Estates

Inspirations for Estates and Estate Properties.
An Estate should have 3-7 Properties - when constructing your Estate, feel free to pick the ones that fit your view of the Estate, and ignore the rest.

Beautiful Side of the World

Primal Elements and Forces

Light

  • Light is faster than anything!
  • Light is massless.
  • Light lets people see.
  • Light nourishes plants.
  • Light fractures into color.
  • Light makes things brighter.
  • Light demystifies and illuminates things.
  • Light plunges straight ahead without thought of steering.
  • Light summons shadows.

Colour

  • Colour make things distinctive
  • Colour exudes life
  • Colour carries meaning
  • Colour catches the eye.

Explosions

  • Explosions are sudden and shocking
  • Explosions are violent and harmful
  • Explosions are loud and noticeable
  • Explosions seek to expand and grow.
  • Explosions are brief and temporary.
  • Explosions need to be triggered.
  • Explosions are entertaining to watch.

Fire

  • Fire subjugates Nature.
  • Fire consumes.
  • Fire cleanses.
  • Fire is hot and bright
  • Fire propagates itself.
  • Fire entrances.

Smoke

  • Smoke is a medium of warnings.
  • Where there is Smoke, there's fire.
  • Smoke kills through denial.
  • Smoke is just thick enough.
  • Smoke is diffuse.

Metals

  • Metals conduct energy.
  • Metals are strong and durable.
  • Metals are bendable and malleable.
  • Metals seek to serve civilization and be useful.
  • Metals can be mixed with each other, gaining new properties.
  • Metals want to be glossy and shiny.

Nature and the World

The Wind

  • The Wind is playful and energetic.
  • The Wind is erratic.
  • The Wind is fast and fierce when roused.
  • The Wind grabs things and pushes them around.
  • The Wind spreads and dilutes things.
  • The Wind can be harnessed and put to work.

The Sea

  • The Sea is vast and deep.
  • The Sea is wild and mercurial.
  • The Sea yields bountiful harvest.
  • The Sea is powerful; potentially deadly.
  • The Sea churns and roils in deep dark currents.
  • The Sea keeps within itself untold mysteries and treasure.
  • The Sea yearns toward the Moon.

Fields

  • Fields are restful and serene.
  • Fields are open, accessible and surveyable.
  • Fields are attractive and beautiful
  • Fields are teeming with Life

Clouds

  • Clouds transport water from place to place.
  • Clouds float, guided by the winds.
  • Clouds are fluffy and insubstantial.
  • Clouds are mutable and ever-changing.
  • Clouds entice the imagination
  • Clouds house and protect lightning spirits.
  • Clouds block sight and reflect light.

Rain

  • Rain falls from heaven.
  • Rain drums its rhythms everywhere it can reach.
  • Rain washes away filth and cleans the world anew.
  • Rain is the old made new again.
  • Rain quenches thirsts
  • Rain births floods and rivers
  • Rain makes green things grow

The Rainbow

  • The Rainbow creates variety out of sameness
  • The Rainbow brings joy and wonder.
  • The Rainbow livens up a dull day
  • The Rainbow is a symbol of Hope
  • The Rainbow stays at a distance, uncatchable.

Erosion

  • Erosion makes beauty from destruction.
  • Erosion wears down resistance over time.
  • Erosion works through intermediaries.
  • Erosion finds the weak spots.
  • Erosion turns solids into salts and soil.
  • Erosion seeks to erase differences.
  • Erosion crumbles the works of the mighty.

Drifting

  • Drifting is melancholic.
  • Drifting happens to the weak or directionless.
  • Drifting siezes hold of your destiny.
  • Drifting carries you away.
  • Drifting acts randomly and haphazardly.
  • Drifting is slow and gradual.

The Green

  • The Green is calm and soothing.
  • The Green is slow and unmoving.
  • The Green is natural and healthy.
  • The Green continually grows and develops.
  • The Green draws power into itself.
  • The Green is unready, still wrapped in the process of becoming.

Water

  • Water seeks to flow. (assuming Ice and Vapour are separate Estates)
  • Water seeks to cling to and soak into things.
  • Water seeks to dissolve things.
  • Water seeks to resist the effects of Heat and Cold.
  • Water promotes Life

Flowers

  • Flowers catch the eye.
  • Flowers attract helpers.
  • Flowers are powerful symbols.
  • Flowers live, grow and reproduce.

Cats

  • Cats have the air of royalty about them.
  • Cats strive to be elegant and beautiful.
  • Cats move with fluid grace and speed.
  • Cats perceive what others don't.
  • Cats hunt and stalk prey.
  • Cats are playful, curious and lazy.
  • Cats are self-centered, vain and cruel.

Silver

  • Silver is precious and valuable.
  • Silver seeks to be pure and unsullied.
  • Silver is dense; concentrated.
  • Silver conducts energies well.
  • Silver is shiny and reflective.
  • Silver cleanses filth and evil.

Gold

  • Gold impresses and attracts people.
  • Gold laughs at corrosion and corruption.
  • Gold weighs you down.
  • Gold paves the paths of least resistance. (conducts electricity, acts as catalyst, is used to bribe people)
  • Gold bends to pressure; it is soft and pliable.
  • Gold is rare and exclusive.
  • Gold is associated with royalty and luxury.

Biology

Life (Biological)

  • Life is complex and convoluted.
  • Life consumes order and energy.
  • Life is tenacious and stubborn.
  • Life is dynamic and energetic, ever in motion.
  • Life seeks to spread and multiply.

Blood

  • Blood gives and nourishes life.
  • Blood flows through and permeates the body.
  • Blood is sacred and binding.
  • Blood is upsetting and disgusting.
  • Blood will tell.
  • Blood calls to blood

Slime/biofilm

  • Slime is organic; extruded by living things.
  • Slime is yucky and disgusting.
  • Slime clings to things.
  • Slime make things slippery and hard-to-grasp.
  • Slime protects life, while corroding the unliving.
  • Slime needs moisture to maintain itself.

Roots

  • Roots connect you to the world.
  • Roots seek to dig into and penetrate things.
  • Roots seek to grasp and constrain things
  • Roots anchor you, providing support and stability
  • Roots are thirsty and absorbant.
  • Roots funnel and transport things.
  • Roots seek to fulfil your needs.

Evolution

  • Evolution adapts things to their surroundings
  • Evolution makes things convoluted and complex.
  • Evolution builds on what is already there.
  • Evolution is random and aimless.
  • Evolution is slow and subtle
  • Evolution is powered by sex

Sleep

  • Sleep shackles the body
  • Sleep frees the mind
  • Sleep refreshes
  • Sleep brings dreams

The Heart

  • The Heart lies at the center of things.
  • The Heart is vital and necessary.
  • The Heart beats out the rythm of life.
  • The Heart lives emotion.
  • The Heart never rests.

Story and Consciousness

Life (Narrative)

  • Life is the path each person travels from birth til death.
  • Lives seek to intertwine and interact with each other.
  • Life is unfair, harsh and difficult.
  • Life is sweet, desirable and worthwhile.
  • Life is personal, limited and small.
  • Life is full of surprises and opportunities.
  • Life goes on.

Individuality

  • Individuality differentiates you from your peers.
  • Individuality fuels independence.
  • Individuality is a source of strength
  • Individuality creates barriers that cannot be crossed.
  • Individuality is the wellspring of enlightenment and understanding.
  • Individuality is absolute—if it is compromised it is destroyed.
  • Individuality must be earned and kept with great effort.

Names

  • Names are anchors for the mind.
  • Names refer to things beyond themselves
  • Names define you.
  • Names distinguish you
  • Names are part of your identity.
  • Names are meaningful
  • Names get attention.

Hope

  • Hope is beautiful, yet fragile.
  • Hope lets you endure hardships.
  • Hope looks to the future.
  • Hope brings light to darkness
  • Hope makes you take risks.
  • Hope springs eternal

Ideas

  • Ideas are constructs of Thought and Meaning, drifting upon the Aether.
  • Ideas battle to hold sway over minds.
  • Ideas teach of possibilities and perspective.
  • Ideas evolve and improve, continually remaking themselves.
  • Ideas hide in texts and imagery; they are vectored by language and the Arts.
  • Ideas can be given away and yet remain; be shared yet not diluted.
  • Ideas bring and spur Change, upsetting the status quo.
  • Ideas strike from out of the blue (are unexpected)
  • Ideas float around in the aether, until anchored. 
  • Ideas strike at random, unpredictably. 
  • Ideas are spontaneous and serendipitous. 

Imagination

(Vivian Manifold)

  • Imagination seeks to take your mind for a ride.
  • Imagination whisks you away to far-off places.
  • Imagination plays out hypothetical scenarios.
  • Imagination is whimsical and immature.
  • Imagination has no limits.
  • Imagination is an artist's greatest asset.
  • Imagination makes a man dangerous.
  • Imagination distracts you.

Revelation

* Revelation is sudden and shocking.
* Revelation shatters your world-view and annihilates what you think you knew.
* Revelation shows you the truth. //is truth written large
* Revelation sweeps aside denial.
* Revelation is painful and difficult.
* Revelation forces you to think.
* Revelation is ultimately worthwhile.

Truth

  • Truths are facts looking for revenge.
  • Truth is complex and muddled.
  • Truth is impopular.
  • Truth hurts.
  • Truth will out.
  • Truth has power.
  • Truth shall set you free.

Love

  • Love attracts.
  • Love unites.
  • Love exalts.
  • Love conquers all.
  • Love inspires and motivates.
  • Love makes you care for others.
  • Love makes you dance to its tune.
  • Love leaves you vulnerable.
  • Love complicates a situation.
  • Love does not listen to reason.

Adventures

  • Adventures are enticing and alluring to the young and unblooded.
  • Adventures are meaningful and epic.
  • Adventures test you to your limits.
  • Adventures are exciting and fun, at least in retrospect.
  • Adventures seek happy endings - or at least dramatic ones.
  • Adventures leave you changed; more matured and experienced.
  • Adventures are inspiring and story-worthy; seeding legends and tall tales.

Dreams

  • Dreams are founts of stories and ideas
  • Dreams teach us about ourselves.
  • Dreams are a source of inner strength.
  • Dreams are fleeting, easily lost unless you hold on to them.
  • Dreams make you accept the weird and absurd as normal.
  • Dreams become reality with enough effort.

Boredom

  • Boredom is drawn to the unchanging and predictable.
  • Boredom can be driven away by high emotions and focused activity.
  • Boredom is stifling, itching and uncomfortable; barely tolerable.
  • Boredom makes the mind numb and dull.
  • Boredom wants you to fight it, to scratch that itch; to take action.
  • Boredom seeks to nudge people off their old trod-in tracks.
  • Boredom doesn't excuse anything - but it explains a lot.

Painful Side of the World

Death

  • Death is feared.
  • Death is inevitable.
  • Death is final and irreversible.
  • Death cuts all ties.
  • Death brings change.

Pain

  • Pain commands attention.
  • Pain warns you of harm.
  • Pain triggers reflexes.
  • Pain is an obstacle
  • Pain is the greatest teacher
  • Pain crowds out thought.
  • Pain is undesirable.

Hunger

  • Hunger weakens you.
  • Hunger infiltrates your thoughts
  • Hunger tells you what you need.
  • Hunger drives you to action.
  • Hunger is the best spice.

Corrosion

  • Corrosion tarnishes and debases things.
  • Corrosion mixes things together.
  • Corrosion seeks to destroy the fruits of civilization.
  • Corrosion grows and spreads, amplifying itself.
  • Corrosion thrives in wetness and filth.

Disaster

  • Disaster exposes flaws.
  • Disaster shatters plans and preconceptions.
  • Disaster generates Chaos and Destruction
  • Disaster brings out the best in people.
  • Disaster strengthens those who survive it.
  • Disaster provides a clean slate.

War (post-1900)

  • War is born from conflict.
  • War causes death and destruction.
  • War is hell.
  • War brings ruin to one side and profit to the other.
  • War spurs progress.
  • War pulls people together.
  • War is morbidly fascinating.

War (pre-1900)

  • War resolves conflicts through violence.
  • War makes you put your life on the line.
  • War brings tragedy and catharsis.
  • War brings spoils and fame.
  • War will make a man out of you.
  • War begets camraderie and cooperation,
  • War is glorious and inspiring

Murder

  • Murder has purpose and intent. <- accidents don't count
  • Murder is done for selfish and personal reasons. <- executions don't count
  • Murder is non-consensual and unfair. <- dueling or self-defense doesn't count
  • Murder is momentuous and significant. <-swatting flies doesn't count
  • Murder extinguishes life.
  • Murder is criminal and punishable, cause for persecution.
  • Murder sows fear and distrust.

Regrets

  • Regrets haunt you.
  • Regrets show you your mistakes
  • Nobody wants Regrets
  • Regret can change the nature of a man

Light Side of Society

Civilization & Culture

Art

  • Art cannot be rushed
  • Art engages the senses
  • Art touches the soul
  • Art must convey a message.
  • Art reflects its creator. (The Artist is part of what he creates.)
  • Art is in the eye of the beholder (interpreted or negated by its receiver)

Music

  • Music is Sound made Art.
  • Music is seductive and alluring.
  • Music sets the mood.
  • Music soothes or excites
  • Music wants to make you move.
  • Music is subjective and divisive; each person has their own favourites.
  • Music is ubiquitous in peoples' lives.

Language

  • Language shapes your thoughts
  • Language conveys meaning.
  • Language evolves constantly.
  • Language sets barriers between people

Punctuation

  • P. tells you when to pause - and how long.
  • P. eliminates ambiguity.
  • P. conveys emotion ;)
  • P. regulates tone and volume!!!

Etiquette

  • Etiquette turns violent conflicts into non-violent ones.
  • Etiquette is governed by a complex system of rules, which inevitably contains loopholes.
  • Etiquette binds people together in society.
  • Etiquette elevates people above barbarism and savagery.

Responsibility 

  • Responsibility is a heavy burden. 
  • Responsibility sends blame and praise your way (makes you a target).
  • Responsibility makes you act even when it's unpleasant.
  • Responsibility forces you to grow. 
  • Responsibility gives you importance.
  • Responsibility is the price of power.

The Doctor

  • The Doctor is an ideal for mortals to strive towards.
  • The Doctor commands your trust and respect.
  • The Doctor wields helpful tools and paraphernalia.
  • The Doctor stays up to date with all the latest information.
  • The Doctor remains calm and cool in times of crisis.
  • The Doctor knows what to do.
  • The Doctor is sworn to do no harm.

Complaints

  • Complaints are kindled from disappointment and frustration.
  • Complaints point out your failings.
  • Complaints seek to bring about change
  • Complaints are annoying and distracting.
  • Complaints strive towards the top
  • Complaints can get you into trouble

Taxes

  • Taxes take your money and valuables.
  • Taxes build public works.
  • Taxes empower governments.
  • Taxes redirect the flow of money.
  • Everyone wants to avoid Taxes.

Libraries

  • Preserve knowledge and culture.
  • Own and accumulate media - the more, the better.
  • Are organized and searchable, keeping track of their contents.
  • Are communal, pooling resources for many people to share.
  • Lend people their possessions to take home and use.
  • Impose fines on people who break their rules.
  • Should be quiet - Shhhh!

Modern Things

Plastic

  • Plastic stands outside the natural order.
  • Plastic is cheap and easy to produce in bulk.
  • Plastic takes well to molding and shaping.
  • Plastic is isolating and resistant.
  • Plastic is light and flexible.
  • Plastic is flimsy and disposable.

Paper

  • Paper captures ideas.
  • Paper is flat and foldable.
  • Paper is easily torn.
  • Paper is flammable.
  • Paper is absorptive.
  • Paper gives painful cuts.

Ink

  • Ink leaves lasting marks
  • Ink incarnates ideas
  • Ink taps into the Soul
  • Ink conveys information
  • Ink is intense.
  • Ink stains whatever it touches.
  • Ink forms patterns that encode meaning.
  • Ink makes marks that cannot be removed.

Books

  • Are containers for knowledge and ideas.
  • Let people communicate their views and advice, even after they are dead and gone.
  • Require skill and dedication in order to be created.
  • Require training and sustained focus to decode (learn to read!).
  • Stimulate and exercise your mind and imagination.
  • absorb you into a world you create for yourself.
  • Can be re-used over and over again.

Wheels

  • Wheels are round.
  • Wheels want to spin.
  • Wheels make movement easier.
  • Wheels seek to have traction; to grip into things.
  • Wheels want to be parts of a greater whole.
  • Wheels are servants of civilization.

Clothes

  • Clothes separate people from the world they live in.
  • Clothes are worn - draped in layers on the body.
  • Clothes seek to keep you safe and comfortable.
  • Clothes can easily be swapped or discarded, mixed and matched.
  • Clothes are susceptible to fashions, becoming outmoded or "in" as trends shift.
  • Clothes make the man. (inform peoples' impressions of you to a large degree)
  • Clothes are something you are expected to have, or face social repercussions.

Fortifications

  • Fortifications are force-multipliers
  • Fortifications are tough and resilient
  • Fortifications are impressive and imposing.
  • Fortifications protect people.
  • Fortifications obstruct passage

Gizmos

  • Gizmos are cool and desirable.
  • Gizmos make work easier.
  • Gizmos are hard to understand.
  • Gizmos complicate your life.
  • Gizmos malfunction when it's maximally inconvenient.

Toys

  • Toys are the playthings of others.
  • Toys bring fun and amusement.
  • Toys tempt you to use them.
  • Toys distract you and waste time
  • Toys spark nostalgia and fond memories.

Games

  • Games present alluring challenges.
  • Games offer choice and interactivity.
  • Games are governed by rules.
  • Games have elements of uncertainty.
  • Games teach and improve people.
  • Games evolve over time, adding layers of complexity.
  • Games are fun and exciting!

Dolls

  • Dolls are models of real-world beings.
  • Dolls are playthings - at the mercy of the whims of others.
  • Dolls spark and focus your imagination.
  • Dolls have only the life you lend them.
  • Dolls are artificial and fake.
  • Dolls seek to have clothes and accessories.

Donuts

  • Donuts curve around a center-point.
  • Donuts are edible.
  • Donuts are a source of easy, plentiful energy.
  • Donuts are soft and porous.
  • Donuts drip with oil and fat.
  • Donuts desire glaze and sprinkles.
  • Donuts must be baptized in fire.

Dark Side of Society

Advertising

  • Advertising makes you want things against your better judgement.
  • Advertising rules modern media.
  • Advertising undermines your self-confidence.
  • Advertising makes you cynical.
  • Advertising is ubiquitous.

Theft

  • Theft transfers ownership.
  • Theft is done without permission.
  • Theft rewards the audacious
  • Theft burdens your Karma.

Fame

  • Fame tells strangers who you are.
  • Fame bestows special treatment and priviledges.
  • Fame makes you feel good.
  • Fame is fleeting and momentary.
  • Fame is addictive.
  • Fame changes a person.
  • Fame demands sacrifice.

Pollution

  • Pollution is the dark shadow of Progress.
  • Pollution is waste and dross and unwanted things.
  • Pollution is disgusting and poisonous.
  • Pollution desecrates nature.
  • Pollution spreads.

Cosmic constants

Meaning

  • Meaning groups events together into a coherent whole.
  • Meaning makes things more than the sum of their parts.
  • Meaning is cumulative, accreting from many sources.
  • Meaning describes purpose and intent.
  • Meaning lends significance and worth.
  • Meaning facilitates understanding.
  • Meaning demands context.

Existence

  • To Exist is to stand apart.
  • To Exist is to interact with Creation.
  • Existence is ambiguous and gradual.
  • Existence is desirable and habit-forming.
  • Existence implies form and definition.
  • Existence binds you to Creation and its rules.
  • Existence engraves your mark on Creation forever.

Time

  • Time separates events from each other
  • Time relates events to each other.
  • Time gives you cause and effect.
  • Time lets you change and become different.
  • Time seeks to be straightforward and linear.

Space

  • Space separates things from each other.
  • Space relates things to each other.
  • Space gives you place and position.
  • Space provides you with freedom and options.
  • Space seeks to contain and envelop things.
  • Space seeks to limit interaction.

Form

  • Form imposes borders on your being.
  • Form distinguishes you from everything else.
  • Form reflects and implies on its owner.
  • Form corresponds to function.
  • Form seeks to be intelligible.
  • Form yearns towards beauty.

Structure

  • Structure defines the ways in which you can change.
  • Structure eases interaction and permits touch.
  • Structure seeks to prevent things from overlapping.
  • Structure seeks to be organized into patterns.
  • Structure bears loads and stresses.
  • Structure yearn towards efficiency.
  • Structure seeks to persist.

Energy

  • Energy in it's pure form consists of barely restrained potential.
  • Energy seeks to make things happen.
  • Energy seeks to activate and drive things.
  • Energy seeks to expend itself and dissipate.
  • Energy is dangerous and volatile.
  • Energy can be channeled and utilized.
  • Energy is easily shifted to other forms.

The Infinite

  • The Infinite is inexhaustible.
  • The Infinite stretches out forever.
  • The Infinite defies arithmetics.
  • The Infinite inspires awe and confusion.
  • The Infinite contains all possibilities.

Weird things

Phlogiston

  • Phlogiston goes unnoticed by the senses.
  • Phlogiston gives structure and stability to things.
  • Phlogiston is produced by life.
  • Phlogiston flees from fire and heat.
  • Phlogiston strives towards the heavens.

Ghosts

  • Ghosts are insubstantial
  • Ghosts cannot be proven or disproven
  • Ghosts are frightening and creepy.
  • Ghosts live out the memories of the dead.

Goblins

  • Goblins are Weird and Abnormal
  • Goblins lurk in the unseen places of the world.
  • Goblins have certain supernatural powers.
  • Goblins follow the laws of stories, not those of physics.
  • Goblins can be made, with some effort, from humans.
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