BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Inspiration and Influences

This is a list of resources that I have found useful in researching or inspiring.

In my mind Az-Atla is at least four great major cultures and corresponding epic locations. Human, Elf, Orc and Dwarf. Each of these cultures is also defined by a unique location.

Elves have Nur-ymir.

A large continent spanning forest of ancient old growth, deep secrets, hidden grottoes, and lost places. E’Ila-Murin wanders safely through Nur-ymir. It's highest branches reaching over the protective canopy revealing the vastness of the forest. The biome is rich, diverse, deadly and includes almost every type of forest known. The Wardens know the safe paths, even though they change.
They have these key styles as inspiration:
Classic Tolkien Elves - grace, immortality, and artistry.
Guillermo del Toro - style of dress, physique, and mood.


Humans have Gle'lanèrino, the Glaze.

Is a continent spanning grass plain where you could see for tens of kilometres if you could get above the 2 meter grass that covers every available area. And, you would see grass. There are hills and corpses of trees, remnants of ancient history, but everything worth finding is below the grass line. The people have gone deep into the earth. Rivers cut through. Lakes holdfast. Near these places you will find civilization and the capital Virr-La , but deeper into the Iron Sea only the Outrigger can find their way.
They have these key styles as inspiration:
Wild Wild West - frontier spirit/attitude.
Kate Lambert aka Kato - style, mood and sensuality.




Orcs have Aut'tep'ko, the Barrens.
Are a vast land of sand, rock, scrub and darkness. The Barrens are the most Northern reaches of the Realm of Az-Atla. Due to the planetary obliquity of 420, the Barrens spends the majority the year in twilight and darkness. The totality of the Barrens is harsh mountainous desert splattered with the occasional natural oasis. At the southern edges of the Barrens are forests and rivers, but these slowly disappear into the sands and rocks the further north they extend until nothing of them remains to been seen on the surface. The capital of Aut'tep'ko, Gar NourAza lies deep within and is in truth the only permanent settlement in the Barren's entirety. Aut'tep'ko is harsh. And, those that make it home are similarly tempered.
They have these key styles as inspiration:
Blade Runner - Tech styling, art and architecture.
Jean-Paul Gaultier - Clothing et al.
 


Dwarfs have Ti Sti'duram'iti, The Child.
The largest island to the north. A warm and temperate place divided by the mountain ranges of the Fallen. This island rises above the sea surrounded on all sides by sheer rocky cliffs. The high plateaus, where most of everything of any worth is found, only accessible by small sea ports or through the grand market and Skala-Tuq. Many spend their wealth and lives in the grand market, ignoring the fortunes that could be made or discovered just past the mountains.

They have these key styles as inspiration:
Pan’s Labyrinth - architecture, scene styling and setting
Gabriella Pescucci - clothing stylings and art culture.



Technology:
Az-Atla has many different levels of technology due to the fact that 57000 years ago the planet was populated by an advanced race of people. Something happened, and they have left, but their legacy remains; hidden, sometimes in plain sight.
In my mind this is a mix of classic Victorian steampunk and Ridley Scott's Blade Runner. No floating cars, but just as much neon and machinery (mostly powered by steam). This level of tech is almost entirely centered at the Pinnacle and only reaches the rim of the Circle Sea.

Fantasy: Az-Atla is a world of the fantastic, the horrifying and fantasy. Magic and the gods exist. Dragons yes? Where are they? Good question ... maybe the demons know.

Abomination:Az-Atla is a mystery in many ways. One of these ways is the occurrence of Abomination infestations. Are these demons? Are they monsters? Why are the citizens of the Realm so afraid? Why do the Paragons never hesitate to destroy these creatures when they are discovered?
Style inspirations:
Dead space
Now even these examples from Dead Space don't quite capture what I am thinking. Abominations are supposed to be mutated natural creatures ... larger, meaner ... smarter due to the Abomination contamination and they only 'reveal' as monstrous when confronted. The horror of them is that you don't know that they are abominations ... until they want to eat you or you investigate and confront them.
Imagine a human sized chicken with two heads, black ooze tentacles randomly sprouting from it and google eyes ... with razor talons and a serious attitude.


  Names:
The historic names that appear in Az-Atla are derived from the following languages:
Maori
Hatian Creole
Icelandic

Three Quotes:

“Nothing’s Ever Just A Conversation With You, John.” - John Wick 3 - Sophia.

"I did not say this. I am not here." - Dune - Guild Representative.

"We often confuse what we wish for with what is" - Valentine - MirrorMask



Three Novels:
Dune - Frank Herbert
Warbreaker - Brandon Sanderson
The Lies of Locke Lamora - Scott Lynch


Two Images:

Pulled from - https://www.movetoafrica.com/2019/05/pinnacle-nairobi-kenya-tallest-skyscrapers-africa.html
The best part is the name. Ironic, as this is close to what the The Pinnacle looks like in my mind.

 
Pulled from - https://tvtropes.org/pmwiki/pmwiki.php/Main/MixAndMatchWeapon
The idea of combining things... old + new, simple + complex, far + close and ultimately coming out with something paradoxical is a big part of Az-Atla .... truth + lie.


National Anthem of Az-Atla:

 

Three Movies:
Dark City
League of Extraordinary Gentlemen
Mirror Mask
Aliens Vs Cowboys.


Comments

Please Login in order to comment!