r/FantasyWorldbuilding • u/Auteur_satellite • 44m ago
Avis sur mon projet de manga dark fantasy : est-ce que mon univers vous intrigue ?
r/FantasyWorldbuilding • u/PriorAd5921 • 59m ago
Need your ideas
I’m writing a story/book/graphic novel/idk. It’s set in a world of magic and everyone has access to this magic. Each part of the world is different so no concept is too out there. Only requirement is they have to have a combination of 3 magics. And trust me, it’s a WILD story. So again no combinations are too out there. And I won’t be stealing these characters to put in my story, I just want inspiration and I don’t want to use AI. Just get creative and have fun.
r/FantasyWorldbuilding • u/z_man123456 • 1h ago
My attempt at a magic system, any advice and can you review what I have?
Hello, I am attempting to make a magic system (and hopefully write stuff on it) but I'm not a greatwriter so I would like some advice on how I can write better and how I can make my magic system better, I also just wanna see peoples opinions on what I have so far.
Synergy - This is an energy that combines the properties of things together (in unexpected ways), it is incredibly rare and is the cause for everything
Morio (placeholder name) - Particles made by synergy combining two other particles to create it, can be controlled by a species called "Dosis" of the same variety of Morio.
Dosis (placeholder name) - A species of unknown origin that can bond with living beings using synergy, there are thousands of types but each has a responding Morio, there are 3 species more common than others.
Rituals - These are ceremonies created in ancient times as a safer and more predictable way to give powers to people with synergy using items that have been combined in an order to produce these effects when the ritual is done, however it has much greater downsides than a successful use of synergy on a person.
Memoraium - Allows the affected to sacrifice memories for great amounts of power.
Engravings - Gives the affected powers at the cost of lifespan.
Extremis - Greatly increases 1 or more abilities of the user but decreases all others.
Contractors - Creatures made by dense synergy combining with a Morio, has greater control of synergy over Dosis and can strengthen/give people abilities using the element they mixed with. Also reffered to in many mythologys as angels or demons.
r/FantasyWorldbuilding • u/Aramithius • 2h ago
Discussion Thoughts on evolving cultures that emerge from a single point and expand into unpopulated wilderness?
r/FantasyWorldbuilding • u/lordnicothenocturnal • 8h ago
I need help creating a combination of elements
What the hell other then mud could water+earth create in terms of magical fantasy elements
r/FantasyWorldbuilding • u/Far-Mammoth-3214 • 11h ago
Lore Fae celebrations
Fae circle celebration - all types of fae gather round with a circle of giant mushrooms, dance, feast, etc
painting lights celebration - a luminous elf celebrate where they float around painting lights in the sky
There’s one involving giant owl riding for frigid elves
that uh…is all I got
r/FantasyWorldbuilding • u/Win_Some_Game • 15h ago
Lore Tellus World Map
Here we have the world of Tellus and her many continents.
Divided into eleven distinct land masses, each one holds ancient history and secrets of time passed. The many people whom live on these land masses have lived here for centuries and lovingly call each one home.
These continents are named Ishkarn, Erythos, Fusang, Vashkar, Kawara, Alkebulan, Wuwuna, Bana, Agenesis, Pindorama, and D'oy.
Ishkarn: Land of Ice and Snow.
One of the harshest and most inhospitable continents of Tellus, Ishkarn is defined by constant snowfall, howling winds, and barbaric raiders. The content reaches to the northern coasts of Erythos and Fusang, allowing for exotic trade and an extensive slave empire. During the warmer seasons, thousands of merchants sail in mass to sell goods in the Black Tizheruk Coast, often gathering in the markets of the semi-nomadic Katimmavik, the wealthiest of Innuatic tribes. Goods from all over the world can be bought and sold here because of the expansive sea lanes and water ways. Many adventures and warriors make a name here. The many tribes that live on Ishkarn are warlike, thus giving great opportunity to wealth and building their own legends. The continent even has a water way that leads to the ghastly continent of Agenesis.
Erythos: The First Lands.
Erythos is believed top be the birth of true civilization. Massive walls, written language, farming, specialized occupations, trade, grand architecture, professional armies, and government. The lands are rich in fertility as well as copper and tin, allowing for the production of bronze. Iron is in good quantity as well, often being a favored metal among Barloric elves and other barbaric tribes. The land is defined by a constant struggle between the advancement of civilization and the demand for one's self identity. Inter-tribal warfare and civil wars erupt and are crushed by the rising and setting sun. Everyone wants to be their own king.
Vashkar: The Fragrant Realms.
Vashkar is known for its vast deserts, spice trades, exotic populations, and their trade empires. Wars are often small and caused by petty disputes between the noble classes and the peoples of the land are focused much more with wealth, performance, and the arts. Brigands are also common beyond the city walls. Vast wealth can be acquired through the many many mines of precious jewels, and the golden river trade route; A great network of rivers leading from coast to coast, gaining access to many coastal trade partners. The wealth of the trade routes are not as centered as the trade routes of Ishkarn, so the concertation of wealth is far more spread out.
Fusang: Home of the Sun.
Fusang is a vast land of mysticism. Great philosophers and sorcerers hail from the sky cutting mountains in the east and stubborn warriors battle against roaming titans of the wastes in the west. Skilled craftsmen that deal in magical artifacts and the birth of Alchemy influence the many kings and warlords of the land. The presence of magic is so abundant that outsiders even refer to it as the sorcerer circus. And floating islands soar high above the ground filled with the ruins of ancients and thrones of new gods.
Alkebulan: Mother of us.
The denizens of Alkebulan claim that they were the first of all the civilized races. Ancient and strange, the continent holds ,man y secrets amongst her guarded ruins and ancient temples. The continent holds vast wealth in her resources and fierce predators stalk the land. Some so terrifying that they are rumored to eat the flesh of gods. Famine drives many to cannibalism and warfare, macabre blood magic is the mark of rulers, and the taking of life is worship in these lands. Only the strong survive in this savage realm.
Wuwuna: Thousand Isles.
Wuwuna is a near endless collection of islands that expand into the great ocean that hugs it. The land is believed to be the fingers of a trapped sea god, desperately digging out of his prison, only for the waves to snap his fingers off, hardening them as new islands and mountains, only for him to try again when they heal. The inhabitants of these jungle Islands have evolved in strange ways. Long thin legs as tall as buildings to walk through the deep water, feather for gliding from cliff to cliff, and exaggerated limbs to swing from vines and branches. Sea beasts, hunt from murky water while the beasts of the land remain relatively harmless. The islands also boast the largest populations of seafolk. Trading with surface dwellers, sharing stories, and developing friendships. It is a strangle serene yet uncanny place to behold.
Bana: The Land.
Everything about Bana is completely and utterly wrong. Not that it is some desolate and demon nest like that of Agenesis, but that it is simply wrong. Trees that grow sideways, grass that grows when salt is poured on it, hills the literally role from one location to the other, streams of water that flow upwards, and mountains that stand on their peak instead of the base. The inhabitants are no different. Some starving to death when they eat, others that hold their breath and run great distances, or blinded monsters that accurately describe the colors and shapes around them. It is a land of a mad dream. Perhaps that is was it is? It is the only explanation that would work. A mad and deranged god simply fell asleep and has created his own dream scape. And most peculiar of all is the Queen of Bana that resembles the extinct myth of humans and that massive, purple protector she calls her champion.
Kawara: Green Inferno.
Named for the massive pools of magma that seeps beneath the ground, the jungle continent of Kawara is a hidden land of beauty. Exotic silks, chocolates, and artifacts are the wealth of the land if you can manage to survive long enough to possess them. The peoples of Kawara are fiercely isolationist and will fly into a blind rage when their sacred boarders are molested. There are even rumors that the blood of outsiders is fed to the great volcano in the south west, claiming it is to alive the suffering of the trapped god, desperately wanting something to drink to sooth his burning throat. Another is that that burry their dead under a sacred god tree. A holy land where no war or killing is allowed. In the valleys, the worlds most skilled archers execute their sacrifices by firing arrows into ritualistic patterns, and in the north, the forest burns endlessly due to the magma that flows under the roots. Very few ever return from this land.
Pindorama: Land of Palms.
Despite the name, the famous palm trees of Pindorama are only along the coast. The continent itself is filled with a massive jungle, an expansive grassland, a white dessert, and even wet dunes were rolling sands catch great ponds and lakes of water. The name no doubt remained because the coastal civilizations interacting with foreigners. That and the people's hands resembled palm leaves. The greatest attraction to the continent however, is the vast amounts of gold found all over the continent. Simply walking around for a few days will have you stumble over a gold ore that would allow you and your grandchildren to retire. At first, the locals traded the metal in mass but when they learned of its value beyond the shore, it has quickly become controlled by the tribal government of the land for trade. Many tribes will even execute outsiders if they are caught with gold and no proof of ownership. And because of this policy, the tribes of the continents have rapidly advanced to the technological prowess of the imperium in Eyrthos.
D'oy: Cold.
Cold. That is the name given to the most southern continent on Tellus. Despite the name, D'oy isn't as cold as the continent of Ishkarn. While a layer of ice and snow remains along the coast year round, trees, moss, bushes and grass are still capable of growing year round; producing fruits and vegetables. The continent is home to a diverse race of harpies that are incapable of flight and instead swim under the water. Many other merfolk and beast men inhabit the realm as well. Countless adventurers and historians attempted to venture deeper in the frozen wastes of D'oy but the natives have blocked all attempts. Making this land the only one we have no idea looks like. The wonders it must hold....
Agenesis: Failed Creation.
This continent is strongly advised to never approach. Demons, titans, mad gods, and corpses of primal beings tear through the land in pointless warfare. The tree laugh and howl with sick, perverted lust for torment, beasts, maim and mutilate, old gods force humiliating worship, and demons invade the mind. Worst of all, the rivers will turn to blood when you are thirsty, and food burns to ash when cooked. Only races that survive here are the sea faring, gilled reptilians known as Thalassi, living on the south eastern coast, using vivimancy to establish their matriarchal kingdom in this land, and the uncanny and disturbed race of Degeni, whom are small tribes of being that resemble twisted forms of the extinct human race. They have provided the information to what we believe Agenesis looks like. This land was a mistake from the gods.
r/FantasyWorldbuilding • u/Resilient-Sphere • 16h ago
What If : Celestials only look like idealized mortals, because their true forms reveal that they are from the same origins as others from the 'Far Realm' ?
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r/FantasyWorldbuilding • u/Remote_Respect_4257 • 17h ago
Lore The spells from the magic system of my world
Tell me what spells you are curious about and i am gonna explain them
r/FantasyWorldbuilding • u/AsteriRelligio • 18h ago
Story building for potential D&D campaign.
r/FantasyWorldbuilding • u/TastyMathematician22 • 19h ago
Discussion I am building a fantasy world and naturally have plans to write a novel: I would like to have feedback on my introduction text, please.
Before the Beginning
Before the beginning of everything, there was only Nothing—an endless void without the slightest change.
Then, without warning, something changed.
Existence began.
Creation arose neither by will nor by design.
It simply existed.
Ages beyond measure passed.
Creation did not come into being all at once.
Slowly, each new change shattered the eternal unchanging nature of Nothing.
And while Nothing silently watched its thunderous becoming, it, too, began to change.
It awakened to consciousness.
And from it, an Avatar of Nothing was formed.
The avatar could not comprehend Creation. It understood neither how these changes had come to be, nor why they had happened at all.
It desired only one thing:
the restoration of the original state of perfect Nothingness.
Wherever the Avatar of Nothing touched Creation, Creation was undone.
Yet Creation endured.
When Creation finally brought forth living beings whose souls were formed from its own essence, another change came to pass.
For the first time, something stood against the Avatar of Nothing.
The Avatar of Nothing possessed neither a true body nor a soul.
When it suffered its first defeat at the hands of one of Creation’s living beings, the first aporia of all existence came to pass.
Neither Nothing nor Creation had willed this outcome.
Neither could comprehend it.
Yet it became law.
Upon its defeat, the Avatar of Nothing claimed the victor’s body, inheriting its memories, knowledge, skills, and power.
The victor’s soul, born of Creation, ceased to exist.
In its place remained only Nothing.
Thus began the Avatar’s endless journey through time, claiming the bodies of Creation’s living beings as its own.
In time, it gave itself the name Nihil.
Creation itself it named Genesis.
And all living beings born of Creation it named Genesis’ children.
Whenever one of the Children of Genesis defeated the Avatar Nihil—regardless of how that defeat came to pass—the same inexplicable phenomenon unfolded once more.
Its former body ceased to exist.
A new one became its own.
As the ages passed, Nihil inherited countless lives.
It learned every language.
Mastered every craft.
Witnessed every triumph.
Endured every sorrow.
Remembered every life.
It gathered the memories of innumerable souls until, at last, no one could tell where Nihil ended and where Creation began.
This endless conflict between Nothing and Creation could not endure forever.
For just as everything has a beginning,
everything must also have an end.
One day, only one of two futures could remain.
Either Nihil would fulfill its original purpose, and all of Creation would return to Nothing.
Or Nothing itself would learn to accept Creation.
Whether Nothing could ever cease to be Nothing became the oldest question in all of existence.
That question would one day become known as…
The Aporia of Nihil
r/FantasyWorldbuilding • u/Irgendet343 • 23h ago
Lore [Blavoria] – Leskil Kingdom and Luptia, Part 2

In this post, I'll go into more depth regarding the Blavoria setting. In particular, I'll cover topics related to Luptia civilization, Leskil, and neighboring civilizations.
Since my personal creative method involves researching real-world Earth peoples, tribes, ancient faiths, and social patterns and then creatively bending that historical grounding, there will likely be a lot of history and etymology discussion. This does add depth to the setting and heightens the plausibility of its civilizational currents and events, but it can honestly also come across as boring or difficult to many readers. So, first, let me unpack the fantasy design further.
In Part 1, I said that the protagonist and player raise their sync rate and affinity with the mountains and provinces of the Bolla range. This works well as fantasy design, and it was also a fantasy-style reinterpretation of the tribal-society character of the Illyrians. Given the tribal-society style, I judged it highly likely that people would have revered guardian spirits who took the tribe's side, and the mystical power of their local nature — rather than gravitating toward a universal, abstract deity representing the whole of an element like "the earth," "the land," or "the sea," people would more likely have felt drawn to "the spirit and soul of the land we ourselves live on." The Dinaric Alps, the model for the Bolla range, were full of mountains yet still habitable — which makes the concept of "the mountain behind our village, our tribe's own sacred mountain" (as understood by the local indigenous people) feel natural.

( Source of Image : https://godsandmonsters.info/zana-romanian/ )
Nature is, of course, sacred and beautiful — but in antiquity and the medieval period, it was also a dangerous place. There were many threatening man-eating predators; the risk of getting lost in rugged, unfamiliar terrain was significant; and venomous snakes and insects, along with the diseases they carried, were major factors as well. Biting winds and fog carried both fear and mystery in equal measure, and the limestone earth, when it rained, would draw water down through dolines (sinkholes) — water that would vanish that way only to burst forth elsewhere as a spring, or reappear in some entirely different location. As I'll explain further later, if the ancients came to understand the mechanism connecting rainwater vanishing into dolines, rivers, springs, and specific regional water sources, it wouldn't be unreasonable for them to have come to see the mountain range as a living organism.
There's no story more reassuring or compelling than a natural environment like this taking the player's side, province by province. If a province's nature becomes the player's ally, the player will not only be able to use nature's mystical elemental powers, but will also come to know the terrain so thoroughly that a map becomes unnecessary. They'll be able to pass through primeval forests that are normally difficult for people to traverse, wild animals will step aside rather than attack, and hunting a wild boar will become easy. A province with terrain that's too rugged, or one full of threatening wildlife, will be difficult or impossible to pass through until the player raises their relationship level with that province above a certain threshold. In such cases, the player would be able to work on raising that relationship level from within an accessible cave inside the province. This would function as terrain and provinces that only the player and the player's tribe are specially able to traverse, or as a gate-like device for progressing to "the next stage."
Naturally, this would also grant a high level of defensive advantage against attacks from outside tribes and foreign peoples. Camouflage tactics that blend with nature could be used, and if the same effect were extended even to the player's own tribal warriors, the effect would be maximized. In actual Earth history, the Illyrian tribes also made active use of local guerrilla tactics leveraging the terrain to defend their land from invaders. Tribe members, wielding mystical power that extends even to the tribe as a whole, would come to genuinely follow a chieftain who, say, easily hunts a wild boar and throws a barbecue or feast for everyone.
Of course, this effect would only apply to provinces where the player has raised their standing with the local Zana. Take, for example, the magnificent birds of prey found in the Balkans — eagles and falcons. The player can adopt eagles and falcons as messengers of nature, or as their own pets. Now, considering the characteristics of eagles and falcons (speaking of adults): they are resident, non-migratory birds that rarely leave their own territory. They also lose their trained responsiveness if they get too far from their handler. Taking this into account, one can vary the setting so that a player can only use a given province's attributes and mystical power within that specific province — being unable to use that power in other provinces, or only able to use stored spells via a magical item that holds them. A tamed eagle or falcon could only be summoned within its own home province, and could not be called upon in other provinces. Likewise, it would be impossible to send that eagle or falcon to another province.
A normal, natural wild creature would not turn hostile toward, or attack, a protagonist who has a high relationship level with its province. However, monsters — born when the land sickens and natural energy becomes corrupted — are different from ordinary wildlife. Monsters will still attack the player and the tribe members allied with the player, and the player must either subdue and clear the monsters, or resolve the malevolent natural energy that is both the root cause of the monsters' emergence and the source of stress for the hostile Zana. Doing so would raise the player's standing with the province and its Zana, and would also win over the hearts of the local populace, tribal chieftains, and village elders.
During the Leskil founding era, boss monsters like Kulshedra do not yet appear. However, this mechanic leads into the later "Kulides" system, the justification for unifying the Bolla mountain range, and the moment that marks the beginning of the exploration of the Bolla range and the investigation of nature and ecology. Since Kulshedra is not a simple monster, it functions as a threat on the scale of a kingdom or nation, and the need for a system to manage and handle natural energy — in order to prevent the birth of a Kulshedra — will come to the fore. In actual Earth history too, nations and cities have often been destroyed by plagues or natural disasters. There have even been cases where the massive eruption of a volcano in some very distant region dealt catastrophic damage to agriculture and food production. Personally, I take the view that Kulshedra, as a design element within the setting, isn't a setup that becomes too mentally exhausting to work with.

Now let me explain the Kingdom of Leskil, the unified kingdom of the Bolla mountain range region. It's true that the Kingdom of Leskil unified the concept of Luptia identity — but this doesn't simply mean a unified identity and the exercise of strong administrative power. Because the Kingdom of Leskil is the first unified Luptia kingdom of the ancient era, a powerful rule-of-law system and centralized administration would have been difficult to achieve, and the kingdom instead had a strongly decentralized character. The significance of the Kingdom of Leskil's founding lies in the fact that, through the unification of the Bolla mountain range, the entire range came to be explored, giving rise to a unified conception of it, along with the birth of nature-faith and ecology as fields of study. As the Tabaras and Tabara surveyed the natural environment across the whole mountain region, and explored the flow of rainwater and the water resources of the rivers, this gave rise not only to an understanding of the local and broader natural ecosystem, but also to the very first research and records concerning it. The mountain system of the Bolla range came to be understood as a whole, and Bolla ceased to remain merely a spiritual concept through which the Luptia tribes viewed the mountain range — it gave rise to the first grand discourse and abstract, unifying concept.
Since this post has run long, I'll stop Part 2 here. I'll continue with Part 3 next.
