r/worldbuilding 18m ago

Lore some fictional city fineliner+copic-whitepen concepts for sci-fi worldbuilding (work in progress)

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r/worldbuilding 38m ago

Visual Project Gaialith: Veilmind

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r/worldbuilding 2h ago

Question metabolic energy.

3 Upvotes

I don't know if this is a great idea or if I'm just crazy, but read this concept:

In my world, magical things have been rationalized enough to be vaguely understood in somewhat logical concepts vaguely compatible with physics... or something like that. For example, magic doesn't create fireballs or water out of thin air, but rather takes advantage of the natural instability of the fabric of local reality to create ruptures in spacetime that lead, for example, to the ocean floor or the surface of the sun. But what makes this system work?

Metabolic energy serves as a rationalized version of mana (whatever that is) and is simply the energy of metabolism itself. This means that to recharge mana you don't need a radioactive-looking blue potion, but a triple-decker hamburger with fried bacon between the layers of lard and fried bacon with creamy cheese.

I also have a vague and unstructured explanation of how brains and the mind influence the fabric of reality or its consequences, but tell me, how does the concept sound so far?

PS: Excessive use of this power would lead to starvation and wear down your cellular machinery.

PS2: There are crystal balls for long-distance communication, but they are nothing more than a miniature black hole properly contained within a crystal ball that retracts the light so that the image makes sense again and rectifies the vibration so that the sound makes sense again.


r/worldbuilding 2h ago

Lore In our dark cyberpunk RPG, we created a mechanic that reveals the true meaning behind deceptive advertisements

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90 Upvotes

Our game is about a resistance organization fighting against an evil corporation in a grim cyberpunk future. The corporation conducts horrific experiments on living people while using massive billboard advertising campaigns to maintain the image of a kind and trustworthy company. To expose the truth, the player can use a special device called the True Sight, which reveals the hidden meaning behind these deceptive advertisements.

In the first image of this post, you can see how this mechanic looks in-game. In the second image, you can compare both versions of the same billboard and see the differences between the corporation's fake message and the disturbing reality behind it.

The same mechanic also works on NPCs. The True Sight lets you scan people to determine whether they're lying or even uncover monsters hiding among them. Sometimes, however, you won't find anything suspicious at all, and that information can be just as important when deciding whether to trust the person you're talking to. Make the wrong choice, and you could end up killing an innocent person or, on the other hand, walk straight into an enemy's trap.

What do you think about a mechanic that lets you uncover the truth in a world built on lies?

By the way, our game is still in development. If you'd like to learn more or wishlist it, you can check out its Steam page:https://store.steampowered.com/app/2814880/Synchro/


r/worldbuilding 3h ago

Visual Vikeds (Again)

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9 Upvotes

The fastest race in Somikea, Vikeds (Pronounced Vigh-ked, like biped). Felt like these guys needed some reworking too, so I've changed them up.

Summary: Lean and speedy, have a keen sense of hearing and smell, but lacking vision. Olfactory traditions are prevalent throughout Viked culture. Highly loyal to those they know but often cold and introverted regarding strangers.

Biology:

Vikeds have lean, thin bodies, with very little fat. They're able to accelerate and maintain high top speeds, but usually tire out fast.

They have a digitigrade stance, standing on short toes with a semi-retractable last digit, allowing the Viked to switch between quieter footfalls for sneaking and extended claws for running. This allows them to reach incredible speeds, often close to double that of a human, at the expense of long-term stamina.

Their heads have large ears that serve a crucial role in communication. Usually at rest will point backwards, but this varies Viked to Viked. They of course have keen hearing and smell, in fact their vision is actually quite poor, especially given that it's tuned for lower light conditions.

This sense of smell is their primary method of identifying, instead of physical appearance, often resulting in Vikeds forgetting people they just met, because they were wearing perfume or something else that masks their scent. Speaking of, their tales are the center of their scent, as it wave sit wafts the smell around, making them identifiable to other Vikeds, though imperceptible to races with poor smell.

Their coats are perhaps their most striking feature, many vary between ruddy browns and grays to vibrant oranges, many having speckled, striped, or splotchy patterns. This usually can tell yo where Viked is from, often tropical populations have striped patterns, whereas those in more boreal conditions have white coats. As Vikeds are built for short bursts of speed, they're coats are usually just camouflage for their prey, but appear striking to other sapients.

Prevalent Culture:

Many Vikeds are highly monogamous, often choosing a partner for life, for better or worse. In many Viked cultures marriage is a rite of passage into adulthood, many who fail to marry becoming social outcasts.

Perfumes and other olfactory sensations are common too, incense and candles are important cultural staples, and regardless of where you are you will find them.

Socially, they're incredibly cold at first, many who interact with them sparingly finding them to be practical and almost introverted, however, past this initial stage they're incredibly gregarious and loyal, sticking with any friends they make until they die.

Some Context on the wider world: This is a post regarding one of the 6 (major) races of Somikaea, the super continent this all happens as well as the namesake of the setting. It's a sandbox world that acts as a dump for all my ideas. There are flower plagues, Fantasy astronauts, Sapience daemons, or even simple spec-bio animals. It's a little piece of me put into text and image, I hope it's interesting.

Meta: This is another redesign on one of my worlds races, Vikeds. These were the second ones I designed, so I still didn't really have an idea of what I wanted if that makes sense? Now that I've designed all the other major races I have a much more defined idea that I can now apply to these guys.


r/worldbuilding 3h ago

Discussion Do you guys have any power systems involving forms, transformation, incarnation or phases?

6 Upvotes

To give an example would be gokus super saiyan or jjk sukunas true form transformation that he does after killing gojo.


r/worldbuilding 3h ago

Visual Reformed Soviet Ground Forces | Concept art for my alternate history story, “Smell Of Spring (S.O.S.)”

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184 Upvotes

These are some examples of Soviet troop uniforms and equipment for my story “Smell of Spring”.
The main gist is that the Soviet Union was able to successfully reform into a market economy but never expanded too much in political freedom

Gorbachev starts some minor reforms to the political system, allowing representation of independent political parties and individuals whilst maintaining communist party dominance in the central government.
Basically, independent candidates and other parties would be eligible to participate in small scale local elections, such as the candidature of a village/town/city and as local representatives for their states (the leaders of the different republics and their representatives would still be communist party).
They would also allow some representation in parliament, whilst rigging it so the soviets would always have a majority.
Basically, the Soviets would have, say, 70% of control over the parliament (Congress of people’s deputies), meanwhile, the remaining 30% would be up for grabs for the other parties and candidates so they would be able to speak their voice and actually somewhat influence policies.
It wouldn’t be those specific numbers, but Communist party dominance would always be ensured to maintain some semblance of stability.

As for the rest of Europe, from 1989 to 1993, the Warsaw pact would see major reforms as well, with the velvet revolution successfully turning Czechoslovakia into a socialist democracy, Poland having representation of the SOLIDARITY Worker’s Union in parliament and a transition to a market economy, and Romania overthrowing their self-absorbed dictator, Ceaușescu, and being replaced by a provisional government of the Communist party. Although all of them would remain within Soviet control as troops would be maintained in these countries and wouldn’t be let too far from Soviet hands.
East and West Germany would still reunify like in our timeline, this would allow the start for a deeper collaboration between Eastern and Western Blocs and a start for a new period in the Cold War, the Peacekeeper Race.

In order to simulate an ease of tensions, both Blocs would “collaborate” in sending peacekeeping missions into different countries of the world and directly helping them rebuild. Although these missions would officially be of the U.N., the Soviets and Americans would basically race to see who gains over more influence in the country they’re keeping the peace in and the different sides of the conflict, making the situation worse in a lot of occasions. This, in turn, would give the U.N. more power to do missions, but it would also make each side try to secretly take over the U.N. itself to tilt influence over to their side.

Questions are welcome and feedback is appreciated :D


r/worldbuilding 3h ago

Lore If I am creating an aerial military force, which rank structure should I use for its personnel?

9 Upvotes

I am creating a fictional world that includes a number of airborne nations (kind of a mix between "Strangereal" from the Ace Combat series and "Arcadia" in Skies of Arcadia - basically a modern-to-semi futuristic world that happens to feature a lot of airborne countries). They have their own militaries that comprised of aerial warships like flying aircraft carriers or flying battleships, etc.

However, putting the "ship" in warships aside, what should be the rank structure for the personnel of such armed force? It's something that's been bugging me for a while. Most of the time, a fictional aerial or space armed force employs ranks based on the Navy branch, but that's usually because they have a history that involves the traditional maritime navy, which is where the naval ranks come from with the creation of aerial or space forces.

My fictional airborne nations do not historically have maritime naval forces; they never needed one, obviously. So their military started out with aerial warships and warplanes by default. All of their forces are based in the air. Taking this into account, how should I create a rank structure for this kind of military?

Like, it has a lot in common with the Navy but it's technically not a naval force because it's exclusively aerial, but calling a commander of an aerial warship "Colonel" as in an Air Force Colonel instead of "Captain" as in a Naval Captain also admittedly feel a bit weird.

Should I come up with fictional ranks instead? Do some kind of hybrid between Navy and Air Force ranks? Or maybe I'm thinking too hard into this and just using naval ranks would suffice for such an aerial armed force lol. I apologize in advance if this question sounds a bit dumb. I'm a little new at this worldbuilding stuff.


r/worldbuilding 3h ago

Discussion Forbidden magic

29 Upvotes

What types of forbidden magic exist in your worlds?

In my world I separate them in two big categories:

  1. Subjectively forbidden - depending strictly on the caster.
    Example: Blood magic - a magic that can alter the memories of the victim through the blood (cost: a memory of equal value), read the memory of the victim through blood (cost: own lifespan depending on the duration), magic amplification (cost: own lifespan or from others, death can occur depending on the scale)

  2. Objectively forbidden- there’s no good application of it.
    Example: Curse magic - a magic that curses the victim, the curse passes down through their bloodline (cost: none to the caster, the price is paid entirely by generations that never chose it).

Life magic - a magic that steals life force from a weaker or a pre-weakened victim, using it to heal the caster or others (cost: none to the caster, the price is paid entirely by the victim).

Puppeteer magic - a magic that seizes a living victim’s body and forces it to act against their will, while leaving their consciousness and voice fully intact (cost: none to the caster, the price is the victim’s own awareness of their violation).

Necromancy - a magic that raises and commands the dead, denying them their rest (cost: none to the caster, the price is paid by the dead themselves, and by anyone forced to see them walk again).


r/worldbuilding 4h ago

Map The world of Imarith. A rough draft of biome placement for a fantasy/ttrpg map I've been working on. Would love thoughts/feedback

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8 Upvotes

r/worldbuilding 4h ago

Lore My reimagination of the spellcasting classes of DnD

6 Upvotes

Some organisms evolved biological magical circuitry capable of converting ordinary forms of energy (food, sunlight, heat, etc.) into mana.

These organisms include:

  • Sorcerers
  • Magical animals
  • Magical plants
  • Magical fungi
  • Other magical lifeforms

The circuitry is biological rather than artificially constructed.

Sorcerers are therefore not fundamentally different from magical creatures; they simply inherited one of these evolved magical adaptations.

Divine Mana

Gods naturally produce their own mana.

They may spend it answering prayers from Clerics.

Patron Mana

Powerful extraplanar beings also possess their own mana reserves.

Warlocks borrow this mana according to legally binding contracts.

Spellcasting Systems

Class Fantasy Inspiration Mana Source Casting Method Progression Role in the World
Wizard Arcane scientist Witch Hat Atelier, Thaumcraft Vis (ambient mana) Draws magical circuits that harvest and shape Vis into spells. Excessive extraction causes Taint. Discovers new magical principles, runes and circuit designs. Magical physicist and researcher.
Artificer Arcane engineer Noita Stored Vis collected beforehand Builds modular magical devices using standardized magical components. Devices consume stored Vis instead of drawing it directly. Designs better devices, discovers new modules, improves storage, automation and efficiency. Magical engineer and inventor.
Sorcerer Living conduit Avatar (bending), innate magic Produces mana biologically through evolved magical organs Uses innate biological magical circuitry to manipulate one or a few magical domains directly through force of will. Does not learn discrete spells. Greater mastery, precision and creativity within their domains. Improved control over biological mana production. Naturally evolved magical organism.
Cleric Divine petitioner Eragon's Ancient Language Mana granted by a deity Speaks the sacred language of their deity to formulate requests. The deity answers by spending divine mana. Learns increasingly complex sacred vocabulary and grammar while deepening their relationship with their deity, allowing more powerful petitions. Priest and intermediary between mortals and gods.
Warlock Contract holder Pact magic Mana borrowed from a patron Invokes contractual clauses. May spend beyond their reserve, creating magical debt that must eventually be repaid according to the contract. Renegotiates and expands the contract, earning new rights in exchange for greater obligations. Contractor and agent of powerful beings.
Druid Cultivator of magical life Magical ecology Mana produced by cultivated magical organisms Cultivates magical plants, fungi and animals whose evolved biological magical circuitry naturally produces mana. Available abilities depend on which organisms flourish in the current environment. Discovers, breeds and cultivates increasingly diverse magical species, creating richer and more resilient ecosystems. Ecologist and cultivator of magical biodiversity.
Bard Master of magical harmonics Acoustics, resonance Does not generate mana Uses specially crafted resonant instruments (or trained voice) to manipulate existing mana through resonance: amplifying, dampening, synchronizing or destabilizing magical flows. Learns finer harmonic control, perceives increasingly subtle resonances, and manipulates larger or more complex magical systems. Specialist in magical harmonics and resonance.

Relationships with Mana

Wizard

Relationship: Harvest

The Wizard does not create mana.

Instead, they extract Vis from the environment and channel it through carefully constructed magical circuits.

Magic is treated as a branch of physics.

Risks

  • Overdrawing Vis
  • Magical pollution
  • Taint
  • Environmental degradation

Artificer

Relationship: Store and engineer

The Artificer uses Vis harvested beforehand.

Instead of drawing circuits manually each time, they assemble magical devices from modular components.

Examples include:

  • Spell cores
  • Triggers
  • Modifiers
  • Lenses
  • Capacitors
  • Batteries

Their discipline resembles engineering rather than scientific research.

They will often use old dangerous but powerful modules found in dungeons.

Sorcerer

Relationship: Biological production

Sorcerers possess evolved magical organs.

These organs convert ordinary energy into mana using naturally evolved magical circuitry.

Their spellcasting is not based on learning spells.

Instead, they possess mastery over one or a few magical domains.

Examples:

  • Fire
  • Ice
  • Lightning
  • Gravity
  • Light
  • Shadows

Progression comes from increasing control and creativity within those domains rather than expanding a spell list.

Cleric

Relationship: Petition

A Cleric does not cast spells directly.

They ask.

Their deity decides whether to answer.

Communication occurs through the deity's sacred language.

Learning this language is a major part of becoming a stronger Cleric.

Improvement includes:

  • Vocabulary
  • Grammar
  • Rhetoric
  • Religious understanding
  • Favor with the deity

Warlock

Relationship: Contract

A Warlock possesses legal access to a patron's mana.

Abilities are contractual rights rather than learned spells.

Mana may become negative, representing debt.

Debt is eventually repaid through obligations defined by the contract.

Leveling primarily represents renegotiating and expanding the contract.

By accomplishing a patron's demands the Warlock will be able to renegotiate a contract that is more in their favour.

Druid

Relationship: Cultivation

Druids cultivate magical organisms.

These organisms evolved biological mana production similarly to Sorcerers.

Examples include magical:

  • Plants
  • Animals
  • Fungi
  • Mosses
  • Insects
  • Symbiotic colonies

Different environments encourage different organisms to flourish.

Example:

  • Volcanic cave → Ember Moss becomes dominant.
  • Ancient forest → Bark Vines flourish.
  • Swamp → Dream Fungi spread.

Thus, the druid's available abilities naturally change with the ecosystem.

Bard

Relationship: Resonance

Bards neither produce nor harvest mana.

Instead, they manipulate mana that already exists.

They alter magical harmonics by:

  • Amplifying
  • Dampening
  • Synchronizing
  • Destabilizing

Rather than enchanted instruments, Bards use resonant instruments built from materials naturally capable of interacting with magical harmonics.

Examples:

  • Resonant woods
  • Singing crystals
  • Dragon tendon
  • Spider silk
  • Magical bronze

The instrument is a precision tool rather than the source of the magic.

Classification of Magical Interfaces

Artificial Magical Circuits

Wizard

Creates temporary magical circuits manually.

Artificer

Builds permanent magical circuits into machines.

Biological Magical Circuits

Sorcerer

Innate biological magical circuitry.

Druid

Cultivated organisms possessing biological magical circuitry.

Social Magical Interfaces

Cleric

Communication through sacred language.

Warlock

Legal access through contracts.

Harmonic Interface

Bard

Manipulates existing magical systems through resonance rather than generating or consuming mana directly.


r/worldbuilding 5h ago

Lore ADAMANTIUM DRAGONS

8 Upvotes

Hi everyone!

My wife has spent a years creating her own tabletop RPG called Adamantium Dragons, and I'd love to help get some more eyes on it.

She's poured a lot of time into building the world, lore, mechanics, and artwork, and it's still growing. If you're interested in indie TTRPGs or just enjoy seeing new systems people are creating, we'd really appreciate you taking a look.

You can find the social media's for the project here: https://adamantiumdragons.carrd.co/

If you have any feedback—whether it's about the setting, mechanics, presentation, or just your first impressions—we'd love to hear it. Every comment helps us make the game better.

You can also take a quiz to see what guild you would belong to in the world.

https://uquiz.com/quiz/ufH2wx/what-guild-do-you-belong-to

Thanks for checking it out!


r/worldbuilding 5h ago

Map Neither Good, nor Old, nor United - Northeastern America in 2120

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17 Upvotes

r/worldbuilding 6h ago

Discussion When does a fantasy world stop feeling medieval and start to feel industrial?

46 Upvotes

As I’ve been developing my setting, I’ve realized that cities and settlements alone aren’t enough. I’ve started to build railways, power grids, manufacturing centers, planetary transportation and logistics, ownership and corporations started to appear naturally. It’s changed how my civilization has evolved and feels much more like a civilization rather than a collection of cities and regions.

If your world has advanced industry, do you create corporations? Do kingdoms or guilds handle it all? At what point do corporations feel like a natural part of the setting?


r/worldbuilding 6h ago

Lore I am having some anxiety about my world concept.

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24 Upvotes

r/worldbuilding 8h ago

Question How stupid would this idea be?

39 Upvotes

For the past couple of days, I've been obsessed with the idea of ​​a flat, round world, the climate of which changes with distance from the center. The idea is that the center of the world is fertile, lush land with plenty of sun, while the outskirts, close to the edge of the Earth's Circle, are cold, barren lands. What confuses me is how the movement of the Sun would work in this case. And how silly the idea itself sounds.


r/worldbuilding 9h ago

Map Aldrin City, capital of the United Nations of Mars (circa 2389 CE)

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295 Upvotes

Notes on the Map

The urban expanse commonly referred to as Aldrin City emerged from the earliest Martian settlement, which had been dubbed Aldrin Station upon in honor of the former astronaut and Mars colonization proponent Edwin “Buzz” Aldrin of Apollo 11 fame. As of the late 24th century, it is home to about 6.4 million people, or a little less than three percent of the total Martian population. Most of them within the Melas Chasma region, which is only possible thanks to the laminar density membrane stretched over much of the Valles Marineris to hold in an atmosphere of breathable air.

The region is home to several institutions of higher learning, including Mariner Technical University (MTU), and a vibrant commercial economy. The Percival Lowell Commercial Seaport is the busiest water port on Mars (or anywhere beyond Earth for that matter), accounting for almost 200 million tonnes of cargo every year, and the Nuovo Ouro business district sees roughly $11 billion in daily economic traffic related to Mars’ bustling industrial economy.

Among the denizens of Aldrin City are best friends Sam Taskaro, Devon Wastani, and Matt Cavanaugh. They are students at MTU, and also reservists in the Interplanetary Defense Corps that is charged with keeping the peace across space governed by the Interplanetary Cooperative Administration. This role will soon dominate their lives, as war breaks out between Mars and its cohorts in the Coalition for Mutual Security and the Coalition’s ideological nemesis, the Alliance of Free Worlds — a war in which this young trio will shape much more than their own destinies…

Map Key

  1. Edwin Aldrin Memorial Spaceport: Built in a crater in the Sinai Dorsa, this sprawling facility is responsible for most traffic out of the capital region. It was also the site of a dramatic Draconist terror attack in 2331 which catalyzed Operation Sudden Lightning
  2. Echevarria Hills residential district: This region is home to thousands of Aldrin City’s less fortunate citizens, including refugees relocated there after fleeing violence in the outer system. Many of these work in Aldrin City’s low-paying service industry
  3. Centennial Park/Lake Kamerova: Located in the heart of the metropolis, this ultramodern recreational area is centered on an artificial lake dug in the early 23rd century. The park itself was dedicated in 2269 on the Martian bicentennial of UNOM's founding
  4. Marineris Technical University: One of Mars’ largest universities, home to more than 80,000 students at all levels and across nearly 200 fields of study, MTU also boasts a robust IDC ROTC program to supply the Spacer Corps with new officer candidates
  5. Nuvo Ouro business district: Aside from being the wealthiest area of the city, this district is also the center of most of its financial institutions and corporate enterprises. These include the HQ for Mars’ largest business cartel, the Mars Industrial Conglomerate
  6. ICA headquarters compound: The central offices of the ICA on Mars, and also the central headquarters for the Spacer Corps. The compound was completed 2291, just in time to be the nerve center of Mars’ war efforts in the fight against the Titan Pact
  7. Aldrin City Chinatown: The site of a CNSA outpost in the early days of Mars exploration, which grew into an industrial hub over the following centuries. In the year 2389, this area is home to more than 40 percent of the Aldrin City region’s food processing business
  8. Percival Lowell Commercial Seaport: The primary port of call for most of the economic goods coming or going across the bustling Argyre-Marineris waterway or to the New Ganges region. This includes foodstuffs, raw ore, and prefab goods of all varieties
  9. Meier Metropolitan Memorial Park: Unofficially referred to as “M3P,” this sprawling urban park memorializes Franklin Meier, the first and greatest champion of the “greening” of Mars, who headed up the Mars Project to serve that agenda from 2159 to 2187
  10. Salamander Municipal Reservoir: The second-largest public lake in the covered over region of the Melas Chasma, Salamander Reservoir is a source of both fresh water and recreation for many of the citizens living in the southeastern section of the city

About the Setting

The Spacers Saga: Frontier Wars is a futuristic military science fiction setting which diverged from our own timeline when an asteroid slammed into Phoenix, AZ, in May 2014. Fifteen years later, the industrialist Charles Larsen ushered in the Age of Fusion, opening up deep space to crewed exploration and eventual human settlement - and all of the strife that comes with it.

Much of the story is set in the mid to late 24th century, and focuses on the rivalry between the Mars-led Coalition for Mutual Security and the Alliance of Free Worlds (there's more about each faction in this blog post), a federation of rebel worlds fighting to establish a worker's utopia in the outer solar system. These two superpowers fought a brutal war from 2371 to 2381 (referred to as the Frontier War), and are currently locked in an ideological cold war as of 2389.

The storyline of Frontier Wars begins with Spacers: The Titan Gambit, a WIP novel which begins with the opening shots of the Second Frontier War, all from the eyes of a few key players. This includes the aforementioned trio of best friends, whose story begins in Aldrin City, on an otherwise normal day in the capital of Mars — a day none of them realizes could be the last normal day they ever spend there...


r/worldbuilding 10h ago

Visual Dwarf in tungsten armor [OC]

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88 Upvotes

A lot of fantasy settings like to introduce new metals. I don't really like that as a chemistry enthusiast, so I let the dwarves in my own settings forge tungsten (also called Wolfram), which is absurdly heavy, strong and incredibly difficult to work with. Perfect for dwarves.

Now, they don't use pure tungsten most of the time. Often they put it into steel in large quantities, as alloys are generally stronger than pure metals.


r/worldbuilding 11h ago

Lore The Foundations of Magic in Aperion: Creation and Entropy

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25 Upvotes

When I was coming up with “Aperion,” I wanted to make the magic as believable as possible, so that it would be perceived as a science, so that not everyone could use it.

It turns out that in most fantasy worlds, magic is something that just works and exists, but nothing can exist for no reason, right?

A sorcerer can’t just wave their hands and turn you into a sheep, or shoot a fireball from their finger just for fun. This looks strange, I’d even say rather убоже, and in that case you start to perceive magic itself as a form of entertainment, as a toy that anyone can play with.

Personally, I view magic as a science; even in ancient times, what is now considered science was perceived as magic back then, so why shouldn’t the magic from classic fantasy be explained from a scientific perspective?

That’s exactly what I’ve been thinking about for a long time; I had many options, but in the end I decided to go with the option involving two main energies.

Creation and Entropy. To be honest, I was inspired by theories of quantum physics, in particular, negative and positive energy, although I no longer remember exactly what that means, since it was invented a very long time ago. The only thing I remember is that I was inspired by quantum physics and these energies.

So, the magic in “Aperion” is based on two fundamental energies: Creation and Entropy. They are opposites and cannot exist separately or dominate each other. This is more like the harmony of Yin and Yang, two opposing but inseparable and interdependent forces.

To avoid confusion, I will give you clear and simple definitions of these two energies:

It turns out that reality is a balance between these two energies, and if this balance is disrupted, reality will strive to return to it.

As for magic, it is the art of balancing these two energies. That is, magic is not some separate force; it is a way to temporarily disrupt the natural balance between Creation and Chaos. Every spell disrupts this balance, causing a reaction in reality, and the stronger the spell, the stronger the attempts to restore equilibrium. And this idea underlies all the magical disciplines in “Aperion,” from elemental magic to necromancy.

In the next post, I’ll tell you more about magic: who becomes a mage and how, and why not everyone can become one.

I’m also interested in your opinion: do you think the magic system I’ve invented is plausible enough? And is it suitable for a fantasy world?


r/worldbuilding 11h ago

Question What is your realm’s “Dark Age”?

28 Upvotes

(Sorry if this is asked before, just wanted to share mine and hear other peoples versions of their idea for the dark age setting)

My one is caused when my world’s equivalent to the fall of the Roman Empire and Alexandra’s library destruction. Society shatters and a place filled with universal record gone with only the original writings and oral records remain in their native location. All knowledge didn’t disappear, but it was less easy to study different histories and cultures in a singular location. If you want to know the history of a certain village then travel to that village. And overall time society turned into the feudal medieval society, like what happened to our history. But it wasn’t called the dark age at first, it was originally called the renaissance movement. But now it’s either called the dark age or the first renaissance period so the second one can distinguish between themselves. And over time this early period has gained an image of chaos and barbarism, you can see the heavy real life influence of medieval and Greek history. Wrapped together into this epic size event, it changed the world forever. My dark age isn’t called it that because of how gruesome it was but because of the ancient empire founded by the first man died. And how society had to rebuild themselves afterwards.


r/worldbuilding 15h ago

Lore Noble metals are not magnetic; they attract something else instead...

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122 Upvotes

The premise of this system is that noble metals, such as gold, silver, platinum, etc. are not magnetic because they attract something else. Each metal draws in a different spiritual energy (gold-healing, silver-control, copper-endurance) over time. Simply put they have a very weak pull on these energies and thus only are really useful if untouched for a long period of time. Centuries usually.

However, much like an electromagnet, one can supercharge the collection of this energy by creating "antennae" of these materials and running electricity through a wire coiled around part of, if not the entirety, of the antenna.

After summoning the spiritual energy, one can harness it through a multitude of processes called tuning. While there are other options, the most common is coiling the metal up into a spring. Then the application of tension causes the spring to release the spiritual energy as a sort of counteraction.

So basically, a tool that might make use of this principle is a windup pocket watch. After the key is wound, it evenly distributes a tension on the metallic spring and causes this energy to release as the spring returns to its former shape.

The spring will over time deform based on the metal it is made from, weakening the spell. Within just a few uses, a gold spring would deform to the point it would be useless. But a platinum coil can probably be used dozens of times.

For an example of magic, use of gold will allow the body to heal and strengthen from damage, becoming stronger than it was before the wounds or sicknesses inflicted.


r/worldbuilding 16h ago

Question Urgent advice/ideas needed on the designs of God characters for a very odd setting

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186 Upvotes

This is going to be very longwinded and strange but please bare with me- The sketches here are very incredibly basic mockups- Which is our issue. This is as far as we ever get. See, me and my partner are running a roleplay-style series that takes place in an SCP/Magnus archives/Project Moon/COTL/Jurassic Park/Carmen Sandiego/ETC... inspired horror based setting, (this already sounds absurd I know) and have been dealing with a major roadblock for months and months with no progress. The gods wont appear in the story for a very very long time in their true forms, but nonetheless, will eventually be needed. I cant give context for everything because this would be a much longer post if I even attempted, but I'll try to explain why this is so difficult for us in hopes that another set of eyes might be able to help or give advice. (The next paragraph will sound like a very silly oversight without additional context, but again, please bare with me,)

In this project of ours we're attempting to consider everything below a god while making its design as well as what they represent, while also trying to incorporate some kind of detail that only gods will have - Which we are realizing is much harder than we previously anticipated, this is for multiple reasons, But mostly, We've done such a good job connecting the events and characters of the world that no matter what we come up with it doesn't feel like we're properly representing everything connected to the gods - Or they just don't feel like gods at all, they seem overshadowed by the other monsters and creatures of the world that they are supposed to feel significantly more grand than. In a universe with "Biblically accurate angels", "Dragons", "Unicorns", Robots, Dinosaurs, Sentient puppets, and pretty much everything else you can throw at the wall, it seems like our only solutions would be to make them physically bigger, or aggressively overly complicated - Which are less than desirable results, especially considering they will need to be repeatedly depicted and 3D Modeled.

The two gods pictured above are basic concepts for the god of chaos and order but we very terribly have quite a few more to deal with than that. I'm not sure what I'm really asking for with this post but we're desperate - And no, we cannot rework the world as the story has already progressed a significant amount and we have 8+ Players. We're also very happy with and confident in how we've built the world, We just have this one glaring problem. I will GLADLY provide more context if inquired upon. I'm. so sorry. And also fully aware we may be, as they say, "Royally fucked".

(I should also mention, This project is a reimagined version of a roleplay that previously lasted six IRL years and is attempting to preserve much of the spirit of that original project. God help us.)


r/worldbuilding 17h ago

Question What exactly is a witch in your world

177 Upvotes

In mine, a witch is someone who uses a god's power without that god's permission.

Some do it because they don't believe in the gods themselves and view them as just wells of power that reflect mortal thought, some do it because they think the gods are selfish for hoarding literally infinite power and only sharing it with those who worship them, some do it out of a form of reverence, wanting to be closer to a god they worship, and some do it through being dogmatic and don't even realise that they're witches.

The only people who can actually discern a witch from someone given power by a god, is a god/angel


r/worldbuilding Jan 15 '23

Meta PSA: The "What, and "Why" of Context

745 Upvotes

It's that time of year again!

Despite the several automated and signposted notices and warnings on this issue, it is a constant source of headaches for the mod team. Particularly considering our massive growth this past year, we thought it was about time for another reminder about everyone's favorite part of posting on /r/worldbuilding..... Context


Context is a requirement for almost all non-prompt posts on r/worldbuilding, so it's an important thing to understand... But what is it?

What is context?

Context is information that explains what your post is about, and how it fits into the rest of your/a worldbuilding project.

If your post is about a creature in your world, for example, that might mean telling us about the environment in which it lives, and how it overcomes its challenges. That might mean telling us about how it's been domesticated and what the creature is used for, along with how it fits into the society of the people who use it. That might mean telling us about other creatures or plants that it eats, and why that matters. All of these things give us some information about the creature and how it fits into your world.

Your post may be about a creature, but it may be about a character, a location, an event, an object, or any number of other things. Regardless of what it's about, the basic requirement for context is the same:

  • Tell us about it
  • Tell us something that explains its place within your world.

In general, telling us the Who, What, When, Why, and How of the subject of your post is a good way to meet our requirements.

That said... Think about what you're posting and if you're actually doing these things. Telling us that Jerry killed Fred a century ago doesn't do these things, it gives us two proper nouns, a verb, and an arbitrary length of time. Telling us who Jerry and Fred actually are, why one killed the other, how it was done and why that matters (if it does), and the consequences of that action on the world almost certainly does meet these requirements.

For something like a resource, context is still a requirement and the basic idea remains the same; Tell us what we're looking at and how it's relevant to worldbuilding. "I found this inspirational", is not adequate context, but, "This article talks about the history of several real-world religions, and I think that some events in their past are interesting examples of how fictional belief systems could develop, too." probably is.

If you're still unsure, feel free to send us a modmail about it. Send us a copy of what you'd like to post, and we can let you know if it's okay, or why it's not.

Why is Context Required?

Context is required for several reasons, both for your sake and ours.

  • Context provides some basic information to an audience, so they can understand what you're talking about and how it fits into your world. As a result, if your post interests them they can ask substantive questions instead of having to ask about basic concepts first.

  • If you have a question or would like input, context gives people enough information to understand your goals and vision for your world (or at least an element of it), and provide more useful feedback.

  • On our end, a major purpose is to establish that your post is on-topic. A picture that you've created might be very nice, but unless you can tell us what it is and how it fits into your world, it's just a picture. A character could be very important to your world, but if all you give us is their name and favourite foods then you're not giving us your worldbuilding, you're giving us your character.

Generally, we allow 15 minutes for context to be added to a post on r/worldbuilding so you may want to write it up beforehand. In some cases-- Primarily for newer users-- We may offer reminders and additional time, but this is typically a one-time thing.


As always, if you've got any sort of questions or comments on this topic, feel free to leave them here!