Elder Scrolls type lore
#1 Members - Reputation: 110
Posted 11 January 2012 - 09:44 AM
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Posted 11 January 2012 - 09:49 AM
Look at Tolkein, for example. He built a huge lorebase for Lord of the Rings, but he built it over the course of his lifetime.
#4 Members - Reputation: 1857
Posted 11 January 2012 - 09:57 AM
It's an organic process of growth, just like any complex thing, built up from smaller inter-connected pieces.
#5 Senior Moderators - Reputation: 4742
Posted 11 January 2012 - 09:58 AM
A timeline is definitely one good starting point. It allows you to map out the major sources of conflict that drive the development of your world: waves of immigration with their ensuing wars/assimilation, natural disasters, shifts in power balances, etc.Well i know it wont happen over five minutes i just am wondering where i should begin because thats kinda hard to figure out? Should i start with a timeline? or what?
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#8 Members - Reputation: 1857
Posted 11 January 2012 - 11:36 AM
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Posted 11 January 2012 - 11:06 PM
You can use a name generator or just make them up yourself. One thing that bethesda does often for city names it to take two words and push them together, i.e. Elder Root, Highrock, Hammerfell, Black Marsh, etc. For city names, think about the suffixes that they usually have(burgh, sted, hold, helm, mouth, and ford to name a few). As for naming months, I'd probably just wing it but you can try and pick apart what TES did for their month names.Also what about coming up with words? like names or country names or even days of the week or month? how would you go about with that and not make it sound really stupid?
How I usually start forging a world is I picture in my head what kind of world it will be, and then take a pencil and draw a first draft of a map. I'll work off of that for a while and then probably redraw the map with more/different/less cities, more interesting features, more natural transitions, etc. I generally figure out what I'm doing for races fairly early on as well.
After I have some basic nations with their conflicts, cities, setting, and gods, I'll usually start mapping out their more intricate lore(origin, heros, factions, etc).
I'd say you can pretty much do this however you want. If it helps you, make a timeline. I personally love geography and history, so for me making a map works pretty well.
#10 Members - Reputation: 333
Posted 12 January 2012 - 06:45 PM
Just grab a pencil or a wacom tablet and get started. The sooner you start getting stuff on paper, instead of just asking questions, the sooner you'll start learning the real things (things that can not be taught) about writing and world building.
Definitely this. Just sit down and start writing (or drawing), whatever comes to mind. You can cut out anything you don't like later; for now, just focus on the creation.
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#11 Members - Reputation: 149
Posted 13 January 2012 - 04:24 PM
Now that I mentioned it, it's about dragons. It's about a boy and an evil dragon threatening to kill everyone on the earth. Cliche? I'm sure it sounds like it but it's not. It's so much more and it happened over time.While I do have all fo the main characters' names and some location names, that aspect is still incomplete. This is a series of books or at least that is the aim. It could most definately work as a video game, but I always picture my worlds on the scale of elder scrolls (I never played one of those games for more than an hour)and beyond, allowing control of multiple characters as necessary. Also, the history alone opens up whole new worlds in that, because certain events did not take place, things are different.
I didn't start working on my map until I had enough locations down on paper and I knew the timing between certain events. It allowed me to determine the number of miles and such. My map is still bare, but it takes a spark to get the candle burning, right?
One of my biggest advantages was having so many old stories to implement as history like I said before. I picture (if the series was made into a game) the history would be narrarated and documents would be found throughout the game describing it. I hit on a lot of philosophical ideas too which play into the current chain of events and other levels of the story. I recently envisioned my rather epic ending too. I mean the details of the ending. I see a story with lots of promise either as series or a videogame. Developers, hit me up!! ;)
I said in another post that I don't dabble too much with magic and potions and such. That is very true for this series, but as a game I feel players would expect that. If I do have mystical elements in my stories, their reasoning for being there is throughly explained.
#12 Members - Reputation: 102
Posted 19 January 2012 - 12:13 AM
Eventually you should have a global vision of your world's background, and then be able to write events that leads to the present situation. Feel free to inspire yourself from real events: it will add some realistics features to the whole. History is full of useful anecdotes that could fit with your concept.
(sorry for my english, this is my first post ;)
#13 Members - Reputation: 102
Posted 19 January 2012 - 12:25 AM
one example: "Fearans" describes people wearing heavy armors in a fantasy setting of my own. I took two words from old gaelic: "fear" and "Arn" which means "metal" and "man"
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Posted 29 January 2012 - 02:07 AM
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Posted 06 February 2012 - 11:52 PM
I'll give you an example. I once had a mental picture that was simple but had a lot of promise and mystery for me: A ship floating through space. It has seven crew. They're all dead. But strangely the mental picture was full of hope. From there I grasped onto the idea that death doesn't have to be sad or to be avoided, it can't. How you got there and what you achieved is what matters. Then my toy universe started to expand; a ship full of people who are destined to die in a few months. They can't change that, but what choices will they make with what remains of their lives? Their every action slightly changing the means of their death, but not the day, hour or minute of it. Soon the characters of my ship formed. The interaction of fate and chance. The originator of the prophecy, an AI which has lived secretly in the communications network and used that mass of data to make connections and predictions that no other being can. An underclass of worker AIs who have a terrible plan to escape the legal tyranny of humanity. And the role our little ship can have in ending that plan and being a symbol for future generations of self-sacrifice and forgiveness.
#17 Members - Reputation: 104
Posted 10 February 2012 - 10:18 PM
I wanna write something sort of like how the developers at bethesda did. I keep finding myself fascinated with how much they have wrote just for the lore and am wondering what can i do to start something like this? what would i have to do ? how far would i have to go? any help or ideas would be helpful!
Well TES has been around a while. So they have had considerable time to create their lore. The best way i suggest is the read the old myths. The best ones to start out with are the Indian myths. Start with the http://en.wikipedia.org/wiki/Rigveda -(same place i derived my name from). They are amazing, and very diverse. Then ancient Mesopotamia myths.
EDIT::
An example comes to mind. In the continent of Akavir, there is the http://www.uesp.net/wiki/Lore:Tsaesci, they seem to have been inspired by the Naga.
#19 Members - Reputation: 158
Posted 09 April 2012 - 11:00 AM
create historical events, like the coronation of the king, the eruption of that volcano, keep adding, DONT STOP!, brainstorm, write EVERY idea that pops into your head,,
then organize after collecting and adding data, like this works or that doesnt work, maybe if i edit the date or the name..
thats how i recommend to do it,,.
sometimes i keep creating lore for games and stories i want to make, right now i have a folder in my PC thats full of deep and rich lore and story lines waiting to be made..






