Author’s Commentary on Broken Lands: Warped
Warped is in some ways supposed to be a change from Building Blocks. Sophia and Dav are starting to get their feet under themselves and starting to figure out what they want to do. At the same time, they’re both still strangers in a strange land, trying to fit in and not quite managing it.
The fact that they walked into a mess of incompetence and plotting didn’t help. Worse, they didn’t realize that they both could and should ask for help.
I originally planned to show more than one Shard in Warped, but there wasn’t space. The main plot took longer than I expected (it always does). In some ways, it feels like it was a bit sideways, since it’s not obvious that someone engineered the corpsevine crisis until the end. At the same time, this wasn’t supposed to be a mystery they were trying to solve; it was supposed to be more of a ‘why is this here?’ where suddenly the misplaced object (the phoenix pin) makes everything else come together. It still feels a little weak, but at the same time it makes sense that they wouldn’t see it; no one was supposed to, at least not in the mind of the plotter.
The Guide did, of course. There are some background reasons it handled it the way it did. I’m not sure I want to talk about them here, since they tie into the Guide’s actual motivations and limitations and that may be important in the future. All I’ll say on that is that for now that isn’t something Sophia and Dav can even try to influence. Sophia has family members that can play on that level, if she can get in contact with them, but she’s nowhere near that powerful and they don’t even know where she is (probably).
The secondary plot (which is where the title came from) feels like it got shoved to the side a bit more than I expected, but at least Taika got some screen time. Looking back, setting up Physalix (the Land Jelly leader) and Yen (the Hungering Spark) as two characters who were after the same thing and had very different capabilities may have been a mistake; Yen can move far too quickly. He just has to take his storm with him. The basic problem with that is that it makes giving updates on them very difficult. There was no time to give a ‘they’ve made it to the Shard’ update before the Domain arrived over Casterville; those two events were separated by hours, not days. The only thing I can think of that I could have added is a scene where they’re trying to figure out how to follow Taika.
Hmm. Yeah, that would have been a good addition. It wouldn’t need to be long, either.
Speaking of titles, the next Arc is tentatively titled Night Owl. I’m sure you can guess why, since we’re headed to the Skylands, Amy’s home Shard. I even already have a cover image (which I’ll put up with the teaser).
That brings us to the last thing I want to mention for now - the art. Throughout this book, I’ve kept trying different things with it. Some of them have been more successful than others. I’ve replaced some images with others as I figured out how to make them better (Sophia’s art is probably the best example of this, though there are a number of others). I’ve also learned a lot about editing the images myself through trying to make things work better. From that standpoint, the art’s been a huge success.
I don’t think I’d want to write everything with this heavy amount of art, but it’s been a really interesting project this time.
I hope you’ll join me in seeing the project continue in Night Owl. I think I have some fun things planned.
~Lillene
image [https://i.imgur.com/wD6BlP2.png]
Latest Status
image [https://i.imgur.com/Cqc9RyJ.png]
image [https://i.imgur.com/B4eFVsj.png]
Sophia
Spells:
Spellblade Abilities:
Warped Human
(Eldritch Empowerment, 2, 2)
(Imbue Blade, 3, 3)
(Feather Image)
(Root Grab, 2, 2)
(Animate Blade, 3, 3)
Body: 7
(Offensive Illusion Field, 2, 2)
(Animate Spell Blade, 3, 3)
Core: 9
(Eldritch Overcharge, 2, 2)
(Collected Knowledge, 3, 3)
(Antithetical Shattering Spell, 2, 2)
Shield: 30
Martial Abilities:
(Nexus Knowledge, Bonus, Free)
(Summon Echo, 2, 2)
Wisps: 47
(Shaped Growth, 2, 2)
Spheres
Spellblade (Hallow)
Level: 2
Collector (Linked)
Level: 2
Psychic Bulwark (Linked)
Level: 2
Attunements:
Unaffiliated Abilities:
Species Abilities:
Contraceptive Amulet, 3
(Innate Communication, Bonus, Free)
(Scaley, 2, 2)
Spear, 2
(Spell Hardening, 3, 3)
(Spell Reservoir, 3, 3)
Enchantment: Image Shift
(Visual Targeting, 3, 3)
(Aural Magic Sense, 2, 2)
Shield, 2
(Disruptive Magic, 2, 2)
(Magic Attuned Aura, Bonus, Free)
Enchantment: Image Shift
(Keep Warm, 2, 2)
(Magical Translucence, 2, 2)
(Manifest Wings, 2, 2)
(Prismatic Magic, 2, 2)
Unavailable:
Aura Armor, 2
MageSight, 2
Species Spells:
(Force Bolt, 3, 3)
(Force Blast, 3, 3)
(Corruption Bolt, 2, 2)
(True Death Bolt, 2, 2)
(Attractive Affix, 2, 2)
(Parrying Presence, 2, 2)
(Embody Element, 2, 2)
(Feather Image)
Ability Descriptions
Sphere: Spellblade
Use Spells and Martial Techniques in your partner’s Collection to enhance your magical and physical combat ability.
Spellblade Spells:
Eldritch Empowerment
Gain or grant a minor eldritch boon.
Root Grab
Empower existing roots to grow and attempt to grab your enemies, preventing movement. May target up to Level number of creatures.
Offensive Illusion Field
Cover an area in an illusion of monsters created from the surroundings. The illusion includes visual, tactile, and olfactory senses and responds to actions taken by targets based on their expectations. Duration is based on the mana supplied, area covered, and number of targets included.
Eldritch Overcharge
Channel extra mana into Summons for additional power or duration.
Spellblade Martial Abilities:
Summon Echo
Summon an echo of your power to fight for you. The echo is tied to and controlled by the summoner. Other Martial Techniques may be used through the echo if the form is appropriate, but the echo cannot cast spells.
Shaped Growth
Encourage the growth of nearby complex lifeforms into a desired form. May return growth capabilities to the natural maximum if the lifeform is supplied with sufficient support. May be used to combine different lifeforms.
Spellblade Abilities:
Imbue Blade
Enhance the spiritual body of your blade with mana to create a projectable imitation.
Animate Blade
Command an Imbued blade to move and attack.
Animate Spell Blade
Animated Blades may also be commanded to cast spells. These spells consume mana as if they were cast by the controller.
Antithetical Shattering Spell
You know how best to use spells to break the Shield of enemies that you have Collected Knowledge of.
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Collected Knowledge
You understand the monsters in your partner’s Collection.
Nexus Knowledge
Share the knowledge you have collected with the Nexus about monsters that are currently attacking the Nexus, giving all defenders a reduced version of the benefits you receive from Collected Knowledge and all related Abilities.
Unaffiliated Abilities:
Innate Communication
Innate Communication is the most comprehensive of the set of Communication Abilities for sapients. It includes understanding of all forms of the language and the necessary knowledge to easily communicate in those languages so long as the capability exists. Languages that require methods not possessed by the possessor of Innate Communication cannot be used without that method.
Spell Hardening
Your spells are more resilient. They are more difficult to dispel by any means, including simple resistance. Spell duration is increased where the duration is set by normal spell degradation due to local conditions.
Visual Targeting
Maintain control of your spells. As long as they stay within your vision, you can guide and shape them as if they were within your control. Requires additional concentration. Increases mana requirements.
Disruptive Magic
Use Arcane magic to disrupt spell structures.
Keep Warm
You retain heat better in the cold and warm up more quickly. Environmental cold must deplete your Shield before it can cause permanent damage to your body.
Species Abilities:
Scaley
Call upon your heritage to gain the scales of your ancestors.
Spell Reservoir
Learn to cast the spells of your species. Does not include any Spell Slots or Spells. If selected, all Species spells will be reserved for the Reservoir.
Aural MageSense
Feel the magic within your aura.
Magic Attuned Aura
Your aura resonates with the power of magic. You can weakly affect magic within your aura in any way you choose.
Magical Translucence
You can choose to diffuse magic that strikes you, reducing its effect on you and spreading a weakened effect over a wider area.
Manifest Wings
Temporarily create a pair of wings formed of magic that can lift you into the sky.
Prismatic Magic
Split magic into its constituent elements.
Unavailable Species Abilities:
Aura Armor
Use your aura to slightly deflect attacks before they reach your shield.
MageSight
See magic in all its forms.
Species Spells:
Force Bolt
Discharge a bolt of magical force to damage your target.
Force Blast
Create a rapidly expanding shell of magical force at a distance to damage targets in the area.
Corruption Bolt
Discharge a bolt infused with the magic of Corruption to damage your target. Corruption erodes the core element of a being.
True Death Bolt
Discharge a bolt infused with the magic of True Death to damage your target. True Death has little effect on natural creatures. It is extremely effective against beings created by magic, such as magical constructs and the walking dead.
Attractive Affix
Affix a mote of your magic to a creature or object and attract other magic, including both spells and enchanted objects. The attraction is weak but may disrupt distant attacks or make the affixed creature or object easier to target. Attractive Affix does not increase the chance of hitting sensitive locations.
Parrying Presence
Manifest a mote of your magic around a creature or object to repel other magic, including both spells and enchanted objects. The repulsion is weak but may disrupt distant attacks or make the creature or object harder to accurately target. Parrying Presence is more likely to disrupt targeting than to completely deflect a blow, though attacks that are poorly aimed may be redirected completely.
Embody Element
Manifest your element physically. Exact effects depend on the element embodied.
image [https://i.imgur.com/wD6BlP2.png]
image [https://i.imgur.com/lDU39JV.png]
Dav
Summons:
Unaffiliated Abilities:
Chaos-Warped Human
(Bastion of Health, 2, 2)
Innate Communication (Bonus, Free)
(Eye Image)
(Thorn Emitter, 2, 2)
(Mana Core Specialization: Eldritch, 2, 2)
Body: 10
(Eyes that See, 2, 2)
(Sword Forms, 2, 2)
Core: 4
(Eldritch Fire Bud, Bonus, Free)
(Extended Leap, 2, 2)
(Eldritch Sheathe, 2, 2)
Shield: 20
(Eldritch Anchor, 2, 2)
Species Abilities:
(Eldritch Arrows, 2, 2)
(Bonded Armor, 2, 2)
Wisps: 53
(Mana Specialization Attunement, 2, 2)
Species Spells:
(Spell Reservoir, 2, 2)
Spheres
(Eldritch Empowerment, 2, 2)
(Eldritch Splice, Bonus, Free)
Eldritch Summoner (Hallow)
(Eldritch Overcharge, 2, 2)
(Eldritch Mental Diffusion, 2, 2)
Level: 2
(Spellwarp, 2, 2)
(Eldritch Aura, 2, 2)
(Eye Image)
(Warp Space, 2, 2)
(Empty, 2, 2)
Attunements:
(Light and Dark, 2, 2)
Contraceptive Amulet, 3
(Eldritch Projection, 2, 2)
Eldritch Summoner Abilities:
(Quickstep, 2, 2)
(Eldritch Reinforcement, 2, 2)
Eldritch Armor, 7 (Growth)
(Eldritch Aurora, 2, 2)
(Eldritch Weapon Alteration, 2, 2)
Level: 2
(Eldritch Weapon, 2, 2)
(Empower Summon, 2, 2)
Perfect Fit: Dav
(Unbreakable Summon, 2, 2)
Rapid Assembly
(Embody Summon, 2, 2)
Self-Repair
Ability Descriptions
Sphere: Eldritch Summoner
Call on the eldritch power of Chaos Itself.
Eldritch Summoner Summons:
Bastion of Health
Summon a beacon to heal yourself and those you consider your allies.
Thorn Emitter
Summon a beacon to assault your enemies.
Eyes that See
Summon the Sight of the Eyes that See.
Eldritch Fire Bud
Summon a beacon that will bloom into flame.
Eldritch Sheathe
Sheathe an item in eldritch substance that you can control.
Eldritch Anchor
Fix a creature or object in place.
Eldritch Arrows
Summon arrows of eldritch substance or power.
Species Spells:
Eldritch Empowerment
Gain or grant a minor eldritch boon.
Eldritch Overcharge
Channel extra mana into Summons for additional power or duration.
Spellwarp
Twist a spell until it triggers or breaks.
Warp Space
Distance is only an illusion for you.
Light and Dark
Gather light and leave darkness behind.
Eldritch Projection
Project the power of Chaos upon your enemies.
Quickstep
Step around instead of through. May be cast on others.
Eldritch Aurora
Pull Chaos around yourself as a mantle.
Eldritch Weapon
Enhance a weapon with the power of Chaos.
Unaffiliated Abilities:
Innate Communication
Innate Communication is the most comprehensive of the set of Communication Abilities for sapients. It includes understanding of all forms of the language and the necessary knowledge to easily communicate in those languages so long as the capability exists. Languages that require methods not possessed by the possessor of Innate Communication cannot be used without that method.
Mana Core Specialization: Eldritch
Align your mana core with the Eldritch power that runs through you.
Sword Forms
Practice your forms to improve your use of the sword as a weapon and a defense. This advancement of the Basic Swordsmanship Ability focuses on positioning and movement rather than brute strength.
Extended Leap
Travel farther when you jump.
Species Abilities:
Bonded Armor
Forcibly bonding with your armor has permanently connected it to you. Armor abilities draw on your mana. Continued use and empowerment may awaken or create additional abilities.
Mana Specialization Attunement
Permanently reduces the negative effects of using a specialized Mana Core with a non-attuned body and increases the power of all Abilities using your Specialized Mana.
Spell Reservoir
Learn to cast the spells of your species. Does not include any Spell Slots or Spells. If selected, all Species spells will be reserved for the Reservoir.
Eldritch Splice
Connect to other compatible entities of your choice. This ability has no obvious direct effect but may allow the use of other abilities with or by linked individuals.
Eldritch Mental Diffusion
Allows all appropriately connected partners to project some or all of their thoughts so that other linked individuals can sense them. Quality and duration of shared thoughts depends on compatibility and strength of the linked bond. This ability does not allow for true synchronicity, control, or unity.
Eldritch Summoner Abilities:
Eldritch Reinforcement
Reinforce your body with eldritch power.
Eldritch Weapon Alteration
Channel your eldritch might through a weapon and claim it as your own.
Current Eldritch Weapon: Sword Tattoo. Attunable.
Empower Summon
Focus your will on a summon to increase its power.
Unbreakable Summon
Focus your will on a summon to prevent it from being destroyed.
Embody Summon
Manifest your summon physically. Exact effects depend on the summon embodied.
image [https://i.imgur.com/wD6BlP2.png]
Cliff’s Collections
Spells
Level 1:
Rush
Flaming Spark
Spit Fire
Buffet
Slice
Level 2:
Eldritch Overcharge
Root Grab
Eldritch Empowerment
Offensive Illusion Field
Other:
Hydrokinesis (higher level than 2 - actual level requirement unknown)
Martial Techniques
Level 1:
Stunning Roar
Consuming Rage
Level 2:
Siphon Sap
Summon Echo
Poison Pollen Fog
Shaped Growth
Crown’s Cutting Consumption
Ride the Lightning
Storm Phase
Bleed Lightning
Devour Ashes
Lightning Rain
Monsters
Devouring Moss
Ruins Constrictor (giant snake, constrictor)
Giant Sloth (incomplete, Abilities unknown)
Enraged Beavers
Flickering Rage Beavers
Corpsevine Cutting {6 variants}
Juvenile Corpsevine Crown
Storm Elemental
Hungering Spark
Beasts
Comfort Animal
Radiant Chinchilla Eidolon
image [https://i.imgur.com/wD6BlP2.png]
Non-Attuned Magical Items
Dav’s Sword (Eldritch Altered, Tattoo)
Charm Bracelets with Compass that can find North or other related bracelets
Feather Charms (Lighten Carried Loads)
Snowflake Charms (Chill Area)
Charm Rune of Spirit Sight (Sophia)
Charm Rune of Affect Undead (Dav)
Charm Rune of Sense Undead (Amy)
Tongue from Yen, the Hungering Spark (Properties Unknown)
Half-Melted Knife that glows with colored lightning (Properties Unknown)