Scope
The motivation behind building Blinding Veil
Blinding Veil has been a passion project brewing in my head for almost five years. It wasn't until I discovered World Anvil that I found an outlet to flesh out and show off what I've been brainstorming in my head. The world and everything in it have been my practicing grounds for writing in the past, though now I want to expand upon it even more.
I purpose and motivation for Blinding Veil on World Anvil is to build out a wide and expansive universe that can play host to whatever stories I wish to tell.
The goal of the project
I hope to make Blinding Veil a place to tell many different stories. From short stories, novels, and maybe even beyond. At some point in the near future, I want to start writing short stories here on World Anvil.
Blinding Veil's Unique Selling point
My first rule when world-building for Blinding Veil is to create a world that feels as if it exists outside of what I, as a writer, create. I sometimes use an unreliable narrator when discussing parts of the world and omitting information for two reasons. The first reason is to make the world feel like there is more than what is written. The second is to create a feeling that the articles I write are a culmination of knowledge from in-universe experts, though even their knowledge of the world is incomplete. I wanted to go with this route as, like in real life, the world's denizens don't know everything about it. I felt like just dumping all the information about the world would feel generic and less grounded.
My second and arguably main rule is to create something fantastical but grounded. Nothing just happens, there is always a reason that is as realistic as possible or has a strong explanation within the world's metaphysics. I try to do this is by involving magic more minimally in many parts of the world to keep things like cultures and history feeling a little more realistic. One thing I occasionally try and want to do more is to incorporate more scientific ideas into my world-building in addition to fantasy elements to help with that feeling. Another part of this is avoiding things that I feel go against this rule, like "light/darkness" stuff that so often shows up in fantasy or impractical designs with no rhyme or reason for its existence (that might need more explanation, but that would take quite a while to do).
Theme
Genre
Nostrina is a medieval-era fantasy world. Any colonial-era or industrial revolution-era technology like guns or industrial machinery wouldn't mesh well in Nostrina, though I occasionally draw from designs and artwork from those eras. The same goes for things like airships and the like since they're cheesy and weird looking to me.
Reader Experience
Nostrina can be a terrifying and horrible place sometimes, but other times it's a wondrous place filled with things waiting to be discovered. It is like real life in some ways as it's what you make of it. Having the world have the same feel all around would make it feel stale after a while.
Reader Tone
Nostrina sits between being dark and in the middle when it comes to the tone of the story. However, in terms of visual look, it's more on the brighter/neutral side. My rule with the visual design is that despite the often grim stories, Nostrina shouldn't ever look desaturated and depressing; real life sucks but still many beautiful places in that.
Character Agency
Much like real life, one can person can make a difference to the world. It all depends on the goals and aspirations of the characters living in the world and what is happening around them.
Focus
History
Nostrina has a long and expansive history which ties a multitude of things together. How the history is presented is also important, as perspectives and biases allow for multiple ways for events to be interpreted and give depth to the stories I wish to tell. Connecting the threads of Nostrina's past serves as a great foundation for everything to fit together in this sprawling land.
Cultures
As someone who loves studying history and all the different cultures of our own world, it would only make sense that I would make it a pillar to my world building. The various peoples and races that inhabit this ancient land have been shaped by the world and events around them. Interactions between cultures serve as the foundation to the state of the world and gives glimpses into what the future holds. It is through these cultures that one may learn various new perspectives on the world and details previously unknown to the reader. Providing depth to these cultures gives room for new ideas and characters to be born, as well as giving the world a more lived in feeling.
Mysteries of the Past
I want readers to always have a feeling that their is always more to discover within Nostra. Many of the great questions presented are deliberately left without answers, with only bread crumbs that allow readers to come up with their own theories on these mysteries. If all the answers were presented on a silver platter, that sense of wonder would be lost and the world wouldn't feel as interesting.
The Nature of Ideology
If anyone was wondering where the name Blinding Veil came from, it originated from a phrase I used on my original homepage. The line "lift the veil" means for someone to take off the ideology that has warped their view of the world and see it for what it is. I'll admit it was sort of a thrown-out line originally, but it has stuck with me over time, and I've decided to incorporate it into the identity of this project.
Beyond the phrase, the nature of ideology on the human mind was something that has always been interesting to me. To add to my point, for the few stories I've created in private (I plan to unveil those someday), themes centered around this idea always popped up. Whether it was a character questioning the purpose of patriotism or an antagonist fighting the idea of nations themselves.
Drama
The Age of Fracture
The second era has been referred to by some as the Age of Rebellion or the Age of Fracture, for the great nations that once dominated the world have fallen into decline. Groups living under a banner that was not theirs have taken the opportunity to claim what is rightfully theirs. It is a time of chaos, uncertainty, and a time of newfound opportunity and strengthening cultural identity.
March of the Wolves
The Barbaross, the largest empire ever seen in Nostrina's history, has been immune to the widespread decline other empires have experienced. In some cases, being partially responsible for other nations' downfall, Barbaross has taken advantage of the situation to expand its influence far beyond what it could've dreamed of before. These advances are rarely welcomed with open arms and have caused new conflicts around the world. No place is a greater example of this than the badlands of Crucible, where Bararossan influences have kickstarted a fight between the empire and traditionalist Sun Elves.
Gods at Knifepoint
In the far-off nation of Derraken, tensions that could shatter the powerful Dreddar family are brewing. As Serra Dreddar fights to keep peace with the neighboring country of Rocturra, she must also keep a close eye on Arven Dreddar, the so-called Devil of Derraken. She must play a delicate balancing game of placating him and leashing him, for one wrong move could spell disaster.