An archive of most of my entries to the Worldmaker Project. Said entries are all collated into one project on Scratch [link], which is largely formatted similarly to how it’s presented here.

version 28.0

Worldmaker Entries

Chapters

Elements

“The basal forces of the worlds, and the foundations of all later magic or alchemy.”

Materials

“A material is a substrate.”


Form: Radiation
Contains: N/A

Change: 2
Stability: -3
Destruction: 0.8
Creation: 0.8
Corruption: ±(0.01-0.9)

Photon



Notes

This element was meant to be a direct copy of real-world light in case that it wouldn't already be included in Worldmaker. Looking back on it, I'm not sure it was that necessary(seeing how pretty much every mundane material has been included), but it is interesting to have the effects of ionizing radiation conflated with Elemental corruption(perhaps sunburns are replaced/combined with having a faint sheen of solid-light on one's skin?)

  • As its name implies, this element functions more or less the same as real-world light

  • All frequencies of light–ultraviolet, radio, X-ray–are encompassed by this element

  • Level of corruption is dependent on the frequency of Photon. Visible light causes negligible corruption, but wavelengths like X-rays slowly corrupt over time. Photon-absorbent materials are recommended when trying to utilize high-energy Photon waves.

(Canonized)

A spectrum of Photonic light.


Form: Radiation
Contains: Photon

Change: 8
Stability: 2
Destruction: 3
Creation: 3
Corruption: ±(2-8)

Chroma



Notes

My initial plans for Chroma were kind of hazy; the focus on color symbolism in the Element's function may probably be better suited as the focus of a different worldbuilding project. Spindeler's reinterpretation of the element certainly feels far more cohesive and better fleshed out.

I might build upon, polish, and rework the concepts that inspired me to make Chroma in an artifact entry, though my plans for that are quite large in scope.

  • The symbolic meanings of this element's hues can be imparted upon any elements that come into contact with it

  • High concentrations of Chroma can create Color

(Canonized)

An archaic form of the Chroma icon.


Form: Gas, liquid(vapor)
Contains: Phantom

Change: 4
Stability: 8
Destruction: 1.5
Creation: 1.5
Corruption: -1

Anemoi



Notes

Out of the three elements I've made, I think this is the one I like the most. From the start, I was planning to create some sort of planetoid-based world, so the problem of how said planetoids are supposed to keep their atmospheres from drifting away was a major inspiration for this element, as was the "Gaia hypothesis" that postulates Earth's natural systems self-regulate.

It's a bit of a shame that the element was left for the Feast to consume, though... I decided to reimagine it as the Anemoebae, and hopefully they manage to get in.

  • Behaves more or less the same as air when gravity is strong enough to keep it from being dispersed into space

  • However, in environments of progressively decreasing gravity...

  • An increasingly thick layer of vapor forms at its boundary with vacuum, and convective currents form to pull down escaping Anemoi, creating novel weather patterns

  • This odd behavior seems to be directed by some kind of conscious will inherent in Anemoi, created by diffuse particles of Soul or Phantom

(Not Canonized)

A pair of Anemoi bubbles.


Form: Radiation
Contains: Surprise, Spark, Phantom, and Wonder
Change: 7
Stability: 2
Destruction: 1
Creation: 3
Corruption: -9

Youth



Notes

I thought that, given this will probably be my last major Worldmaker update, I'd take the chance to go out with a bang. In a way, this element is characterized by reversing entropy–but there's already an element called Anti-Entropy, so I opted to reframe its naming.
Hopefully this counts as being unique enough to warrant inclusion!

  • Reverts objects into idealized former versions of themselves

  • While Chronos creates a degraded future, Youth manifests a glorified past

  • Heals wounds, mends tears

  • Too much, though, can lead to things losing their nuance and complexity

(Canonized (as Regression) )

Cells of Youth quickly decaying


Form: solid metal
Contains: Iron, Cruor, Spark

Sanguine Iron


Notes

An earlier version of this was actually planned to be an element; the "True Iron" element was much simpler than Sanguine Iron, solely focused on the neutralization of elements into mundane substances, something that in turn drew from portrayals of iron as an "anti-magic" metal as well as its role in halting the fusion reactions that power supergiant stars, creating supernovae in the process. When I found that a blood-adjacent Element had the removal of Elemental corruption as its main feature, it felt like a puzzle in my mind had finally been completed.
However, my choice to use "Sanguine" to distinguish the material from mundane iron lead(pun intended) me into the rabbit hole of making special metals themed around the other 4 classical humors.
Granted, the actual connections between the chosen metals and their humors are a bit tangled(except for Melancholic Lead and the final, currently unrevealed metal), but I still feel they're a cohesive, potential-rich addition to Worldmaker.

  • Iron steeped in Cruor and charged with Spark gains many of both elements' powers

  • Elements exposed to Sanguine Iron will slowly "decorrupt" into the closest mundane material, except for elements that already function in place of a mundane material or process(ex. Photon for... photons, Phantom cores(Spark, Memory, Phantom) for minds, Woe for death)

  • Magnetic fields passing through Sanguine Iron are noticeably amplified

  • Extremely durable and dense; Sanguine Iron Aetherfossils serve as the immutable foundation of entire worlds(though almost never mobile locations such as Aiveph's planetoids)

  • Resistant, though not immune, to elemental corruption

An electrically-charged piece of Sanguine Iron.


Form: solid metal
Contains: lead, Melancholy, Chronos

Melancholic Lead


Notes

This material had a bit more consideration put into the existing ties between alchemical metals and their associated humors; Lead is associated with the planet Saturn, which in turn is seen as cold and dry in nature, attributes further possessed by the Melancholic humor. I was planning for this to be some sort of Chronos-corrupted material... but then I realized there's already an element LITERALLY CALLED Melancholy. So I had to find a way to finagle Melancholy's properties into the material. The parts of Melancholy's influence I tried to incorporate were its links with Memory(hence Melancholic Lead's psychological effects) and its connection with reduction into symbolism(hence why some of the symbolic meaning of the original lead is transferred, in a sense, into the final Melancholic Lead automoton's fixed purpose).
To make the whole double-corruption thing seem more intentional, I retconned Sanguine Iron to also require Spark corruption to connect with its amplified magnetism.

  • Lead immersed in Melancholy and exposed to Chronos gains the properties of the former, with the latter's corruption slowly seeping in.

  • Each discrete body of Melancholic Lead possesses their own "telos", an arbitrary, inflexible goal shaped by the processes that transmuted them from mundane lead.

  • This fixation is imparted by nearly all objects in contact with the metal, warping the mentality of entities exposed to it; Melancholic Lead corrupted individuals have certain memories relevant to furthering the telos crystallized into Fragment, and they tend to become increasingly stubborn and fatalistic in their commitment to their telos

  • Eventually, corrupted objects will transmute into Melancholic Lead automatons endlessly striving towards their telos

  • One of the densest materials

A mass of half-Melancholic lead(the mundane part is above)


Form: solid/liquid(rarely gaseous) metal
Contains: Hyperium, Woe, mercury

Choleric Quicksilver


  • Mercury infused with Hyperium and Woe becomes an incredibly caustic superfluid

  • Constantly flowing ; perturbing it only causes it to churn faster, unless it freezes (which happens only in extreme cold)

  • If sufficiently perturbed, it starts to heat up and turn into a fast-spreading vapor; large quantities of super-cold material(eg. liquid nitrogen) are imperative to return it into a marginally more stable form

  • Even touching a drop of it can be severely debilitating, requiring considerable amounts of Cruor to be ingested as it courses through the body, as its Hyperium content slowly decays into Spark and even more Woe

  • Only really ever used as desperate weapons and–in rare cases–an infinite power source

  • Also incredibly dense...

Just-thawed Choleric Quicksilver rapidly flowing; it was quickly refrozen soon after this image was taken.