Worldbuilding
So thanks to the recent trend in media, verses have become increasingly crossover friendly. As such please find below a handy set of references as to how crossovers could potentially work sorted by fandom
Final Fantasy XIV
(Thancred, ???)
XIV has the beautifully designed plotpoint known as the Interdimensional rift, so for XIV muses it's somewhat ridiculously easy to use the rift as an excuse for muses to meet and interact without prior knowledge. The rift also lends to threads in which the muses need to work their way towards civility. After all, its not that unreasonable to be hostile or untrusting of someone who quite literally appeared from nowhere with little to no experience of the language.
Final Fantasy XV
(Ignis, Nyx)
Ah Nyx and Iggy, they too have a method of spreading out into the multiverse via one of the Mun's absolute favour tropes. Gods that just can't help but meddle. XV has the Crystal of Light and the 6 Astral dieties who like to tear people from the flow of time, and quite often punish them under the guise of offering power and favours. This particular plot device can lead anywhere from open hostility to silent weariness, especially in the case of Nyx.
FATE
(Archer, Lancer, Shirou, Ritsuka)
FATE being FATE, it has not one, not two, but three plot divices for multiverse traversal. For Archer and Lancer this method is the Throne of Heroes, allowing for some knowledge of wherever it decides to throw them. For Shirou, the method of appearing in different universes would be considered an aspect of magic known as Kaleidoscope, which comes with the neat trick of being warned not to do anything that can change the course of history. Lastly, Ritsuka's method of ending up in different timelines is LAPLACE, which is the direct opposite of Shirou's form of multiverse travel. LAPLACE's directive is the purpose known as preserving history as recorded, which tends to lead to the assumption of hostility near immediately.
Final Fantasy VII(R)
(Cloud Strife)
For all my.... issues with aspects of the remake. I absolutely adore the usage of timespace tears as a plot-device. These selfsame tears are great for setting up alternate histories or futures, even for driving the idea of magic where there is none or technology more primative or advanced than Cloud or vice versa would be used to.
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Flight Rising flights but as art mediums:
There are some overlaps in mediums since dragons are so tight knit and far spread
Earth: tile work/mosaics, jewelry work, ceramics, stone sculpture, chalk, clay work, plaster, leather work, rain chains
Water: plaster work, woven tapestries, shell jewelry and chimes, pearl inlays, decorative sails and flags, basket weaving, sandstone carving, watercolors, mirrors and glass sculptures
Shadow: optical illusions, black and white photography, puzzle boxes, uranium glass work, maybe iron work, mycology arrangements, shadow boxes, gouache, anything that involves glowing in the dark
Light: stone carving and gold foiled painting, sometimes tapestry weaving to depict an image or scene, impressionism, oil paint, tempera, portraiture, clothing and attire, mirrors, pigment making
Plague: hyper realism, and taxidermy, ceramics, bone carvings, tattoos, ink block prints, collage art, murals, leather work, totems and large outdoor installations
Nature: floral arrangements, dye work, wood work, candle making, hot wax painting, landscaping, rain chains, wind chimes, tapestries, needle felting, carpentry, animal cosmetics (haircuts, animal safe dye, nail and claw painting, etc), apparel/clothing, pigment making
Ice: needle felting, wood carving, quilting, ice carving and sculpture, snow sculptures, knitting, the art of tea blends, dried plant arrangements, carpentry, fabric weaving, tapestries, crochet, wood burning, blanket weaving, candle making, dye work, wood turning
Fire: welding, decorative weapon smithing, glass blowing, wood burning, wrought iron, stained glass, latticed metal, terracotta, ceramics, obsidian and basalt carving, graphite, slate, charcoal
Wind: paper mache, ribbon mediums, basket weaving, sonorous sculptures, wind chimes, feathered attire, really tall and thin structures/sculptures, jade carving, blanket weaving
Arcane: resin, stained glass, welding, intricate silver work, collaborative neon work with shadow (they need that special eye for glow in the dark), crystal carving, zen gardens, bonsai art, screen printing, photography, illuminated manuscripts, clothing and apparel, gold foil work, abstract art
Lightning: bronze cast sculptures, sand sculptures (when lightning strikes the sand and turns it to stone) aluminum casts poured into ant colonies/hills, pop art, up-cycled art, photography, art that is still capable of being utilized and interacted with because people and dragons are part of the medium, assemblage art, banners and flags
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your thoughts on minecraft lore are so fucking sexy. tell me more
TEEHEE YES <3
i dont have muuuuch more atm bc i. im dumb and i never write them down. but rn i have a hc that pillager patrols do some sort of recruiting, bc you never see children among illagers, so where would they get new people? they probably 'recruit' (aka, kidnap) villagers who are outstanding or 'gifted' (like, who probably have some ounce of magic, so they'd go through some training and would become evokers). this could also happen to the babies villagers who weren't killed during a raid.
less likely and i'd have to do some more thinking and researching to develop this other hc but maybe we dont see their kids bc they live somewhere else while growing up. underground? in some of the hidden rooms in the mansions? a completely different place? who knows! maybe they have a some sort of quarters or district where they all go through some thorough training before they're old and/or good enough to join the patrols and raids. also, i believe in the pillager<vindicator<evoker hierarchy. pillagers can work their way up to vindicators, but evokers are their own thing, if you dont have magic abilities you cant become an evoker, which makes them rare and powerful and all that. idk where the illusioners fall into this tho, as unused mobs i know very little of them, but i'd say somewhere above vindicator and below evoker, could probably work its way up to an evoker through training.
in my perspective, patrols, as well as all illagers groups, are like an attempt at some sort of oppressive government (or maybe religious group?). the patrols are, well, as the name suggests, a patrol, they're keeping watch and looking for any 'trouble', attacking villagers and golems probably to scare them. Raids are more destructive, i'd say they're caused by a threat to the illagers (like the player, despite said player's reputation w the raided village, although i like to believe that, in this worldbuilding, thats not the only reason they raid a village) and not only attack the player, but also the village, killing every adult villager, taking their sources and children, leaving a clear message of what's waiting for the others if they dont behave.
as for the villagers, they're pretty much defenceless in these situations, unable to harm literally anything. you could even hc that they're vegetarians, since all they eat are vegetables and bread, despite butchers selling meat and stew. why are they so pacific? they dont each other, other villages, mobs, nothing, and any villager who's relocated to another village will get along w them just fine, despite biome difference. you could try a religious approach to this. their only defence is the iron golems, who show up naturally or summoned by the villagers, another thing that could be explored through a religious approach (which, imo, is probably different than the illagers religion, if we go that way). the only way for a villager to turn hostile is, again, turned into a witch or a zombie, which immediately outcasts them.
you could also think 'huh, so to be accepted by the villagers you have to be passive, the moment you turn hostile, you're not welcome anymore', and yeah, pretty much if you ignore the golems ability to kill mobs (they're more like neutral mobs i think). makes sense when it comes to the player as well, w the whole gossip and reputation thing when the player saves or trades or kills/harms a villager, but theres math to that so i wont touch it lol. overall the villagers are major pacifists, shame the illagers are totally taking advantage of them.
this is all losely based on my own knowledge w minecraft, there might be some stuff that goes against game rules but who cares, im having fun. i probably have more thoughts but i forgor, will bring them to you once i remember/have more <3
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On magical casters.
Classification of casters always have been troubling me so I will try to convey my idea here:
W I Z A R D S
Wizards are the type of MCs (Magical Casters) who are specializing on the usage of spells. See, the franchise of Haroldinho Le'Potterman (you know who I mean) is about wizards and this is a good example. Wizards have spells for cleaning the floor, for opening doors; Shortly saying, for every task. Usually they cast their spells verbally, making them very vulnerable to one very specific transmutation-modification encantation:
Erase Mouth.
M A G E S
Mages are the guys who can be called the magical artists. Sure, there are many Academical Mages, but usually it's the other way around. Mages don't use spells as their main weapon - their magic is in the freestyle, in using energies, summoning and transmutation in many creative ways with only their mind rather than spells which are somewhat like tools/lines of code. With this analogy, Mages are the programmers who write the code themselves while Wizards take from the code libraries.
Mages are not restricted regarded the usage of spells - they usually do, the only thing is that they might modify those spells easier. Instead of copy-pasting spells, they weave them themselves, adding modifications on the go.
D R U I D S
This is interesting. Druids as I believe don't directly use magic, at least not when it's causing disbalance. Druids are masters of natural magic, they sense it everywhere, in every living and unliving natural thing. Animals, plants, stones, water; Everything what is opposed to the Nurture is under Druids control.
They don't cast spells nor weave them. They just know "tricks". "Tricks" that will allow them to turn into animals, to command tree roots, to heal wounds. They unlock the nature part of their magical potential and just use those abilities as if they always could do that, as if they unlocked innate powers.
M O N K S
Monks are close to Druids in concept, but instead of unification with nature, they seek peace inside their souls.
A great monk unlocks their innate powers through discipline, high morals and inner peace. Think anyone from Kung-Fu Panda: they all have some sort of inner peace with themselves, and many are capable of inhumane feats, such as incredible fighting skills, chi stealing, paralysing or healing.
W A R L O C K S
Warlocks are sort of tricky. In my native language, they are called "dark(magic)book-ers", something like "users of dark magic who learn from dark magic books".
Their entire thing is they got their magic from a patron, a being of powerful nature that gifted them abilities of different kinds. They can learn to use the magical powers they were given as spells or incantations, but generally, these will just remain abilities. Think "opening unholy portals to hell so you can summon foul little demon minions" or "turn into a six-limbed monster cat with laser eyes" and such. Warlocks can lose their powers if they don't follow what their patron tells them to do, or can be punished by the patron severely, so much that their powers won't matter anymore afterwards.
P R I E S T S
Priests are too, like Warlocks, getting power from a patron in a religious fashion. It is tricky to differentiate of course, and even as I am writing this I am unsure how to tell the difference.
There is one, though. While Warlocks had their abilities are given by the patron and it is not necessary for them to have innate magical talents, Priests have their abilities unlocked by their patron. Meaning they cannot be taken away if the Priest loses faith or betrays their patron, instead gaining negative effects for using them since they use their religion as a channel, and boy oh boy if their deity doesn't have it turned on at all times.
Priests are somewhat religious Mages, not bound by specific spells.
C L E R I C S
Clerics are the religious Wizards type. They are reading their holy books and repeat prayers, wield powerful encantations and follow the guiding hand of their patron while doing so.
Their gifts aren't gifts exactly. They can be magically talented, but the only way they will use this talent is to cast standard and limited spells provided by their god. And, importantly, these words will not lose their power if they ever were to betray their patron. They will know the key to the patron's locker of magical powers, and the only thing the patron can do is either smile from the irony or try to weaken/block such spells.
P A L A D I N S
This... Is difficult. Yes, they are pretty much like Priests and Clerics, yet they are way more gifted than them. They are something like the middle ground between the religious duo and Warlocks: they are something like pawns evolved into chess queens, upgraded by their patron, given, not unlocked, strenght and powers.
They follow the orders of their god, and will be punished if they decide to turn away from them. They made their choice, and their patron would be qutie dissapointed once betrayed. The results may vary, but I think at least part of the powers will stay with the Paladin - at least the spells.
S H A M A N S
Shamans are too, quite quirky. But as I classificate them, I think they are somewhere in the middle between Druids and Warlocks.
Shamans are powerful masters of nature magic, but they are not bound to just that. They have a hint of Monks in them (spirituality), and usually have some sort of a patron (may it be a Spirit Animal or just any sort of spirit honestly). They can heal, they can harm; They can create, they can destroy - Shamans are not the keepers of balance, they are the keepers of the law of the jungle, of traditions, of history and myth.
S A G E
Sage isn't really a caster type of a magic user. A sage is just a person of experience and wisdom, who knows the secrets of life and destiny.
Sages don't make guilds. Many don't even think themselves as sages even. They are just people whose words have a weight to them. Ones who see and understand. They can learn magic, sure, of any kind at that, but they will always be something like a lowkey Monk: in peace with themselves, and wishing to help others.
S O R C E R E R
Sorcerers are the talent type casters. They have so much magic in them they can't control it.
This magical potential can be tamed yes, but with very hard training and maybe some limitations (think Shadow the Hedgehog's rings). Sorcerers don't know how to cast spells, but they have some skills and encantations that are weirdly specific or powerful. Some sorcerers are planetouched, and are gifted with powers over the elements (think benders from ATLA). Or they have wild magic in their veins, causing strange and random stuff to happen at times. Maybe they are capable of using just this one specific spell of gargantuan power which even the greatest magic casters can't replicate, or maybe they have some sort of superpower due to their gift (think Encanto or X-men).
B L O O D H U N T E R S
This is the trickiest one. Basically, think self-corruption for a greater good. It's like a Warlock, but usually without a patron. It is somewhat Sorcerer, but their innate potential is mixed with training and education of a Mage or Wizard.
In my opinion, Geralt of Rivia is one very clean example of a bloodhunter. Has innate potential (seventh son of a seventh son), has training (in Kaer Morhen), was "corrupted" (witcher elixir) and fights for a greater good. He is somewhat "evil", "dark" or "grim", but more in an antihero sort of way.
A R T I F I C E R S
Artificers are not exactly magic users. Their powers are granted not through patrons, not through training but through artifacts. It might be a badass sword (King Arthur?) enchanted armour (Ironman?) or pretty much everything.
Sad thing about Artificers is that without their artifacts, they are pretty much nothing. I say "pretty much" because to me, they are still a threat. Artificers are not just users of artifacts - they can be their creators. For this they will need some magic components, sure, but as such, they are to be feared in any situation.
Basically they are not-quite magically gifted people who study magic and it's physical implementations, such as runecircles and sigils, enchantments, alchemy and many more.
(Pictured: an artificer when threatened in their natural habitat)
S T A G E M A S T E R S
Even though Houdini wasn't a magic user, he was considered unnatural and mystical. A stage performer, an illusionist; Those people's magic is in the secret, in the way they trick people into thinkin they actually have magical powers while using nothing but tech.
I mentioned them just for a good measure, to illustrate what they basically are. They are sort of Artificiers, sort of Thiefs (regarding their sleight of hand) but almost never true mages. There could be a trope where a stagemaster is actually a magical caster of sorts, but it only adds an additional level of mystery. How do you make magic look like mundanity looking like magic?
Of course I will stay silent about the "battle-" modification for classes; A battlemage is a mage specifying in fighting, Battlewizard might know a couple of harmful spells to aid in battle (making them slightly similar to Bloodhunters but without the corruption bit). Generally any sort of battlecaster is just capable of using their magic quicker and on the go while in battle. Hop - and the enemy is petrified, turned to pebbles by a smash of a hammer seconds later; Shazam - and a trench instantly forms before your feet, swallowing a line of the incoming enemies and giving you the high ground advantage (*cue to Obi-Wan heavy breathing*).
Now we are done! I think I touched every matter, so please let me know if I forgot something; It might be that some classes are just variations of the already listed ones of course.
And so, I can show you the several criteria of classes classification:
-> Source of power.
-> Way of using said power.
And that's basically it. You can get your power from innate talents, unlocked sources of energy inside of you, from a patron, artifacts or some sort of mutation (Witcher elixirs).
The way you use it of course is different too. You can read spells out loud or can weave your own incantations, aka Bookworm versus Freestyler.
Sorry for a long post and here's a sweet potato:
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Okok !!! So recently I've been really into biology and dragons and I thought, hey, wouldn't it be sick to have some stuff about dragons in my world, I think I'll do that. And I did. Here it is <3
I've recently been rethinking about biology in Solar Years for some reason and animals and whatnot, and I figured "Hey, since dragons are real in this world, I should figure out their role in the pyramid of power", so I've decided to take a page outta the megaladon phenomenon and make them essentially predator hunters. Cuz, I don't know if you guys know this, but Megalodons were the biggest shark alive in the ocean, and there's a recent theory suggesting that to survive in an enviroment like that, they didn't target bigger prey animals, as that would drive the overall oceanic population down and inevitably end them, but rather predatory animals. So I'm using the same system for dragons in this world !
Deagons are instead classified as "huntorar", hunter of predators, they're massive organisms with both magical and biological control over their respective eco systems, ranging from the biggest winged rare fellas (Comandea Huntorar Draconis) to the smallest wingless common fellas (Commonis Huntorar Draconis), but since they have so many biological advantages and are unlike most other creatures, they're also severely nerfed in some other aspects- For example, there's not many dragons at all in one place. The chance of finding any major winged dragons in a continent is incredibly slim, their numbers cannot multiply without severe immigration to a common place and since most of the world is already occupied, there's no real set date or even place for them to go to. Breeding is also complicated as most dragons are female and deep within cave systems, with the male ones being smaller and just kinda hanging out in bodies of water. They spend 2/4s of the year asleep, and without all the specific nitty gritty in their diets its easy for some to get angry and go ravaging nearby towns.
There really is no solving that issue honestly, dragons are way too important for the ecosystem to be just hunted, and since most of the ones who end up breaking into villages are males anyway, its also punishable by law to harm them. So what have people taken to doing ?
Tame those fuckers, of course :)
For now its usually preferred that the only dragons to be tamed are small wingless ones, but there are many studies looking to move on to their winged counterparts for individual travel. They are most often utilized as big farm animals to carry stuff around, some smaller breeds are used for herding (and fun fact, they're usually accompanied by dogs and are immediately accepted as just another herding dog), and some are just there to scare off any other males that may try to get in the village.
And thats all i got <3
First of all I'm so glad to hear you doing something for your storyverse "Because it'd be so sick". Kisses your forehead /p (Also the way you referred to the dragons as "fellas" in the same breath as calling them latin(esque?) scientific names)
Ermagherd I've never heard of the megalodon theory that rocks (!!) frankly perfect for some sensible dragon lore!
All of this is so !!!!! *waves my hands around* yeah!! I'm really digging how you thought out the whole thing with living spaces and how societies would adapt and react to beasts like these, it's brilliant! I imagine dragon taming is a veeery high expertise task! Also them being used to scare off other invading male dragons is so clever, great touch! I'm wondering if the female dragons living deep underground would be a bother to miners? And minework in general. Do those ones ever get tamed? Or attempted to? They'd be magnificent mining companions, if it'd be reasonable to assume female dragons are well adapted to cave life and all of it's quirks and dangers. Also additionally since the males hang out in waters, would they be good swimmers and if so, tamed for seafaring or fishing tasks as well? How does their natural lifestyle of sleeping 2/4s of the year work in tamed dragons? Do the people just get em a nice spot and wait out the sleeby season?
Also very realistic that mega beasts like these would be few in numbers, since a large animal takes way more resources to just keep itself alive and well, and it'd be bad for all of them if they all hunted as prolifically as their dragonic hearts desire. ~Ecosystem stuff~
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