Overland: Why Leave

Feb 26, 2012 23:43

I set up the seven pyre cities of Overland, and then I hit a snag.

Each pyre city in Overland has a deep, dark secret. Said secret is the reason that city's pyre is still bright. Some of the cities' secrets are milder than others.

One of the cities, Calin, has as it's secret "People cannot leave Calin." The pyre will go out if enough people leave the city. The city is enchanted to force anyone walking out of Calin to go back into Calin.

Now the pyre of any pyre city leaves the city at a manageable temperature, so the city can grow plants and people aren't just losing body heat every day they live.

So, if the only bad thing about Calin happens if you leave, why leave Calin? You could just live the rest of your life in Calin. Why go anywhere else?

I need to re-think this city.

I planned the cities into 3 pairs and Diabé, the center city. I figured each pair of cities have the "opposite" secret. (Ulin has one person being tortured to keep the pyre going; Amas has one person being given their every whim. Mordat has the ravages of aging amped up; Eron has the undead walk the earth at night. Diabé, the central and warmest pyre city, has a big demon problem.) The opposite of Calin is Senton, and that city has a maximum population, with new births followed by sending people into exile. I like that secret, and I don't want to lose it, but I'm trying to find something "opposite" of Senton's secret for Calin.

So my thoughts are:
1. Try to find a way to make Calin's dark secret not eaten by fridge logic.
2. If I can't do #1, make a new dark secret for Calin.
3. If I can't do #1 or #2, make two new pyre cities and dark secrets for both.

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