


Fantasy/Sci-fi Worldbuilding- Solstice & Equinox
I have started work on worldbuilding for a Fantasy/Sci-fi story, but I could do with a little feedback to help me to improve what I have. I'm planning to post sections of the worldbuilding in this journal, which I will update as new sections are expanded on.
Basically, I need to know if it makes any sense, or if it's confusing, what else you need to know about it for it to make sense (although obviously, it should make more sense as I add new sections), and if you have any ideas/characters/plotlines that come to mind that could help me.
Updates
2/7/06: Journal Started- Introduction and Races added.
10/7/06: Landscape/Layout and page anchors added.
25/7/06: Individual cities section started- Main Lower mortal cities.
Here are the sections that I plan to expand on so far:
Introduction
The world which I am working on is currently being called "Elsewhere"- I know this is a bit of a goofy name, but I can't think of a good name at the moment, so I'll have to go in and replace the word Elsewhere with whatever the real name is eventually.
Elsewhere is another world to Earth- it is an island ravaged by a past filled with wars and terrorists, and we meet it in the story in the third age of its existance- the first age beginning with creation and ending in a terrible world wide war, the second age being a long period of isolation and paranoia, in which each city became a fortress, almost completely cut off from the outside world. The third age is the modern age, and the age in which the cities began to open their gates again, and people were able to move freely again. However, tension is once again beginning to rise.
Elsewhere is not a world like ours. The laws of physics are able to be twisted, and races higher up the hierarchy are able to bend them as they please. One end of the island lies in perpetual summer, and the other in perpetual winter.
The sun, the moon, and stars are physical structures hung on long chains from an axis, and contain mighty cities in which some of the higher races dwell and look over the lower races, who live on the ground.
One man is said to control the whole of Elsewhere- but he is never seen or heard by anyone but his personal Stewards. He lives atop the great axis holding the heavens in place, where lower races are forbidden to aproach.
But some of the lower races are beginning to tire of being controlled by a faceless, voiceless ruler. The story takes place between the two worlds of Earth and Elsewhere.
1) Races (Back to top)
There is a hierarchy of races in Elsewhere, where more power (and also more knowledge) lies with each step towards the top of the pyramid (Shown to the right). Here is a little more information about each group.

The Taylor
The original creator and controller of elsewhere. Little is known about him by mortals, and only the stewards are known to have seen him in person. He lives atop the great axis that holds the heavens of elsewhere in place, and is a great mystery to the majority of residents of Elsewhere.
Stewards
The three stewards are the only beings in Elsewhere known to have had direct contact with the Taylor. They pass on commands and messages from the Taylor, and ensure that his will is carried out. They are the supervisors of the immortals, and coordinate their work. These three lead the three great cities of the immortals. Cyra is in charge of her immortals in the city of the Sun (a great glowing, golden structure hanging from the axis filled with a labyrinth of streets), Enki is in charge of his immortals in the city of the moon (a silvery structure, slightly smaller than the Sun, at the opposite end of the axis), and Aureli is in charge of her immortals in the stars (a great lattice beaded with silvery stars- tiny in comparison, with small, individual dwellings hung at the peripherals of the lattice. The lattice is a kind of web filling the remaining space between the first two cities). The Stewards hold a great deal of power, but are not always known to get along with one another, or use their power wisely.
Immortals
These are the citizens of the three great cities. Unlike Tolkein’s Elves, these creatures truly are Immortal. They were created at the dawn of Elsewhere, and will live on to maintain it as long as it exists. They can not be killed by force, and they need not eat, drink, or sleep, unless they wish to. Unlike mortals, who are restrained by the laws of physics (or the laws of Earth, as they are known), the immortals are allowed by the Taylor and Stewards to choose if and when they obey any of the laws, thus giving them seemingly unnatural abilities. Should an immortal be chopped into a thousand pieces, he or she could simply squeeze back together again, and live on. They need not obey gravity, nor friction, nor be blocked by physical objects, nor have to take time to travel to get to where they want to. They can also manipulate objects or organisms around them, but in order to do this they must follow a strict code dictated by the Taylor. They are the workers that ensure that everything is going as it should, and (on the whole) take great pride in their jobs. Immortals are set different aspects of Elsewhere to monitor (eg. Wealther systems, A certain forest or ecological system to look after). They also take messages back to the Stewards, and have been known to occasionally communicate with important individuals on the ground.
One important note about immortals is that their offspring are always mortals (usually higher mortals), who then have to be sent down onto the ground to live their lives with other mortals. If they gave birth to immortals, the immortal population would become completely out of control, because no one would die.
Although the immortals occupy enormous cities, they are greatly outnumbered by the mortals in a ratio of about 5:1.
Higher mortals
These are sometimes referred to as Semi-mortals- however this is a nonsensical name: a creature either dies, or does not die, there is no halfway, or semi state as the name suggests. The lifespan of the higher mortals tends to be between 200-400 years depending on the race or individual. There are two main races of higher mortals (one race of winged sky people, and another of gilled sea people), and a spattering of smaller more temporary colonies of higher mortals spread out across elsewhere. It is thought that higher mortals are the descendants of the immortals, with the two main races the result of large communities of higher mortals interbreeding during the isolation period of elsewhere until they share similar gifts and appearances. The others dispersed through the mortal world often end up breeding with lower mortals and producing lower mortal children- thus ending the chain of higher mortals. Only if two higher mortals breed is there a higher mortal offspring. Higher mortals have limited gifts or physical properties with which they can twist the laws of physics. For example, a mortal may be able to breathe underwater, and another may be able to shape shift- however very rarely to higher mortals have more than one main ability, and sometimes this ability can be too insignificant to notice or matter. Higher mortals often have very strange appearances, due to the fact that their Immortal ancestors are not confined to one particular form (although most choose to adopt the uniform appearance of citizens in their city).
Lower Mortals
The closest equivalent of Earth humans, these creatures make up the main bulk of the population of elsewhere. As with the other tiers in the hierarchy, lower mortals differ dramatically from city to city in looks, culture and personality. These mortals must abide by the laws of Earth the same way Earth dwellers do. Was have been waged between the cities periodically, and these have been vicious and bloody. Each different city has its own governing body, there is no central government apart from the Taylor’s system. The Immortals, Stewards and Taylor seem to care very little about what the Mortals do to one another- they are merely advised to be kind to one another- punishment is dealt out by the individual governing bodies as is seen fit. However, there are three strict rules set by the higher tiers that both Higher and Lower mortals must abide by.
The Taylor’s Laws
The Taylor’s laws are in riddle form, however, here are the rough translations of the rules (I have an actual riddle, but it's pretty bad and cheesey):
1)No Mortal shall travel over 30000 feet above sea level
2)No Mortal shall seek to attain Immortality of the body.
3)No Mortal shall seek to break the natural laws- the "Laws of Earth" (other than by a method granted to them by birth)
If Mortals do not obey these rules, they can be punished and killed by the higher races.
2) Landscape/Layout of Elsewhere (Back to top)
The layout of Elsewhere is a little complicated, so it requires a number of different diagrams to explain properly how it works. To make it clear- none of these diagrams are to scale, I haven’t yet worked out what the actual measurements should be for everything to work properly yet. Please tell me if this makes any sense at all.
Here is a rough map of Elsewhere from above- obviously there are lots of gaps left, and it’s a bit messy, but hopefully it gives a rough idea of the layout. I will fill in the gaps as I get more ideas.

Key
1)Ethéy- The summer capital, which lies at the summer solstice.
2)Hiver- The winter capital, which lies at the winter solstice.
3)Crash site- an area in which a mortal ship crash landed after being shot down by the Taylor.
4)An Underground City (As yet unnamed), running through the mountain rock.
5)A flighted-higher-mortal city, which hovers over the mooring island.
6)A colony of environmental protestors, who have made their homes in the canopy of the woods.
7)A gilled-higher-mortal city, which lies on the seabed.
8)A large industrial estate that controls the harvesting and processing of the bead forest.
There will be more cities/sites of interest than this, and as more ideas come, I will add them to the map.
However, the most interesting aspect of Elsewhere’s layout is the axis. The axis is a large, roughly cross-shaped object that hangs over Elsewhere and holds the heavens in place. The diagram below gives a rough idea of what the island looks like from the side, although the distance between the Axis and the island would be a much greater. The question mark represents where the Taylor’s house is believed to be, it can not be described in more detail as the people of Elsewhere are forbidden to fly as high as the axis by the Taylor’s first law. The chains on which the Sun and moon hang can be shortened and lengthened to move the cities up and down, and they can also be moved forwards and backwards along their tracks in the axis.

The diagrams below show the design of the axis from above, and the position it hangs over the island. The thinner black lines show the tracks that the sun and moon can be moved along- the Sun moves along the one that passes over the Summer solstice (Ethéy), and the Moon moves along the one passing over the Winter Solstice (Hiver). The other two tracks just provide additional places for the filaments of the star lattice to attach to. The tracks extend out far beyond the island to the edge of the Grey Sea (see below for more on the Grey Sea). The sun and moon can then move in arc shapes that allow them to always stay the same distance from their corresponding solstice down on the island below- think of their paths as semi-circles, with the solstice at the centre. The Equinox is the line that runs along the points that are equidistant from the sun and moon paths. It is along this point that the seasons change most dramatically, as the distance and therefore primary influence from the sun and moon at any time changes most dramatically.

A proximity of the sun to any place on the island causes summer like weather, while a proximity of the moon influences winter like weather- this is why the separate ends appear to be stuck in their corresponding seasons, while the seasons in the equinox band vary with the pattern of movement.
Grey Sea
The Grey Sea is the area of Elsewhere beyond the reach of the axis. The boundary between normal sea and the Grey Sea forms a ring around the island, so that when the sun and moon reach their lowest points in their arc, they touch the sea right at the border between the seas. A little like this:

(I’m still mixed up on the scale though, so the island may actually be closer to the boundary than that.)
The Grey Sea features heavily in religion on the island, however I will expand on that in the section about religion.
Upon travelling into the Grey Sea a certain distance, the laws of earth completely break down, plunging any living creatures into a nonsensical world in which neither direction, or substance or light can be trusted. Many mortal explorers have ventured into the grey sea, but none who have passed through the mist barrier that marks the boundary have returned- either dead or alive. Therefore, the only information on the Grey Sea that mortals possess is supplied to them by Immortals.
3) Individual cities (Back to top)
After producing great chunks of text on each of the cities, I found that there was perhaps a little too much detail, and that no one would really want to be bothered with reading everything, so I have summerised everything to give a rough outline of stereotypical life in that city. Note that these are just generalisations, and that there will be exceptions and variations in each city, as in our own.
Each major city has developed its own "race" of mortals, due to the long period of isolation after the great war, where each race was able to evolve separately from the others. Just to explain- the "problem crime" sectiond just list crimes that create the most trouble at that city at the present)
Here are the four main lower mortal cities. I hope to add in the higher mortal cities later, and add in some more images showing the architecture and fashions.
The star system shows roughly of how much importance each of the factors are for each town, with 1 star meaning next to no importance, and 5 stars meaning vital and obsessive importance.
Summer City (Ethéy)

Population: 5 million
Fashion: Decorative Colourful, Pastel, lightweight, flowing clothing and hair styles (particularly for the rich).
Stereotypical Appearance: Tall, wiry, but quite weak and bony. Lightly tanned skin and fair hair. Some have coloured skin markings, others replicate these with coloured makeup.
Architecture: Bead forest material is used to make colourful, fluid, coral like abstract buildings.
Culture: Arts and entertainment needed for etiquette and cultural acceptance. Uncreative or inelegant individuals are shunned.
Governing Body: Royal Family (and advisers).
Problem Crimes: Anti royal, or anti-histrionic Terrorism (against the elitist artistic culture), Underground society, Drugs.
Other information: The city appears utopian on the surface, but is corrupted underneath. Behind the clean, beautiful main streets, there are dirty, crime-filled backstreets. There is also a strong rich-poor divide.
Winter City (Hiver)

Population: 5 million
Fashion: Heavy natural clothing- furs, wool, feathers, scales. Dyes are not commonly used, so clothing tends to be in earthy colours.
Stereotypical Appearance: Strong build, a little stouter than the Ethéyans, Dark hair, Caucasian skin.
Architecture: Blocky, angular buildings- stone, wood * metal are common materials.
Culture: Food and banquets are very much enjoyed by all. The more practical arts are valued, such as craftwork. The Hiverians are also a very literate race, and enjoy books and stories.
Governing Body: A Council of about 20, with a head councillor, elected by the people.
Problem Crimes: Gang warfare, violence, arson and vandalism.
Other Information: Hiver is quite a heavily polluted city, due to its industrial areas which spill out pollution from the great furnaces. As a result, there is quite a bit of smog. The city does, however, have a very clean energy resource- great tall labyrinths of funnels are used to catch the plentiful rainwater in a kind of hydroelectric system.
Underground City (Tretna)

Population: 3 million
Fashion: Rich, colourful fabrics and patterns. Can almost lean towards being a little gaudy.
Stereotypical Appearance: Average build, perhaps a little more petite than most races. Dark skin, dark hair.
Architecture: Carved into the rock inside of the mountain in claustrophobic passages, which can be very hot and over packed. Some colourful roofs protrude from underneath up above the mountainside.
Culture: Religion and music are important. There are many ceremonies and celebrations relating to the higher races. Exotic tasting food is also greatly enjoyed by the population.
Governing Body: Emperor (Chosen in a style similar to the way our pope is chosen)
Problem Crime: Theft, Murder, Drug use.
Other Information: There are great ventilation shafts dug up to the surface to allow air to circulate underground. The passages also open out into great caverns at intervals, which can often be filled with parks holding trees, water and wildlife.
Tree house City (Mariarbe)

Population: 1 million
Fashion: Natural, non fur products- cotton, wool and other plant products.
Stereotypical Appearance: There is a very wide variety of people, as the city was set up by environmentalists from many different cities in the 3rd age- after the end of isolation.
Architecture: Dwellings are attached to the exterior of the giant trees, or tunnelled into the interior of dead trees, and connected by ladders and air walkways.
Culture: Political issues are obsessively discussed by all, and citizens always seem to be trying to find more environmentally friendly ways of living to a point when the original aim of the project is almost lost.
Governing Body: There are a multitude of small, and rather disorganised, councils who each overlook one aspect of life. A master council then tries to monitor the smaller councils’ progress.
Problem Crime: Violent protests. Drug use.
Other information: Mariarbe was founded during an environmental protest, in which protestors from the major towns and cities went and lived in the forests and refused to return and contribute to their home towns until they changed their attitudes. However, the other dwellings did not seem to care about the mass exodus, and so the town is still there to this day, many generations later.
Next time, I hope to add in details about the higher mortal cities, and add illustrative pictures for each of the cities above. (That section looks a little dull at the moment) (Back to top)
Any questions?
The Grey Sea features heavily in religion on the island, however I will expand on that in the section about religion.
Upon travelling into the Grey Sea a certain distance, the laws of earth completely break down, plunging any living creatures into a nonsensical world in which neither direction, or substance or light can be trusted. Many mortal explorers have ventured into the grey sea, but none who have passed through the mist barrier that marks the boundary have returned- either dead or alive. Therefore, the only information on the Grey Sea that mortals possess is supplied to them by Immortals.
3) Individual cities (Back to top)
After producing great chunks of text on each of the cities, I found that there was perhaps a little too much detail, and that no one would really want to be bothered with reading everything, so I have summerised everything to give a rough outline of stereotypical life in that city. Note that these are just generalisations, and that there will be exceptions and variations in each city, as in our own.
Each major city has developed its own "race" of mortals, due to the long period of isolation after the great war, where each race was able to evolve separately from the others. Just to explain- the "problem crime" sectiond just list crimes that create the most trouble at that city at the present)
Here are the four main lower mortal cities. I hope to add in the higher mortal cities later, and add in some more images showing the architecture and fashions.
The star system shows roughly of how much importance each of the factors are for each town, with 1 star meaning next to no importance, and 5 stars meaning vital and obsessive importance.
Summer City (Ethéy)

Population: 5 million
Fashion: Decorative Colourful, Pastel, lightweight, flowing clothing and hair styles (particularly for the rich).
Stereotypical Appearance: Tall, wiry, but quite weak and bony. Lightly tanned skin and fair hair. Some have coloured skin markings, others replicate these with coloured makeup.
Architecture: Bead forest material is used to make colourful, fluid, coral like abstract buildings.
Culture: Arts and entertainment needed for etiquette and cultural acceptance. Uncreative or inelegant individuals are shunned.
Governing Body: Royal Family (and advisers).
Problem Crimes: Anti royal, or anti-histrionic Terrorism (against the elitist artistic culture), Underground society, Drugs.
Other information: The city appears utopian on the surface, but is corrupted underneath. Behind the clean, beautiful main streets, there are dirty, crime-filled backstreets. There is also a strong rich-poor divide.
Winter City (Hiver)

Population: 5 million
Fashion: Heavy natural clothing- furs, wool, feathers, scales. Dyes are not commonly used, so clothing tends to be in earthy colours.
Stereotypical Appearance: Strong build, a little stouter than the Ethéyans, Dark hair, Caucasian skin.
Architecture: Blocky, angular buildings- stone, wood * metal are common materials.
Culture: Food and banquets are very much enjoyed by all. The more practical arts are valued, such as craftwork. The Hiverians are also a very literate race, and enjoy books and stories.
Governing Body: A Council of about 20, with a head councillor, elected by the people.
Problem Crimes: Gang warfare, violence, arson and vandalism.
Other Information: Hiver is quite a heavily polluted city, due to its industrial areas which spill out pollution from the great furnaces. As a result, there is quite a bit of smog. The city does, however, have a very clean energy resource- great tall labyrinths of funnels are used to catch the plentiful rainwater in a kind of hydroelectric system.
Underground City (Tretna)

Population: 3 million
Fashion: Rich, colourful fabrics and patterns. Can almost lean towards being a little gaudy.
Stereotypical Appearance: Average build, perhaps a little more petite than most races. Dark skin, dark hair.
Architecture: Carved into the rock inside of the mountain in claustrophobic passages, which can be very hot and over packed. Some colourful roofs protrude from underneath up above the mountainside.
Culture: Religion and music are important. There are many ceremonies and celebrations relating to the higher races. Exotic tasting food is also greatly enjoyed by the population.
Governing Body: Emperor (Chosen in a style similar to the way our pope is chosen)
Problem Crime: Theft, Murder, Drug use.
Other Information: There are great ventilation shafts dug up to the surface to allow air to circulate underground. The passages also open out into great caverns at intervals, which can often be filled with parks holding trees, water and wildlife.
Tree house City (Mariarbe)

Population: 1 million
Fashion: Natural, non fur products- cotton, wool and other plant products.
Stereotypical Appearance: There is a very wide variety of people, as the city was set up by environmentalists from many different cities in the 3rd age- after the end of isolation.
Architecture: Dwellings are attached to the exterior of the giant trees, or tunnelled into the interior of dead trees, and connected by ladders and air walkways.
Culture: Political issues are obsessively discussed by all, and citizens always seem to be trying to find more environmentally friendly ways of living to a point when the original aim of the project is almost lost.
Governing Body: There are a multitude of small, and rather disorganised, councils who each overlook one aspect of life. A master council then tries to monitor the smaller councils’ progress.
Problem Crime: Violent protests. Drug use.
Other information: Mariarbe was founded during an environmental protest, in which protestors from the major towns and cities went and lived in the forests and refused to return and contribute to their home towns until they changed their attitudes. However, the other dwellings did not seem to care about the mass exodus, and so the town is still there to this day, many generations later.
Next time, I hope to add in details about the higher mortal cities, and add illustrative pictures for each of the cities above. (That section looks a little dull at the moment) (Back to top)
Any questions?

Devious Comments
--
What we are never changes. Who we are doesn't stop changing.
-CSI.LV.
"Blood, duh."
--
| The Worldbuilding | The Story |
I love all your ideas, how the hell do you get them?!
And you know, you've inspired me to get cracking on my story (that is developing to the size of a giant right now) that I thought of some time ago. The descriptions here just make my fingers tingle with ideas.
OK fantasy overload, I need to stop ranting.
--
What we are never changes. Who we are doesn't stop changing.
-CSI.LV.
"Blood, duh."
I'm glad it makes sense, I can never tell if I'm discribing it properly or not.
It'd be really interesting to read each other's stories as we write- what was yours going to be about?
--
| The Worldbuilding | The Story |
But I don't want it to end up like Lucifer's Angel, where I made up rules on the spot. That was very confusing.
You still need bad guys? I'm here with my 24/7 Imagination Shop! Wahahaha this is such a bad ad.
Sorry, I had some chocolate just now, really hyper!
--
What we are never changes. Who we are doesn't stop changing.
-CSI.LV.
"Blood, duh."
Wow, yours sounds very interesting- controversy can often lead to new and interesting ideas that no one has had the bottle to put forward yet. I might have guessed it'd be slashy though XD.
--
| The Worldbuilding | The Story |
Try to put ideas and beliefs into the characters' minds. Things that you yourself believe in, that way you show what those characters stand up for.
--
What we are never changes. Who we are doesn't stop changing.
-CSI.LV.
"Blood, duh."
--
| The Worldbuilding | The Story |
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