I see the rain pour today, And to Dearest Devâ, I thank once more; As You bring the clouds together to cleanse Arlir again, Allow me to sit back and embrace Your wondrous gift.
-------- "Try not to strike me with lightning this time."
Xuebing Du
tumblr dot com

#extradirty
h
KIROKAZE

blake kathryn
wallacepolsom

Andulka
DEAR READER
i don't do bad sauce passes

No title available

oozey mess

ellievsbear
One Nice Bug Per Day
trying on a metaphor
Today's Document

No title available
RMH
noise dept.
cherry valley forever

seen from Russia
seen from United States
seen from China
seen from United States
seen from United States

seen from Belarus

seen from United States

seen from United States

seen from United States
seen from United States

seen from Poland

seen from United States

seen from United States
seen from Germany

seen from United States

seen from United States
seen from United States

seen from Brazil
seen from India
seen from United States
@lorebuilding
I see the rain pour today, And to Dearest Devâ, I thank once more; As You bring the clouds together to cleanse Arlir again, Allow me to sit back and embrace Your wondrous gift.
-------- "Try not to strike me with lightning this time."
Day 9: Bird Fetch Quest
Taken from a leaflet in Sakazi, Osor.
----
ADVENTURERS WANTED
Help bring animals back to a bird sanctuary.
A flock of birds escaped from my personal sanctuary in Sakazi, and I need some young, strapping adventurers to help return them as soon as possible. These animals weren't raised to roam the wilds, so they urgently need to be recovered before the trouble chances upon them.
The missing birds include:
bajetvan - A short, blue bird with no wings. It might be found waddling in the plains near Sakazi, but capturing it won't pose a challenge.
pikovan - A colourful bird with a long neck and a wide tail. You may see it roosting atop a nearby cliff, but make sure it doesn't use its tail to swipe you off.
dakkatvan - A hornbill duck with strands of blonde hair. The only place you could find it is far off the coast, and you'll have to dive deep to even get a glimpse of its hair.
penasvan - A tall, carnivorous bird with tooth-edged beaks and one eye. Put on some steel when you see it feeding off a corpse in Sakazi's jungle.
vulvan - An orange bird with large wings and an even larger tail. The orange colouring happens to be the perpetual fire that engulfs it, so make sure you stuff it in a container of water when you grab it from the sky.
bakvan - A fat, purple bird that's usually seen roosting on large trees. Search for it in the jungle and don't stand under it as it lands.
raôsvan - A golden bird with diamonds for eyes and glitter-blowing feathers. It usually stands perched atop a mountain, though I have no clue if it would be anywhere near the nearby volcano.
lirkatvan - A yellow duck that is much like any other apart from its ability to glow. It likes to show off its glowing abilities, so it may be easy to spot in any dark area.
liger - A large, striped feline that was supposed to keep the birds from escaping. Find it in the jungle and grab it by the neck until you bring it to the sanctuary.
The animals are all marked by jade-encrusted platinum collars, and there's a high chance of bandits stealing them for their own benefit. I promise a large amount of mil for the recovery of each animal; Even more will be offered if they come back unscathed.
Please return the birds as fast as you can, for I can't stand to live without the birds in my care.
Kasa Diâ Collector 20 DeMaNavor 4640 Sakazi, Teredi Osor Demokatar
-------- Birds are the words. For World Building June 2015.
Day 8: Shock Therapy
"Clear my head for me, ser: You're telling me that a sparkling orb suddenly materialised in your hand, and the resulting shock caused you to drop it and break it apart, am I correct?"
The hapless sprite nodded her head. She didn't want to admit it, but her newfound magic lead to her seeking out the magister in the first place. She heard many stories of orb-seekers getting bested by their sudden powers, and the sprite was afraid of such magic cutting her own life short.
The magister was not surprised. "I can't fault you for it,", she began. "Orbs will spawn at any time and place, and the one you broke so happened to do so where you least expected it."
"On the bright side, you've been gifted with the ability to control one of nature's many elements, and with the right training, you'll find your powers will bring you much benefit in the future."
"On the not so bright side, not getting proper training for your magic will only lead you to chaos and confusion. Couple that with our Arliri wisdom and there's a very high chance that your magic will kill you."
The sprite shuddered at the thought. The magister had just confirmed her worst fears.
"But don't fret, ser," the magister said. "Since you came to us here in the magistry, you've helped us ensure that your powers can be managed in a safe environment, and therefore, stop it from killing you."
"However, we're going to have to determine what kind of magic the orb imbued in you before we begin." As standard in her line of work, the magister equipped her scouter and a pair of gloves. "Hold out your hand."
The sprite did the exact opposite, pulling her hands near her chest. The magister approached the sprite further, and the sprite stepped back in response. She came to the magistry to solve her magic problems; She didn't expect the magister to aggravate it further.
The magister was annoyed, but she was persistent. "Don't fret, ser," she said. "It will only take a few moments for us to treat you, and everyone will come out happier this way. It isn't even going to hurt! Now, if you could please ..."
The sprite was even more persistent, dodging every attempt by the magister to even lay a finger on her. She knocked over many potted plants in her bid to avoid the magister, and the offer of valuable coin wasn't enough to persuade the sprite to stay still. Try as she might, the magister was losing her patience.
"Don't fret, ser," the magister said. "I don't understand why you're so reluctant to test your magic for me, ser, but it's my duty to help control it for you. Now, if you could pl-"
CHHHHWWWWKKKHHHRRRRKKHHHHRRRRRRR went the magister as she grabbed the sprite's hand. Untold volts of electricity coursed through the magister as her scouter's glasses broke and her hairs stood on end. The sprite was a lightning mage, no doubt, but her powers were far stronger than many master mages. It wasn't long before the magister let go of the sprite's hand, but it would be long before the magister could get herself together.
The sprite herself was even more terrified by her actions. She had already seen the effects of her magic with her mother and child being the unlucky assistants, and even the experienced magister she sought out was not prepared to control her powers. If the magister couldn't treat her, then who could? Why would Dearest Devâ inflict such a curse on Her follower? Could the sprite ever return to peace with her community? Maybe her magic could be used to entertain them, but would it be worth losing the touch of her family?
Before the sprite could run away with her doubts and fears in tow, the magister came back to her senses.
"S-Stop right there!" the magister called to the sprite. "I'm not d-d-done with your diagnosis!"
The sprite turned around to see the magister hobbling towards her. "I have t-to be honest with you, ser," she began. "I've never s-seen a new mage harness so much power in her lightning magic. I've been t-torched all over by errant fire mages and f-frozen for years by untrained ice mages, but none have made q-q-quite an impact on my person like you. How you s-survived coming here is a mystery to me."
"Unfortunately, it's obvious to see that you have absolutely no c-control over your magic," the magister continued. "We need to settle this issue as soon as p-possible, so you need to decide quickly between two options: Keeping you in our living q-quarters until you can better handle your powers, or opting to remove the magic entirely from your s-s-system."
"Bear in mind that a novice with as much power as yourself would have to be k-kept away from the public for decades, centuries even. Life before this would likely be the last you see of your kin, but I p-promise you that a better grip on your magic will allow you to join the ranks of mages who've literally, and f-f-figuratively, shaped Sunad with their abilities. A chance for an Arliri mage to make another mark in the world!"
"I leave the decision in your hands, however. Ch-Choose wisely as it may well determine the rest of you-"
"I'd like to remove my magic," the sprite quietly answered.
"Are you serious?" the magister asked. "You could do a l-lot of world saving on Arlir's behalf."
The sprite nodded once again. Unlike many people across the world, the sprite never intended to gain any magical power in her life, and she hated the idea of having the entire world looking up to her for her ability to fry the people she comes in contact with. The sprite was even less comfortable with the idea of leaving her family and friends behind, for spending a day without them was an even bigger fear than losing control of her massive amount of electric energy. Besides, who would take care of her injured mother and child while she was gone?
The magister simply sighed, and she soon went to gather the tools needed to cure the sprite.
-------- I've been doing this on the same month as college-assignment month. I'm eager to witness the day where I mix up my business report with military tactics.
Day 7: Water Works
Recording snippets retrieved from a small-town service centre in Etisean, a country in Arlir.
----
My clock stopped turning! What do I do? Pour water in the socket.
My nightlamp refuses to turn on! What do I do? Pour water in the socket.
Why won't my hoverboard hover in the air? Maybe because you didn't pour water in the socket.
The loo in my house isn't flushing! How can I fix it? Pour water in the socket.
My songbird croaks whenever I ask it to sing! What do I do? Pour water in its mouth.
There's no sound coming out of my audio player! Does it need to be replaced? No, you just have to pour water in the socket.
My new fountain isn't working! What do I do? Pour water in the socket. It still isn't working! Pour water in the fountain itself.
My clock stopped turning! What do I do? Pour water in the socket. But it's a clock from Syaqtar! It doesn't take water! Take it to a specialist (or better yet, buy local).
The train home has broken down? How am I supposed to get back? Pour water in the socket.
My wings are clipped! What do I do? Depends: Are they manual or mechanical? They're mechanical. Pour water in the socket.
My picture projector isn't projecting anything! What do I do? Pour water in the socket.
My friend's scouter isn't giving her any readings! What do I do? Pour water in the socket.
My top isn't spinning as fast as it used to! How can I fix it? Make the tip thinner, but don't shorten it.
How do I fill up my waterbed? Pour water in the socket.
There's a hole in my boat! What do I do? Pour water in the socket.
This robot of mine refuses to function! How can I fix it? What's a robot? Is it mechanical? It's my latest invention, ser! A mechanical being designed to serve m- Pour water in the socket.
-------- tl;dr Most Arliri gadgets run on water. Still trying to figure out the logic behind pouring water into near-electronic devices.
Day 6: Arliri Battle Log
"Aservaze!" the guard greeted as he passed by the crouching group of delinquents. "I hope life has been treating you all well!"
The delinquents rose up from their huddle, their discussion having been interrupted by the guard's chatter.
"Mind your own business!" one of them cried. "We're having a meeting here!"
"Forgive me, sers!" the guard replied. "I only meant to wish you well..."
The delinquents sneered at the guard before returning to their huddle, where they attempted to pick up where they left off. After a few seconds of scratched heads and chins, they forgot what they wished to discuss, and they all raised their arms in despair.
"Arrgh!" a delinquent cried. "I don't remember what we were talking about!"
"I knew we were talkin gabout something," said another. "But ever since the guard passed by, I can't remember a thing!"
The leader of the delinquents clenched his fists. "That's right! The guard ruined our conversation!" The leader clenched his fists further.
"I'm going to have to teach him a lesson!"
The other delinquents nodded in unison, and the group soon went after the guard. It didn't take long for them to stop the guard along his patrol.
"Aservaze!" the guard greeted to the delinquents. "I hope your meeting went well!"
The leader of the delinquents moved first, coming face-to-face with the guard. "I'm going to have to teach you a lesson!" the delinquent said as he cracked his knuckles. "And I plan to make it a bloody one at that!"
The guard stared in disbelief. "What are you on about!?" the guard cried as he readied his shield. "I can't allow any violence in this peaceful town!"
The delinquent sneered once again. "I'd like to see you try!"
----
Town Guard vs Delinquent Leader
The fighters are fully prepared as the battle begins! The Delinquent Leader squares up against the Town Guard to open the fight! The Delinquent Leader is very muscular, even for a hued, but the orc Town Guard is a whole head taller than his opponent! The Delinquent Leader spits in the Town Guard's face! The Town Guard didn't take any damage, but he's sorry to see the poor Delinquent Leader giving away his possessions... The Town Guard holds his wooden shield out in front of himself! The Delinquent Leader attempts to punch it, but he takes some damage from the resulting splinters! The Delinquent Leader stomps the Town Guard's bare foot! The Town Guard takes some damage, and he drops his shield while grabbing the weakened foot! The Delinquent Leader kicks the Town Guard in the face while he was distracted! The Town Guard takes considerable damage, but he manages to roll away from the Delinquent Leader's follow-up stomp... The Town Guard grabbed the Delinquent Leader's leg and throws him off his feet! The Town Guard is holding the slightly damaged Delinquent Leader down right after that move! The Delinquent Leader knees the Town Guard in the jewels, leaving considerable long-lasting damage! As the Town Guard rolls away in pain, the Delinquent Leader's gets back up on his feet... The Delinquent Leader taunts the Town Guard's by flexing his biceps, reversing some slight damage he took earlier! The Town Guard eventually gets back up on his feet... The Delinquent Leader throws a punch at the Town Guard's chest! The Delinquent Leader's punch dealt considerable damage, but the Town Guard's leather armour helped to absorb a good chunk of it... The Town Guard quickly picks up his wooden shield and holds it out once more! The Delinquent Leader punches it again, only to take more damage and to aggravate his knuckles with more splinters! The Town Guard tries to get a hold of the Delinquent Leader's arms, only to be met with a considerably damaging suplex! The Delinquent Leader rips open his shirt and flexes his pectorals, reversing some slight damage he incurred earlier! The Town Guard slowly gets back up on his feet, only to meet with the Delinquent Leader's seriously damaging uppercut! The Town Guard is bruised and battered, and he is struggling to get his head off the ground! Is that an axe the Delinquent Leader is pulling out of his pocket!? The Delinquent Leader is no delinquent! He's a Dangerous Bandit! The Dangerous Bandit hoists his axe over his head, ready to deal the winning blow on the prone Town Guard! The Town Guard has no idea what's coming his way! What's this!? A Daring Adventurer is rushing to the Town Guard's aid! The Dangerous Bandit hastily turns his attention to the Daring Adventurer, immediately taking a seriously damaging kick to the face! The Dangerous Bandit and Daring Adventurer are locked in a duel of axes! Both are taking considerable damage as their axes hack away at the Daring Adventurer's leather armour and the Dangerous Bandit's bare chest! Things are in the Dangerous Bandit's favour as his axe manages to severe the Daring Adventurer's left shoulder! As the Daring Adventurer anguishes in pain, the Dangerous Bandit starts charging the Town Guard, who managed to recover his wooden shield! The Town Guard holds his shield out against the charging Dangerous Bandit! The Dangerous Bandit's steel axe is primed to break through the wooden shield! The Daring Adventurer uses his remaining arm to toss his axe at the Dangerous Bandit! The axe manages to cleave through the Dangerous Bandit's neck before the Town Guardcould be defeated! The Dangerous Bandit is unable to continue the fight! The Town Guard takes the battle by default!
The Town Guard wins!
The Town Guard receives the following items for his trouble:
The Delinquent Leader/Dangerous Bandit's inventory bag
The Delinquent Leader/Dangerous Bandit's steel axe
30 til + 46 sil + 30 gil = 304,630 gil
The Delinquent Leader/Dangerous Bandit's obite
----
The guard was crestfallen. Though he, with the help of the adventurer, managed to restore order to his posting, he didn't wish to sacrifice the delinquent leader/dangerous bandit to do so. The other delinquents were more than shocked to see their leader fade away into the afterlife, leaving behind an obite to mark his passing.
As the adventurer collected his severed arm and hurried off to the nearest healer, the town guard picked up the obite, taking down the late delinquent's information from the disc-shaped metal. After that was settled, the guard hobbled over to the remaining group of delinquents.
"Forgive me, sers," the guard said as he held out the obite to the group. "I tried my best to protect this town, only to lose your friend in return. You can take his obite if you wish to retain his memories with you..."
To his surprise, the delinquents refused to take their leader's obite.
"You can keep it," one delinquent replied. "There's nothing we're going to use that thing for."
"He was an awful leader, anyways," said another. "Now, we can do whatever crimes we want instead of following his orders."
And with that, the delinquents scurried off. A range of emotions went through the guard as he held on to the delinquent leader's obite, though he can't quite describe any of them.
-------- Day 6 of my own World Building June project. At the rate I'm going down, I can finish it by the end of the year.
Day 5: Arliri Fashion
Taken from a question-and-answer column in a Prasois newspaper. ----
Dear Theloise,
I'm about to go on my first trip to Arlir next week, but I still have no clue on what I should wear over there! Could you please pick out some clothes that would help me blend in with the locals?
Sincerely, An anonymous fan
----
Dear anonymous,
Thanks for writing in! I'm glad to see that you're adapting your fashion sense to wherever life takes you, even if it means trying out pieces you wouldn't even dream about before. The locals won't be the only ones happy to see you wearing their things; Most of the time, you'll find yourself putting them on back home!
Anyways, what they wear in Arlir is much different from the usual fare we don in Lasé. Arlir being a tropical continent, you're going to have to switch out our furs and silks for light cloths if you want to survive both the hot sun and the pouring rain. You might want to put on a few more things during the night, but not too many to leave you sweltering!
As always with dear Theloise, here's a few examples that would give you a good idea of how the locals get around:
Summer Sash Ensemble - The classic everyday attire used by Arliris for every day of their year-long summers. The flower is optional.
Loincloth-Casual - Arliris simply put these on when they feel like sleeping their days away on their childhood hammocks (And sometimes, they don't even bother wearing them).
Southern Wizard Style - Modelled after the mage diplomats that sailed from Nesa, this is the attire of choice for Arlir's professionals. The coat sleeves may be shorter or longer than depicted, and the coattails might not always go past the waist, but they all share one thing in common: They won't actually grant you magic powers.
Steel and Leather Adventurer - Arlir's adventurers are constantly on the move, and they need something that's light enough to run in yet thick enough to stop stabs and arrows. The steel in the accompanying picture is represented by the adventurer's heart and resolve.
Avian Festivite - One of Arlir's most standout outfits, they're typically worn during AvanLuri, a bird-appreciation festival that spreads across the entire continent. Nothing is stopping you from wearing it on any other day, though.
Desert Walker - Inspired by wanderers up north in the Syaqtar continent, this attire is best suited to the people who trek across Timur's shifting sands. Wearing it in any other Arliri nation is perfectly fine too.
Of course, you could always come up with your own mix to match the local fashion. Remember: Light cloths reign in Arlir's blazing heat, and furcoats and sweaters are best left at home. Follow this one rule and you'll always be at your best around Arlir's wonderful people.
With love, Theloise
-------- Day 5 of the World Building project done on Day 6. Time zones, man.
Day 4 Makhad Sunad (Control of the World) [Part 2]
"Don't tell anyone I told you this, little ser. Arlir may not have ruled the world, but we're the ones who decide which countries do, and we've been doing it for the past eight centuries to boot."
"Really? Does that mean we secretly control all those powerful countries around the world?"
"Err, not quite. We just decide which one of those powerful countries would gain the Makhad Sunad, and we wouldn't have the strength to challenge them. We just happen to be at the right time and the right place for all these power struggles to come so close to us. You can be happy to know that Arlir, in a way, has influenced Sunad's history many times over."
----
"Have you seen the gold beacon by the nearby cliffs? Queen Ťilô of Osor lit it up back in the 1st Century so a ship from Qajan sail along the safest route to Icet. She didn't give the same benefit to the ship that carried Prince Edu of Bostosem, and that lead to the prince and his crew sailing straight towards a whirlpool. Qajan had full dibs on Icet's diamonds as a result, and their rule over the world's wealth came with it."
"Prince Edu of Bostosem? But Bostosem was a country in Arlir! Why didn't Queen Ťilô want an Arliri country to hold the makhad?"
"This is the same Queen Ťilô who spent her entire reign plotting the downfall of the Bostosem nation. She held a strong dislike for King Oro in that time, and she would do anything to blemish the King's reputation. Arlir back then was not nearly as pleasant as it is today.
Here's a story that you might prefer: It was early in the 4th Century when one of our ships pulled a desert island away from Syaqtar. This left Qajan exposed to the eastern seas, and Emperor Veja of Bayam took that as an opportunity to invade Qajan with his entire force. Shah Nairo surrendered his wealth and land to the Emperor, and with them the Makhad Sunad. For a few weeks, Bayam had the world at their fingertips.
Out of the blue, a portal from Hell appeared south of Bigay Duo, the continent that houses Bayam's throne. When Emperor Veja used his entire wealth to stem the horde of goblins and demons, a resourceful woman named Mehdinnitak rallied the natives as they took back Qajan from its Bayamese occupiers. Qajan once again wielded the makhad, and the country kept it for as long as Shah Mehdinnitak was in power."
"Why didn't we invade Qajan after we pulled the island away? Why did we pull away the island in the first place? How did we even pull it away?"
"If I recall correctly, the sailors aboard the ship were local drunkards who happened to perform an impossible feat. They tied one of the island's trees to a bar on the ship's stern, and they happened to pull the island with them as they sailed back home. To this day, the desert island is still part of Arlir's borders, and I, for one, am happy to have Timur remain a part of our family of nations."
"You still haven't answered my first question, ser. Why didn't we invade Qajan after pulling away the island?"
"As I mentioned before, Arlir as a whole doesn't have the strength and heart to fight other nations, even when those nations have their weaknesses fully exposed. Nobody but the sailors wished to disturb Qajan, and even the sailors were remorseful after their hangovers cleared up. The Arliri leaders tried to return the islamd after Shah Mehdinnitak assumed the Qajani throne, but Dearest Devâ bless her, for she simply allowed us to keep it."
"From the stories you've shared so far, I don't think we're deciding who holds the makhad as well as I wished we would."
"Don't trouble yourself, little ser; We're still making history none the less. You don't have to be smart and rational to change the world, you know."
-------- Part 2 of Day 4 of World Building June of 2015.
Day 4: Makhad Sunad (Control of the World) [Part 1]
"They who wield Makhad Sunad wield control over the entire world. After all, makhad in my mother tongue literally means control." - Shah Mehdinnitak, 4th Century World Leader
----
"... Of course, I should let you know that this makhad she spoke of isn't a physical object. Makhad Sunad is what scholars in the Syaqtar continent call their struggle to rule the world. A country could claim to hold it if its decisions influence half of Sunad."
"Is that what Qajan is doing right now?"
"As expected of a nation as old and grand as theirs. But the shahs of Qajan didn't always hold the makhad; Nations from every quarter of Sunad have had their share as well."
"You mean a country from Arlir used to be super important in the past? Did we actually rule the world?"
"What? Of course not, Bayam was the only country in the Mora quarter to wield the makhad. We Arliris would never be so greedy. Even if we did hold the makhad, we'd be foolish enough to give it away out of generosity."
"Oh...
So we've never been good enough to rule the world..."
"I'm sorry we've never gone that far, little ser, but it's no reason to make a long face. Holding on to the makhad is far more trouble than it's worth, and not worrying about it lets us Arliris live much comfier lives compared to the rest of our power-hungry world.
How about I share with you a secret if you can smile for me in return?"
"A secret?? What kind??"
"Hah! I knew you would let up so easily."
-------- For World Building June 2015. I'm actually pleased with what I've done so far.
Day 3: A Party in Arlir
An unexpected guest barged into a party in Arlir He brought with him words he thinks they should hear.
The natives approached the guest with their big eyes and ears They welcome him for taking the time to spend his day here.
The first one he met was the dark-skinned drow Who showed him around her humble abode; The diminutive sprite was right behind Offering a drink the guest might like; The beige-skinned hal then bid him near Waiting for his words with her two-pointed ears; Where the laid-back djin with the silver eyes Stayed in the hammock where he loves to lie.
Before the guest could open his mouth Deafening cheers came from the south; The blame lay on rascals who came from Icet A continent known for its constant unrest.
The feline purr introduced herself With unbridled passion and vigorous health; Her friend with four eyes was the curious kir Who poked at the guest without shame or fear; The mischievous baand with three rounds of ale Whipped the guest with his simian tail; The serpentine saur didn't share their joy He'd rather stay home for he was quite coy.
The guest, at this point, was quite irate He couldn't share the message he's been waiting to state; As the guest struggled to break away from his audience Two men with round ears stopped him in his progress.
The one with tan skin declared himself a hued Whose strength gave him reason to be brash and rude; The mur with dark skin was much better composed His patience was followed by his claims of grandiose; Joining the pair was a towering orc With a pleasant face at odds with his horns; The jhol by his side was a lot more aggressive Butting the guest with his large forehead.
On and on, they bombarded the fellow with their thoughts and their treats As the guest tried hopelessly to commence with his speech; The red-eyed mikht could calm them with a few drinks and a gesture But she'd rather let the guest's ordeal continue for her pleasure.
Soon enough, the crowd stepped back and allowed him to share his message But the guest himself forgot the words that were of most importance; Rather than worry endlessly about what they needed to hear The guest simply settled down and enjoyed the party in Arlir.
-------- Time zones make it tough to keep with the world building crowd, and this June is giving my rhyming game a severe beatdown.
Day 2: Describing Arlir and the Rest of the World
"We live in the last lands of the world, and She always saved the best for last."
Dearest Devâ bless her heart, for my mother happened to be right; I've never been so grateful to have Arlir in my sights. I've sailed around the ring of Sunad in search of treasure and glory, and in my ship I carry pieces of our history. Yet if I were to name my favourite place amongst the four quarters, it's my home in the eastern quarter which I will always answer.
Only in Arlir will the rain drench me from head to feet, and I thank the cool dew as it saves me from the sun's heat. Colourful birds take shelter under the remains of my coat, and fluttering fish wish to strand themselves by hopping into my boat. As I steer it through this tropical fountain, I bring myself closer to one of Arlir's many islands.
And soon, the rain disperses, and my ship rests along one of Arlir's sparkling beaches. I sink myself in my seat as I stare at the cliff and the hills, where a farmer is plucking grains of rice to feed his nearby mill. Half the children on the beach are filling their robes with sand, while the other half are staring at me and the relics I keep in my bag.
It seems they'd like me to share a tale on how I travelled the world, or what kind of priceless artifacts are kept in the pack I furled. I shall take off these unneeded boots and step foot into the sand, as I walk towards the crowd with treasures and stories in hand. Through twelve continents I went and through the entire map I roamed, but there's no place like Arlir that I'd gladly call home.
-------- For World Building June 2015. The prompt is really just an excuse for me to write corny proses.
Day 1: Introducing the Archivists (and Arlir)
"History is the stories that shape our past, our present, and our future. I happen to keep them all in one place."
Kivi Lena used those words to describe her archive when she opened it in Arlir: A small, tropical continent with some lovely weather and even lovelier people. Back in the turn of the first century, her historical collection was made up of a few musical instruments, a few childhood fables, a stack of old documents and the local queen's posthumous biography.
That doesn't sound like a historical archive she opened.
It's the intent that matters. Kivi built the archive to share Arlir's history and culture with the world, but she didn't have the time and tools needed to bring them to her quiet little town.
So she spent her entire life taking care of some flutes and scrolls?
That's about right. Of course, Kivi also had to take care of all the artifacts and historical records that come into the archive on a daily basis...
But you said she didn't have the time to bring any other historical stuff to her town.
Kivi may not have had any time, but there were some who had plenty of it. Adventurers came from all across Arlir to hand over timeless treasures to the archive, and their influence persuaded people to cross many islands just to marvel at the treasures with their own eyes.
When Kivi struggled to decide which of their gifts she would keep, these adventurers came together and built a bigger archive so Kivi could house them all. These adventurers enjoyed working with Kivi so much that they formed a guild purely to unearth more history for their close friend.
And that guild happened to be known as...
The Archivists. Today, we're a group of historians dedicated to preserving and presenting Arliri history and culture for everyone to appreciate. We've gathered more than eight centuries worth of artifacts, documents, and other historical records since that first archive was opened, and we're still curating new bits of history as we speak.
...
Thanks for the story, mama, but I just wanted to know where my book went.
-------- Telling a story and refusing to follow the prompt for World Building June 2015. I might make this private later.
There's a one-in-a-million chance for a child in Arlir to be born with magical powers, gifting them with the power to control one of nature's many elements. Those who aren't blessed with such powers might come across a sparkling orb once in their lifetime, giving them the chance to break it apart and imbue its magic into themselves. With the ability to manipulate water, light, sound, or many other elements, a mage may use their powers to both lessen their burden of work and enrich their lives with unusual experiences.
The two mages in the picture are proudly showing off their mastery of the elements fire and water. A vast array of jobs exist that allow mages to apply their powers in various industries. Many of the greatest entertainers use magic to bring their performances to the next level, and many mage-adventurers have found their abilities against attacks from bandits and monsters. The local magistries keep track of all these mages going about their business, with the magisters ensuring that no mage would use their powers to cause wanton damage to society.
-------- Some people don't want to watch the world burn.
Ever since the turn of the eigth century, adventuring in Arlir, and the world in general, has been seeing a boom in productivity. Brave souls from all walks of life are lining up for their adventuring licenses as they hope to attain fame and glory with their exploits. The quests they're required to complete vary in difficulty: Some questgivers may ask a budding adventurer to recover a few small items, while other questgivers may demand one to defeat a group of bandits single-handedly. No matter what path is taken, everyone involved will come away with an experience they may be (less than) eager to relive.
Pictured here is Yann Yount, a self proclaimed 'Ace Adventurer' who can do anything. Equipped with an axe and a mouth full of bluster, Yann uses his strength and his immeasurable confidence to overcome any challenge, no matter how insurmountable the odds may appear. Yann's dedication to beating impossible quests has taken him as far as Hell itself, where he managed to convince its leaders to halt their invasion of his homeworld. Such achievements have catapulted Yann to the top of adventuring superstardom, and with it, an international fanclub in his name. The passion instilled within Yann's fanbase is matched only by his desire to keep them entertained, and it will only grow stronger as Yann adds more incredible feats to his name.
-------- He is Yann Yount. He can do anything.
As members of the world's most comprehensive historical organisation, The Archivists are tasked with preserving and curating the history of Arlir: A tropical continent with lovely weather and even lovelier people. More than eight centuries worth of artifacts, oral records, and other documentation can be found in one Archive alone, providing vistiors with the chance to observe, relive, and appreciate Arlir's achievements for generations to come.
The two Archivists in the picture are examining a sparkling orb, a recently uncovered relic hidden in a room beneath the Archive. Sparkling orbs by themselves are rare enough, where they are often shattered in order for one to imbue the magical powers within them. Nobody knows what powers this orb, which has been cracked halfway into itself, may grant, but these Archivists recognise that preserving its mystery and putting it on display will prove to be more fascinating than discovering its dangers for themselves.
-------- We don't take responsibility for any sudden magical abilities gained from smashing this glass ball into a million pieces.