Taijitu worldbuilding

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Comments: Oz Elu Myroria Gulliver PBD Taijitu Worldbuilding: How to Start A simple and straightforward Guide Introduction The timeline of the Modern Era is 1980-2020 on the planet of Taijitu. Taijitu is, like Earth, a closed system. Nothing comes in, nothing comes out. Nothing shows up out of nowhere: everything has a history. (You need not write it all out, it just has to be possible). The regions have varying levels of development: Ennorath, Pelagea, and northern Libia form a cultural region to be described below; southern Libia is a vast wilderness and desert with little in the way of civilization; and Australis is a distant land full of strange and fascinating creatures. The vast Cefnor region is the source of civilization. The north side is a bit ahead of the south, as are its colonies and former colonies. To the west is the continent of Phoenixia which is known for ???. To the east is the continent of Iadak which is known for ???. Make your Nation Now to think of a new nation. If you're having trouble, the first thing your nation needs is a single defining characteristic. It need not be completely descriptive, but it should be the most distinctive aspect. For example, Eluvatar is the Kingdom with an absent King. Later on, you should add depth and graduate from the one-dimensional.

As you add depth, consider some things a nation needs:

A nation is inconceivable without a location. You want to select a region and then get a space on the map.

A nation needs people, many players create their own ethnic group(s). If you make your own ethnicity, it's still preferable to make it related to existing ones. A list of ethnicities is below.

A nation needs religion (or lack thereof). For religions it's probably better to use an existing religion, as one religion per nation would get very old very quickly. Existing Faiths are: The Path of Truth, The Church of Eru, Myrorian Temple, The Universal Pelagian Church, Gaeanism.

A nation needs a government system, laws, and culture. You can't go wrong using a system from real history, but inventing your own is fine so long as you can justify it.

Ethnicities wikilinks when wiki restored -Elu 5/17/10 12:55 AM Ozi (A Desert People. Ask St. Oz to use this) Moacians (ask Oz to use this) Jutensans (ask Allama to use this) Iadakans (ask Oz to use this) Fre'zhi (ask Oz to use this) Kar'zhi (ask Oz to use this) Letonnese (ask Letonna to use this) Funkadelians (ask Funkadelia to use this) Ser’ev (ask al’Khem to use this) Da’kun (ask al’Khem to use this) Al’ta (ask al’Khem to use this) Da’kavo (ask al’Khem to use this) Myrorian (ask Myroria to use this) Pelagian (like Roman/Italian/Spanish) Mor'osi (Like Chinese. Ask Gulliver to use this) Edain (like Generic European, ask Eluvatar to use this) Finn (Ask Eluvatar to use this) Dunedain (Ask Eluvatar to use this) Edain (Ask Eluvatar to use this) Minosian (Ask Eluvatar to use this) Benn (A formerly nomadic people. Ask Eluvatar to use this) Kita (Ask Delfos to use this) Suna (Ask Delfos to use this) Seijin (Ask Delfos to use this) If you make your own, you may want to make it related to one or more of the above. Characters and Plot Our story is mostly based around characters in their national setting, and simply mentioning events that happen in your nation is boring. Instead have the actions of your characters affect events or have an event be your setting. For example, if my post says "My nation of Tritopia declares war on Squaretopia, Tritopian troops start to invade their borders so they can acheive Pentagon Destiny," there's no depth of story and this invasion is a boring competition among players out of character. The best way to make a compelling story out of this is to talk to the player of Squaretopia, determine the nature and perhaps outcome of the war, and create characters that interact in this war setting. Yes, that's right, it's easiest to agree on the outcome first like reasonable people, and then work from there. This is collaborative fiction, not a competitive game. If you both want to change things as you go along, that's great, change it, but it eliminates a great deal of problems to have at least a vague idea of where the story is going.

If you've come from RPing on the NationStates forum, you may see that it works much differently in Taijitu. Even at Taijitu RP's height there were much fewer people RPing at any one time, which has turned the region's fiction from the diplomatic and militarist game on the NSForums to original fiction - here, characters are the RP rather than the supporters of the RP. Taijitu is not unique in this approach, but we hope we can be the best. Introduce your Nation Make a first post, preferably in Modern Era Fiction. It should highlight some important details about your nation and open interaction with the outside world. Choose a Foreign Policy Choose a grand alliance or neutrality. Please, please base it on how the leadership of your country would think.

Decide how your nation approaches events in other nations, to what extent it believes in national sovereignty or in overriding ideals.

Below is a list of ideas on how your nation might interact with others on the world stage:

Alliances Alliances may be large organizations or simple bilateral agreements, where nations agree to protect one another or support a common cause. Unions Some nations may form Unions, which are tight associations of nations with a significant degree of unification. Such Unions may be a multilayered federal system of great complexity. Satellites You might want to RP a nation dominated by a great power or a superpower. This allows for the RPing of complicated conflict and collaboration with the dominant power. Regulatory Treaties Nations may form treaties under which the signatories agree to some limitations or standards, like laws of war or the high seas. You are free to join or not join; intelligently designed treaties will have strong incentives, so keep in mind your people may suffer for a decision to remain diplomatically so isolated.

The Regions

The Subcontinent of Ennorath Ennorath, Eruvite for "Middle Land" is a fairly large and somewhat mountainous region. It's home to Eluvatar including the seven Baan, Zimmerwald and Elara. In ancient times, it was the heartland of first the Sindarin Empire and then the ancient Dunedain Empire. The waters between it and Pelagea are fairly narrow at the northern edge of Cefnor. The northwestern part of Ennorath is far less civilized than the eastern part.

The Subcontinent of Pelagea Pelagea is a large subcontinent in eastern Cefnor. The northern swathe, with Myroria (former Pelagia), Ozia, Letonna and the Allied states is a land of conflict where old wounds heal slowly. This was the main battlefield of the Great War.

The Subcontinent of Libia Libia is a vast land. Its northern coast is civilized and inhabited by such peoples as the Funkadelians and Jutensans. South of that coast is a enormous desert.

The Continent of Australis Australis is a fackin weeeeeid place

The Continent of Phoenixia “climate is only moderate in the northern half reaching tropical, it's cold northwards and it has a huge desert in the middle” -Delfos

The Continent of Iadak No fackin idea bro.


"What's going on now?" Taijitu is an open RP setting, with many possibilities. Some notable current storylines are listed below:

The Great War Just when might have thought the long peace might last, an unfortunate assassination set the world afire. The Northern Powers, or as they call themselves, the Coalition of Carth, are at war with L'Entente Cordiale. The Northern Powers so far are the Royal Confederacy of Eluvatar, The something something of Myroria, and the Empire of Inglo-Scotia. The Entente is composed of the Haradrim Empire, The Republic of Austrasia, and the Kingdom of Neustria.