Manarchy Meta - What about it ? in Manarchy | World Anvil

Manarchy Meta - What about it ?

As an homework for WorldAnvil Summercamp, here's the meta about Manarchy and what it represents

Motivation


Without my movies I'm nobody - James Rolfe

Since childhood, while playing many games, but especially Majora's Mask, i wanted to give back to wellness it gave me as it helped me in very rough moments of my life. Having made it less than 5 years ago in the industry and heard many wholesome stories of the players who enjoyed the games i worked on, i felt some accomplishment through it by sharing the good. But now, i feel like i want to share my own artistic vision. frequent doodles and notes were made, but nothing concrete. this year, i wanna continue building the lore of Manarchy, and get closer to make it transmedia so more people enjoys it. Worldbuilding also offers me a great excuse to research and expand my knowledge of different cultures, trying to learn more about what surrounds me. Just a guy that wanna share something that will outlast him.

The key words being: Wish fulfillment, Knowledge expansion, cultural exploration/sharing, writing improvement and community spirit.    

Genre

  Manarchy revolves around a base of High Fantasy, with a desire to offer different varieties in magic user tropes to avoid overusing the classical 'high intelligence, terrible physique/hat and robe' one. However, due to the different countries tech and interaction with said magic, genre mixing happens from time to time. Inside of Arcamunda, Manarchy's planet setting, can be found some affinities to clock punk/renaissance fantasy, sword and sorcery, and even some lovecraftian and dark fantasy, depending on where the story goes. even some planar/sci-fi gets in the mix in remote places! Most of the tech level/age revolves around end of medieval/early renaissance. The target audience aims for young adults, but considering the long-term transmedia nature, it is not impossible for the Manarchy project to dip into other target demographics in the future.  

Scale

  As mentionned earlier, Manarchy's setting is set on the planet of Arcamunda. However, for the early development, most of the new content will revolve around a specific content to help avoid worldbuilder's disease.    

Mood

  Similar as the genre topic, the mood of Manarchy varies from region to region. But in the majority, most are consider to be considered Neutral on the Grim-Noble scale: While having some causes and conflict that could revolve around a bleak/grim tone, most of the key actors in the setting of Manarchy can have a say and a permanent effect towards the world and it's future, for good or ill. It also stays in the middle-ground in setting, the world of arcamunda offers a overall setting where not everything is dark and hope and positive can be found,as well as a fair amount of comedy in tone, but tropes as gut punch, mood whiplash and knight of cerberus are not uncommon, making the good days never a status quo.  

Themes

  The risk of magic and danger of power and progress: In Manarchy, many lives were improved but also destroyed by magic or strong tech advance. Many debates revolves about his use which remains risky and may lead to more harm than good.

Nothing is written in advance: The concept of farsight and divination of the future is almost non-existent in the setting of Arcamunda. Prophecies are usually seen as hoaxs. In a sense, it opens anyone to make their own path to greatness, given the good cards to act like so.   Consequentialism versus Deontology: Hell is paved with good intentions, as some would say. Many conflicts in arcamunda happens between judgment by actions or results. And sometimes, the answer is never fully white nor grey. History hides sometimes it's grittier moments.

Psychoactive/Emotional Strength made manifest: In arcamunda, the fabric of the world itself feeds of emotion. Helpful creatures or destructive demons may manifest out of prolonged or strong acute display of those. Some of them, sparked life through magic and a strong emotional catalyst, are called Animas. Magic users also uses this strength to harness their energy to cast magic. this capacity bring another theme.   Heroic Journey/Spirit of the Self: For good or ill, certain individuals will learn to grow, being their own individual, and makes the best of what their learned of themselves through hardships and their life journey. Of course, falling is a part of some's journey. this is not only a coming of age, as some may experience their emotional and personnal growth on the late.

Conflict

  The main conflict will revolve around the Age of Stars: As civilisations tried to prosper, unknown comets holding eldritch and powerful materials started to fall on the planet. This peaked the interest of some countries and organisation, trying to gather those for different goals, but raised the fear of many it may spell another doom as some places are still feeling the aftermath of veil strains, which destroyed civilisations and brought more chaos on their lands. This starfall is now creating new alliances, feuds, and truces may risk to break fast. The time for the grand chess play begins, kings and queens may fall as well as pawns can rise from the conflicts to come.





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