World Rentals:

Chatterbox: Inkwell

World Rentals:

World Rentals:

This is like TNÖ's idea. You write about a world, describing them, and then allow others to "borrow" them. This one should be stories, worlds, and story commentary. This isn't Character 911. I'll start with a world:

This world is called Fatanameh Guchahbah. The inhabitants are called Jhonoso Tehs. There are 5 continents, but intercontinental travel hasn't been invented, so they haven't spread to more than one, Tehtehmahani. They have a caste system of 4 castes, like in India, with the bottom one not considered a caste, or even Jhonoso Tehs. Their religion is based upon fire worship, and holy fires are present in every temples, where food sacrifices are made. The priests take them, and are supposed to burn them in the fire once everyone's gone, but they just eat them. Magic's existence is up to you. The four castes are:

Vahias: Top level, rich and regarded as infalliable. Wears jewelry, and is totally covered. subgroups as follows:
Vahias Stseirpas: Preists
Vahias Sgnikas: Kings/nobility
Kashantas: Middle level, cannot be 'owned', masters of themselves. Wears no jewelry, but are completely covered. subgroups as follows:
Kashantas Stnahcremas: Merchants, store owners
Kashantas Knomas: Monks, below priests
Benhaah: Low level slaves, do not 'own' themselves, are ordered around by masters, can only be bought and sold. Wears no shirt and no jewelry. subgroups as follows
Benhaah Suogileras: Religous servants, work in temples, cleaning and working at the holy fires
Benhaah Citsemodas: house servants
Erehttonsenoehtas: The very bottom level, not considered a caste, not considered Jhonoso Tehs as discussed above. Wear only a loincloth. They have no home, and are payed by the 'charitable contributions' of the temples. These are only a few cents a day, only enough to buy the worst foods possible. Ordered around in the streets, must do whatever someone tells them to do. Common phrase for ordering them is "Erees (slang/rude term for Erehttonsenoehtas) do my bidding!"

No Mary-Sues, please! We want faulty characters! No Anti-Sues either! We want realistic! Post stories in progress for this world, along with other worlds!

submitted by Pirocks
(May 13, 2009 - 3:56 pm)

Why, oh why, am I so awful at inventing alternate universes while Pirocks has even thought up social statuses for his?

And using my new vocabulary word, *headdesk* :)

Sorry, what I mean is, I have no worlds. :(

submitted by Mary W., age 11.35, NJ
(May 13, 2009 - 7:05 pm)

front...

submitted by Mary W.
(May 13, 2009 - 7:05 pm)

front...

submitted by Mary W.
(May 13, 2009 - 7:05 pm)

To the top!

submitted by To the top!, age To the top, To the top!
(May 14, 2009 - 2:43 pm)

Oooh, this is awful, bear with me.

 

Delvangar is an underground city (Do NOT let you thoughts lead you to the City of Ember), a labyrinth of sorts with hundreds of intertwining gemstone tunnels.  The walls literally are made of gemstone. Most Delvans live towards the center of the Knot of tunnels, near the market, as a precaution to getting lost, but the further from town you live, the braver you are considered. The Elwani, or the Lord/Lady who rules Delvangar must go and live in the furthest tunnels for a year without getting lost or killed by tunnel demons to even be considered as a ruler. Most Delvans are human and have no magical powers, but those who do are feared and immensly respected,the most powerful being honored as gods. To pacify the magic-wielders, and give a tolken of their good intentions, the Elwani ordered that the citizens worship the magic wielders and give them a portion of their earnings. as a result, the magic-wielders grow over-powerfuland ambitious, and essentially rule the nation. There aren't supposed to be slaves, but no one pays attention to this law, and the slave trade is blooming. The Caste System:

1.The Durasha- The Magic wielders

2. The Elwani- The "Ruler" of Delvangar

3. The Elwara- The Nobles of Delvangar

4. The Gershi- The higher-class merchants of Delvangar

5. The Giran- The commoners

6. The Garale- The lower-class peasants, servants.

7. The Hirashi-The Higher slaves, for housework

8. The Haishur- The lowest of the slaves, treated as livestock, many cannot speak and are practically as cheap as a loaf of bread.

 

Okay, got to go, hope you like it.

submitted by Annie
(May 14, 2009 - 5:40 pm)

And also, Annie, could Aliza and I use Delvangar for our TAPM Story?

submitted by Caroline A., age 12, London
(May 23, 2009 - 5:30 am)

With permission, I'd like to rent Pirocks's world, Fatanameh Guchahbah, though I'll probably change the names--I can't remember them, much less pronounce them.

Caroline A.

submitted by Caroline A., age 11, London
(May 14, 2009 - 5:50 pm)

Sure, as long as you publish the story here! Or make a thread for it!

submitted by Pirocks/Enceladus
(May 15, 2009 - 5:22 am)

Hmm. I will make up a world for public use, and if it gets published, I WANT CREDIT!! JK!

 

Terra III

Three dimensions away from us, it's main inhabitants look vaguely like humans, but all are beautiful and their hair are in all shades of blue and purple. They are called the Cacorausi and are much, much, more advanced in technology than we are. They have a complicated system of ranks, which is not handled through heritage or bloodline, but intellectual achievement by an individual. The "geniuses" of this world are at the top, and they are called Sirocas. Next are the Gerinoms, then the Cellioses and the Carnepos, and so on, untill you come to the "idiots", who are still extremely smart by Human standards, who are called She'moras. The Sirocas have the ability to change things, such as the earth and the weather and such stuff.

 

Dimensions:

Interweaving universes (think like His Dark Materials kind of). The number of dimensions is never the same, as a new one is made for every choice made, for all the other choices that could have been made. Terra III split off of Terra II, which split off of the Human's world, Terra. Terra II was created when scientists in Terra decided not to make a new race of intelligent beings based on humans, but in Terra II they decided to make the new race. Terra III was made when the  Cacorausi decided in Terra II not to take over the world and kill the humans, then re-make the world to suit their needs, and so in Terra III they did kill the Humans and re-make the world.

submitted by Jenni , age 12.5, Nowhere
(May 14, 2009 - 8:33 pm)

Sounds fun! I'll do Excelsior (Thursday Silvertongue II's world from the other thread) because I love Excelsior, quite frankly. Again, this is from my infodump!story so expect Tolkeinesque detail.

Excelsior orbits a binary system deep in the magic-rich center of the Whirlpool Galaxy*. It is a small planet covered mostly by greenish liquid, but what land it has swarms with an incredible variety of life.

There are four continents floating in Og, the great sea. These continents are tethered to the core of the planet by thin, flexible, near-indestructible coils of a strange organic substance found nowhere else in Excelsior. The continents are as follows:

M'ntred, to the north. It is the smallest continent, largely glacial and scoured by harsh, biting winds. Its coastline is riddled with small bays and fjords, into which ships frequently sail and are lost forevermore on the treacherous rocks. Where there are not glaciers there are two inhospitable mountain ranges, the Caer, running west-east, and the Tesr, running north-south. The two ranges, while largely uninhabitable, shelter lakes and valleys from the constant wind. In the largest of these valleys- Cetx, in the Caer range- the Maq'can race makes its home.

Cetx is divided up into three districts; the first, W'zrdü, is the capitol city (known as W'zrdü City) and its surrounding suburbs; it is the farthest north.. The second, Baë, takes up much of the valley, and consists mainly of farmland and small hamlets. Baë also plays home to a lake, Gra'kke, which supports a stable fishing industry. The third district has no name but is sometimes referred to as the Red district, or simply Red, for the small, blood-red flowers that grow in abundance at the southern end of Cetx. This is the poorest district, and most of its inhabitants are skilled hunters (Thursday Silvertongue II is also from this district.)

Just off the western coast of M'ntred is Isle D'gant, a large (think Ireland-sized), rocky island which plays home to large quantities of small animals and seabirds.

The Gla'nel (Maq'can for, roughly, 'glacier fields') in the north house horse-sized frost Drakes and trailer-sized ice Drakes. Frost Drakes are often used as messengers by the Maq'can people, who have made an art of domesticating the creatures. Ice Drakes are ridden into battle by the elite forces of the Maq'cans, and are known to occasionally throw and kill their riders out of spite.

The imposing Falla'n cliffs mark the southern border of M'ntred, which is connected to the southern continent, Tre'lggd, by a narrow landbridge.

Tre'lggd is the largest continent. For the most part it is completely dry and uninhabitable; all but the southern edge and the few oases is covered by a great, shifting mass of dry sand, cliffs, and enormous boulders. The interior of the continent is almost entirely sand, which mounts up into towering dunes - a region known as Gr't'st.

The oases swarm with large, biting insects and small gnats. 

On the very southern edge of Tre'lggd, the Drakens, a seafaring, lizardlike people, make their home. Their main city - Dkrk'nk - overlooks a wide, circular bay with a narrow entrance (rather like a backwards C, with a tiny island in the centre). The Drakens are master technomages, and their cities, which stretch along almost the entire length of the south coast, feature tall, metalwork buildings of astonishing shape and proportion - spirals, cones, pyramids, and arcs of glass and a dark, flexible metal. On particularly sunny days, the entire south coast of Tre'lggd glitters and can be seen- in the form of a bright haze on the horizon- from the northern coast of M'ntred.

Beneath the surface of Tre'lggd, dwarves have tunneled extensively in their search for ore, gems, and precious metal. They are a secretive, seclusive race, fabled for their skill as weapon smiths. Their tunnels extend below most of Tre'lggd. The dwarves share their empire with blind, hairless, six-legged creatures which, for a hefty sum, see accurately into the future. These strange prophets are known as Gdan'ef in the dwarven tongue; to the rest of Excelsior they are called, simply, Oracles.

In the east is the cursed land, M'tre. The land is roughly oval, with craggy coastlines that gives way almost instantly to twin dark, coniferous forests. The Do'ky mountains pierce the sky like daggers. A giant lake- C'rs'ë- is peppered with forbidding islands of rock.

M'tre is the last of the ancient world, where the vampires and werewolves were banished at the end of the Silver Wars (more on that later, possibly in another post). The vampires built their city, Duk'via, in the W'nx forest; the werewolves, Fah'hr in the D'evi forest. Once bitter enemies, the two species formed a coalition with the intent of breaking out of the barriers the Silver King placed around their home (again, more on the Silver King later).

To the west lies Ner, a mysterious and little-known place covered mostly by the Kyaliac and Yg'all rainforests. Where there is absence of thick trees and tangled vines there are treacherous marshes that will swallow unwary travellers alive. At the center of the continent lies the Elf kingdom, Marne. The Elves are a reclusive race, the only contact with the outside world being trade via Port E'le. In times of trouble, however, they are the first to stand for the side of goodness, and they are loyal almost to the point of idiocy.

The thick, misty forests also play home to all manner of colourful creatures, from tree-dwelling  Ba'hai'k, small, six-fingered creatures with bulbous brown eyes, to brilliantly blue fairies, to the plumed Vixili, a bird of giant proportions which the Elves use as mounts. Ner is also home to wild, enormous Drakes and Hrung'ex beasts, which colour themselves as they please to blend in with the forest, and pounce on unsuspecting prey. Small, striped, catlike creatures also roam the forests, fearsome but intelligent.

A thick shroud of mist surrounds Ner permanently.

Og, the great sea, covers the rest of the planet, save for Isle Gamr, which houses Maq'can rebels, and several tiny, rocky outcroppings here and there. Og is alive with all manner of sea creatures; serpents, water Drakes, colourful fish and the Jrkqu, large, graceful, streamlined creatures with triangular heads and silky bodies. They live in communities built into the continental tethers, and refuse any dealings with the surface dwellers.

...Since this is getting kinda long, I'll submit what I have, and detail the Silver Wars in a second post. 

submitted by TNÖ, age 15, Deep Space
(May 14, 2009 - 9:13 pm)

*Oh, yeah, footnote for the Whirlpool Galaxy. Google it! It is the most gorgeous mass of star's you'll ever see!

submitted by TNÖ, age 15, Deep Space
(May 14, 2009 - 10:46 pm)

What follows is a highly, highly abbreviated Maq'can account of the legendary Silver wars (alternatively known as the Chaos wars).

Excelsior was formed by the Silver King, when the universe was still knew and magic was limitless. The Silver King moulded many worlds and populated them as he saw fit. Maq'can, dwarves, elves, humans, Draken, vampires, werewolves- all were willed into existence by the Silver King, who came from the Chaos realms. For a time all was well; the Silver King ruled over his creations with a kind, just hand, and the chaotic order of his nature was maintained to perfection.

Other beings of the Chaos realms soon grew jealous of the Silver King's perfect world, and sought to destroy it. The most powerful of the conspirators was Gaef'alnd, who hated order of any kind and sowed fear and fire wherever his many tentacles carried him.

The Chaos beings began to whisper in the ears of the Dark races, slandering the Silver King, saying he favored the Light. The Dark races- vampires, and werewolves, and the Dark Elves, humans, dwarves, and Maq'can- were tainted by these lies and joined the Chaos beings in a bloody rebellion against the Silver King who created them.

And thus, the Silver King's realm was divided in civil war; Maq'can fought Maq'can and blood spilled in all the worlds... The Silver King, loth though he was to destroy his own creations, joined the war on the side of Light and order, hoping to drive the Chaos beings back into their realm. Many died and more were obliterated, and magic bled like water across the universe. The Silver King, at last, unable to bare the destruction of his beloved creations any longer, tore a rent in the fabric of the universe, and the Chaos beings were flung back to their realm; but perfection was shattered and the Silver King, a Chaos being himself, was dragged into the Chaos realm along with the others. His last act was to close the rent forever, thus protecting his creations.

The Dark beings, still filled with hateful warlike thoughts, were driven into the ancient lands, the lands of ruin, and bound their with the broken remnants of the Silver King's magic.

The worlds, over time, were rebuilt; bonds between the worlds were broken beyond repair, however, and the worlds lost contact with one another. An age of ignorance fell over the land Excelsior, and was only broken when the shattered magic began to knit back together- though it was never to regain the fearsome power it once had. The Draken bound metals and electricity to crystals filled with magic, and discovered technomancy. The Elves, the Maq'can, and the dwarves were endowed with inherent magic once more, though only a very few- the melders- possessed a fraction of the ancient power.

The perfection was lost; evil reigned still over the hearts of many; the melders were found to corrupt quickly, and liable to phase out if they stretched themselves too thinly. The ancient power has gone forever from the worlds, and will never return... The Silver King's sacrifice saved his creations, and doomed them to live forever in a broken world.

((Cheery lot, aren't they?))

Ooh, and I'll take this opportunity to give a full listing of the seven Maq'can classes- which, as I said, are determined by magical ability. Melders are not listed, being a throwback to ancient magic.

1- Elemental manipulation (Y'ntï'marr; practicers are called Y'ntï'marré): Those rare few who hold this power can bend the elements- Fire, Water, Air, Earth, Light, and Dark- to their will. They are considered royalty, and are very rare- usually there are only two or three Y'ntï'marré in a generation (the only thing rarer is a melder).

2- Magicians (Gura'hu): They can disappear in a flash, control Fire (and sometimes Air as well), and (after years and years of study) read minds. They can channel their magic through staves and wands, and temporarily strengthen armies or individuals. They stand high in the royal courts, advising the Y'ntï'marré and occasionally acting as spies. They are also often made war-leaders.

3- Battle-mages (T'aki): Their magic is useful solely in battle situations, while fighting; they are the most skillful fighters in the Maq'can armies and are usually high-ranking. They frequently advise the royal courts in matters of strategy and tactics. They may have control over Earth or Fire.

4-Technomancers (Hru'kni): They are virtually magicless unless presented with metal or electricity; conversely their magic allows them to forge nearly unbeatable weapons, indestructible armor, or powerful talismans. They are somewhat equivalent to a prestigious scientist in our world. Often they have control over Fire (though not on the scale of a Gura'hu). They make up the upper-middle class and many of them are wealthy merchants.

5-Labour-mages (Snag'rati): They have limited control over Earth and Water, and are talented with animals. As the name suggests they are working class, farmers and fishermen who must pay tithes to the Y'ntï'marré; most of them live in the second district.

6-Factory-mages (E'erea'ti): The poorest of the poor. Most of them work long hours in factories. They have little or no control over the elements and may not even have any talent above that of the overall magic.

7-Overall magic (Aken): Everyone has this. It is useful for everyday tasks such as washing dishes or chopping up carrots. E'erea'ti are barely more powerful than this. Oftentimes melders do not discover their power until late in life and are mistaken as having only Aken or no magic at all, leading to ostracism.

submitted by TNÖ, age 15, Deep Space
(May 14, 2009 - 10:17 pm)

TECHROMANCERS?!?!?!?!?!?!?!?! AWESOME!

submitted by Pirocks/Enceladus
(May 15, 2009 - 5:28 am)

I finish reading TNO's (umlaut...) posts, and I feel like I just finished a Paolini novel, except slightly more involved (good thing). :)

submitted by Mary W., age 11.35, NJ
(May 15, 2009 - 3:18 pm)

Here is a world for rent. I've been thinking about it for a long time but have been unable to come up with a good plotline.

This world conists of many platforms, all hovering above a bottomless void stretching to infinity. The platforms are all unconnected.  They all vary in size and topography, etc. The smallest are the size of a small village, while some are the size of a small continent. Humans inhabit many of them, but they all have different cultures. It is very hard for the worlds to make contact, because they are far apart and float randomly. Each world has a half-bridge, which is used when two worlds meet to connect the worlds.Unless the bridges were connected, nothing can pass between the two platforms. Some people on some worlds have theorized that perhaps at some point all of the platforms were connected, but something split them apart, and then they evolved seperately. There are also some odd features in the void itself.

submitted by Wizard
(May 15, 2009 - 5:24 pm)