I started this blog a year ago in the wake of the Great Designer Search. At the time, I wasn't entirely sure what I wanted to write about, but I knew that I wanted to write. I wanted to be something. I wanted to build myself up, and at the time, I saw three ways to go about it - as a writer, as a player, or as a deckbuilder.
Playing was out of the question. I just didn't have the time or freedom. And as for deckbuilding, it remains something that I'm passionate about, and it's something that I enjoy sharing. What I hope to bring to the table in deckbuilding is the enthusiasm for innovation and fun that I think gets lost all too often in the drive for victory. But that is an essay for another time.
Which brings us to writing - I've not been particularly prolific, and I attribute that somewhat to not knowing where exactly I'm taking this blog. I did call it Journey to Nowhere, after all. But I'm proud of most of these posts, and excited to be starting a new year of them.
And to start that new year, I'd like to go way back to the very start of things - my world of the Great Designer Search, Atheram (which I am going to rename "Athera" because I like the sound of it better. No promises that it won't change again).
If you need a refresher, check out my GDS2 post-game from last year.
And with that, a destination (if only a temporary one), I'll begin what I hope is an interesting series of posts - this Journey to Athera!
It's been a year. I feel like I have a much better understanding of what I was doing, and what I was doing wrong, and where I could have done more in my GDS2 submission. With the benefit of a year, I think I know what I want from myself, and revisiting my design of this world is just the start of my execution of that. The purpose of this journey is a little self-serving, but also an exploration of the evolution of a world - from my initial entry last year, to now, to wherever this goes in the coming weeks. I'll admit that I don't have a real plan or idea of where this is leading at the moment. That's just how we roll on Journey to Nowhere.
To some extent, this is a ground up reimagining of the entire concept, but it's built from the same original foundation. In comics parlance, I guess you could call it a Reboot.
Let's get rolling.
Part 1 - Worldbuilding
Athera - An spiritual world untouched by death.
Athera is a world where death has stopped. Rather, things die, but they don't move on. For some, death is a sleep, and those who die simply wake up rejuvenated the next day. For others, death is a rebirth, releasing one's essence into the world in an afterlife that's more physical than philosophical. As a result, spiritualism has become a major cultural force, since people can directly interact with mystical phenomena that normally would be completely abstract. It's been several generations since "The Event," and even the oldest beings who experienced that dramatic shift in the balance of the planes can barely remember what happened or why. But what sounds like a blessing turns out to be a curse, and the plane is on the brink of collapse. The unknowable forces that loop life and death have become so overloaded that unless something untangles their flow, all existence on the plane may cease completely.
The major flavorful theme that I want the setting to touch on is that of death. In the same way that negative space in art emphasizes the space that is filled, the absence of death should highlight how death affects the various civilizations that inhabit the plane. In my rough outline, I've laid out some basic philosophies for each allied color pair as to how they are defined in a world without death.
In general, the balance I want to strike in terms of colors is that white would come across as stuffy and fanatical, even veering into evil and destructive (knowingly or unknowingly), while black and red are more constructive and positive, making many of the major contributions to the story and to the advances of civilization of the world. If there is any setting for Black to shine, I think that it should be one where the force of death is downplayed, or even viewed in-world as positive. It's something a little new, and it might be a little high-concept, but just from the notes I've been taking in the past few weeks, it's an idea that I think could be very interesting to build on.
And that does it for Part 1. I'll be back (hopefully soon) to go into detail on what I want colors to be doing mechanically and for more on Athera's so-called "afterlife."
Here's to the next Great Designer Search!
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