![]() ![]() Can subvert tropes with Dread or Betrayal.Ĥ. Overlooks : sites of magnitude and grandeur, living monuments which can function narratively for finding resolve, invoking spirits, or as a Call to Adventure. ![]() Can subvert tropes with a Wild Goose Chase.ģ. Omens : sensational, temporal, or particularly pointed features that offer narrative functions of forshadowing, and good or evil portents. Can subvert tropes with Ruins or Escape.Ģ. Settlements : habitable regions of either Work or Play, Familiar or Exotic, offering diverse narrative functions: a Day in the Life, Home Base, Personal Reasons, Gathering Supplies. Drawing upon and modifying aspects of Joseph Campbell’s Hero’s Cycle as well a The Angry GM’s work on Narrative Structure, I decided to keep it concise with just six archetype tags with which I will flag all the various real-world land features in my Mythic Ecology Series :ġ. A system which I can evolve, expand, and revise over time. I want to start with a basic framework for my worldbuilding, a simple system that arises just as naturally as the landscape. That gets the juices flowing on classic storytelling themes, but let’s talk worldbuilding. The Ocean as a symbol, Truby says, possesses the dual aspect of its surface, an abstract and flat contest - literally open water - versus its depth, which evokes the floating weightlessness of a full freedom of movement, but also the untethering of death. ![]() In The Anatomy of Story (2007), John Truby identifies the Island as a symbol of the abstract, the social, a laboratory and microcosm from which to cultivate utopia or dystopia. įor awhile now I have wanted to begin developing my fictional archipelago of Zui’Zui-Ta in earnest, for my Yridia D&D 5e Campaign Setting and fiction writing. Part 0: Mythic Ecology For Fantasy Worldbuilding & Storytelling. ![]()
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