about protecting one’s heart.
Derobing for aural healing.  Some more advanced aural healers will prefer to have the patient mostly naked, often clothed in simple white garments, so as to allow easy discerning of subtle nuances in the aura, especially traces of color and texture.  Though some healers will instead read the aura that closely via touch instead.
Two-soled sandals.  Though some sumiri go barefoot, those with especially tender feet will wear a unique sort of sandal.  A sumiri’s feet consist of three toes: one large one with two nails flanked by two side toes.  These sandals have two thick-ish soles, usually made from wood, connected via a thin single sole of cloth.  The large, wide sole in the back is where the side toes rest; the front one is more like a cushion for the big toe, with a thick strap around it.  Since sumiri’s feet are very flexible, they prefer to not have their feet covered up that much, and if they travel to Zurem, they will prefer insulated socks over boots and such.
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projectsuminda · 7 years
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World Building June 2017 - Day 17: Medicine
Solevaille
Before the town became a kingdom, the main hospital people occasionally went to was in the university, though it was designed more with students in mind.  In this setting, healthcare was inexpensive, mainly covered with tax money but still largely expected to come out of pocket.  This was also the case with traveling doctors, who there were quite a few of in Solevaille so as to take care of people in their own homes, particularly if someone was very ill (the university hospital is more for first aid).
Once the kingdom was in place, the university hospital was the only remaining part of the university serving its original purpose, and also the only place humans were allowed to work in public, though they do have some Marionettes and Ragdolls working as basic assistants.  A bigger deal, though, is fixing broken toys.  Oddly enough, the higher up on the intelligence hierarchy a doll is (see Day 3, People and Races), the more fragile they are.  Ragdolls can easily be stitched back together and recharged with ether, and Woodies can just be re-polished and glued back together.  Though in some cases, Ragdolls and Woodies are deemed irreparable and either recycled (in the case of Ragdolls) or given away as firewood (in the case of Woodies).  Neither of them are really missed, as they have only “partial” souls and no sense of identity.
On the other side of the spectrum are Ceramics and especially Porcelains, who are very fragile.  Although they are less prone to decay than other dolls, they are far easier to break.  Sometimes one will break an arm or something and can be glued back together much like a Woody, but if they accrue too many injuries, especially all at once, they die.  Porcelains and Ceramics who are broken will actually act like someone with an illness, one from which they will never recover, as gluing them back together disrupts the flow of ether throughout their bodies.  The same is true of Marionettes, though for some reason those seem to be more resilient.
But wait, some of you may be thinking.  Queen Lucina uses white magic, correct?  Yes, and this primarily manifests as healing.  In fact, she has been known to heal some of her own injuries, and is even rumored to be immortal due to recovering “damage” done by aging.  While she technically is capable of healing other people, she doesn’t have time to waste this on humans, so she says.  Instead she does this to dolls, who she can heal simply by hugging them.  Unfortunately, though, this does not repair their bodies, so it is rarely useful outside of her own court.  This is because occasionally a court doll will be tempted to gaze into the mirror leading to the Deathly Glade, and will become fatigued in the black mists if they are lucky enough to look away before being drawn inside.  In this instance, Lucina can easily restore them with her magic.
I might as well also mention that a similar sort of healing system exists with Sinistrina and her zombies, though their bodies are much more easily repaired than that of the dolls, despite being a much poorer container for ether and much more prone to decay.  And they are repaired, oddly enough, with the same black mists that wear away at souls, channeled through Sinistrina’s magic.  However, traditional healing techniques, especially white magic, is harmful to them, presumably due to their unholy and unnatural nature.
Orenya
In last year’s Magic prompt I touched a little bit on aural healing, and in last year’s Flora prompt, I mentioned some medicinal herbs that grow in Zurem.  Both of these are used as first aid throughout the planet.  In terms of herbs, the leafy herbs have magical properties, while their roots have more of a chemical effect.  This means that a lot of herbs used for simple physical remedies are derived from such roots.  The koberia root mentioned in last year’s prompt is such a root, used as an antiseptic for cleaning and disinfecting wounds.  It is ubiquitously used in healing salves, and its juices are even infused into various leaves of Rumic plants for use as bandages.
There is an entire study behind healing magic, and there is an entire academy dedicated to the healing arts in the Zurem half of the educational district of Setsunadri.  Within it are a couple of branches.  The first is aural healing, which involves repairing the body through direct manipulation of the aura, which will have disturbances in it whenever someone is ill or injured.  This approach is especially popular in Rumia, as it does not require access to Zurem’s magical herbs.  It can help wounds heal faster, encourage the body to naturally fight off infections, and even restore energy and vitality.  However, this sort of aural healing alone tends to be unreliable, often depending on the will of the patient as well as the healer, and even then largely chalked up to fate.  For that reason, aspiring healers are well-taught in herbal remedies as well, as well as just encouraging healthy lifestyles.
The other branch involves herbology, especially the use of magical herbs from Zurem.  This may even be used in tandem with aural healing, as several such herbs are known to help one’s focus on magic, for instance.  It also is very useful for psychological ailments, used to treat anxiety, ease grief, calm violent urges, and such.  In fact, the large prison that exists in eastern Zurem to keep dangerous criminals in line is also a mental health facility, as rather than keep those criminals locked up and focus on punishment, society prefers to get to the root of their dangerous tendencies and try to heal them instead, aiming to get their life back on track.  (Gee, don’t you wish Earth prisons were more like that?)
On the other side of the coin, though, are curses.  This is considered the direct opposite of healing magic, where instead of repairing the body and soothing the mind, this black branch of magic aims to cause torment and illnesses that are more difficult to heal.  In fact, there is thought to be a secret hub somewhere in the Aurora Mountains of Zurem where sorcerers collaborate on honing the art of curse-casting.  To remove such curses, depending on the nature and severity, healers will often employ a variety of techniques, often involving a customized ritual involving a combination of herbs, specific spells, and close monitoring of the aura.  In some particularly severe cases, the Oradamin will have to be contacted to apprehend the caster of the curse before the afflicted can be cured... if it is not too late.
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projectsuminda · 7 years
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World Building June 2017 - Day 16: Magic
Let me just say that as someone who holds a strong interest and belief in magic, I have been looking forward to this topic for a long time.  Here we go...
Solevaille
As was mentioned on Day 4 (History), it was magic that changed the course of history in Solevaille.  The most important of these to the story was the way Queen Lucina Geppetto brought the dolls to life, which was dependent on magic.  The people of Solevaille view magic as an overall superstitious and almost taboo subject, and there is still a lingering belief that magic is the work of the devil.  Fortunately, though, the advent of living toys mitigated these fears somewhat - especially since it falls under “white” magic.  Odd as it may seem, magic in this setting is mainly black and white - that is, it can be used to heal, purify, and give life (white magic), or to harm, control, and bring death (black magic).  These types are invariably associated with light and darkness, respectively... but while the magic itself has these connotations, it is how one uses it that matters, as will be a message enforced throughout the story of Porcelain Wonderland.
Let’s talk about how the dolls were brought to life.  Life depends on the existence of a soul, which is the source of one’s identity, personality, and memories.  In humans and other “natural” beings, the soul is infused throughout the body from birth until death, though it is rumored that it is “anchored” in the brain and in the heart.  Those are rumors, though, so I won’t go into them.  More importantly, souls are made of an intangible substance called ether (not to be confused with the chemical).  As it is not made of matter nor energy, it defies the very laws of physics, and for that reason, although more powerful individuals are thought to contain more ether than others, this is false; ether does not have a truly quantifiable amount.
Whenever someone dies, their soul leaves their body and moves on into the afterlife, as I believe I mentioned on Day 9 (religion/cosmology).  Here souls are thought to exist on the “astral plane”, from which they can be contacted by mystics and even manifest as ghosts if they choose to visit the mortal realm.  Bringing the dolls to life involves crafting an artificial soul using ether from the astral plane, and giving it a blank slate from which new memories and a new identity can be formed - kind of like forced reincarnation.  Incidentally, a similar process is thought to happen when babies are born, and thought to be the job of God.  Naturally, there have been a few protests among particularly religious tourists (and residents) who say Lucina is breaking natural law by doing this... but as with anyone who gets in her way, Lucina just quietly disposes of these people, where eventually they end up in the Deathly Glade.
Okay, here is a prompt where I definitely have to talk about the Deathly Glade, as it is a construct of magic itself, magic of the blackest sort.  Specifically it is an alternate dimension, contained within a magic mirror and being filled with black mists that drain life and trap souls.  Anyone who gazes into this mirror for too long is in danger of being trapped in there, from which they cannot escape and will suffer a painful death, as a result of poisoning by the black mists (essentially an illness brought about by a curse).  So far, at the time of the story, only two individuals have managed to avoid being drawn inside the mirror this way, those being the Geppetto twins.  Sinistrina is credited with bringing this realm into existence in the first place, and presumably since Lucina learned about magic from her (hence why souls are involved in bringing dolls to life), she has not been affected either.  Originally only a small hand mirror contained this realm, but to further their practice, the twins have since enchanted two more magic mirrors, both full-length.  One is a duplicate of the original, functioning as a one-way portal to the Deathly Glade; the other contains white mists and forms a gateway to the astral plane, so that dolls can be brought to life by gazing into that, even when Lucina is not around.  Currently the former is kept in the throne room of Ludinberg Castle, and the latter is kept in the factory where toys are made.
One reason for the hierarchy to the dolls has to do with how compatible ether is with certain objects and substances.  The details of this are not too important (I don’t want this to end up like the midichlorians of Star Wars infame), but generally, the more complex the vessel is, the better its soul can function.  Porcelains and Ceramics look the most human-like, and thus end up at the top of the hierarchy, their souls being just like ours.  As it turns out, clay is an excellent container for ether, as is glass, stone, and (especially) crystal.  Metal is generally a poor container, but certain contraptions that contain it (clocks and mirrors especially) retain ether a lot better.  However, all those materials so far except for clay are generally not made into dolls, and unfortunately, Lucina has not figured out a way to fuse these materials into a doll to give them life.  The next best thing is wood, which is less than ideal because it used to belong to something alive (i.e. a tree); same goes for cloth.  Still, Lucina has found that woods hold onto ether decently enough to make “partial” souls that may not have as much personality or free will as those of Porcelains and Ceramics.  But because of their increased complexity, Marionettes turn out to have more free will than Woodies do.  Cloth, because of its delicate nature, tends to leak ether, and thus Ragdolls do not last very long and will periodically need “new” souls.  But curiously, the wood in Woodies and Marionettes does not decay on its own thanks to the ether, so they, along with all other dolls, are technically immortal.
Early on when the twins were experimenting with bringing the dolls to life, they got the idea to place the souls of people who have died inside dolls as a way of preserving them.  However, this did not go as expected.  When such souls were placed inside a Porcelain or Ceramic, the doll crumbled away, and when placed into a Marionette or below, they had no sense of their inherited identity.  Thus, at the time of the story, the twins have all but given on up on directly manipulating the souls of living people.
Now wait a minute, some of you may be thinking.  Sinistrina is a necromancer, correct?  And necromancy involves manipulation of souls, correct?  Well, having summoned forth the Deathly Glade, Sinistrina has the ability to channel its black mists even outside of it, which means draining and extinguishing life, bringing illness-based curses, and extracting and trapping souls.  In fact, she was the one who taught Lucina about magic in the first place, though Lucina had more of an aptitude for white magic, involving healing and bringing life, whereas Sinistrina’s proclivities were in black magic.  Later on in the story she would figure out how to preserve the souls of people inside certain materials, but the results would not be pretty.
Another thing some of you may be wondering is exactly how magic is obtained, and who can use it.  Theoretically, anyone can use magic given the right mindset, as at its core it is quite simple: a force of will, used by focusing on one’s intent and using a sort of visualization to make it happen. Therefore, one way to learn it is through study and practice, as was the case for Lucina.  Another way is through natural talent, as was the case for Sinistrina with regards to raising the dead.    And yet another way is through a supernatural entity or item - for example, a deal with the devil.  This is thought to have been the case for Krampus (see Day 4, History), who supposedly traded his soul to a demon in exchange for his magic, but that is just a myth. 
Most notably, though, is that once learned, one’s magical abilities are dependent on their identity - their personality, destiny, or whatever.  This is because the use of magic requires possession of a soul.  Therefore, it is the soul’s specific characteristics that determine how it manifests.  It is for this reason that is is extremely difficult to master magic outside one’s natural “element” - for example, white magic-user Lucina is not going to be able to place curses on people anytime soon, and try though she might, Sinistrina cannot heal people.  As Sinistrina once said in what I have written of Porcelain Wonderland so far, “control of one’s magic requires understanding oneself”.
For more details on the use of magic, refer to the Orenya section below, as there I describe the concept more generally.
Orenya
Naturally, as Orenya’s culture revolves around magic, I covered that topic in much detail in last year’s prompt.  Thinking about the topic more, I realized that the mechanics of the use of magic is practically the same in all of my universes.  This means that everything in the last paragraph of the Solevaille section applies to Orenya as well... and everything in this section will apply to Solevaille and all my other worlds as well.  This is because my magic systems are derived from actual real-world magick, which I have studied and practiced quite a bit (so it’s a case of “write what you know”).  But no world is this more evident than Orenya.
As I just mentioned at the end of the Solevaille section, magic is a force of the will, and its most important ingredient is intent.  While complicated rituals, sigils, incantations, and such do exist on Orenya, they aren’t really necessary, or even consistent.  In fact, most magic, especially the psychic techniques mentioned in last year’s prompt, is used through thought alone.  Many particularly skilled mages, such as members of the Miamin and Oradamin, use their magic this way, even for relatively complex spells.
But tools for focusing magic do help.  As was mentioned in last year’s prompt, incantations have no exact wording, the words simply helping to focus the intent needed for the spell.  But this segways into one magic tidbit unique to Orenya: the mechanics of written spells.  In last year’s language prompt, I mentioned how the ordering of words and use of certain suffixes is what distinguishes incantations from regular speech.  Therefore, if someone writes something down and words it like a spell, it is quite likely that doing so will actually cast the spell.  Underlining a phrase especially seems to increase this likelihood, whereas making an expression more wordy decreases it.  But on the plus side, this makes writing a very useful tool for consecration, especially with the advent of magic-based pens (see last year’s Technology prompt for how those work).  Also, since paper is naturally rolled up into a cylinder, a spell to flatten it out will often be written on a piece of paper; in fact, there are also consecrated charms that can do this temporarily.
Okay, now for a topic that definitely pertains to Solevaille as well:  soul work.  A couple of times I mentioned the Field of Souls in northwestern Zurem, which has a powerful curse upon it that aims to draw people’s souls out of their bodies and trap them in the crystals found throughout.  (So it’s the Orenyan equivalent of the Deathly Glade!)  Though it sounds scary, there are many instances of people exploiting this.  The most famous of these occurred during the Day-Night War, when at one point, a group of sunestre sorcerers embarked on a project to make automatons (more familiarly, golems) out of the trapped souls of their prisoners, employing them as soldiers that are harder to kill than people.  A few of them even used animating enchantments, up to and including artificial souls to achieve the same purpose.  Remind anyone of the dolls in Solevaille?
Of course, nowadays, such a practice is illegal - i.e. heavily regulated by the Oradamin.  The same goes for anything else done with the crystals.  I cannot believe I didn’t mention this in detail before, but there is a unique instrument on Orenya called the latria, which is notable for producing no sound, but rather an ethereal sort of music that plays directly into the mind and soul.  Creating one is an even more exhaustive process than what is needed for a staff and infuses particles from the magisphere, so, much like the Technology Tragedy (see last year’s History prompt), strict regulations led to there being only one latria present in the Modern Era - in the dry twilight town of Sharun.  However, during the Trading Era, many of these were created, and they were made with crystals from the Field of Souls.  Thus, a latria’s creation brings the danger of trapping the maker’s soul inside the instrument, which would kill them. Although, there have been a few sorcerers throughout history who have willingly gone into the Field of Souls to obtain a crystal for their own soul, as a form of immortality.  In the Modern Era, the Oradamin have apprehended many such sorcerers (more familiarly, liches), who, along with innocent victims of the crystals’ soul-drawing power, are brought to the Miamin to discuss what to do with the soul.
Most often, such trapped souls will be released, so that they can move on to the afterlife.  However, there are instances in which the trapped soul and their friends and/or family will come to an agreement to keep them around until they are ready to move on.  Or even for public service: one famous example of this is a necromancer brought to justice by the Oradamin who opted to have his crystallized soul power the very first “soul train” (see yesterday’s prompt on Technology for all your Orenyan train-related needs) as a public service.
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