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Post by WitchRolina on Jan 13, 2019 2:47:25 GMT
Ah, I think you're misunderstanding what this is. Basically, we have normal biomes, but because magic is a normal part of the world, we have a magical twist on what's there.
What we certainly do not have is every possible fantastic environment we can think of - only the ones that fit within our game.
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Post by Taz on Jan 20, 2019 3:54:37 GMT
I'm just going to point out that I'm literally the only person who voted Nay, and even then my Nay came with an asterisk.
In short, implementing this idea in a way that makes literally everyone happy seems like it would be a trivial affair.
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Post by Taz on Jan 28, 2019 0:24:48 GMT
This is abstraction that came into my mind to ease up the thinking process of biomes (or this is my intention, I hope this comes handy!). Keep in mind I just thought of them in a simple way without any given contextualization on a story, just a symbolic approach following a pattern. Because element system is not done yet, but I see some coincidences on Elements + Fundaments/Aspects in the 4x4 table (that seems the option that's winning in the poll right now) I did this list: Element | Coincidence 1 | Coincidence 2 | Coincidence 3 | Coincidence 4 | Venus | Plants | Decay | Stone | - | Mars | Flame | Explosion/Explosive | Redox | Heat | Jupiter | Air | Lightning | - | - | Mercury | Aurora | Ice | Water | Steam |
The first column denotates the element reign (Venus, Mars, Jupiter, Mercury), the other columns denotates its aspects that has a coincidence in all 4x4 poll entries as the date of this post. This table is not sorted by aspect, doesn't have an order, just a table of coincidences. Hyphened cells are empty because there's are missing coincidences in that element
Given that table, I tried to abstract the process of biome thinking just with a full table of possibilities and easing up a bit the process (but some funky biomes outside the scope of this post can be thought of, and I encourage you to do so, this is just for having a base we can work with) Right now the biomes as Rolina stated follows an approach of: Terrain + Element + Aspect (optional) Rolina's examples follows this trend, for instance: Crystal Forest = Forest + Venus + (Aspect that makes it Crystal). With this in mind, I made a list of IRL terrains (I'm a little biased since I've played Minecraft, but I tried to find other IRL non-MC biomes too; but you can find some others too!): - Swamp.
- Forest.
- Tunnel/Cavern/Underground.
- Plains.
- Glacier.
- Volcanic terrain.
- Tundra.
- Desert.
- Jungle.
- Bamboo forest
- Savannah.
- A terrain where a waterfall is the most important thing.
- Mountain/s.
- Steppes.
- Mangrove biome.
- Reefs.
- Wide rivers.
- Taiga.
- Chaparral.
- Agricultural fields.
- Places where there's more buildings than a given biome (cities, capitals).
- Places where there's an even distribution of biome and buildings (villages).
- Places where there's an less buildings than a given biome (ruins, isolated monument).
- Beaches.
- Islands.
- Karst (no GS:TLA pun intended).
- Cenotes.
- Canyons.
- Underwater places.
- Underlava places.
- Frozen desert.
- Marsh.
- Moonsoon forest
- Lakes
- Tar lakes.
- Depressions
- A lot more...
Also some non-IRL biomes that are classical though:
- Biomes that has clouds as the base of the biome.
- Place with high amounts of magic.
- Sacred place.
- Miasma/cursed place.
- Place with low amounts of magic or not any.
- Floating place
- A lot more...
So Terrain could be: With these in mind the thought process is easen up a bit. Also some variants of Terrain + Element + Aspect (optional) can be made! This is a general formula:
[One or more Terrain] + [One or more Element+Aspect (optional)]
These are examples that I came to my mind: Terrain 1 | Terrain 2 | Terrain 3 | [E+A(opt.)]-1 | [E+A(opt.)]-2
| Description | Glacier |
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| Redox | Steam(?) | Corrosive glacier. If you melt an "ice" of this glacier it can corrode skin, also it's gas produced on melting is toxic. | Cenote |
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| Aurora |
| A wondrous cenote where water perform on the cenote's walls light coloured auroras due to combo of light and mist. | Reef |
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| Air |
| Bubbly reef (with air's high power lot's of bubbly platforms can be made) | Tundra |
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| Explosive |
| A tundra where if you mistep, terrain explodes and you'll fall. | Bamboo forest | Moonsoon forest |
| Lightning | Stone | A mixture of a bamboo forest with the high density plant, and rainy features of a moonsoon biome. Due to the hard coat of the trees and it's leaves (like stone), frequent lightning that happen doesn't put in fire the trees. In fact, they make it somewhat conductive and they gleam, so when it's night trees are frequently iluminated with the lightning strikes. | Floating place | Canyon | Miasma/cursed place | Decay |
| A crumbled canyon that floats in the sky but because of low gases due to high altitude, and low nutrients, it's dry and decay. It's also a place that secrets miasma from the notches of the stones that are desertificated. With life gasses being low, and miasma high, this is a place that is unsafe for normal living creatures. |
And some more... I can't think of more right now, it's late here xD.
As I've said, this is a first approach scheme, but some other system or model of biome thinking are appreciated so we can have systems to be creative!
![](https://i.imgur.com/oZR2Hqo.png) Quoting Anggel's post wholesale and appending the up-to-date aspect chart/"Periodic Table of Magic" because as of today's meeting, this idea suddenly got extremely relevant to the plot. Not only will we have naturally-occurring combinations of terrain+aspect in our world that may be considered Fantastic in real life, but the plot of our RPG revolves around the concept of magical pollution, "corrupting" our environments in strange and alien ways even by our world's standards. Some key takeaways: - Zach's crops become partially petrified by encroaching Stone pollution on his farmland.
- A forest polluted by Decay aspect develops unnatural fungal growth; a Jupiter-aligned catalyst causes a chain-reaction in the fungus that animates into a full-on zombie outbreak.
- Marsgirl's village will be beset by Ice aspect pollution, leading to unseasonably snowy weather and all kinds of other nasty side-effects on inhabitants who linger too long in the snow . . .
- Two rival villages with differing water sources, one getting it from an untainted well, while the other gets it from a river polluted by Aurora aspect, giving it a multi-colored sheen similar to antifreeze. Defeat of a Mars-aligned boss in the "corrupted" village leads to it falling in the river, causing the river to catch fire.
And these were all only examples discussed to some extent or another in today's meeting (admittedly with my own embellishments where I saw it appropriate). Imagine what else we can do with this! Maybe a dungeon becomes Made of Explodium as a result of Explosive aspect influence, and thus needs to be tread with extra caution! Wouldn't that be wild!
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