dr-archeville:

joseph-lavode:

cheskamouse:

smidgenswimming:

prokopetz:

prokopetz:

Concept: a dungeon-crawling sci fi game, except instead of wandering space pirates, you play as a crew of legitimate salvage operators retrieving valuable goods from abandoned or evacuated cities on formerly populated planets that have been rendered uninhabitable by various civilisation-ending disasters. The different “dungeon types” would reflect whatever disaster killed that particular planet: plague, increasing solar intensity, nuclear war, continent-shattering meteor, etc. Long-dead worlds have already been picked over by your competitors, of course, so in most cases you’re going in while the world-ending catastrophe is recent – and in some cases still ongoing! – offering plenty of opportunities for potentially fatal misadventures. If you need an overarching plot, maybe you eventually discover that all of these apparently unrelated disasters have some sinister common thread.

A few of the odder fates that might befall a world, as well as salvage operators’ slang terms for such worlds:

  • Deadworld: A world whose inhabitants have been rendered irretrievably non-sapient by a contagious neurological disease, parasitic fungus, basilisk meme, or other similar vector. Though in many cases their bodies are alive and kicking, they’ve been declared legally brain-dead, leaving the world open for salvage. Describing these unfortunate remnants as “zombies” is considered both unscientific and insensitive, which stops basically no-one. Sometimes an apparent deadworld turns out to actually be a nascent planetary-scale hive mind, which just gets awkward for everybody involved.

  • Eight-Ball: A world that‘s experienced a hard-takeoff singularity, a sudden asymptotic acceleration of cultural and technological development that certain worlds undergo for reasons which remain unclear. Nobody’s 100% sure what happens to the inhabitants of such worlds; some believe they transform into beings of pure information, transcend to another dimension, or simply die off, their civilisation achieving its zenith, decline and extinction in a matter of hours. Whatever the truth may be, one thing’s for sure: they don’t need any of their stuff anymore. Eight-balls are highly sought after by salvage operators because of all the physics-defying Weird Shit the planet’s former owners tend to leave behind in the wake of their apotheosis, and are among the most dangerous assignments imaginable for the exact same reason.
  • Locker:  One of the oddest fates that can befall a world, a temporally locked civilisation – or “locker”, for short – is literally frozen in a single moment, usually as a result of some damn fool messing around with time travel. With fewer than a dozen known cases in the whole of galactic history, lockers present a unique salvage opportunity: the retrieval not of property, but of people. No means of reversing a temporal lock exists, so the world’s inhabitants must be rescued one at a time, by crews equipped with containment suits that allow them to move about in frozen time – a task frequently contracted out to established salvage operators. Lingering on such worlds is not recommended; though there’s no scientific proof of their existence, rumours persist that temporal locks are known to draw the attention of things that live sideways in time.

(Feel free to add your own!)

@keeperofstarrywisdom you need to see this

This is.. it’s wonderful.

Grey Tech: Grey Tech worlds are treasure troves of highly advanced Technology but with a zero population. Nine times out of ten, it is the very tech, which the population made, that also removed them from the food chain.

They were either removed by a rogue AI that saw the meatbags as a waste or danger to itself, which means the salvage team will not be welcome at all.

Or some other high tech monster, like Nanites, after all.. they need carbon, and most everyone is made up of Carbon, so the salvage team might just wind up being “New Parts.”

@dr-archeville

Ooh

angeldrake3:

speciesofleastconcern:

esiderius:

A funny thing about introducing a new queen into a hive that has lost its queen (or one that you’ve killed because her brood was too fighty). 

You have to introduce the new queen into the hive with these special queen cages that are stopped up with candy, and are open enough to let the hive smell the new queen, but not open enough that they can get in there and kill her.

Because they will kill her. 

When you first put the new queen in she smells like an intruder, but by the time it takes the bees to eat through the candy and free the queen, the queen’s pheromones will have had time to work and the hive will have gotten used to her.

From the outside this kinda seems like: 

“Yeh, we were all going to murder you to death before, but we’re full of candy now, so we’re cool. Oh yeh, and how about you be the new queen and stuff. Yeh, that’s cool too.” 

beekeeping is really weird

Listen, strange bee queens lyin’ in cages distributin’ candy is no basis for a system of government.

shingworks:

ready to start constructing? check out the 11-pg tutorial supplement!

Successful writing depends on building a emotional connection with your readers.
Creating that connection can difficult enough in the real world… so
what happens when we throw a completely fictional reality into the mix?

This tutorial introduces the concept of worldbuilding:
the creation of convincing fictional realities! We’ll
talk about constructing something as all-encompassing as a
species, culture, or planet, based on the writing style that works best
for you. We’ll also cover some important do’s and don’t’s so you
don’t lose sight of the big (or tiny) pictures. Additionally, the
11-paged supplement worksheet will give you a creative workout and
challenge you to solve problems and answer your own personal questions
in order to build the most convincing worlds of all. Have fun!


My Patreon tutorials are unlocked to the public 6 months after their original
publication month. You can find the full high-resolution archive of monthly tutorials at
my Patreon!
Thanks again to my Patrons for supporting me in the creation of my own worldbuilding-heavy comics, The Meek and Mare Internum.


My recent free-to-read tutorials on Tumblr:

This month’s Patreon tutorial: Story Pacing tutorial

And as usual, thanks very much for not deleting my text~~

What’s the best alternative-history aesthetic?

kalazin:

enrique262:

dorksouls-fan:

enrique262:

harrison2142:

enrique262:

Knights with machine guns/modern firearms and gear. 

image
image

My kinda style.

@enrique262

__________________________________________________________

Twitter -Picarto.tv -DeviantArt -Tumblr -FacebookRedbubbleTeePublic

Holy cow this is awesome!

John Liew has some work that fits the bill, particularly these awesome power armor concepts:

More fuel for the awesome aesthetic.

All I can think of are Destiny Titans.

How to Think Like a Spy: The Moscow Rules

In East Berlin during the Cold War and before the Wall came down, Soviet intelligence had eyes and ears everywhere. To survive, Western spies had to follow “Moscow’s rules” –

  1. Assume Nothing
  2. Never go against your Gut
  3. Everyone is Potentially under opposition rule
  4. Don’t look back, you are never completely alone
  5. Go with the flow
  6. Vary your pattern and stay within your profile
  7. Lull them into a sense of complacency
  8. Don’t harass the opposition
  9. Pick the time and place for action
  10. Keep your options open

From the International Spy Museum Handbook of Practical Spying

(via meloyhaberman)

A tradition

wakor-rising:

sonatagreen:

In peacetime, the ruler grows their hair long. In war, they cut it short.

A ruler with long hair is held in great esteem, for defending the peace.

The traditional declaration of war is for the ruler to send their cut-off hair to the enemy ruler. The statement carries greater weight the longer the hair: to receive long hair says that you have angered one who is slow to anger, that you have incurred a wrath not easily woken.

Violent war-mongering leader frantically and aggressively tries to shave just a LITTLE hair off the top of their head into an envelope.

A faraway king receives a heavy wooden crate filled with a coil of the longest hair he has ever seen.

A despised ruler finds hundreds of pounds of cut-off ponytails at her castle entrance, each one belonging to her own people. 

A young emperor refuses to cut their hair and insists on trying to make peace with invaders. The enemy leader steps forward, draws their blade, and cuts the emperor’s hair themselves.

Hellen cuts her hair off and throws it in Cathy’s face at her son’s soccer scrimmage. 

thequantumwritings:

Sometimes i think about the idea of Common as a language in fantasy settings.

On the one hand, it’s a nice convenient narrative device that doesn’t necessarily need to be explored, but if you do take a moment to think about where it came from or what it might look like, you find that there’s really only 2 possible origins.

In settings where humans speak common and only Common, while every other race has its own language and also speaks Common, the implication is rather clear: at some point in the setting’s history, humans did the imperialism thing, and while their empire has crumbled, the only reason everyone speaks Human is that way back when, they had to, and since everyone speaks it, the humans rebranded their language as Common and painted themselves as the default race in a not-so-subtle parallel of real-world whiteness.

In settings where Human and Common are separate languages, though (and I haven’t seen nearly as many of these as I’d like), Common would have developed communally between at least three or four races who needed to communicate all together. With only two races trying to communicate, no one would need to learn more than one new language, but if, say, a marketplace became a trading hub for humans, dwarves, orcs, and elves, then either any given trader would need to learn three new languages to be sure that they could talk to every potential customer, OR a pidgin could spring up around that marketplace that eventually spreads as the traders travel the world.

Drop your concept of Common meaning “english, but in middle earth” for a moment and imagine a language where everyone uses human words for produce, farming, and carpentry; dwarven words for gemstones, masonry, and construction; elven words for textiles, magic, and music; and orcish words for smithing weaponry/armor, and livestock. Imagine that it’s all tied together with a mishmash of grammatical structures where some words conjugate and others don’t, some adjectives go before the noun and some go after, and plurals and tenses vary wildly based on what you’re talking about.

Now try to tell me that’s not infinitely more interesting.

charminglyantiquated:

Coexisting With The Fair Folk Who Have Taken Up Residence In/Around/Beneath Your University: A How-To Guide

See more of my comics here, and my art here!

Whole bunch of lore/things I couldn’t fit/everything I love about the overlap in superstition and General College Weirdness below the cut-

Keep reading