A Lesson in Thinking Ahead
My last post was very much a "straight from my head to my keyboard" sort of post. It was a good brainstorm, but I think tonally speaking it is a little off from what I was looking for. I'm still excited by my cycle, but I think it needs a little tweaking. Let's try:
Age of Grey => Age of Storms => Age of Steam
Part of my aversion to the way I'd sequenced my cycle before is that all signs pointed to the big thing that I'd build lore around was going to be a torrential downpour leading to a flood. That's not bad, but I feel as far as calamities go, great floods are adequately represented in media and mythologies.
Age of Grey - The world is desolate (again). Sunlight is obscured by the thick layer of clouds that prevent anything other than fungus and pallid creatures from living on the surface. Humanity begins to emerge from their caves like tar bubbling up from a primordial pit.
Age of Storms - The rains begin and start to thin the clouds. At times, enough sun shines through to support sustainable farming and the development of civilization. With civilization comes plenty, and with plenty comes wanting. The world is wild and empires rise and fall below the storming skies.
Age of Steam - The sun breaks through. The seas boil up and the air is filled with scalding steam and hot water geysers. Humanity has retreated to below the surface and power is seized by those who have the knowledge to harness the immense power of the now-unleashed sun.
I think this fixes my issues with my Water Cycle 1.0 -- instead of a great flood, the natural calamity is the emergence of the sun and the boiling of the oceans, which leads us to our scheduled topic.
Worldbuilding based on Problem-Solving
Problem Statement- The clouds are thinning, and the Age of Storms is due to end. The unveiling of the Sun will herald in the new Age of Steam.
- The Witchmother Ruth attempts to summon more clouds from the Netherworld after her children are incinerated by a Sunspot. She tore a rift and let through much more than just clouds.
- A cabal of stormcaller witches with a tradition of sacrificing children
- Runic circles for summoning clouds
- Aberrations and demons from the Netherworld who have made it through
- Sunspots, the occasional breaks in cloud coverage that allow the unfettered destructive power of the sun to shine through
- Arcane barometers used to determine if demons are near
- Ruth's Cloud-cloak
- "The Strongest Storms Arise from Below"

- The Druid-Prince Ezekiel attempts to siphon power from the Sun when his father the Druid-King begins to go mad upon contemplating the inevitable incineration of his kingdom. He siphoned far too much.
- The Sunlight Court, a place of light and fire
- Shapeshifters leak sunlight from their eyes
- Sunpools, places of highly concentrated sun-power that can be drawn upon as places of power
- Pre-fabricated wands that harvest solar power to cast a limited number of spells
- "Sunlight Powers our Ambitions"
- High Arthropod Ezra fashions great clouds of platinum metal locusts when he discovers evidences of a past Age of Steam. He lost control of his swarms and himself.
- Roving packs of platinum locusts that have seized control themselves
- Miles upon miles of shredded farmland
- Dead platinum locusts, looted as ornamentation
- Steel-mesh bug screens
- Ezra's tools, used to bring a new race of insect into the world
- "From Hammers Arises a Swarm"

- Citizen Jeramiah "The Governor" leads his people to embrace the emergence of the sun when his climatologists warn of the impending immolation. He started far too early.
- An egalitarian city celebrating the potential apocalypse while acknowledging the many that will die
- Steam-powered devices and machinery
- Suits of power-armor that could be used to withstand the sun
- Well-stocked vaults to hold his people


