It's still unnamed.
I started it as a project for friends back in high school, an innocent text-based tabletop combination of Risk, Civilization, Dwarf Fortress, my misguided concept of what Dungeons and Dragons must be like, Sword and Sorcery Pulps, and Lovecraftian Horror ...and Postmodernism.
Surrealist, numerous fantasy/sci-fi love letters. Just a big clusterfuck of "anything goes."
Set in an alt history of magic and Gods, cross referencing cultures and ideas as well as mine own, it was a highly experimental game based on the fact that I have not once written a serious fantasy setting let alone PLAYED in a traditional fantasy setting. My thought processes were based largely on utilizing a deck of cards rather than dice, text entirely rather
than a board, and by purposely (and rather lazily) having no rulebook, actively making up the systems as I went along.
The open-ended nature became extraordinarily complex, not only due to reality ensuing and making meta-gaming between the players, but also because my interests were ebbing and flowing into other art projects, people, and eventually college matters and the complete disconnect and disintegration of everyone involved IN this game.
Sloppily jotted down in a ragged orange notebook, scribbled frantically, hundreds of ideas loosely crammed into this tiny fucking book.
Until about...a day ago?
Whether this be a manic episode I'll drop after making a massive push before life continues crushing me, this becomes a major aspect of my life, or I finish it in a glorious push and can actually work on writing out the stories interlocked after the game itself ends...I realized a few issues and promptly fixed them.
Converted everything to text files online, and provided numerous updates to make everything less tedious.
I continued and/or developed deeper motivations for the skeleton-crew nations with leaders simply continuing as the characters would have.
I've taken over this game of 18 nations and am effectively playing an experimental chess game with myself, now, for the sake of seeing what would happen.
And this nonsense is simply supposed to be for LORE, the original idea had FIVE independent novels I wanted to write out. I just included this as a separate phase of 6 total grand arcs.
*0 is this grand political fantastique clusterfuck. The basic premise is that "God" is real and reveals himself to man, indirectly, through the discovery of a rune from pre-history by archaeologists, which splinters into 5 pieces that each particular member takes...which drastically alters each's psyche into a mad leader of various ideals and goals once they return
to civilization. The world is kept in a Pangea for longer than reality, as well, which writes away why there is a universal language, cultures and people ended up all over the place, technology is in very different stages in different areas and progresses in strange and often nonsensical ways, the populations are SMALL for the time, people are notably easily kept from starvation/disease/the natural world being harsh, etc.
The first is overwhelmed by the revelation of God's absolute truth, and forms the faction based on being "Holy."
The major problem/plot devise is said God, which cleverly models itself after the Christian God for meta devices, is actually much more akin to an extremely powerful entity of chance. It isn't God in the sense that many modern cultures can understand, and as such the Holy faction quickly descends into a manic madness led by an impulsive psychopathic leader-vessel-Popelike figure, hell bent on converting the rest of the world to its ideals of destroying them in the process. While no faction is considered evil, necessarily, a nation of zealous psychopaths with divine favor/power and connections to otherwordly entities posing as angels and led by the creator God of this world makes them...extremely notable.
The militant and experimental playstyle further fed the idea that chancem moreso than any other faction, and divine favor will determine their game.
The lore implications and set up makes this effectively my vessel for exploring religion, chance, insanity, lovecraftian horror and meta.
The second is similarly overwhelmed, but experiences visions (Which I'd later realize are eerily similar to those by Philip K. Dick) of a vast future, of impossible scientific progresses,
vast other worlds deep into the voids of the cosmos, and technologies the likes of which have yet to be understood in MODERN times. The possibility of wanting to seek that future
leads to a fascination with "defeating death" to allow humanity to focus on its' greater context in the universe. This faction is loosely nicknamed "High Tech" and begins rapidly progressing into the sciences...to varying degrees and with fluctuating focus on experimental, realistic, and magitek-styled technologies and a diverse array of goals once they find their immortality. A lot of this sets up a speculative fiction/philosophical tone a la cyberpunk, an goes into a lot of hyper-analysis of the implications of a world of schizophrenic technology marching in all directions and the dangers posed by a God and thus world that's so directly linked to chaos and entropic principles that it'll likely undo itself.
As such, they are sworn enemies of the Holy faction and seek, among many other ideas, to understand and kill this "God."
God not being able to instantly recognize this and stop it is the first hint that God isn't...a true literal God, more an Elder God of sorts.
That can, in fact, be killed. Potentially.
This faction allows me to explore sci-fi tropes, have bizzarre matchups of cultures and technologies where people are fighting not even REMOTELY close battles (To reduce the total
significance of just stacking numbers), and at large introduces a lot of ways to understand the world from a "normal" standpoint albeit with extreme endgoal plans.
Also introduces the concept of God making more Gods and allowing other pantheons/mythos being a form of faith/quantum mechanical abuse of reality warping, and that the random pulls from other cultures and Gods, etc are based in faith and belief. This gives a set up for Nonhumans, alien lifeforms, and allows the IMPORTANT concept of Gods and creatures being killable through killing ever worshiping, knocking it out of this dimension entirely.
Also, fucking mechs.
The third is given a twisted form of the same visions of the High Tech man (Again, no proper names yet) where all organic life is replaced by wired machinery, grayscale colossal statues essentially forming a mass grave in a world seemingly devoid of life. He also sees and yearns for the vast, sophisticated technologies of the future and space,
but is given a much shorter glimpse which serves more as a cautionary tale of the implications of a nation that seeks to become immortal by any means necessary. They seek similar
goals, and as such are allied with the High Techs, but seek this future in harmony with the natural, organic world, and are MUCH more open to the concept of God being borderline necessary, death being natural, and entropy not being something to necessarily fear. Essentially, they become a rogue cult of hippies that fears extremism of any side, and is focused less on the philosophical elements of the world and more the sensory, fantastical and whimsical sides. "Green Tech."
This was extremely influenced by the Hippie movement, Beatnik generation, steampunk literature, Dada, and ESPECIALLY psychedelia and surrealism.
This faction's playstyle emphasizes defensive, strategic survivalism of seeking allies and fostering a strong culture/community which can (A la Civ) culture-flip civilizations out of their insane idealogies or merely become so powerful they aren't able to be conquered. This faction's basis is a lighthearted step back from the crazier groups and seeks simply to live for the sake of living, a love letter to Absurdism and more open-ended players.
They, canonically, win, due to the Nonhumans naturally allying more easily with a country that is actually accepting of their existence and ISN'T seeking the active end all life/opposing beliefs. This benefit starts small but begins amassing powerful alliances that eventually lead to (Depending on the game) them outright winning the world war it spirals into, or the idealogy slowly cracking and reforming from whoever actually was SUPPOSED to win.
This however doesn't mean a victory is meaningless, history and how I write these later phasis is heavily based on the winning faction, as they are the direct link to my writing.
The fourth is given a direct surge of reality-warping understanding, and becomes fascinated deeply with what is later discovered to be actual magic.
This magic is based on manipulating probability in such a way that the effects they vie for are so, such as "fireballs" being, depending on the user, simply leaping through time and space until a version of you that can naturally produce a fireball can take your place and then having THEM fire it, or even something as simple as fire already being there in a different timeline. Magic is poorly understood, tricky to develop, and, as is widely noted, inconsistent in its explanations for why is even completely works in the first place.
However, before much can be done with man is treated as a witch, what with the Holy man already demonstrating much more fantastic powers, and is ousted with an extremely small group of followers. They are automatically hostile to every other faction due to this historical grudge, and have natural abilities no other human can naturally match.
This also makes them particularly hostile to the Holy faction as well, basically being rivals of chance/vs studious forms of reality-warping, and the High Tech, who see them as utterly unnatural and thus problematic. These witches have a penalty to initial population, though they gain massive boons in the magic school system, being able to still use technology, and abusing their connections to nonhumans and spirits is almost a given.
This faction's playstyle is one less based on political agenda, technological advancement or cultural micromanagement or luck, and is almost solely governed by creative use of magic and being open entirely to whatever one's heart desires. Powerful growth of magi is the only goal, and you could simply turtle somewhere and grow.
If the world would only allow.
This allows me to explore magic, physics, and plenty of deconstruction/reconstruction of fantasy tropes, along with introducing plenty of bizarre concepts, characters, monsters, and new schools of magic (Often based on the actual periodic table or manipulation of CONCEPTS), have a place for Surrealists (LORE) to start, and let me write in my absolute love of witches in all forms. "Mages."
And finally, the fifth man...gets extremely confused as to why the other 4 are babbling incoherently about Gods and wired men who have lightning for blood and nature being important...he sees his chunk as nothing more than incredibly valuable, and he sells it to an unnamed eccentric lord for an absurd amount of money before founding what later becomes an empire. This faction, if it can even be called that , has a MASSIVE initial population bonus in return for...having no other gimmick. You are the rogue/human of this world, this world of Gods and space-age technology and magical beings and crytids, this is absolutely normal people each with as diverse goals and idealogies as a normal civilization.
Similar to the Green Tech, the Imperials are merely let loose in this world, but have even LESS direction. Survive, conquer the craziness around you with sheer numbers, manipulate, assassinate, meta, find the most deceptive and dishonest means to remain alive.
This is my dark comedy centered faction, absolutely normal people to juxtapose everything else with realistic depictions of modern military groupings in this chaos.
Snipers killing mages before they can cast spells, simply nuking Zeus out of the sky, assassination religious leaders so rituals can't be completely, and bribing nations into fight wars for them for promise of other land, the Imperials are lovable rouges who are squarely unimpressed with all this entropy God nonsense
Ready the cannons, arm the men and enslave their women as we march.
The canon is that a particularly friendly/"good" faction wins or at least slowly idealogically creeps over whatever remains of this war. (Those damn greens).
This predates a lot of my current influences, such as Africa basically being Wakanda (STILL haven't watched Black Panther) with Sun-Ra themes, a particular nation effectively being a retelling of Evangelion/Event Horizon, another being an Exp of Serial Experiments Lain crossed with I Legend, or understanding Lovecraftian Horror enough to actually have a good idea of how to realistically include Elder Gods without breaking the entire game, etc. A lot of ideas I had before ever getting CLOSE to the execution or firmly looking too deeply into existing fantasy tropes to use as a reference point. And after seeing said reference points, it shapes several plotlines in a way that is both more traditional/generic, but this also allows me to further cross and deconstruct tropes while having fucktons of references. This is by far the most ambitious plotline since it's EVERYTHING and less about characters, MUCH more about the world building at large. Huge scale...which was the point. It's the lore that sets up every single story and allows history for the rest of the novels.
Phase 1 is about an undead prince (The idea predates my love of Dark Souls but it fits perfectly) effectively seeking to understand his place in the world following his seemingly random resurrection into a war-torn world. He is later revealed to be the physical manifestation of Death/the Grim Reaper (Originally just an Imperial general), firmly established as one of the generals of a particular nation that stylized its' generals after the biblical riders of the apocalypse.
He speaks in an extremely dense, poetic way calling back to several literary classic favorites of mine (Poe, Lovecraft, Shakespeare, Dante in particular. Again, this was the FIRST idea so my original influences). The primary focus of this novel is philosophy and death, and his adventures across countries...
finding himself in bizarre circumstance but often as an independent observer was extremely influenced by my constant dissociation, depression, Kino's Journey, and later the Soulsborne franchise. Particularly the understanding of being Death both conceptually AND literally, and the experiences of one being both in this one particular place but also everywhere death is the more avant-garde, psychedelic sliding scale that establishes a lot of thematic references ranging from Existential thought, Absurdism, and Nihilism.
Again, my original fascinations. Further tropes include the concept of time, psychology, war, coping, suicide, dark comedy, art influence, and mythology.
Not much emphasis on technology, horror, or the more surreal aspects yet, this is firmly rooted in Dark Fantasy, English Literature, and Poetry.
Arguably the least weird ideas and surprisingly tame, graphically.
Phase 2 is a series of short story arcs intertwined in a by-now largely modernized world where reality is beginning to unfold at an alarming rate, as such the entropic principles of physics and quantum mechanics were being WIDELY misunderstood by God (Who may or may not be dead by this point, hilariously it hardly matters as his existence would simply be floating around laughing as the world is so chaotic he needs to do no more). Focused on horror and science fiction, primarily, and ESPECIALLY the fusion of the two. Lovecraftian horror takes a much
bigger role here, technology resurfaces as a major element and the supernatural/spook weird tales glow in their pulpy, surreal nature between true crime and dreamlike circumstances. It's a bad trip that emphasizes character arcs and atmosphere, similar in tone to Twin Peaks, Videdrome, David Lynch's general films, Until Dawn, Welcome to Nightvale, P.T., Silent Hill,Resident Evil, Junji Ito, and Doctor Who, but many more calls to gothic horror, crytids, serial killers, ufology, H.P. Lovecraft, creepypasta, J-Horror, and surreal horror as a whole, while the technological weirdness marches on in a cyberdelic nightmarescape that often harkens to darker dystopian novels. Politics matters again, and cyberpunk is thick when weird shit isn't popping off. Widely different stories, very much a modernist variant of the first phase but less emphasis on classics in literature and more pop culture/modern based.
Again, not TOO weird since it's all grounded in relatively tread ground, albeit with my lore/characters and weird plot devices.
Can do a lot of weird meta stuff here.
Phase 3 is also a series of short story arcs based upon an Apocalypse, the total deconstruction of the world and all it's logic, where physics and time get hideously warped,
God, the Devil, and cosmic horrors all essentially pour into the world at once, all the nightmarish problems of the older phases come back and technology isn't ready for it.
This phase is pretty much combining the scale of Phase 0 into the philosophical themes of 1 and the horror influence of 2. Religious horror out the fucking wazoo, with the darkest fantasy setting by far. This will go so far into fucked up territory again and again that I might have to make sure it isn't so over the top it becomes hilarious.
It's pretty much set up to be my literary form of a Bosch painting, my variant of Salo sessions and Ragnarok/The Rapture. Gods fighting Gods, maybe some dinosaurs for good measure, pure Surreal and religious Horror. Most similarly tonally to Berserk, or the Soulsborne universe. But on a much larger scale.
By far the darkest set of ideas and story arcs, I can get into some pretty twisted and nightmarish stuff here.
Phase 4, my actual original idea, is a post-apocalyptic tale set after a band of impossibly powerful forces end the Apocalypse but DON'T undo the damages done.
Pangea is re-established, and a band of nearly all children (By this point one of the last human civilizations or pockets of life to begin with) are sent into the expanses of the desert for resources, not told by their families that this is because the small town they're from has used every last bit of energy and food they have.
They are sent off in a protoype mecha developed hundreds of years ago as a self-sustaining transportation mech shaped and designed like a gigantic turtle, which functions like a land-ship and can be outfitted across different landscapes. They WILL see equally fantastical mechs dotting the land, again like Kino's Journey.
This is character driven, and goes back to the poetic adventure basis of phase 1, as these children escape capture, death, starvation, and seek purpose and meaning in a world nearly
devoid of all hope and life. A cute, surreal, notably light-hearted set of stories written from the points of view of EACH character in a revolving set of journal entries.
It'll be an avant-garde style of writing as each child has their own tics, understanding of the events around them (With the younger children's being outright abstract poetry), and set of duties/responsibilities. Tonally most similar to the original inspiration, 20,000 Leagues Under the Sea.
Extremely goofy and silly compared to the other phases, a lot of whimsy and cute slice-of-life antics. Will likely be very short and dense.
Phase 5, the loosest concept by far.
Physics have inverted to the point where the sky and ocean are replaced, the cosmos can only be reached through a thick layer of frozen ice, most of civilization lives underground in tunnels, lit by the light from lava deep below. Magic realism set up of surreal comedy, tonally similar to Alice in Wonderland and a continuation of Phase 5 but even sillier to the point of being a proper comedy/fantasy.
I have a few characters but no general narrative yet, just the premise.
So yeah.
I have a lot to work on, starting with this goddamn game, BY FAR the hardest section.
And then, storytelling.
I have to move my things back in with my mother, I have bills to catch up on and personal issues to sort out.
I've barely slept, I've barely eaten or showered. Work picks back up in no longer than one week.
I have a backlog the size of a small country, and my mind is racing with ideas.
All of this, this entire world, crammed into my fucking head.
It needs written. I hope it comes out well, but it MUST be written.
I've been saving visual references all day, fantasy artists and concepts, sciences, other writers of weird tales and pulp fiction to look into.
I still need to finish Paradisio, and don't even get me started on film and music for establishing tone.
This could be the single greatest creative output of my life, and I'm equally scared of rushing it sloppily as I am of never finding the focus to finish it in my lifetime.
I could do this by the end of the year if I just fucking focused. At LEAST I could do Phase 1 if I finished 0 by Summer's start.