I’m using World Anvil’s meta guide to outline the overall feel and important points of the world. It’s been an eye-opening experience and really useful to write about it in this way, if you have your own world you’re trying to build definitely give them a shot.
Below is what I have written about the meta at this point in time. If you want to keep up with the latest updates take a look at the site below:
https://www.worldanvil.com/w/the-nexus-gdbessemer/meta
Scope
The motivation behind building The Nexus
I want to build a world where interconnection is the key to everything, hope and wonder hide behind every bush just waiting to be found, and change for the better is possible. I’m writing this world to set a series of novels in.
The goal of the project
I want to experience a world with the reason and nobility of Star Trek but with fantasy conventions and swashbuckling and fun.
The Nexus’s Unique Selling point
Travel anywhere, see anything–the portals of the Nexus connect hundreds of worlds together, bringing fresh discoveries to the city every day and opening the doors for endless exploration.
Theme
Genre
Fantasy world with a late Age of Exploration vibe due to magic portals to travel anywhere, and the slow proliferation of magitech.
Reader Experience
The Nexus is the light of reason and hope shining in the murk of misunderstanding and mistrust in the greater Stellae. There is mysticism, secrets and legends beyond the ken of mere mortals, but they can approach understanding.
Reader Tone
Bright-ish world, where things can go right and there’s a sense of enlightenment but it’s not without dangers, setbacks, and typical mortal frailties
Character Agency
Characters should be able to change the world, and for the better. However change isn’t always welcome, and it can be hard to fight against the neutral posture that the institutions of the Nexus strikes.
Focus
Arts And Culture Influence: Closely tied to the technological changes, the main problems the Nexus has is how its culture clashes with the culture of members. The ideals of the Nexus were born out of an unfair universe, but those ideals aren’t widely accepted.
Technology Influence: Nexus technology is disruptive to most cultures–the portal network allows for a (mostly) free exchange of ideas, many of which the Nexus has already adopted. While the Nexus shares learning on alchemy, healing magic and magitech, their portal magic is a closely guarded secret, as has incredible potential for warfare. Many Nexus clients are secretly trying to reverse engineer the portal magic and build their own rival network.
Race Relations: As the Nexus itself is a huge melting pot of races and ideas from hundreds of worlds, there is both conflict and unexpected harmony between the meeting of various races. The Nexus considers minority / majority race makeups and historical information as only one factor in its decision on where to build a portal; depending on who gets a portal in their cities, a minority group might suddenly become one of the most powerful groups in the world, or it might help a majority group cement its power over the others.
Rule Of Law: One of the constant pulls on the Nexus is how involved to be in client worlds. They have a stance of neutrality and non-interference but clients can hold beliefs that the average Nexus citizen might find abhorrent, and the necessity of protecting the portal magic secrets as well as Nexus citizens abroad forces the hand of the marshal and diplomatic groups. Some in the Nexus say, why don’t we just take over everything, since we’re so much more advanced than others? Some outside the Nexus say, why do those blowhards keep forcing their views on us?
Drama
The Nexus has a monopoly on portal technology. This doesn’t prevent others from trying to copy that tecnology or bribe existing Nexus mages to discover the underpinnings. There is a steady underground movement to try and figure out how portals work so that the client states can make their own portal network, or use the technology for wars.
A faction of fel from Abessa have started pushing to remove themselves from the Chain, which is the name of a given strand of the portal network. If they leave, all the other connections behind them will dissappear. Abessa trade guilds are attempting to use this as leverage to get more power in the Nexus.
There’s mounting pressure within the Nexus to start making their own military force out of the marshals and pursue threats against the Nexus within client states. This is a microcosm of the larger conflict within Nexusian thinking: continue being neutral, or begin overtly influencing clients to adopt Nexus values and culture?
Every city needs agriculture to feed it, and the Nexus is no exception. Fortunately most visitors can eat certain standard vegetables such as potatoes, carrots, and cabbage. However there’s been a rot going around, ruining potatoes. Last month the Nexus had to import vegetables to feed its people, which is putting strain on the city’s budget.
Scene
The Laws of The Nexus
1. There is magic.
2. Magic is generated by connection between living beings and their thoughts, hopes and dreams.
3. Magic can be observed and influenced like any natural force.
Cosmology
Life was a happy accident, like our own universe. If there is an overriding force that moves and creates everything, ie. God, nobody has observed Him working yet. The Nexus itself is rumored to be a pocket dimenson or grown from a single seed by the founder. In truth it was simply the first place that the Founder was able to portal to, because it was previously believed to be the seat of the gods from the Founder’s homeworld and thus filled with thought-mana.
Principal Geography & Features
The Nexus itself is a small moon, roughly the size of Australia made into a ball. The Surface is 75% water and there is only one large landmass, which is the one the Nexus rests on. The city is located near to but not on the coast, and few go to visit it outside of the regular farmers who sustain the great city.
Initial Active Setting
I’ll start with describing the Nexus itself and setting the first story there to get to know the culture better. The five major client states of the Nexus have an outsize influence on the thought and rituals of the Nexus so they will have to have some details, if not completely filled in yet.
People
The History of The Nexus so far
The Nexus world is pristine outside of the city and farmland, no other intelligent life on the world. There are glowing manta rays that leap out of the water, along with mana-nibbling fish. The land is fertile, however light is weak–fungus is a staple of the Nexusian diet. Out in the Stellae, there is evidence of an earlier portal network, though only the highest trained Nexus mages understand the signs. What happened to this civilization and their portal magic is totally unknown.
Current Species & Cultures
Fel: cat-lizards from the tree-filled world of Abessa
Cragfen: stone people from the world of Dirt. Rumors of silicon/glass people also exist.
Haultfolk: humans, dwarves and elves from a standard
Hassa: living flame from the world of the Burning Lip.
Ocean: coalition of living water peoples from the Ocean of Serene Waiting.
Needs & Relations
Fel: They are torn between wanting to remain in the Nexus but also answer the growing local unease with how deeply the Nexus culture is changing their own–as a result, cults have sprung up looking to go back to the old religions and old ways.
Hassa: As beings of living flame, their needs and abilities are wildly different from the rest of the nations. What they really want is to find a way to belong. They do get on well with the Cragfen, as many of their race can withstand the natural heat of a Hassa.
Cragfen: Slow and deliberate, as benefiting their bodily makeup, the Cragfen have the same worries as the fel, but have been much more successful in keeing themselves separate from the Nexus.
Haultfolk: Natural diplomats and city builders, the elves, dwarves and humans of Hault are like the grease that turns the gears of Nexus politics. The people of Hault are invested in maintaining the Nexus and exploring the Stellae.
Ocean: the coalition of living water peoples are by and large very insular. Their main desire is for trade, especially metal and stone work that can resist the pull of the tides of their homeworld. They are aloof as a rule.