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A POST-FALL FANTASY TABLETOP ROLEPLAYING GAME SET IN A RAMPANT OCEAN OF VERDANT GREEN. Some three hundred years ago the empires of the world were toppled by a wave of fast growing greenery, a tide of rampant growth spilling from the West known as the Verdancy. Now chainsaw-driven ships cut their way across dense treetop waves, their engines powered by oilfruit, rope-golems, honey and pride.You play a wildsailor, part of a motley crew consisting of humanity's weathered descendants, cactoid gunslingers, centipedal fungi, silk-clothed spiderfolk, and other, stranger things. With your fellow crewmembers, you'll journey across the lingin' tide discovering charts, pursuing drives, and avoiding mires of the deep.The Wildsea hungers and grows, roots sinking deep into the forest floor as the waves above ripple with life. What will you discover in its depths?The Wildsea is a tabletop roleplaying game from Quillhound Studios for 2-6 players inspired by stories like Sunless Sea, Bastion, and the Bas-Lag Trilogy. The Wildsea uses a narrative, fiction-first d6 dicepool system that draws inspiration from games like Belly of the Beast, Blades in the Dark, and 13th Age.
World Builder is the ultimate workbook for creating your own fully realized, living, and breathing fictional world. This book will guide you through the creation of your fantasy world in a way no other resource can. Never forget an important detail of your setting again! Sections include: Geography & Climate Language Religion Magic Technology Government Economy Nature & Creatures Go in-depth on the lives of your world's inhabitants with such clarity they come to life before your eyes, then sit back and let your creations write the story for you. Record the following information about your world's major races: Physical Appearance, Clothing, Grooming, & Etiquette Language, Names, Titles, & Achievements Education, Professional, Health, & Housing History, War, Social Hierarchy, & Special Occasions Children, Adolescents, Adults, & The Elderly Courtship, Marriage, Reproduction, & Death Art, Architecture, Literature, Music, Dance, & Philosophy And More! Discover your setting so thoroughly that others begin to doubt reality in favor of fiction. Grab a pen and start your journey now!
With contributions from a distinguished group of world-builders, including academics, writers, and designers, this anthology of essays describes the process and discusses the nature of subcreation and the construction of worlds. From Oz to MUD, Walden to Rockall, all the worlds featured in this volume share one thing in common: they began in someone’s imagination, grew from there, and became worlds built with the assistance of multiple authors and a variety of different ideas and media, including designs, imagery, sound, music, stories, and more. The book examines this development, with examples and discussions pertaining to the process and the final product of the building of imaginary worlds, including some transmedial worlds. World-Builders on World-Building is a fascinating deep dive into the practical problems of world-building as well as its theoretical aspects. It is ideal for students, scholars, and even practitioners interested in media studies, game studies, subcreation studies, franchise studies, transmedia studies, and pop culture.
When artists and designers explore or create a fictional setting, the milieu must be completely fleshed out, explained, and designed. In this book, comic and gaming art veteran Mark A. Nelson explores and demonstrates his methods for fashioning visually stunning, believable environments for fantasy creatures and characters. Scores of images and step-by-step examples illustrate how variation and experimentation lead to fresh, original designs for otherworldly beings, their environments, and their stories. Nelson discusses how to find ideas and borrow from history to add the strength of realism to a fantasy world. In describing the best ways to establish a habitat, he offers specifics about climate, terrain, flora, and wildlife. He shares insights into founding societies in terms of their means of survival, manner of warfare, spiritual practices, style of dress, and levels of technology. All visual creatives who work with imaginative material — illustrators, comic artists, and writers — will take a lively interest in this source of inspiration and practical knowledge.
Things are moving and shaking for Rachael as a new vampire hunter! Rachael was uprooted from her life as an author the day one of her characters knocked on her door and invited her to attend the very academy she invited in her books--Silverwood Academy. How could she pass up the request from the sexy leading man she'd created? Now that she's there, she's not only fighting bloodsuckers, she's trying to figure out how all of this happened. Could it be tied to some magical powers that are passed down through her family? If that's the case, what else can she do? Rachael is doing her best to defeat the evil vampire, Sasha Thornsby, but she's distracted by Graham--and Jared, if she's honest with herself. Can she fall for one of the men she created? She's starting to think she can when everything takes another turn. Will the familiar blonde woman she spies at a hunt end up rocking her world again? Hold on! Things are getting wild! Note: This book ends on a cliffhanger. You will need to read book 3 to get the full story. Book 3 is finished and will be available soon!
The early modern period was rife with attempts to re-imagine the world and the human place within it. This volume looks at natural philosophers, playwrights, historians, and other figures in the period 1500-1700 as a means of accessing the plethora of world models that circulated in Europe during this era.
If you're reading this, you're an author or an aspiring one, and you want to make sure you have a solid world for your story. The world builder can be used with just about any type of fiction you write, from historical to fantasy to modern-day. Download this ebook to discover the twenty key areas to ponder when building your unique world.
From wondrous fairy-lands to nightmarish hellscapes, the elements that make fantasy worlds come alive also invite their exploration. This first book-length study of critically acclaimed novelist Patricia A. McKillip's lyrical other-worlds analyzes her characters, environments and legends and their interplay with genre expectations. The author gives long overdue critical attention to McKillip's work and demonstrates how a broader understanding of world-building enables a deeper appreciation of her fantasies.
Text World Theory is a powerful framework for discourse analysis that, thus far, has only been used in monolingual Anglophone stylistic analyses. This work adapts Text World Theory for the analysis of Spanish discourse, and in doing so suggests some improvements to the way in which it deals with discourse - in particular, with direct speech and conditional expressions. Furthermore, it applies Text World Theory in a novel way, searching not for style in language, but for the style of a language. Focusing principally on deixis and modality, the author examines whether Spanish speakers and English speakers construct the narrative text-world in any patterned ways. To do so, the 'frog story' methodology is employed, eliciting spoken narratives from native adult speakers of both languages by means of a children's picture book. These narratives are transcribed and subjected to a qualitative text-world analysis, which is supported with a quantitative corpus analysis. The results reveal contrasts in Spanish and English speakers' use of modality and deixis in building the same narrative text-world, and are relevant to scholars working in language typology, cross-cultural pragmatics and translation studies. These novel applications of the Text World Theory push the boundaries of stylistics in new directions, broadening the focus from monolingual texts to languages at large.
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.