Log in

Previous 10

Aug. 28th, 2007


Fish Lanterns

Dalziel's job is to change the fish in the lanterns. (Well, he also feeds them, but they generally don't last that long, anyway.)

Because they live on an island with limited resources, the D-vil denizens don't use fire (and be extension, wood) to light the streets at night. They use glowing fishes.

See, somewhere along the line, some type of fish suffered a genetic mutation that made them glow. D-vil fisherman started catching a bunch of them, which eventually led to them being strung up in fishbowl lanterns between the buildings in Tenement Square. Presently, the glow fish are farmed off the coast, because the actual wild population is (predictably)...floundering. :P


Housing and Vocations

Inland, there is a communal house where any can stay. There is a dinner served at sundown for whoever attends, an open kitchen at all other times. Within, there is an easily discernable main entrance. Though there is a door in the main entrance, it is considered the Main Door by none. Without, there are three doors at the front facade (west).

Tamsin lives here for the most part. Dalziel prefers to keep away from the House. He keeps a room in one of the many coastal tenements. They tend to be very cramped, musty and dirty, so Tamsin requires that he return to the House when ill.

Most assume Dalziel stays in the tenements because their nature strikes his fancy (mostly because this is his frequent explanation for ludicrous decisions). The majority of fishermen, craftsmen, and lesser cooks live with him.

Coincidentally, Matthew also lives in and loves the tenements (though this may only be because it is easier to carry out suspect activities in the alleyways between them).

The House

At the House, administrative duties are carried out. Other activities include: schooling, raising children, upper cooks (the lesser cooks train in the tenement square), and medical care.

Administration involves dispatching cadres across the world, communicating with the other islands, and assigning schools.

'Schools' in this case relates to 'schools of fish'. You take an interview to determine what profession you would be qualified best for. You do not change schools, but as you improve you can graduate to better jobs within the same school.

Tenement Square

There is a large grouping of buildings with various rooms, equipped with bed/bucket/blanket. People do not have individual possessions, and thus do not have a definite room to stay in. It is first come, first serve.

However, many of the rooms tend to be nicer than others (and thus fill up faster). Sometimes this is because of the location (not on the top floor!), and sometimes it is because of extra furnishings.

Anything personal someone might have is kept on his person. Certain things are public use, no matter what. It is possible to buy home decorations for the rooms, but there is no guarantee that putting a vase or a flower in a room will make it yours. (Some people keep dibs on rooms by buying excessively hideous furnishings.)


How to Earn It

Vocations are arranged into schools, beginning with low-ability jobs. The amount of 'money' earned depends on the number of tasks each job requires. For instance, if one is a street cleaner, he would be rewarded money for sweeping and picking up garbage (2 tasks). If one was an administrator, he would be paid for legislative decisions, the assignment of jobs, etc. etc. - many more tasks are included in that job.

What it Is/What to Use it For
As stated before, each task gains a person a chip. It costs chips for most anything a person might need - a vase, a meal, or a sword. The amount of chips an item costs depends on the amount of chips the person who made it is being paid (eg. the amount of individual tasks it took to make).

This was inspired by a Chinese restaurant in San Francisco. You ordered your food, and the ladies behind the counter would assign you a chip - one you would keep, and one they would put onto a large board, which determined the type of food you ordered. :3


Email for sledmoose (1 August)

Okay, plan.

I honestly do not think we have the long vision, the time, or the skill to write
a novel that we can be truly proud of. But I am much enamored of what we have of
Toxicum at the moment. I think we should take our time, flesh out the world...
(because I think it would be quite fun just to create a world. It's like making
a Sims house, only a thousand times more complex!).

We can write bits and pieces of explanations of character, figure out where each
one came from, who they are. And if their personalities change between stories,
or some facts change because we thought of something better, we don't have to go
back and fix them, like we would have if we had been writing chapters of one story.

If it ends up that some of the scenes we write now slink their way into the
actual Toxicum novel, then all the better! This is like writing fic and
role-playing and making fun little 'appendix material' for a book that hasn't
even been written yet. XD

I know you probably don't actually want to write anything (since I suppose it's
like me and playing piano. It wasn't all that bad, but I wasn't completely
passionate about it), but if you have an idea, or a scene you'd really like to
see written, I can write them, and you can tell me what you hadn't had in mind
and thought didn't work so well, etc. Because with just me writing, I'm afraid
that I'd get carried away and start doing all kinds of stuff and you'd just be
all like O_O;;

And of course, I don't want that. So part of the agreement is that you'd PROMISE
to be 100% honest and tell me what you want changed, or what you think would be
cooler/better. 'Kay? To be perfectly honest, one of my biggest fears with this
project is that I will get to into it and get all psychotic and start doing
things that you think it boring, or whatever. Because I have a tendency to
manhandle projects.

I want this to be a project for us. Not a project for me, that you happen to
enjoy and assist with. It has to be OURS.

Your thoughts/ideas?


P.S. While I was at my grandparent's house (the huge one with the lake in the
front yard T_T;;), I was struck with sudden inspiration for D-vil (which still
doesn't have a real name). I'll tell you about it on Friday, since this e-mail
is long-winded enough as it is!

Jul. 15th, 2007


Birds is what you are. Absolutely birds.

kalliel: I read a little further on the Wiki page. I like the bit about the birds. I think we should incorporate flight/flying as an extended metaphor in Tox.

And there should definitely be an emphasis on birds (though they aren't allowed to, you know, carry messages...) It can be like, caged birds with clipped wings (the Separation) vs. free birds and unbound flight.

sledmoose: Hmm... I see. The birds were very important... yeah.

Also, should we have gods/ higher beings in Toxicum? Like Ukko, or something similar.

kalliel: Ithink that they should exist for those who believe in them, and that they should not for those who don't.

Like, those who believe see their work in many things, and believe that they do have a tangible effect on the world, and that they are, for all intents and purposes, very real and very alive.

So when we write from those characters' perspectives, yes, they do exist and manifest themselves in various things. But they should not be 'real' when we're writing from a non-theistic characters' POV.

Kinda like in our world?

http://en.wikipedia.org/wiki/Kullervo I also like Kullervo. I've decided to name the town that Matthew originally comes from Kullervo. And they can have a history that somewhat resembles this Kullervo's myth. (And the myth has, in turn, shaped the ideals of the people.)

sledmoose: Yeah, like our world! That's what I meant. Only to some characters will there be gods, etc.

I like the idea of Kullervo! And I looked in my mythology book, and it has more on Finnish myth.

Something that might be helpful:
"The Finns understood that even inanimate objects to have a type of life. There were the spirits of the house and yard, the threshing shed, and of the cowshed. As long as these spirits were treated with adequate reverence and not "killed", they would watch over the activities of the people that lived and worked in these buildings. Hence, when Finns drew water from a well they would pour a little back in deference to the spirit of the well."
Maybe that last bit could be added as a superstition. Like, you know how you're not supposed to walk under a ladder because it's bad luck? You probably don't believe it, but you avoid it anyway, and you don't know where the idea came from. People could be doing this type of thing (with the well, etc.) because it's similar.


This is actually Irish/Celtic, but also about birds! When you go to the website, they have stuff from all over the world. I went to the Irish/ Celtic section, and went to animal symbolism.

Birds are usually used to represent prophetic knowledge, (Davidson, 91) bloodshed, and skill. In an omen, birds can be either the message or the messenger. For example, Morrígan came in the shape of a bird to warn the Brown Bull (Kinsella, 98). The interpretation of their calls and movements can lead to knowledge of future events. Birds, especially ravens and crows, usually presage bloodshed and battle, when they are associated with it, sticking with the theme of prophesy. Deirdre's dream of three birds drawing blood foreshadowed death and Lleu Llaw Gyffes was shedding rotting flesh and maggots while in the form of an eagle. The Irish war goddesses were said to call the ravens down to battle fields to feast on the flesh of the slain (Davidson, 98). Even normal, modern crows and ravens descend to feed on corpses along the road.

Birds can also be used to demonstrate a warrior's prowess by their method of capture. Lleu Llaw Gyffes was so skilled he could hit birds with a stone without killing them outright (Ford, 101). Cúchulainn demonstrated even more prowess capturing birds skillfully, but his son, Connla was still more skilled. He could not only stun them with a stone, but also with only his voice (Kinsella, 39, 91).

Jul. 1st, 2007


Worldbuilding - Daily Life

VII. Daily LifeCollapse )


Worldbuilding - Commerce, Trade, and Public Life

VI. Commerce, Trade, and Public LifeCollapse )


Worldbuilding - Social Organization

V. Social OrganizationCollapse )


Worldbuilding - Peoples and Customs

IV. Peoples and CustomsCollapse )


Worldbuilding - Magic and Magicians

III. Magic and Magicians

Magic and MagiciansCollapse )


Worldbuilding - The Basics and Physical Geography

Fantasy Worldbuilding Questions

By Patricia C. Wrede
Copyright © 1996

To be answered in the comments! Yes, Kelly, interactivity!Collapse )

Previous 10