Author Topic: LORE: Elements, Materials, etc.  (Read 3136 times)

Ryan Baker

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LORE: Elements, Materials, etc.
« on: December 27, 2014, 01:19:15 AM »
Alright fellow lore-learners and writers of tomes -- time to knuckle down, shore up, and hammer out some of the parts of the Delver's Universe. I would like to deal with things that didn't make sense in the first place, some things left unfinished, aspects in need of refinement, things I was generally unhappy with... and leave some hooks for future games or general extensions of the fiction. This has been brewing for a long time, and we've been bouncing ideas around internally, but I think it's time to bring the stew back to the forums for some additional seasoning and simmering.This thread is going to tackle the building blocks of the universe -- Elements, Materials, Spiritual Forces, Planes of Existence and so on. We may bleed over into the nature of the Gods, creatures, and such, but I would like to keep those ruminations in another post. [LINK forthcoming].

Let me know what you all think!

------------------------------------
TERMINOLOGY


Let's start by re-defining the basics and outlining some terminology.

1. Fundaments
The three Fundaments of existence are Matter, Energy, and Spirit. They are the basic building blocks of everything in the universe, and all truly living things require all three to exist. Sometimes one may exhibit properties of the others, but they are generally distinct. Entities and forces may exist on one or more Planes of existence, with all planes existing as dimensions or Realms of various proportions of Matter/Energy/Spirit.


• Matter - like matter in our universe, but made of an "Elemental-ized" material component similar to atoms (but more amorphous). I'd kind of like a word for this neutral matter / building block, but I imagine it always being imbued with some elemental affinity, so I think just calling it Matter is fine. Matter is limited by time and space, and takes up space. Its nature is to remain inert unless acted on by Energy.
• Energy - like energy in our universe (electrical, gravitational, and so on), and also exhibited in "Elemental-ized" forms. Base Energy is essentially the same thing as pure Magick, though I'm considering calling it Atmos or Aura.
• Spirit - a form of existence that is neither Matter nor Energy... it is the Soul or Consciousness, though not necessarily Will. (Will is a higher principle that exerts influence through Spirit, into Energy and Matter). All living things have Spirit, and the Echos are Spirits that no longer have physical bodies (ghosts). There are also entities / forces of pure spirit. Spirit can be manipulated or bound by Matter and Energy, so Spiritual beings typically need a form of "insulation" called Echoplasm to manifest and act in the other Planes.


Each can exert power or influence over the others in various ways:
• Matter can exert, contain, or ground out Energy, and can bind or imprison Spirit.
• Energy can transform or transmute Matter (more or less destroying it), and can manipulate or purify Spirit (truly destroying it)
• Spirit can inhabit or animate Matter, and can communicate through or manifest as Energy

2. Elemental Temperaments
I will continue calling these Elements for short, but they are the "Elemental Temperaments" exhibited by Fundaments. Basically, the Elements are flavors or dispositions (hence "temperaments") of Matter / Energy / Spirit. Some are more closely aligned with certain fundaments -- for example, the elemental temperament of fire is almost always manifest in the form of energy (heat/fire), but could also be a temperament or in a mixture of temperaments for Matter / Spirit.

But in short, the Elements (Elemental Temperaments) are NOT matter or energy or spirit in themselves. For this reason, Murk is no longer an element - it is a Material (well, kind of a quasi-material mix of matter/energy/spirit, so it's still a special case... but you get the idea).
« Last Edit: December 29, 2014, 12:01:36 AM by Ryan Baker »

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Re: LORE: Elements, Materials, Planes, etc.
« Reply #1 on: December 27, 2014, 01:22:23 AM »

List of Elements

My goals with the Elemental changes are several:

1. Make a more strict distinction between these abstract "elements" and matter/materials/energy/etc.
2. Create a more logical alignment / opposition system. Why was Strike (lightning) opposite Subdue (ice)?
3. Create hooks for future lore and world creation purposes. (future top secret game ideas!)
4. Fix any other stuff that's been bugging me for a long time

Before you read the descriptions of the elements, I recommend that you check out the Elemental diagram here:

(click to show/hide)

Key improvements:
Draw a horizontal line from any element on the left to any element on the right, and you end up with its direct opposition. These elements do large amounts of damage to each other, neutralize each other, etc.
I was also able to map out all of the main elements on the heart symbol that is in our UI / logo (symbol for the Fundaments/Temperaments/Prismatic Source/All-Blood?)
Got all of the physical-ish / positive / constructive elements on the left side, and all of the energy-ish / negative / destructive elements on the right, with the spiritual-ish or otherwise odd-ball elements in the middle.
Attempted to make all element names more evocative - generally by choosing a word that could be either a noun or verb. Hence why I favored Rage (can be a verb) rather than Fury (which is not a verb) for the fire element. Some could be adjectives / nouns (like Wild) when I could not come up with a suitable verb. But trust me, I have REAMS of name ideas. Wild could have been Savage, Ravage, Vivacity, Beast, Bile, Roar... etc etc etc. Silence was the longest list, and could have been Grave, Shroud, Enigma, Crypt, Shade, Shrive, or many others.


Not all names are final, and I have added/removed/changed the elements a number of times, and may do so again. There are probably too many, but I'm tired of elements doing double and triple duty for various principles, so at this point I'd rather have some excess and just do fewer spells (or even no spells) with these "extra" elements - mainly the spirit-based ones. These would be reserved mostly for status effects anyway.

Funny anecdote: I asked my girlfriend "if you were coming up with an elemental system, what would one of your elements be?" Her answer: "glitter."


--------------------------------------------------------------------

A. The Infinite / Absolute
The Absolute Temperaments
These are the most powerful Elemental Temperaments, and can easily align with Matter, Energy, and Spirit (even simultaneously).

Prism
Prism is the only meta-Element / super-Element, and is really not in the same playing field as the other Elements. If anything, it is a temperament of unity and equilibrium of the Fundament/Temperament spectrum, allowing all Fundaments/Temperaments to exist simultaneously. Kind of like how in science, super-hot plasma (like in our Sun) exhibits properties of solid/liquid/gas and is a superconductor.Prism only exists in the Infinitus’ (universe-god's) All-Blood, aka the Great Source, a wellspring of the Prismatic Ether (the "material" of the Prism Temperament, like how Murk is the material of the Void Temperament).

The Gods' Eggs (planet orbs) are the last sources of Prismatic Ether in the traversable planes / realms. If any remains elsewhere, it is in the Infinitus' sacred realm and is unreachable by any known beings / spirits.

Splendor
[formerly Radiant]
Splendor is the temperament of light and radiance, or holy energy of the Gods. It is the power of the everlasting, and the never-fading. It is the only temperament that repels Murk or Void energies effectively. Splendor imbues all fundaments and baser elements, making them a greater form of that which they already are. Ichor, the blood of the Gods and Celestial beings, exhibits Splendor and may turn base materials to materials that exhibit more Splendor, such as silver, gold, adamant, etc. Splendor magicks create pure golden light and may penetrate other enchantments and transmute materials.


Void
[formerly Murk]
The temperament of doom to assimilation, subjugation into Chaos. Similar (yet inverse) to how Splendor may imbue baser substances to strengthen them -- Void behaves like a virus, co-opting and assimilating any matter/energy/spirit, and then forcing these newly assimilated components to exhibit the Void Temperament. It turns everything into Murk (the material), and the Murk then (by the power of Void) turns everything it comes in contact with into more Murk. It attempts to expand and gain chaotic dominion over all.

--------------------------------------------------------------------

B. The Corporeal
The Matter-Aligned Temperaments
These are generally constructive rather than destructive.

Flourish
[formerly Surge-ish]
Growth, Plant Matter, Regeneration and Reproduction.


Surge
[formerly Fount]
Water and movement, flowing and changing like a river or tide. Can be used to magically create temporary shields, lances, and so on. Will purify, wash out, or dilute destructive forces.

Shiver / Subdue (?)
[formerly Subdue]
Ice and cold, and will calm or neutralize destructive forces. Can freeze and immobilize beings, or pierce and pin them in place. If the being breaks its hold, its ice lowers their traction and ability to accelerate effectively.

Mantle
[formerly Foundation]
Literally the bones of the planet, it covers, coats, and buries with stone, stone, bone, or metal. It can form hard shields, sharpen or reinforce weapons, and trap enemies in avalanches or encase them in mortar.

Storm / Quell / Thunder / Gust (?)
[formerly Force]
This one has been the hardest to name.It is the element of invisible force, wind, and weather, moving and shaping materials. It is the most energy-related of the Corporeal Elements. It can block or push back other forces, and may quell or "blow out" other powers with its thundering wind. Also exhibited in Bard's songs, which may rally or buff allies.

--------------------------------------------------------------------

C. The Arcane
Energy-Aligned Temperaments
These are generally destructive.
Blight / Spoil (?)
[formerly Sunder, then Spoil]
Poison, corruption and mutation. Sits right next to murk on the elemental chart for a reason. Kind of like radioactive matter, its decay is contagious and its poison spreads. Unlike Void/Murk, however, it simply poisons, twists, and mutates things like a cancer, it does not strictly assimilate them.

Rend / Sunder (?)
[NEW-ish - formerly Strike or Arcane]
The element of lightning, electricity, and flaying / scathing energy, which shocks and rattles beings, and may force them to act against their will (like electricity causing muscle contractions). Harnessed by the Moon God Kirdus (inventor of mechanical Automata) to create thrall-life to inanimate beings. Can also be used to open portals through dimensions by tearing holes in the fabric of Matter/Spirit, and even through the Murk -- it is obviously very dangerous.


Rage
[formerly Fury]
This is still the fire element, I just wanted the name to be more of a verb.

Rupture
[formerly Explosive or Strike]
We had Explosive as a "physical" damage type (like slash, pierce, etc) but it makes much more sense as an element. Rupture is the element of exploding, blasting, combustion, eruptions, gunpowder, etc.

Seep[NEW]
This is the most likely to be on the chopping block. I toyed with the idea of an element for blood or bleeding for a while, and I think of seep as this force - pure entropy. It takes whatever material or being it has affected, and bleeds our their essence. It might occur as acids that eat away at armor and weapons. If this element goes away, the acid qualities will go back to Spoil/Blight. It would also be the element of Oil and Tar, so if something is "coated" in Seep sludge, it would become highly flammable/volatile, or generally more susceptible to damage. Compare to Slag from Borderlands 2. Really Slag is a much cooler name and evokes ideas of the Elemental Forge (where Elementalists derive their power and abilities), but I didn't want to lift too directly from BL2 and also liked the allusion to bleeding / seeping blood.


--------------------------------------------------------------------

D. The Spectral

The Spirit-Aligned Temperaments


Echo
[NEW - formerly Muddle or Arcane-ish]
This is the element of ghosts and spectres, which use Echoplasm (an echo material) to manifest in a physical-ish form. So if you hit a ghost with a spell, you are hitting its echoplasm. Echo was the one element that was not supposed to exist, and is the echo or reverberation of Splendor + Void being in contention with one another. Echo is literally the echoing tendency (Elemental Temperament) of what once was to stay in the universe in an incorporeal form.

Wild
[NEW]
The element of feral vivacity, of beasts and healthy chaos. It is the temperament of tooth and claw, of birth and death, of strength and pain. Most human-like or animal-like beings are primarily composed of the Wild temperament. Side-note to discuss later: The "bile-blooded" (cold-blooded) Murk-monsters tend toward the Arcane elements and thrive in their midst, while the "heart-blooded" (warm-blooded) Ichor-beasts tend toward the Corporeal elements (earth, water, wind, etc).

Muddle
The element of confusion, smoke, dust, sand, and fog. I finally got this in a nice spot on the diagram, between Ice and Fire.

Silence
[NEW - kind of like the former Arcane, sorta-kinda]
This is the element of shadow, quiet, secrets, and the grave, and is in opposition to Echo. It is not evil or good - it is simply an element of balance that grounds out or focuses other elements. It puts echo-spirits to rest in their graves, hides the faces of the Delvers for their secret deeds, divides lies from truth, and hardens steel to make it swift and deadly. Its spells manifest as spectral chains that bind or silence those that it opposes, preventing them from casting magick or doing harm. The Rogue's guild of Hangmen Hoods use Silence to bring about their dark justice in the shadows.




Thoughts?
« Last Edit: December 28, 2014, 08:35:08 AM by Ryan Baker »

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Re: LORE: Elements, Materials, Planes, etc.
« Reply #2 on: December 27, 2014, 01:34:34 AM »
Notice that on the diagram, the opposites are:


Splendor (Holy Light) <------------> Void (Nullifying Doom)
Flourish (Plants) <-----------> Blight (Poison)
Surge (Water) <------------> Rift/Sunder (Lightning)
Shiver/Subdue (Ice) <------------> Rage (Fire)
Mantle (Earth/Stone) <------------> Rupture (Explosives, Eruption)
Silence (the Grave) <------------> Echo (Spirits)


Wild vs. Muddle and Storm vs. Seep can make decent oppositions if you think about their possible buffs/debuffs. Wild provides wild exuberant energy and beast-like reflexes and skill, while Muddle confuses, hinders, and blinds. Storm (wind) might cause haste or improve weapons, giving them more uses or faster use, while Seep slows and saps life or item uses.

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Vasae

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Re: LORE: Elements, Materials, Planes, etc.
« Reply #3 on: December 27, 2014, 12:48:41 PM »
This...is a lot of info! Going to have to really dig in and read this when I've got more time! Thanks Baker!

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Re: LORE: Elements, Materials, Planes, etc.
« Reply #4 on: December 27, 2014, 06:31:16 PM »
Phew! Wow, the rules have changed quite a bit, very exciting stuff. Gonna have to relearn the elemental table now!

But yeah as Vasae said, excellent lore drop, gonna take some time to absorb it all, but it's very exciting nonetheless. :)

And I agree on just leaving Matter as Matter, it's already a simplified enough term, and it's eloquent enough, otherwise we could just call it Substance or Stuff.

The esoteric nature of Stuff.
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Re: LORE: Elements, Materials, Planes, etc.
« Reply #5 on: December 28, 2014, 12:11:34 PM »
I'll echo posters above and go into detail about the post at a more convenient time, so here're my quick thoughts on the matter.

As the guy that kept saying "what is murk" and "I don't understand murk", I welcome the surge of new ideas. Looks you weren't afraif to go wild with new ideas. A splendor of nice ideas and a gread way to break the silence we had on this for a while.

Oke Ok I'll stop the name backdrops.  :undelver:

In general:

So you're diversifiyng a bit more? Guess that makes it easier to have more effects while still adhering to a somewhat elemental system... Not too bad and it doesn't feel like Pokemon-level either already.

On the names:

-Blight: Definitely call it blight, f*ck people that say it's too close to dragon age.
-Shiver/Subdue: Both sound nice, but Shive definitely tells people that it's related to ICE.
-Storm / Quell / Thunder / Gust: Storm is perfect, since it invokes a feeling of weather and a metamorphorical sense of force. If that even makes sense.
-Rend/Sunder: Both don't sound like something you would ever use to power creatures. Maybe some kind of synonym for "overpower"? Or more ironically "Force", because the element imposes things on other objects.
-Seep: "Ooze", "Drip" and "Drain" come to mind but they don't sound too catchy.

Ok that wasn't so short after all, so cut to my favorite part:

Silence sounds very very neat for what it does. Good pick.

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Re: LORE: Elements, Materials, Planes, etc.
« Reply #6 on: December 28, 2014, 11:17:41 PM »
Glad you like it, Doom!

And I'm glad it seems less over the top than Pokemon. It's actually about the same number of elements, but I do secretly want to make a Pokemon-ish game using the Delvers + the companion / minion creatures someday. And as I think someone mentioned, I'm wanting to have a few more elements for status effects purposes. Previously they were a little too broad (the old surge was ocean waves + healing + plants + life stuff), so making them a little more diverse to cover other status effects seemed like a good idea. And I'm also moving away from having dungeons that are really specifically structured around one element as the "key" to all the locks. There will still be some of that, but I like the idea of making some elements much more rare and special - so finding a weapon that does bonus "Wild" damage would be a very rare and fun event for players, especially if Wild did something really crazy to enemies.


- I'm really thinking that Seep should be dropped for something else... it's just too similar to Blight/Spoil. Acid that degrades weapon uses and poison that degrades HP are still very similar, conceptually. The other way I was thinking about doing it was calling it Ooze (as Doom mentioned), or Slime or Sludge, and making it a green sticky tar type thing that was also flammable. But it could natively be regenerative, like a magical fungus. So it regenerates, unless you get hit with fire / lightning, then it burns the crap out of you :)
- Blight - I like it too. I'll still call the Blight-Swamp areas "the Spoil", but I like using "Blighted" to describe those infected with it.

- Shiver / Subdue - I'm also thinking that this element could lean toward the "constructive", like making ice crystals and hardening surfaces to strengthen them and give them structure. I also like Shard.

- Sunder / Rend - we could still call this Arcane, and make it look and act like Lightning. I also thought about Reeve and Rift (which ties in the portal-opening powers of the element).


I would really like to drop one of the elements to lower the total quantity, but I like their arrangement on the board as it currently stands (the heart shape). Here is what I want, but haven't been sure how to connect everything:- a wind element somewhere in the middle. I like it being on the "good" side (left side), though I've considered making it more like the D&D "Thunder" element, which damages with shockwaves. However, our Rupture is kind of like that.


- But one option would be so separate the calming properties of Air / Breath (maybe call it Hush or Whisper?) from the thundering properties of storms / weather. But this really bloats the elements with some overlap. Surge = healing waters, but Hush = healing winds? Thunder = harming winds, but Sunder / Rend = lightning (and thunder)? It just gets weird.

- I would also kind of like something that is a metal element, though right now Mantle (earth/stone/metal) does that pretty well, with Silence (Shadow) which can be used to make harder alloys - I have an idea for a super-hard metal Shadowsteel (like gunmetal) being Mantle + Silence. We could also do Obsidian as Mantle + Silence, but more on the Silence side. But back to metal - I was for a long time considering an element called Forge, or Flux, or Slag - something to do with refining and melting. It was originally where Silence was, and silence was sort of above / middle in the graphic mapping. Again, just couldn't make sense of what it would do as an element - whether it was refining / hardening, or melting / slagging.


- So taking all of the above into account, we could call Rupture "Blast" (includes explosions, thunder, and eruptions/volcanoes), call the air element "Gust" (which can imply storms, breath, etc), call the lighting element "Rift"

- so then... well I still have to fill one blank spot in the chart if Seep is out :) Or we could try to sell the separation between Blight (poison) and Ooze (acid goo). D&D does it, though I have not played enough to know why there is a difference except for the Corrosive acids eating away armor. The other thing to think about is that it will go opposite Wind (since if you look at the chart it will basically be Water ---- Wind ---- ??? ---- Lightning). It is also between Wild and Fire, so should maybe have some relationship to them, while being across from wind. I think acid and sticky goo can definitely work here. The other option would be to remove the slot altogether, move Wild to this spot, and move Echo down to where Wild currently is.
« Last Edit: December 28, 2014, 11:21:16 PM by Ryan Baker »

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Re: LORE: Elements, Materials, Planes, etc.
« Reply #7 on: December 28, 2014, 11:47:26 PM »
Actually what I said above could definitely make some sense - but if you guys want to keep some kind of acid-goo, what about this: Echo stays where it is in the chart. Poison goo goes below it, so it's between Flourish and Blight. Maybe just call it Plasm or Bile? And then Wild can go below and to the right of it, where Seep was? Check out the attachment below. I also changed Wild to Roar and the wind element to Quell, so they have a nice opposition - calming wind/breath versus roaring savagery.
« Last Edit: December 29, 2014, 12:51:43 AM by Ryan Baker »

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Re: LORE: Elements, Materials, Planes, etc.
« Reply #8 on: December 28, 2014, 11:52:16 PM »
Or maybe we could just call the ghost element Boo, the slime/acid element Goo, and the poison element Poo.


I would love to make a more humorous game with that setup. Toasty for fire, Crusty for earth, Gusty for Wind.

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Re: LORE: Elements, Materials, etc.
« Reply #9 on: December 29, 2014, 02:29:18 AM »
Regarding Termonolgy and creation of the (meta)-physics of the Delver's Drop World. It's a nice breakdown and pretty easy to grasp! I'm sure we'll use it more when we know more about the lore and how the world behaves so we can apply what the breakdowns concern. Also interesting that the elements exist within this triune style of the world with Splendor/Prism/Void existing somehow beyond the natural states of the other elements.


Regarding names

Prism: An intersting addition and gives me all sorts of lore goosebumps! Do all the other elements exist within Prism or is it such a meta-element that it has literally nothing to do with anything within the realm of existence as we (the Delvers) understand it?

Splendor: Got to admit I miss the name Radiant but I guess it's for the best with Murk also being changed.

Void: The newish Murk seems a lot more defined with a lot of the more wonky things it could do before moved to other elements which if there are no other benefits of the new elemental system than it still wins overwhelming. It's not however, so it's just a bonus.

Flourish: Perhaps this could be called Sprout? Flourish sounds a little odd when it's supposed to be the "Plant" element.

Surge: Another hold over from the old system, glad to see it's become more Water oriented since it makes sense.

Shiver/Subdue: Same as above! Like Shard too.

Mantle: Like Radiant, kind of miss Foundation but nothing really to add/argue my reason other than being stubborn to change.

Storm/Quell/Gust: Seems like Storm has some overlap with Rend/Sunder.

Blight/Spoil: I like Blight, it also keeps it separate from The Spoil

Rend/Sunder: I think Bolt is more evocative for what this element is supposed to be.

Rage: Guess it's not much different than Fury though Rage doesn't make me think of Fire.

Rupture: I like Blast for Rupture honestly.

Seep: I can understand this being on the chopping block though not really sure if there's anything needing to fill it considering some other Elements already kind of overlap in similar ways.

Echo: This and Silence are my favorite additions honestly. Nothing else to add other than it's unique and interesting.

Wild: Interesting concept! Not much to add!

Muddle: Glad to see this kept in!

Silence: While Silence sums up what it does, perhaps Hush? Think it fits in with the other names and still gets the message across.



Some Thoughts. Take all the stuff from Seep and add it back to Blight and ditch Seep as you'd like then divide Storm and Rupture since both seem to Exhibit similar themes. Storm is Weather but also Invisible Force while Rupture is Lightning but Flaying Force/Energy. Storm then becomes a more violent Nature Element in contrast to Flourish and even the names kind of act as opposites where a Flourish is a deft move for style while "Storming" is a violent and often ungracious act. Combine the Invisible Force/Flaying Energy into a singular element called Rift/Reave/Rupture. Rift/Rupture also seem to fit against Mantle as it's opposing force. The layout could be something like this.

Splendor (Holy Light) <------------> Void (Nullifying Doom)
Flourish (Plants) <-----------> Storm (Thunder/Lightning/Violent Weather)
Surge (Water) <------------> Blight (Poison/Ooze/Pollution?)
Shiver/Subdue (Ice) <------------> Rage (Fire)
Mantle (Earth/Stone) <------------> Rift (Explosives, Eruption)
Silence (the Grave) <------------> Echo (Spirits)


If you're still desiring an "Air" in so far as a "calming" center for the heart like the eye of a storm? The Elemental "Wheel" is lacking anything related to a calm or neutral element. Flourish and Surge are both rather active and generally pro-active in their existence, repairing and cleaning which opposes the destructive forces on the other "side" of the heart. Which would make sense for something in the middle of the "Wheel". Hush could be not a healing force but merely the benign state when other Elements aren't acting on it and fills in the places where other elements aren't. It moves to the forces of other elements and once the two sides annihilate themselves it's all that's left. Where Flourish and Surge are the things that heal wounds and (in this set up) Blight and Storm cause them. Blight would be the flu and Surge would be the medicine while Storm burns down a forest and Flourish is there to make it grow again. Hush is the body when it's neither healing or ill and the world when it is not growing or being destroyed. It's not a Null State like the Void, it's merely the default state when nothing is acting on anything else.
« Last Edit: December 29, 2014, 02:53:40 AM by Vasae »

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Re: LORE: Elements, Materials, etc.
« Reply #10 on: December 29, 2014, 05:22:55 PM »
Hush had crossed my mind, too! It seems a little more mysterious.

I will think about your rearrangement - moving storm/lightning opposite Flourish (plant). I also understand using Rift instead of Rupture if we think about it blasting holes in the earth... though I wanted to use lightning for the element that opens the wormhole-like rifts in space / portals to other planes / etc. hence why I thought about calling it Rift. Will post back once I think on it some more.

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Re: LORE: Elements, Materials, etc.
« Reply #11 on: December 29, 2014, 10:35:45 PM »
Merely suggestions all! This is the sort of stuff I enjoy discussing though, makes me feel like I'm back working on D&D worlds to throw people into.

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Re: LORE: Elements, Materials, etc.
« Reply #12 on: December 29, 2014, 11:58:53 PM »
What did you all think about the rearrangement in post #7 by the way? Moving Bile/Ooze/Plasm up into the center, and moving Wild down (and possibly changing name to Roar) opposite the wind element (Gust / Quell / whatever)? This one is kind of sticking with me for right now. The only downside I can see is that Bile/Ooze/Plasm isn't exactly a "spiritual" or non-physical thing like the others down the center... it sounds pretty physical. We could just say that Plasm is somewhere in between physical and spiritual, kind of a life-essence type thing, which would make it similar to Air (breath) and Wild (animal nature).

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Ryan Baker

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Re: LORE: Elements, Materials, etc.
« Reply #13 on: December 30, 2014, 12:06:22 AM »
@Vas - in regards to Prism, I think of it the opposite of the Void (or murk) element, in the sense that it unifies / harmonizes matter, spirit, energy, and their temperaments. So while Void corrupts and assimilates into itself, Prism lets all things be as they are in perfect harmony (cats and dogs living together as it were), which makes it distinct from Splendor, which causes things to become more of what they are, or more powerful in their perfect nature (and perhaps destroys that which is imperfect in their nature).

Prism = balance yet uniqueness (or inherent nature)
Splendor = perfection / amplification of uniqueness (or inherent nature)
Void = destruction of uniqueness (or inherent nature).

Splendor gets a little wonky that way, since you could say that Splendor makes Blight more Blight-y... but that begs the question, "what is the perfection of Blight?" Maybe its perfect or supreme nature (to the Splendor-blooded gods) is to act as the necessary rot of dead biological matter, which fertilizes new growth. Maybe the perfect nature of fire is not necessarily to destroy, but to burn away that which is impure or out of balance, like burning away dead wood so new can grow. So in a perfect universe, Prism and Splendor would keep everything in balance - perhaps even Void would have an ideal purpose. But in an imperfect and Murk-burdened universe, Splendor must repel the Void and destroy or disrupt it if it can, until things are back in balance and achieving their intended purposes.
« Last Edit: December 30, 2014, 12:10:29 AM by Ryan Baker »

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Re: LORE: Elements, Materials, etc.
« Reply #14 on: December 30, 2014, 11:44:55 AM »
Another random idea: An element called Lode or Fortune, which would include metals, magnetism, and random luck. If you were under a lode debuff, any attack against you would make you lose coins instead of life... and you would find fewer coins/items in a level. I think the idea is a little weak... maybe it could be combined into another element like Bile/Seep/Ooze/Plasm, or maybe even Silence/Hush? I do like the idea of Silence having this relationship to metals, and I think magnetism and polarity could work well with it - dividing lies from truth, death from life, metal from dross... kind of like the scales (Libra) which was also one of my initial ideas for the element and its symbol.

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