A Jogūchya game inspired by "Go Fish" and "Uno" that is easy to understand and play.
Much of my secondary stories are sequels or prequels but I rarely mix the two for a single character.
Magic is a funny beast in Fedran. Using some of the concepts I got from my various religion classes in college, I decided that no one actually knows how magic works. While there are some consistent rules that are evolving as I write, no technique or system that encompasses everything. That goes for psionics also. Psychic powers is just a different form of magic, telepathy included.
The whole idea of the United Hidanork Tribes started with Elizabeth Moon's The Deeds of Paksenarrion. It was the first time I heard of the term taig to refer to the land itself as a distinct being capable of magic and awareness. I'm not sure about the history of the word (and my Google search isn't good enough to verify) but the idea of the taig had stuck with me ever since I read that scene.
For this week's world-building post, I want to talk about tent poles. In this case, I'm not talking about the ones under a circus tent but ways of exploring the world through fiction and documentation (writing dictionary or encyclopedia entries).
Last week, I wrote a short story called I Will Hurt You Only Once. This is a story about Gichyòbi telling his young daughter about the rite of passage into adulthood such as Rutejìmo's in Sand and Blood. Both of these are about how trauma affects magic in the world of Fedran.
So, with me writing Looking for The Wrong Thing, I realized I need to start working on the constructed language Hissian, the language spoken by the United Hidanork Tribes in the creatively named country of Hidanork.
One of the first questions asked at world-building panels is "how to get started?". Starting is scary when trying to build a world intended to be used for decades as opposed to a (relatively) smaller world for only a short story or two.