Monthly Archives: November 2014

Imperial Age


Analogous Era:Later Antiquity (Greece-Roman Empire, Dynasty China, Vedic India, Maya, Inca, Persia)
Genre:Sandal Punk (circa Iron Age)
Power-water wheels, aqueducts, wood/coal, refined oil
Transportation-chariots, canals, submersibles, kites, hot air sky lantern
Medicine- Ayurveda and qigong in western and southern territories, herbal painkillers, stimulants, and tranquilants, mineral potions, tourniquets
Cooking-hearth ovens, stir-frying, baking,
Food storage– Sunlight Dehydration, Salting/Brine, Fermentation
Communication-Postal system
Weaponry- Broadswords, Mace, Halberds, Poleaxes, Various Staves, Crystal Rods, Kukris, Blowguns,
Siege Engines:Catapults, Ballista, Trebuchets

  • Djinn of different regions establish themselves as the 3 ethnic groups of the Djinn species: Marid, Ifrit, and Silat.
  • Djinn begin to establish select trade routes with various sentient  spirit and faerie tribes outside of their territories.
  • Massive explosion in various new faerie species including Brownies, Trolls, Ogres, Satyrs, Naiads, Kobolds, Banshee, Leprechauns, Goblins, Dullhauns, Huldras, Centaurs,  and Gremlins.
  • Worship of jinn becomes popular in Faerie territories near Jinnistan. Jinn political leaders take advantage of this by colonizing areas with valuable materials.
  • Spirit societies encounter Vedic Text from Earth and began Hinduism in the South. What follows is widespread practice of Ayurveda medicine by Faerie in these territories.
  • Jinnistan develops a official system of currency and standardization of prices and conversion to implement between traders and merchants of other lands.
  • In an attempt to compete with the progress of Djinn, various Faerie like Dwarves, Gnomes and Halflings adopt agriculture and a sedentary lifestyle to support a larger population for creating fae nation-states.
  • Jinnistan developed a system of aqueducts to transfer water throughout the city, run bathhouses, and act as a sewage system. This system would soon be followed by the High Elf states.
  • Iblis creed within Ghul society collect ectoplasmic residue irradiated by high-intensity mana storms for enhancement experiments; Ghuls set up a selective breeding program among their kind.
  • A few early human species develop in various forests with varying degrees of tree dwelling, bipedalism, and intelligence. Those who find shelter through nature nymphs become separated as their land breaks off from the mainland to become a large chain of islands.
  • Worshiped celestials discover they gain power from devotion; also find out they can have subtle influence on Earth and gain worship power from that dimension as well.
  • Legions of celestial spirits separate into rival factions known as pantheons to be worshiped as deities in both Kaf and Earth religions and become associated with the cultures of humans on Earth (Norse, Greek, Chinese, Japanese); new celestial homelands on established on floating islands high in the atmosphere: Takamagahara, Valhalla, Olympus, etc.
  • Naga begin to domesticate various species of dragons for various feats like hunting
  • Metallurgy becomes popular for a variety of species in blacksmithing and forging; certain countries and villages create local and rare alloys for high prices
  • Lodestone is discovered among lightning struck magnetite deposits. Soon it is mined and collected for its magnetic properties, particularly for interfering with the perceptions of jinn and various lilliputian Faerie like sprites and pixies.
  • Compass is invented by a sprite using its natural magnetoception abilities
  • Djinn missionaries spread Islam and Zoroastrianism with the Faerie and Spirit clans
  • Two permanent spatial portals form, connecting to the Earth’s Bermuda Triangle and the Devil’s Sea
  • Across various nations and travel ways, groups traveling into and through hostile and uncharted territories or going on quests to collect treasure and defeat regional monsters develop a pattern of having individuals with specific abilities and skill sets ; these roles came to be known as quest occupations (and eventually class archetypes): Fighter, Mage, Rogue, and Ranger.



  • Country of Oni Spirits became the birth place of the earliest known oil wells. With depths of 800 feet, they and Dwarves drill these wells using extensive bamboo pipelines and used the resource for lamp lighting and heating.
  • Passive solar architecture became commonplace for Naga dwellings and housing.
  • Tinkering with the idea of flight, small fae like Lilliputs use and rotor-toys and kites which are able to carry them a considerable distance. This sparks the idea for flight by averaged sized races.
  • As more animals were domesticated, horses, oxen and donkeys became an occasional use for jinn but use became much more widespread for Sylvan and Lilliput Faerie. High Elves developed chariots and paved roads of matted grass and turf.
  • With the knowledge that hot air rises, fox spirits use oil lamps underneath large cloth lanterns to float in the air.
  • Various tribes of fox spirits of the western bamboo forests come together as an army invading and conquered half of the Western Hemisphere
  • Many conquered spirits and faerie are made to follow the culture set up by Yokai empire throughout the Continent.
  • Seige Engines are developed by Yokai forces to quickly defeat fortified city boundaries, even those of  far off jinn controlled colonies
  • First documented use of divers or submersibles, during the siege of Hyperion, the battle that Djinn were able to defeat Yokai forces enlisting colonial forces like High Elves, Gnomes and Undies.
  • Yokai Empire only lasts for two generations but introduced the various values to the cultures of controlled areas such as a merit based rank system in military and governance, complete religious freedom and religious leaders being exempt from taxation & public service, women’s right to divorce and presence in combat & generalship, and outlawing bride kidnappings during conquests.
  • Nation-states of unconquered and previously conquered Faerie settlements come together  in order to establish the Seelie Courts to bring together the varied and separate faerie species to prevent future conquering attempts.
  • Unseelie Court are later set up by faerie who like the idea of Courts but oppose the underlying values of the Seelie Court
  • Deforestation by Unseelie Courts reduce the numbers of the few hominid species; One species in particular develops enough cognitive function and intelligence to defend their territory from incoming sentient species: Homo prehensus (Kaf Humans)

Video Clips from Thought Bubble giving a glimpse of the era’s real world inspirations:


Significance of the Historical Genre


So lately I’ve been taking an interest in things of a historical nature. Maybe its because I’m finally sharing the constructed world I’ve been working on a while with people on the internet. Maybe it’s because I’ve lately found a couple of good websites on the subject.

Either way here is a video about the significance of a historical theme in video games. I play this because I also feel the same points ring true in basically any medium in the historical genre.


Also be sure to check out Crash Course a great site to get a 10-15 min look at various topics including US and World History!

Establishment Era



Analogous Era: Antiquity (Ancient Egypt, Fertile Crescent/Sumer, Indus Valley, China, Olmec)
Subgenre/Setting: Sandal Punk (circa Bronze Age)
Power-water wheels for mechanical energy, wind pumping for water pumping and drainage, wood, some coal
Transportation– Walking, dugout canoes, wheeled carts, sailboats
Medicine-herbalism, cream, bandaging, meditation, surgery, splints and traction
Cooking-cooking pots, fermentation, boiling
Food storage-smoking, salting
Communication: Sonferious Ether, paper writing, oracles
Weaponry-axes, clubs, slingshots, bow and stone/bone arrow, daggers, short swords

  • One tree begins to absorb large amounts of residual mana fallout in the west, greatly expanding in size over the years
  • Mana storms durations and intensity decrease worldwide.
  • Continuing improvements led to the furnace and bellows and provided the ability to smelt and forge native metals.
  • Tribes of Djinn explore and settle in lands, just beyond Jinnistan including the forests, the mountains to the west and the coastlines to the east.
  • The Djinn who discover spirits native to the new lands are called Genii to distinguish them from jinn kind, descendants of the spirits from the old world (Earth).
  • Native spirit clans elect influential chiefs as spiritual leaders of communities.
  • Genii create an ethereal spirit world as their home and as a result, the underworld is created and becomes a place that houses the Anima and also spirits of the deceased.
  • Faerie rise from various sources, Sylvans from forest creatures, Mountain Faerie from mountain creatures, Lilliputs and Nymphs sprout from places touched by multiple spirits.
  • Sylvans and roam in forests of the south, Mountain faerie live in various caves, Lilliputs settled in the woodlands and tall grass plains, nymphs in various forests and  waterways.
  • Offspring of certain animals became attuned to residual environmental mana, resulting in mega-fauna like dragons.
  • A few foxes have their mental facilities augmented by high levels of residual magic settle in the woodlands and mountains of the northwest.  With their new longevity, they find the knowledge to be reborn as spirit creatures after death.
  • Most faerie remain in small bands or tribes to forage and hunt. A few populous societies like that of various High elves, Wood elves or Gnomes form chiefdoms to maintain social order in larger populations
  • Many Faerie went to spirit creature philosophers for spiritual, emotional, ethical, and practical knowledge.
  • The spirit philosophers correctly believed that both mother and father contribute biological material toward the creation of offspring, but mistakenly convinced people that a child is the product of his or her parents’ commingled blood for physical beings (and spirit energy for spirits), thus forming the concept of bloodlines
  • Scraps of barely used Jinn objects like wheels and canoe boats are taken up by various faerie for use


  • Prominent spirits (Genii)  become tuned towards the nature of Kaf including those that embody the trees, Dryads, those of natural landmasses, Genius Loci, those of animals, Henge, those of natural elements and forces, Elementals, and those that embody celestial objects and abstract concepts, Celestials.
  • Spatial rifts alter the fabric of space-time inevitably cause hominids from Earth like Homo erectus and  heidelbergensis to become stranded in Kaf and vice-versa with some spirits and faerie transported to Earth.
  • Most Hominids are forced to take shelter in the trees of various forests by hostile local mega-fauna and sentient faerie tribes like Naga. A few are able to survive on a nymph inhabited coastline area. These nature oriented spirits tend to the early humans as much as the other animals and plants.
  • The oldest known spa is a hot spring pool under the largest mountain of the time,  heated by the planet. It prized by the Naga and thus extremely guarded by them, giving it the name: Naga’s Lisan.
  • Lilliputs discover coal can be burnt for heating and cooking. Despite other species seeing coal as inferior fuel due to all the soot and smoke, the Lilliputs small size allow them to benefit from very little to keep warm as well as reduce the amount of trees they need.
  • Separate continental land masses begin to form due to continental drift.
  • Some Faerie begin to worship nature itself and form sympathetic bonds with the state of the local living creatures. Others focus on the various nature spirits, who the Faerie refer to as Kami.
  • Mountain faerie like Dwarves and Gnomes begin to use electroplating pots to experiment with covering small things in metal.
  • Naturalistic journals are written by exploring djinn and faerie about the various flora, fauna, and spirits.
  • Celestial spirits improve their relationship with worldly spirits and faerie after the defeat of the monster Yamato no Orichi; Celestials become revered as as deities on Kaf as some go off to defeat more monsters
  • The defeat of monsters by Celestials inspire the creation of quests to defeat lethal beasts and expand to new territories.
  • High Elves split off from Wood Elves due to their shift from foraging to intensive agriculture and transition from tribes/chiefdom to states.
  • Dwarves soon follow the agricultural standard to main a surplus for their growing population. Brewing of beer and ale allows for a cleaner source of drinkable fluid that stagnant water.


Video Clips from Thought Bubble giving a glimpse of the era’s real world inspirations:

The world of Punk

Those who are following my blog probably know that I am currently posting the various eras of my constructed world’s history. During the latter part of the creation, I stumbled on the idea of sub genres within speculative fiction based alot on technology and its effects on its populace. A lot of the genres end in punk because one of the earliest one: Cyberpunk is dark and gritty in tone, not unlike Film Noir. A lot of the others carry this tone by certain ones are lighter in fare especially those mirroring more idealistic periods of time.

Straight from Wikipedia: A number of cyberpunk derivatives have become recognized as distinct subgenres in speculative fiction.[1] These derivatives, though they do not share cyberpunk‘s computers-focused setting, may display other qualities drawn from or analogous to cyberpunk: a world built on one particular technology that is extrapolated to a highly sophisticated level (this may even be a fantastical or anachronistic technology, akin to retro-futurism), a gritty transreal urban style, or a particular approach to social themes.

Also something new learned from the site was “Cyberprep” where the setting is similar but the integration of tech is more beneficial to society as apposed to reduce to a morally reprehensible hive of villainy. Now I won’t shy away from the stories to told from the darker side, but most eras will eventually learn how to progress with technology so prep might be a decent moniker for my take on these derivatives.

With help from TV tropes, cataloging site of all things fiction:

Cyberpunk:centered around the transformative effects of advanced science, information technology, computers and networks (“cyber”) coupled with a breakdown or radical change in the social order (“punk”).

Steampunk: where the internal combustion engine never displaced the steam engine, and as a result all manner of cool steam-driven technologies have emerged, ranging from Airships to submarines. Also the ”prep” of this genre is sometimes called “Gaslamp Fantasy“.

Diesel Punk: (1920s – 1940s) Internal combustion engines and electricity. A fairly rare setting (well, compared to Steam, Atom, Cyber, and Bio); until the release of BioShock (which blends Diesel with Bio Punk) the most famous example was probably 2004’s Sky Captain and the World of Tomorrow.

Stonepunk: focuses on pre-technological developments in pre-historic times, its juxtapositions of the modern world with the primitive, and the effects of an early form of ‘advanced’ technology on society, like The Flintstones, based on primitive materials such as rock, fire, clay, rope, wood and water.

Sandal Punk: (Bronze and Iron Age) Technology based around legendary inventors and inventions of the ancient world, both historical (Archimedes, Hero of Alexandria, aeolipile, Antikythera mechanism…) and mythical (Hephaestus, Daedalus, bronze automata…). Alternatively, Ancient Astronauts (or Atlantis) impact the dawning classical civilization.

Raygun Gothic, aka Atompunk : (1940s – 1960s) The world of pulp sci-fi where everything from inter-galactic space ships to pens is atomic powered. The Fallout series is a great example, running on Science!

Clock Punk: (Renaissance/Baroque) Leonardo da Vinci-style clockwork mechanica and gunpowder. Gormenghast, some of the Discworld novels. Assassins Creed II plays it literally by having Da Vinci himself build some Clockpunk machines.

Bio Punk:  An alternative to Cyberpunk with genetic engineering and/or Organic Technology instead of computing.  Unlike cyberpunk, it builds not on information technology but on synthetic biology. As in postcyberpunk however, individuals are usually modified and enhanced not with cyberware, but by genetic manipulation of their chromosomes. Gattaca might be the most recognizable example of Bio Punk, although The Island of Doctor Moreau is a notable precursor.

Dungeon Punk:  A heavily magical world where spells and enchanted artifacts take the place of modern technology. As we get more proficient with the use of magic, it takes on characteristics of technology. We have railroads, but instead of burning coal to work a steam engine, they have a bound air elemental. We have radios, but instead of sending electromagnetic waves across space, they work by sympathetic magic.

Cattle Punk: (The Western/Space Western) A typical John Ford film setting, only with things like robots, super-weapons, and wacky gadgets tossed in.

Desert Punk: Punk + survival in a super-harsh environment. The desert may be Desert Planet or Burned-out Earth. Not to be confused with Desert Punk, though it is one of the best examples.

Ocean Punk: (Pirate) Punk in a mostly (or wholly) oceanic setting. See One Piece and Water World as your most famous examples.

Myth Punk: Fairy tales get hyperpoetic postmodern makeovers.

(Sky Punk): Punk that mostly takes place in the sky, aerial view, via planes, blimps, floating island… anything involving being in above grounds.

Nanopunk: an emerging genre of speculative science fiction (sci-fi) still very much in its infancy in comparison to other genres like that of cyberpunk or steampunk.[1] The genre is similar to biopunk, but describes the world where the use of biotechnologies are limited or prohibited, so only nanites and nanotechnologies are widely use (while in biopunk, bio- and nanotechnologies often coexist).


So here they are, especially if you are reading one of the posts and aren’t sure about the genre I might be giving a taste of in the Arcane Realm stories.



Settlement Era

Analogous Era: Neolithic
Corresponding Genre: Stone/Desert Punk
Majority Technology:
Power-person/animal driven
Transportation- walking, jinn flight
Medicine-ointment, poultice, herbalism
Cooking-open fire, smoking, roasting
Communication- Jinn’s natural telepathic field (Soniferous Ether)
Weaponry- spears, slings, single target element spells

  • Currently one continent with emerald mountains, planet is named Kaf and moon is named Qarin.
  • Pioneer Jinn bring various plants and animals with them to inhabit the barren land and provide food and aesthetics.
  • Jinn in the sand dunes areas without access to bio-fuels, made homes of adobe and used solar cookers comprising of polished obsidian
  • In addition, Jinn also bring stone tools like spears/axes/arrowheads/spears, pigments, domestication of animals and farming, pottery and ceramics, crafting papyrus paper.
  • Storms composed of unstable mana frequently ravage lands as a by-product of the Realm’s creation.
  • Pioneer Jinn are forced to build shelters of rammed earth to escape passing storms.
  • Jinn discover creating corporeal bodies (avatars) provide some resistance to mana turbulence during foraging or herding.
  • Mana storms attracted large packets of spiritual energy called Anima from Earth which caused scattered ether-spatial rifts (basically magic portals) to form in various places.
  • Jinn bring along various faiths, including Jinn Islam, Zoroastrianism, and a few following Shaitanism/Iblis-ism
  • To escape the threat of mana storms and their fallout, a large tribe of Jinn escape to a rare comet during a shower of them in the night sky. Eventually they land on a large nearby dwarf planet and set up their own society, known from them on as Al-Ghul while those who remain on Kaf are the Djinn.
  • Social hierarchy within Jinn society are quickly broken down to everyone being equally response for keeping their group alive.
  • Wheels were brought by Jinn from Earth but due to their natural flight, they mostly stay as playthings and toys for children.
  • Canoe boats were also brought over as luxuries for jinn who found time to relax .


  • Spiritual anima energy pools into Kaf providing the primordial spark for new forms of spirit creatures
  • Settled land of jinn is named Jinnistan and step up as the first country, in the rain shadow desert near the mountains.
  • Jinn discover their corporeal bodies can copulate, experience the sensation of sexual pleasure, and produce multiple jinn offspring in a single birth.
  • Hot springs have been used for bathing by Jinn lucky enough to find groundwater.


Update: Oh, here are Video Clips from Thought Bubble giving a glimpse of the era’s real world inspirations. If you want to watch the full videos, they come with the link:

Arcane Realm through the Ages

The next few weeks I will be posting info about the various time periods in the Arcane Realm stories. Originally I was just going to do one big post but I think separating them will be easier for everyone to read. I will also link them all back to this page when they are finished. Thanks to everyone who has been following my updates on the Arcane Realm so far!

This post is about the timeline that the Arcane Realm Universe takes place in. When I first starting building the world, I across a few problems: mainly that I wanted events that seemed like they all belong to completely different genres and settings yet I all wanted them to take place more or less in the same world. So then the idea of a timeline came to me, with certain eras reflecting certain settings and sub-genres. When I got into it more, I released that it also helps me understand how the world in a certain period came to be, the characters motivations. And in the not to distant future when I make enough supplemental stuff so that other people can collaborate to make Arcane Realm stories, the timeline can help with wherever they want to set up their story. There are eras that I’ll write about more that others, but shouldn’t stop others from using any era they wish to make a story out of.

With the backbone I have know, I’ll likely update more big events as they come to me

With out further ado…



Timeline of Major Ages in the Arcane Realm

Spatial Creation

  • The huge alternate dimension is created using divine magic from angels. For almost 1000 years, jinn from our dimension provide magical energy to stir the creation of a star, planet, asteroid belt, and moon


  • Arcane storms, simply due to their sheer unpredictability, are a consequence of the setting’s resonant arcane field. If too much mana builds up, then it will burn itself off in a somewhat spectacular manner. It can manifest in any imaginable way, from intricate cloud formations, to ball lightning, to radio interference, to whispers from loved ones reminding you left the water running at home. Usually, however, it can manifest as a rainbow colored destructive wind storm or give time and space a quantum aneurysm meaning lots of portals to who knows where.


Have You Passed it On? #PBPiO

Michelle Eastman Books

November is Picture Book Month, and I am celebrating the power of the picture book by starting an initiative called, Picture Book Pass it On (#PBPiO)

I am Passing it On to @MulberryAndy

I hope you will accept the 3 calls to action:

#1 Post a “shout-out” to celebrate your favorite picture book.  It can be anything from posting a selfie of you and your fave picture book kickin’ it, to tweeting a line from one of your favorite characters or scenes, or post a picture or video of you reading a favorite picture book with a child, pet, or loved one.   Or blog about a favorite picture book memory from your childhood.

#2 Pledge to donate a copy of your favorite picture book to a local children’s charity or cause (battered women’s shelter, prison waiting room where children wait to visit an incarcerated parent, a struggling school, etc.)

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Vanessa Fly Trap Characters: Elizabeth Scout

Elizabeth is the mother of Tony and Kate Scout and the adoptive mother of Vanessa and Victor Sprout.


Elizabeth Portrait

Elizabeth has dark brown eyes which match her medium brown complexion. She also has wavy black hair that reaches past her shoulders. She typically wears an outfit consisting of blue jeans and a pink top with the female symbol in the front. She is usually seen sporting her burgundy flower earrings.

Elizabeth was born in the U.S.A. to two Jamaican parents. As such she is fluent in American English and Jamaican patios (especially when she is angry). She was the youngest, with an older sister and brother.
She met her future husband in her senior year of high school, and he decided to go to her college. There she also met Vanessa’s mother and became good friends with her. After having two children of her own, Elizabeth adopted Vanessa and Victor when their parents where no longer able.


Elizabeth is an optimist in her own abilities and maintain a high opinion about herself. Being goal-oriented, she has confidence and drive but may be condescending or use a forceful approach (like dogged persistence) to get what she wants. When things go different than expected, she tends to over-analyze the decisions that need to be made. This can make her appear indecisive while she takes her time, sorting through the various outcomes she considers. As such, she is not a quick decision-maker, and can become flustered when things happen too swiftly, and doesn’t like surprises very much. However she is known for taking decisions on a whim sometimes, and she is rather stubborn once she has made up her mind about something.

She can have trouble admitting she is wrong, but will eventually confide advice from other sources like her husband. Also no matter the goal or roles she strives for, she keeps her priorities in check, like making sure to make time for her family.

Her parenting style is generally authoritative, and she is the one who most often establishes the rules and guidelines that her children are expected to follow. When Tony and Kate were toddlers, she was more authoritarian and punished them when they misbehaved. Georges influence however shifted her to explain the reasoning behind her discipline and be more responsive to her children. However she lets them know she’s serious when she raises her voice.

Likes: Fried sweet plantains, taking charge, her parrot Penki, dance-hall music
Dislikes: People changing things without telling her, deadlines, aloof attitudes
Hobbies: Trying out new recipes, teaching her kids how to cook, Sudoku, writing poetry, dancing at weekend clubs, gardening


  • Georges is her husband
  • Tony is her son and first child
  • Kate is her daughter and second child
  • Vanessa is her adopted daughter
  • Victor is her adopted son
  • Danielle
  • Whitney
  • Paulani
  • Stefani


  • Cooking: Baking, frying, grilling
  • Taking leftovers and putting into new recipes
  • Doing arithmetic and algebra in her head
  • Excellent dancer
  • Speaking Jamaican Patios
  • Forming a plan of action/managing multiple people and tasks

5 Fun Facts about the Arcane Realm

  1. The planet Kaf has twice the amount of oxygen as Earth. This means that higher elevations are more livable but many arthropods like bugs and spiders can be much bigger.
  2. Many extinct animals survive here due to being brought from Earth when they still existed. A few others dropped here by falling into rifts in time that pop up every now and again.
  3. The moon, Qarin is three times bigger than the Earth’s moon. In fact, it is so big it has it’s own atmosphere.
  4. There are eight trees with multicolor bark around the world which manage and recirculate the world’s mana (magic power) into ley lines.
  5. There is a mountain range where nearly all of the mountains are composed of emerald crystals.
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