Cycle Worldbuilding Info

Abandon ignorance, all ye who enter here. Ask and ye shall receive unmarked spoilers.

Cycle Worldbuilding Info

Postby Alicorn » Wed Aug 27, 2014 3:04 pm

Babies:

When Sylvi mentions the stork she is not being metaphorical. People in Cycle do not get pregnant or have families. Babies occur naturally in random places (crooks of trees, under cabbages, inside large geodes, snuggled in gopher holes, anywhere sort of tucked away). People used to have to collect them by hand (and if nobody was around to hear them crying they could just as easily die), and it has always been customary in most places for infants to be raised by people who are one way or another communally/publicly employed and for children of useful ages to be fobbed off into apprenticeships or sort-of-adoptions that basically amount to keeping children as pets at some point. As of the time when Sylvi and Avedan live, there is a large collection of stork-shaped servants which search likely places, pick up babies they find, and bring them to central locations. Animals reproduce normally but no one remembers humans ever doing such a thing. People do not have any strong tendency to look similar to other people nearby (rendering the concept of ethnic group nonsensical), and parent and sibling relationships basically don't exist as we know them, although romance and marriage does. Babies from Cycle can grow just fine on animal milk and other liquid nutrition until they grow teeth. People do not have navels.

Reincarnation:

Some nonzero quantity of Cycle residents reincarnate when they die. A new baby will appear with roughly altlike similarity to their predecessor at the time of the predecessor's death. Appearance (selected from among possible faces for the person-type), location, and traits that normally vary for the template may vary likewise between incarnations. Reincarnations are, apart from standard altlike resemblance, unconnected to their past lives until in their teens they start having dreams that are memories of their lives. These dreams appear in random order, may last for seconds or hours, occur in first-person perspective from the point of view of the past self, and, on waking, are as vivid as any normally retained memory that is as old as that memory in fact is would normally be (that is: more so if it is of an emotionally significant event, relatively recent, or both, and inconsistently so otherwise). They are more frequent and longer in duration over a given self's life.

Servants:

The only form of magic in Cycle is "servantmaking". Anyone from Cycle can do it, but it does require practice, training, and, to do anything complicated, considerable time and talent. Servants may be controlled in one of three ways - direct puppeteering (concentrating on how one wants the servant to move or behave; difficult to do to more than one at the same time but best for fine in-the-moment control), written "programs", and verbal instructions from the servantmaker themselves or people designated thereby. This designation process (which can include lines in their written instructions, or things like key phrases or other contingent criteria) may be sufficiently vague to allow other servantmakers to collect partial control of a poorly monitored servant. The kinds of servants are as follows:

Shines and shades are basically variously-sized pixels of light or darkness, extracted with some effort and by hand from a normal source of same and then persisting independently. They can only exist on and move along solid surfaces, though they can do this underwater and through arbitrarily small gaps. They may be puppeted or programmed. Shines can "see" but not hear, and will absorb written programmatic instructions that they are piloted over - this means that larger shines can hold more instructions and that very tiny handwriting is useful. Shines can be used to display pictures, keep time, illuminate solid objects that they can get onto, etc. Shades are less popular but are functionally equivalent.

Pets (or, when distinguishing from the kind that one doesn't apply magic to, "animal servants") are natural animals that are turned into servants by the application of servantmaking concentration/effort. They retain their animal characteristics, including biological needs and vulnerability to damage and death, but also respond to verbal instructions. They have personalities appropriate to the sort of animal they are - a pet insect will have very little personality but a pet dog will have a normal dog amount and display this while and in between carrying out instructions.

Automata are mechanical contraptions which operate according to instructions that are physically fed to them in any of a number of ways (e.g. written on a cartridge or paper tape and introduced into a part of the mechanism). These instructions can be changed, although the automaton will continuously carry out whatever instructions it's holding until they're taken away from it (runaway automatons made by people who didn't know what they were doing can be a problem).

Golems are animated sculptures which obey instructions written on their forms. Their instructions cannot be changed out like those of automata, but golems unlike automata have senses and, if sufficiently elaborate, can learn things from direct experience. Really elaborate golems can speak and may be personable, but this quantity of programming takes a long time and a lot of golem surface area.

Puppets are sculptural or mechanical objects which have no programmatic instructions and are intended solely for puppeting about in useful ways as useful extensions of the servantmaker. They can still be yoked to specific servantmakers (although nonservantmakers can't make use of them) but alternate users can only be designated by acts of servantmaker will, not by phrases or instruction alterations.

Servants of all kinds retain their identifications of people through reincarnations.
User avatar
Alicorn
Site Admin
 
Posts: 4226
Joined: Fri Mar 21, 2014 4:44 pm
Location: The Belltower
Pronouns: She/her/hers

Re: Cycle Worldbuilding Info

Postby Bluelantern » Thu Aug 28, 2014 5:38 am

Automata don't have *any* sensory capabilities? Not even Proprioception?

Anyway, I like the setting, the magic and the whole "eternal love that triumphs over death" plot that is being exploited for fun and profit by the local Bells and Adarins xD
Sorry for my bad english

"Yambe Akka take the stars, they’re zombies!" - Isabella Amariah
User avatar
Bluelantern
 
Posts: 2347
Joined: Sat Mar 22, 2014 3:31 pm
Location: http://curiosity-discoverer-of-worlds.tumblr.com/
Pronouns: He, Him, His

Re: Cycle Worldbuilding Info

Postby Alicorn » Thu Aug 28, 2014 7:59 am

Automata indeed have no senses.
User avatar
Alicorn
Site Admin
 
Posts: 4226
Joined: Fri Mar 21, 2014 4:44 pm
Location: The Belltower
Pronouns: She/her/hers

Re: Cycle Worldbuilding Info

Postby Shoal » Thu Aug 28, 2014 2:46 pm

How are babies named? Who names them? Do they name themselves?
User avatar
Shoal
 
Posts: 985
Joined: Sat Mar 22, 2014 9:51 am
Location: Eos
Pronouns: they/them/their

Re: Cycle Worldbuilding Info

Postby Tamien » Thu Aug 28, 2014 3:08 pm

Is there some pattern (for example, being deeply mutually in love with someone at time of death) to who reincarnates and who doesn't? Once you have started reincarnating, are you guaranteed to continue reincarnating, or can the cycle stop? If the cycle can stop, is it random, or does it happen for a reason? How many lives has the person who has reincarnated the most times had?

Kappa: if you put a Joker in Cycle, what would they be like? I'm imagining a long, long heritage who each start remembering the others once they begin their wandering phase.
User avatar
Tamien
 
Posts: 662
Joined: Fri Mar 21, 2014 10:03 pm
Location: 1c621c
Pronouns: she/her/hers

Re: Cycle Worldbuilding Info

Postby Kappa » Thu Aug 28, 2014 4:37 pm

If I put a Joker in Cycle they would end up similar to Teah in some respects, because Teah reincarnates. That's a thing. I haven't given extensive thought to a Cycle Joker in particular.
User avatar
Kappa
 
Posts: 3554
Joined: Fri Mar 21, 2014 5:47 pm
Location: under a pile of Jokers
Pronouns: 'He' or 'she', interchangeably

Re: Cycle Worldbuilding Info

Postby Alicorn » Thu Aug 28, 2014 5:09 pm

Babies are named by whoever's bringing them up, and they can change their names if they like later.

We haven't decided why some people don't seem to be reincarnating, but have no plans to interrupt any in-progress reincarnation cycles. The only reincarnating people we are currently paying attention to are the Bells and Dans.
User avatar
Alicorn
Site Admin
 
Posts: 4226
Joined: Fri Mar 21, 2014 4:44 pm
Location: The Belltower
Pronouns: She/her/hers

Re: Cycle Worldbuilding Info

Postby Bluelantern » Thu Aug 28, 2014 6:51 pm

I feel like reincarnation and servantmaking "should" have a connection, but the fact that you didn't mentioned anything here implies it doesn't...
Sorry for my bad english

"Yambe Akka take the stars, they’re zombies!" - Isabella Amariah
User avatar
Bluelantern
 
Posts: 2347
Joined: Sat Mar 22, 2014 3:31 pm
Location: http://curiosity-discoverer-of-worlds.tumblr.com/
Pronouns: He, Him, His

Re: Cycle Worldbuilding Info

Postby Nemo » Thu Aug 28, 2014 7:17 pm

The fact that we don't know whether they're the only ones (or the number's order of magnitude if they're not) has left me picturing the narrator from the title sequence to Buffy.
"In every generation, there is a chosen two."
Nemo
 
Posts: 350
Joined: Mon Jun 16, 2014 10:04 pm
Pronouns: he/him/his

Re: Cycle Worldbuilding Info

Postby Tulip » Sat Aug 30, 2014 9:53 am

How is reincarnation going to interact with Ice's resurrection spell? Will it be possible to restore all of Cycle's past Bells and Adarins, or were they somehow overwritten by the new ones?
User avatar
Tulip
 
Posts: 136
Joined: Tue Apr 22, 2014 4:18 pm
Pronouns: She/her/hers

Next

Return to Spoilerland!

Who is online

Users browsing this forum: No registered users and 2 guests

cron