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Fantasy Worldbuilding - Blog Posts

1 year ago
Your Stories Deserve To Exist In Incredible Worlds. Build Yours From Scratch With This Quick Guide That

Your stories deserve to exist in incredible worlds. Build yours from scratch with this quick guide that simplifies the sometimes intimidating process.

Read my guide here!


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3 months ago
River/bridge Troll. Humans Tend To Build Bridges Over “inconvenient” Bodies Of Water, Which Is Coincidently

River/bridge troll. Humans tend to build bridges over “inconvenient” bodies of water, which is coincidently where there be trolls.


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1 year ago

Ooh cool! Sounds like a great idea! Have fun ^_^

Elisis
Elisis
Elisis

Elisis

Elisis is a fantasy worldbuilding project I have going on for many years. Since I was younger, I dreamt of creating a huge infinite fantasy universe full of unique planets to explore, each with its own civilizations, creatures, etc. I finally decided a name for this universe, and now its called Elisis.

Works/WIPs

In this universe, there are multiple works that i will be doing, think of MCU for example. I want to do movies, books, everything! Those are my biggest goals.

☆ The Mythology of Elisis

> Book explaining the mythologies from around the universe. Including the pantheon from each planet, their gods, goddesses, mythological creatures, and also superstitions.

☆ The Elisis Monstruary

> A book with all the creatures/monsters of Elisis. (Yes, all of them, from every planet)

☆ Tales of Elisis

> A book series showing you all the tales and short stories told by all the civilizations.

Biggest goals

☆ This project is massive and my biggest goal is to finish it (the worldbuilding)

☆ My other biggest goals are to create a movie script and multiple books.

☆ Fill an entire sketchbook with creatures/characters from Elisis.

In conclusion, I set a goal for myself to do as much worldbuilding as possible this month of November. Call this a challenge for me, haha.


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2 years ago
Couldnt Really Do Anything More Thn Some Sketches Today So. Hydreggy
Couldnt Really Do Anything More Thn Some Sketches Today So. Hydreggy

couldnt really do anything more thn some sketches today so. hydreggy


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1 year ago

Oh this happened to me recently.

I want to write a fanfic about a guy going dancing. Okay, I need a festival. What kind of festival could work with an underground kingdom? Okay, which festival could I pull off? Ooh! This one works well with harvest season-oh! The traditions and-oh now I have more headcanons on how the economics work in the City of Tears-

Wait-what do you mean I haven't finished writing the burb to the story yet, much less the outline?

Writing fics is hilarious- what do you mean I have to Google diagrams of stairs now??


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1 year ago

New Species for my World-Building Project Species Name: Aleysians

Classification: Sub-Magic Wielder Ranking: B- (case to case basis tho) Powers: Aura reading, slight increased healing Explanation: Their abilities are passed down from the Elisier in their blood line so potency of their magic (and in retrospect strength of their powers) depends on how far down the bloodline they are. If the magic is still potent enough or awakened somehow, they are tend to manifest weak clairvoyancy. In truth, their abilities tend to be aura reading that with training can be used to determine potential futures through reading emotions and energies of people and locations.

Background Info: A sub-species of Elisiers and humans technically as the small amount of Elisiers mean that Elisier couples are basically impossible. Direct Aleysians are born from the reproduction of Elisiers with a mortal counterpart (making them a less common sub-species), however, generational Aleysians are more often found around (some even unaware of the fact they are one.


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1 year ago

New Species for my World-Building Project Species Name: Elisiers

Classification: Sub-Magic Wielder Ranking: S+ Powers: Rapid healing, Clairvoyance Power Explanation: The power they are most well known for is clairvoyance, essentially being able to predict the future. However, what makes this species especially unique is the fact that there is no set way in how they predict it. Some known methods are through dreams, visions, emotions, however, not a lot of information is known about them or the specifics...

Background Info: They are born from stardust, which is what grants them their abilities, due to star dust being magical residue. With it thriving within their very beings, they tend to be incredibly powerful beings. As a result, they are an extremely rare species, very few exist at the same time.


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7 months ago

This is all really useful

How to Kick Ass at Worldbuilding

How To Kick Ass At Worldbuilding

Worldbuilding. You either love it and spend all your time dreaming up rules rather than writing, or you hate it and try your best to avoid it despite writing fantasy or scifi.

Or you are in the middle, which is where you should be. You have a healthy appreciation for what makes worldbuilding so special, but you also don't obsess over it.

Worldbuilding does not need to be complicated to be effective, as I've harped on a few different times now. So how do you strike the right balance? Let's take a look.

As always, this is just my opinion based on my own efforts creating The Eirenic Verses. You can disagree and that is fine. However, I hope you'll consider thinking about what I offer here as you craft your own world.

A lot of what people focus on when worldbuilding is not what the audience cares about.

Very few people like to read a book littered with random terms they have to keep track of. We want to build a unique world, but we also don't want to throw such an extreme amount of lore at our readers that they tune out.

When worldbuilding, we want to consider the cognitive load on our audience. This is how much information the reader needs to remember throughout your story so that they can follow along.

Cognitive load includes things like:

Character names and appearances

Relationships between characters

Place names, such as cities and countries

Unique mythological creature or fauna

Backstory, including mythology and folklore

Language names

The general plot (who is the protag, who is the enemy, etc)

Magic usage (who has the power, how they acquire it, any conditions it comes with, etc)

Power dynamics between characters, countries, and so on

Political systems, if included

Even in the most barebones fantasy story, this is a lot to remember. As such, we need to consider what is most important for our readers to generally understand the plot and emphasize this, letting the rest serve as background information that is not quite as essential. The more emphasis we put on something, the more we direct a reader's attention.

At the same time, we want to create a world that feels lived-in and interesting so that readers want to know more. How do we do this?

Consider what you think about foreign countries in our world.

Most of us will have a general concept of a country but only will think about the specifics if it is currently relevant.

Let's take Japan for an example. (I'm a bit of a weeabo, okay?) Here is what I personally think about when I imagine Japan, in order of what I consider important.

Japanese cuisine (sushi, ramen, ochazuke, sake, lots of rice dishes, seafood)

What the people are like according to my own stereotypes/cultural perceptions (polite, quiet, respectful, hardworking, punctual)

Climate and geography (temperate, island country, volcanos, mountains, beaches)

Unique flora and fauna (cherry blossoms, flowers, Nara deer, giant salamanders, pretty birds)

General landmarks, but not necessarily specifics (castles, temples, busy cities, red bridges, torii gates)

Clothing styles (kimonos, school uniforms, business suits, kawaii fashion)

Cultural icons (samurai swords, samurai armor, Shinto shrines)

General overview of the history (samurai, daimyo, feudal system, bushido, Meiji restoration)

Language, but not necessarily specifics of the language (Japanese, kanji, hiragana)

Religion (Buddhism and Shintoism)

Folklore (ghosts, kami, tsukumogami, evil spirits)

Any festivals I might know of (cherry blossom festivals, moon viewings, Obon)

Your own list may have these in a slightly different order, but it's probably what you most think about.

Notice that you will likely not think about these things:

Political system

Specifics of the language

Interpersonal hierarchies

International relations

Specific landmarks

Specific historical events

Famous figures

So why do we think like this? Because in real life, we also have a cognitive load that we must balance with things that are more relevant to our everyday lives.

If I tried to memorize specific details of every country in the world, I would go insane. I have better things to do, so I create a general image of a country based on pictures I've seen, people I've met, food I've eaten, and so on. You do the same thing.

To be realistic, you do not need to be specific. You need to approach worldbuilding the same way people generate their world knowledge: basic concepts and visual imagery.

What to emphasize in worldbuilding

So let's break this down on what you want to think about when creating a world.

Food is one of the most accessible elements of a culture.

Food is how many people learn about different cultures for a simple reason: if you have the ingredients, you can cook food from anywhere. You don't need to be introduced to it by a native of that culture.

Plus, humans tend to like food. We kind of need it to exist.

Think about these things when considering national cuisines and eating habits of your fantasy world:

Do they have spicy food? Bland food? Heavy hearty dishes?

Is most food served hot or cold?

What kind of spices and vegetables do they use? Root vegetables, beans, cinnamon? Salt?

What type of meat do people eat (if any)? Seafood, poultry, beef, pork?

How is bread prepared? What is it made of? (Look, nearly every culture has some sort of bread, we love carbs)

What about pasta? Does that exist here?

Are desserts important? What are they made of?

What kinds of drinks do they have? Coffee, tea, milk, lemon water?

Is alcohol a thing? What kind of alcohol? How often do people drink? Are there bars?

How often do people eat, and when? Do they have the typical three square meals, or do people eat kinda whenever they feel like it?

Do people prepare food at home or are there restaurants?

Are communal dinners common?

Cultural stereotypes provide tension and can help craft your characters.

Are people in your culture known for their boldness? Their cunning? Their resilience? Their standoffishness? Their fiery tongues, or their passive-aggressive jabs?

You can play with a lot of this, either confirming or denying the assumptions through your characters.

Landscape gives us an idea of where we are and what to expect.

Landscapes are some of my favorite aspects of worldbuilding rather than intricate magic systems and political concepts. Readers get a good sense of environment when you focus in on landscape and how it impacts the characters. You can also build a culture off your landscape, such as how certain geographic features may influence peoples' attitudes and lifestyles.

For example, a coastal landscape will have beautiful views of the ocean, sparkling beaches, and maybe tall cliffs. Being a fisherman may be seen as an honorable but dangerous profession. People might cliff dive for fun.

Mountainous areas may produce cultural enclaves, especially in a fantasy setting where everyone is more isolated. One mountain town may have a completely different vibe than the town over.

Flat, wide-open plains mean people can spread out, but since moving from one place to another is easier, there may be a more cohesive culture.

An area with caves will have a sense of mystery and fear; there may be a lot of superstitions about the caves.

A swampy area can also be very mysterious as there are so many places to hide out and a lot of dangerous animals.

Climate influences how people behave.

Hot climates make people need to conserve energy, so they may take afternoon naps in the worst of the heat. They might value relaxation and calm over industry and productivity because bro, have you ever tried to even walk outside in the Florida heat? Shut up and get me air conditioning.

Cold climates make people need to stay active to stay warm, but they can also produce a sense of isolation. Think about how outdoorsy the Finnish are but how they looove their personal space.

Temperate climates are probably a bit more even-tempered, but as weather changes get more extreme, people will vary their behaviors based on the seasons: spending more time outdoors during summer but holing up during winter. The culture may emphasize hospitality because people need to rely on one another to survive, and they have time to meet their neighbors during the summer.

I am very partial to temperate climates, being from the American Midwest. We're known for being nice and hardy people. You should come visit.

Flora and fauna help the world feel real.

When I worldbuild, I often base my cultures on a real place and what kinds of animals or plants are there. For example, Breme is based on Mongolia so I have herbivores, big raptors, and a lot of grasses.

A warm climate will have lots of reptiles. Sea life will be important in a coastal area. Swamps might have big predators. Mountains will have hardy creatures that can climb. A savannah area will have huge herbivores and fast, hungry predators.

General cityscapes or villages are great for providing a sense of place.

Do people build low spread-out cities or tall rickety homes? What kinds of building materials do they use? Are there lots of markets, bars, apocetharies, temples or churches? What do homes look like here? What are any unique architectural features?

This gives a sense that we are in a different but specific world that has a rich culture.

Clothing tells us what people prioritize.

Cold places will have lots of layers. Hot places will have soft draping outfits or very skimpy outfits. Natural materials that are easily available will make up the majority of the clothing in a fantasy setting. You wouldn't have people wearing cotton in a place that doesn't grow cotton. If there are lots of sheep, people will wear wool. If there's lots of cattle, people will wear leather.

You can also think about adornment. Is jewelry common? What type? Why is it important? Is it a status symbol, a way to keep wealth, or perhaps ways to honor ancestors?

Cultural icons demonstrate what the society values.

A warlike culture will prioritize weaponry. A pacifist culture will think about art and music. A nomadic culture may have a rich oral tradition. An agrarian society will emphasize farming rituals.

Think of a few things that symbolize your society, whether that's musical instruments, weaponry, textiles, statues, or jewelry. Consider how those traditions could have come about and why.

Folklore and mythology offer an offbeat but important sense of history.

Folklore is often tied up with many other factors of a society, such as their religion, landscape, history, and overall values.

For example, the Japanese believe items survive for over a century gain a kami, or spiritual essence. This shows that the Japanese cherish their long history and their material culture, and it also infuses their Shinto belief into folklore.

You can also think about cryptids or ghost stories. Isolated and difficult terrain often makes people think of monsters lurking in the woods. Areas with lots of caves will have myths about what is down there. Coastal areas develop myths about ghost ships.

Idioms, turns of phrase, and gestural quirks tell us more about the culture without overwhelming readers.

This one can be more challenging (I haven't done much with it) but if you can manage it, you'll have a very rewarding story.

I'm not talking about making a whole new language here, but rather about idioms and turns of phrase. Think about all the fun idioms that English has, like "beating around the bush" or "break a leg." Without cultural context, you can't understand them, so you'll have to incorporate an explanation without actually stating it.

For example, you can have a character say "the horses are running fast" as they look out the window to see a sheet of rain. We can guess from this that the idiom is rain = horses, so lots of rain = fast horses. We'll understand from this that this culture probably loves horses; maybe they're a formerly nomadic race.

Gestures, like whether people give thumbs-up, point with their index, or bow with their hands to their chest all give us a feeling of the culture without being overwhelming.

What not to emphasize

Now that we've gone through some things to focus on, let's talk about what you don't need to make up for your world.

A whole-cloth language

Please, you don't need to create brand new words for things that exist in our world. You can reference a language, but do not make people memorize nouns they don't need.

Don't even make up the language at all. Say there's a language and then write the rest of it in English.

Made-up languages are irritating for readers because they want to focus on the characters and plot, not mysterious words they need to translate.

It's possible to make languages interesting without going into specifics. For example, the Bas-Lag trilogy by China Mieville has a species that communicates in clicks but the species can also learn human languages if necessary. There's a language called Salt that's basically the common tongue blended from everything else.

Do we need to know how Salt works? No. Doesn't matter. We're told someone is talking in Salt, or they're learning it, or they switch to it when meeting someone from a different culture. That's plenty.

Specifics of a magic system

You're not going to instantly summon up all the rules of magical realms when you visit a new country; you might not even know them. And your readers won't be too interested in them either.

For example, in The Eirenic Verses, I have High Poetry. Readers will come to know that this was a magical system where certain people given the power can recite a poem and whatever they speak comes true. Every poem can only be used once.

It was given by the goddess Poesy to a specific woman, Saint Luridalr. It was so successful that the goddess started giving it to more women and a whole religious system arose.

I don't need to explain exactly how it works because no one cares. Someone makes things happen by coming up with a poem: that's about it. We don't need to question whether certain rhyme schemes or meter or punctuation impacts anything. That's too technical.

If you've got pages and pages of notes on all the intricacies of the magical system, you have too much. Pare it down.

Political systems

Unless you're writing a fantasy where politics are absolutely critical to the plot, you can just reference the political system in passing and maybe elucidate a few key elements, like who the leader is, how power is transferred, etc. You don't need to go into all the specifics because most people are not going to care.

Hierarchies

Please don't lay out the entirety of an army's ranking system or how someone is promoted. Make up something consistent and stick with it, but don't go into exhaustive detail. People aren't going to sit and question whether a captain is above a lieutenant or how long it takes to become a general.

We'll know that a general is a big deal if the characters make it a big deal. We'll know who the head of the army is but we don't need to know how they got to that position.

Exact city layouts

You do not need to tell us where everything is in relation to one another. Tell us characters are moving from one landmark to another. You could say "this is across a bridge, this is up in the mountains, these buildings are right next to one another, these two buildings are in opposite ends of the city." That's plenty.

If somewhere is very far away, just show them travelling there and how long it takes. You don't need to measure it in miles or leagues or whatever. We will guess that if it takes them a week to walk there, it's pretty distant.

Economic systems

We just need the basics here: mercantile, capitalist, bartering, etc. We don't need to know if the coinage is pegged to a certain precious metal or if people invest their money or how people are paid. That's boring.

In my world, I have two currencies: quillim for Breme and barnals for Sina. What's the exchange rate? I don't know and don't care. How much is one quillim worth? One quillim is not a lot but 2,500 quillim is. How much is the average person paid? Doesn't matter. Do people keep lots of coins on them? No one is asking that. It's not important.

Transit systems

Tells us if the roads are cramped, spread out, nonexistent, poorly maintained. Tell us if there are road blocks or toll booths. Tell us if there are roving bandits. The more physical and sensory you can get, the more real it feels.

Few people care about the specifics of even their own transportation system. I know highways are fast, I know tollroads are expensive, I know parkways are pretty, I know some cities have weird turnabouts and dead ends. That's exactly what I need and what I care about.

That's what I've got for you today. If you liked this, maybe you'll consider checking out The Eirenic Verses series, which follows most of these principles.

I've been told that my fantasy writing is very approachable, even for those who don't usually like fantasy, specifically because I don't get too insane with my worldbuilding. So maybe you'll enjoy it too!

How To Kick Ass At Worldbuilding
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2 weeks ago

Just as a reminder that I DID move my Feylands art over here!

Hiya!

this is an Art and Lore blog about a Mythological-centric continent called The Feylands. This Continent is filled with mythological creatures living their day to day lives!

This world has several sentient species—Dragons and their subtypes, Griffins and Phoenixes— living on the land- in Caves and cliffs, Woodlands and plains. This blog is all about these species adaptations to the world they live in, their culture and religion, and even their magic systems!

Each species will have their own tag below for easier sorting, and further sorting will be done once the world expands even more on here.

Thanks for visiting! (Updated Profile Picture and Wall art soon!)

Draconic will cover all of the dragon types!

>>>Dragons tags will be linked here

>>>Drakes

>>>Wyverns tags will be linked here

>>>Raptors tags will be linked here

Griffins tags will be linked here

Phoenixes tags will be linked here

The World in general, The magic and Religion

My Main blog

If you’re interested in My Art in General! (related or unrelated)


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2 years ago

MAGIC USERS AND THEIR DEFINITIONS (because i’m mentally unwell and needed something cool to research)

FOREWARNING: In this, I do say that “witch” and “wizard” are not gendered terms and witches are different from wizards. This is literally just my headcanon (for lack of a better word). Most fantasy media does say that they are the 2 magic genders, but it’s my post and i’m going with the definition that I like.

Abjurer: Specifically deals in protective spells and the suppression of others’ magic.

Alchemist: Focuses on potion making, chemistry and alchemy (I know, shocker).

Artificer: Magic craftsmen. They do not cast spells, and instead can infuse objects with magic (such as a sword or wand).

Bard: Casts divine magic using their music and charisma.

Cleric: Their magic is a favour from the Gods to them. They pray at the beginning of the day every day to get their powers.

Chiromancer: Specialises in palmistry or fortune telling.

Diviner: Uses magic to foresee or predict future events or to discover hidden knowledge.

Druid: Wields nature-themed magic. Like clerics, they get their magic from the gods.

Enchanter: A general name for someone who uses magic.

Hydromancer: Specifically focuses on controlling water or liquid.

Illusionist: Uses magic to create illusions. Also known as evokers or conjurers.

Mage: Similar to the sorcerer, but instead of relying on willpower and instinct, they are more uniform, while sorcerers are more on the creative side.

Necromancer: Specifically focuses on reanimation of the dead.

Oneiromancer: Specifically focuses on dreams and prediction of the future.

Pyromancer: Specifically focuses on controlling fire.

Sorcerer: Does not learn magic, and instead has it within them. This can be, for example, because it is in their bloodline.

Warlock: Gains magic from a divinity or higher power. The magic equivalent of fucking your teacher for grades.

Witch: Does magic that is particularly focused on plants, herbs, healing, and cooking. Witches mostly make potions and have familiars (most commonly cats, frogs/toads, rats or ravens)

Wizard: Learns magic from books and study. Many also have staffs, wands, or another means of casting spells.

Let me know if i missed anything!


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2 years ago

World Building 101

World building! How many other hobbies or careers involve creating an entire world all your own? Not many.

There’s nothing quite like setting out to create your fictional world. Drawing maps, deciding which civilizations live where, throwing in crazy kinds of solar systems and vegetation if you’re really going all out… it can be a ton of fun.

However, one of the writer’s most exciting tasks is also one of their most intimidating.

On one hand: you get to build your own world. On the other hand… you have to build your own whole entire WORLD?! Where do you even start??

Well, you can start right here. Today I’m going to walk you through some basic pointers to get your world up and running.

World Building and World Building

Right off the bat, you should be aware that there are two kinds of world building. There’s the large-scale fantasy world building which I will be talking about today, and there is also world building that goes into other story genres.

Every writer is going to do some level of world-building, whether you’re painting a verbal picture of the lake your character goes to to get some peace of mind, pulling a reader into an important event and making them feel like they’re actually attending, or creating a whole new planet for your space pirate to fly to.

The Top 6

When you have a massive task ahead of you it’s always best to start by breaking it down. So, let’s take a look at the top 6 features you’re going to be focusing on when building your world.

WHO

Ask yourself: who lives in your world?Most likely there is a variety of species and races. Or, you could decide on a world where every creature is exactly alike — it is of course, your world.

Do the creatures of your planet have different cultures or are these homogeneous?

It will be easiest to start off with your main characters and work out from there. What is their species and race, and what does their culture look like?

For each species in your world, jot down the following:

Species name

Race names

Physical description

Language

Cultural notes

Special abilities

WHAT

Ask yourself: what social structures exist in your society? Again, start with your main characters and work out from there. For each species within your world, you’re going to need to determine how they manage their society.

What beliefs do they have? Are they religious, or more philosophical? Is there a divide between the two? What do their political structures look like? How strict are their laws?

You’ll want to consider trade and economy as well. Do they have a money system? A barter system?

You may not need to go too in depth with every single species in your world, but you’ll want a basic note or two about each in case it comes up in your writing.

For each species in your world, decide at least one point about each of the following:

Religion

Philosophies

Politics and laws

Economy

WHERE

Ask yourself: where does your species exist?Finally, we get to the physical world of your world building. What is the geography like? The biomes? Is your world bountiful with resources or is it a dying planet with species’ in desperate search of new sustenance?

For some writers, they will take years fleshing out the ‘where’ of their world, including the cosmos surrounding it. For others, a map with the basic locations of the story will suffice. It is up to you how in-depth you would like to go.

At the very least, you should outline one or two notes about each of the following:

Solar system (does your world exist near ours or is it completely fabricated?)

Geography (this one can be split per species — forest elves live in the woods, nymphs live near the sea, etc.)

Biomes (split by species region)

Resources (split by species region)

WHEN

Ask yourself: when do the events of your story occur?The story you are telling may be the main focus of your book, but what happened to lead up to it? What has your main character’s species and world been through that is causing the story to occur? Even if the events of the world do not impact your story much, they will have had at least some level of ripple effect that reflects on your characters’ day-to-day. Was this civilization a warring one and the story takes place in a broken society? Or, has their society reached its peak of enterprise?

For each region in your world, establish the following:

Founding events

Defining events

Recent events

(if relevant) Future events

WHY

Ask yourself: why do the species in your world behave as they do?The why of your story will tie in with many of the previous points you’ve outlined, but it gets more to the point in a way that can directly apply to your story and characters. Why are things happening as they are today? What evolution did this society go through? Do they share common goals now or are your characters going against the grain of their people? What conflicts exist in this world, and is your main character involved in those conflicts or attempting to avoid involvement?

A few pertinent notes to take per species would be:

Social evolution

Societal goals

Societal conflicts

HOW

Ask yourself: how do the species in your world solve problems? In the category of ‘who’, you will have outlined your main characters’ abilities. These could be magical or technological or maybe they are super strong, or super smart. Now, you can get deeper into the magical or technological systems of your world. Start with your main characters and work outwards. Is everyone magical here? Do different species and races have different abilities? Is there a human or human-related race, and at what point are they at with their technology?

Figure out the following (for each species and race if applicable):

Magic abilities

Technological advancements

Scientific knowledge

Militaristic power

The World is yours: Command it

An author with a strong command of the world they are writing within will have at their fingertips an endless landscape of possibility. Look to authors such as J.R.R. Tokien or George R.R. Martin — it’s no wonder their works are so successful. They perfectly encapsulate what fantasy readers are looking for in a novel: escapism. The worlds don’t need to be pretty, they need to be fully formed; realistic in their mysticism.

World-building can seem like a lot of work, and it is. But do it bit by bit, and try to keep it fun. Don’t sit down in one day expecting to create your whole world. It’ll take time. But that time spent will be well worth it in the end!


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1 week ago
Finally, After A Year, I’m Updated My Elves. Here’s The High Elves! If You Have Questions, Go Ahead

Finally, after a year, I’m updated my Elves. Here’s the High Elves! If you have questions, go ahead and ask! :)

In the image, the Elf is a mother, which is why her breasts are enlarged. She is feeding a baby. (I will draw the baby soon!)

There are two other Elf species I still need to draw: Wood Elves & Drow (Dark Elves)


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1 week ago
DWARF LORE

DWARF LORE

Culturally, Dwarves place great value on storytelling, visual arts, and personal expression. Carving, painting, and storytelling are integral parts of community life, and many important events are marked with communal gatherings and storytelling.

Tattoos and braiding are also deeply significant. Both sexes grow facial and head hair, and this hair is a source of pride. It's common to see Dwarves with elaborately braided hair adorned with beads and charms. These beads carry symbolic weight, marking major life achievements like completing a coming-of-age ritual, raising children, or achieving mastery in a craft.

They live in cold climates, and their physiology reflects this: they have thick fur and tend to be shorter and stockier than humans, conserving heat efficiently. Their homes are primarily subterranean, dug into earth and rock. However, they also build above-ground structures using wood and stone. Settlements focus on function and community over grandeur.

Their diet consists mostly of vegetation and insects, though they are capable of eating meat in times of scarcity. They practice agriculture and cultivate various crops, and also keep domesticated animals — some for companionship, others for practical use like warmth, protection, or pest control.

As marsupials, their reproductive process is quite different from humans. They give birth to underdeveloped joeys, which continue to grow in the parent’s pouch. Dwarves (like some kangaroos) have two uteruses- one embryo can be carried in the pouch, while another remains in delayed development in the second uterus. This allows for a staggered cycle of birth and care. Young Dwarves gradually gain independence and are raised communally, with extended family and neighbors contributing to their upbringing.

Their social roles are flexible and can be shaped by skill, age, or experience rather than rigid gender norms. Celebrations often involve communal meals, storytelling, singing, and symbolic rituals like bead-giving or new tattoos.

(More art will be out soon! Please ask questions if you have questions!)


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6 months ago

Glow Squid Headcanons?

What are your headcanons for the minecraft squid and glow squid? I plan on drawing them next and want to hear what others have to say! :)


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7 months ago

Elves (Speculative Biology)

If elves were real, what do you think they’d descend from? Personally I find them being a subspecies to be a little bit boring. Please lmk!! I’m considering for my fantasy world


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7 months ago
Dwarves!

Dwarves!

Here’s a little bit of info about the Dwarves from my fantasy world

I love answering questions, so please ask if you have any! Lmk if you want a part two, and what you would like me to include there!!


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1 week ago

Striga Lore #2 - The Striga Hierarchy

A short post on the hierarchy of a striga house/coven, reminiscent of a traditional werewolf pack hierarchy. Further posts will elaborate on the ranks' individual powers and roles, but here's the basics:

High Umbra

Similar Rank: King

Role: Leader of all Strigae

Challenged: Yes

Hereditary: Yes

Umbra

Similar rank: Alpha

Role: House/Coven Leader

Challenged: Yes

Hereditary: Depends on who Umbra chooses as Heir

Nyxos

Similar Rank: Luna

Role: Consort of House/Coven Leader

Challenged: Yes

Hereditary: No

Tenebra

Similar Rank: Beta

Role: Inner Circle (such as spymaster, treasurer, Captain of the Guard, etc.)

Challenged: No

Hereditary: No

Diaval

Similar Rank: Gamma

Role: Warriors and Hunters

Challenged: No

Hereditary: No

Malthos

Similar Rank: Delta

Role: Mages and Healers

Challenged: No

Hereditary: Depends

Fenrir

Similar Rank: Epsilon

Role: Scouts, Spies and Sentinels

Challenged: No

Hereditary: No

Drita

Similar Rank: Omega

Role: None

Challenged: No

Hereditary: Possible

OTHER ROLES EXPLAINED

Scouts - Usually sent out to keep eyes on neighbouring nobles and houses and relay messages from the Umbra/Nyxos

Sentinels - Patrol the edges of the striga territories, watching for intruders and ensuring security when passing through striga lands; sent to escort nobles

Hunters - Organise and lead hunts to take down prey such as dyre wolves, deer and other creatures; trained on most weapons, ambushing, tracking and skillful executions; frequently become warriors, assassins or even executioners

More in part 3


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5 months ago

Reblogging for myself (reblogging again, bc I forgot to add the tags)

a list of 100+ buildings to put in your fantasy town

academy

adventurer's guild

alchemist

apiary

apothecary

aquarium

armory

art gallery

bakery

bank

barber

barracks

bathhouse

blacksmith

boathouse

book store

bookbinder

botanical garden

brothel

butcher

carpenter

cartographer

casino

castle

cobbler

coffee shop

council chamber

court house

crypt for the noble family

dentist

distillery

docks

dovecot

dyer

embassy

farmer's market

fighting pit

fishmonger

fortune teller

gallows

gatehouse

general store

graveyard

greenhouses

guard post

guildhall

gymnasium

haberdashery

haunted house

hedge maze

herbalist

hospice

hospital

house for sale

inn

jail

jeweller

kindergarten

leatherworker

library

locksmith

mail courier

manor house

market

mayor's house

monastery

morgue

museum

music shop

observatory

orchard

orphanage

outhouse

paper maker

pawnshop

pet shop

potion shop

potter

printmaker

quest board

residence

restricted zone

sawmill

school

scribe

sewer entrance

sheriff's office

shrine

silversmith

spa

speakeasy

spice merchant

sports stadium

stables

street market

tailor

tannery

tavern

tax collector

tea house

temple

textile shop

theatre

thieves guild

thrift store

tinker's workshop

town crier post

town square

townhall

toy store

trinket shop

warehouse

watchtower

water mill

weaver

well

windmill

wishing well

wizard tower


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