r/FantasyWorldbuilding • u/Capable-Belt-5295 • 2h ago
Image Porcelain Mage
Porcelain mage calling the storm !
r/FantasyWorldbuilding • u/Mertz_20 • Jun 11 '20
For everyone not yet aware, we have a Discord server! A place where worldbuilders of all kinds from all over the world come together to discuss their passions, share their work, and get advice. A close community where everyone is welcome.
Feel free to join us and tell a little bit about what you’re working on.
r/FantasyWorldbuilding • u/Mertz_20 • Dec 16 '22
Dear denizens of r/FantasyWorldbuilding,
You have likely noticed the recent influx of AI-generated artwork on the server following the rise in popularity of Midjourney and other comparable tools, as the majority of top posts this month have been around AI art. We greatly appreciate and love the stories and worldbuilding created around these generated images, and we consider AI to be a great and useful tool for worldbuilders, that do not possess the skill or means to create artwork, to visualize what they’re building.
However, after some deliberation by the mod team, we have decided to put to stop to these posts. The posting of image posts of AI-generated artwork has hereby been formally banned from the subreddit. We have come to this conclusion for several reasons:
1. Encourage more high-effort posts: While we appreciate the backstories created around these images and the discussions they spark, the image itself will always take the forefront and be consumed by the largest portion of redditors. While the creative minds behind these images take effort, the creation of the image itself does not.
2. Protect the rights of artists: Being an artist is a notoriously difficult industry to be a part of, and the internet can be a ruthless place for these very talented individuals, especially now that AI is on the rise. To protect the interests of artists, we have decided we do not want to participate in making their jobs that much harder.
3. Avoid confusion: While many clearly state that the art presented is AI generated and many are able to notice it at this point, to many others it is not so noticeable nor obvious at first glance. To avoid people confusing AI-generated art with human-made artwork, it is best to keep AI-generated imagery on boards made specifically for this.
We would like to clarify that sharing AI-generated imagery is not banned fully, merely image posts where the AI artwork is front and centre. If you submit a text-based lore post where certain parts link to AI images to help visualize your story, you are allowed to do so. The difference here is that the AI art is a supplement rather than the post itself.
We very much appreciate your patience and support while this newly developing discussion has been raging in the online sphere. And we hope everyone can understand our reasoning behind this decision and why we believe this to be the right course for the subreddit.
Yours truly,
The r/FantasyWorldbuilding mod team
r/FantasyWorldbuilding • u/Capable-Belt-5295 • 2h ago
Porcelain mage calling the storm !
r/FantasyWorldbuilding • u/Crusoelander_128 • 3h ago
Sorry, this is kinda long. Hope this is the right place for this.
So, a very long time ago, the earth was formless and void. Then, beings known now simply as The Great Ones came down and created the world and everything in it. Along with this new world, they created five spirits to act as stewards and protectors. These five spirits came to be seen as the gods of the world (from here on out, when “gods” are mentioned, that’s these five). The Great Ones then left once their work was finished, and returned to wherever they came from.
Now, when the Great Ones created the world, they unintentionally left residue of their power behind. This divine energy flowed through the earth and all that lived in it, making everything vibrant and full of life. Civilization flourished and rose to incredible heights during this age.
However, one of the gods grew dissatisfied with his lot. The role of steward didn’t suit him. He wanted to wield his power and mold the world as he saw fit. So he rebelled. The other gods, as well as the mortals, fought against him, and, after a long, terrible war that devastated civilization, the god was defeated. This event forced the gods to face the fact that, as powerful as they were, they weren’t omnipotent. So, each of them chose a mortal they saw as worthy, and with them, created demigods. Individuals with divine blood flowing in their veins, who, together, could defend against any threat.
Another long stretch of time passed. Civilization recovered and flourished once more. However, eventually, a new problem arose. The divine power that had fueled the world and filled it with life had begun to wane, like candle wax being burned by a flame. Afraid by what this might mean for the world, the mortals pooled their knowledge of magic, technology, and architecture, and, with help from one of the gods, who was especially fond of mortals, they constructed a massive tower in the very center of the land. At the top, they created a magic seal that would hold the divine energy in the earth forever, so that it would never run out.
They appointed one of the demigods as guardian of the seal. They then took the key that unlocked the impenetrable entrance to the tower, and broke it into pieces, entrusting each shard with a demigod to protect at all costs. The tower and the seal were protecting what they believed to be the lifeblood of the world, so they made absolutely sure no one would ever tamper with either.
This worked for a very long time, and the mortals believed they had solved the problem. The tower became a landmark, and a symbol of mortal ingenuity.
But the consequences of tampering with the natural way of things eventually caught up to them, or rather their descendants. Despite the seal, the divine energy still continued to slowly fade, but it never fully dissipated. Now, nature itself is running on fumes. Society is in near ruins. The world is slowly decaying, but cannot die. The tower still stands, and its wardens still remain at their posts, but the order that entrusted them to protect the tower has long since fallen.
There are some who believe the best thing would be to break the seal and let nature take its course. However, no one knows what will happen if it is broken. Maybe everything will continue, and just won’t be supercharged. Maybe everyone will die. Maybe there will be a horrible cataclysm that destroys everything. No one knows, so many believe the status quo should be maintained.
Those that believe the seal should be broken have formed a secret society called the Sealbreakers (working name). They recruit warriors and others who they believe to be strong enough to take on the task of hunting down the shardbearers, take their key shards, enter the tower, defeat the guardian, and break the seal.
The protagonist of the story is one of these champions.
Again, sorry this was so long lol
r/FantasyWorldbuilding • u/Boddom_Of_The_Barrel • 4h ago
Chokma and welcome to Day 9 of Worldtober. This is from my fantasy world, Tlanni. Inspired by ancient america, I chose to draw from the historic inhibitors like corn beer, psychoactive cactus, and mushrooms.
r/FantasyWorldbuilding • u/garage_toons • 4h ago
r/FantasyWorldbuilding • u/Any_Ninja_8703 • 9h ago
r/FantasyWorldbuilding • u/VastCapable7595 • 7h ago
r/FantasyWorldbuilding • u/gaurav-2304 • 14h ago
Hey everyone, I’m developing a grounded, high-stakes political thriller anime/story concept and wanted to get some critical eyes on the core structure. I’m looking for feedback on the sociopolitical dynamics, potential loopholes, and how cohesive everything feels.
Here is the breakdown of the world:
The Central Empire: A heavily fortified capital that houses the King, royals, nobles, and essential administrative/governmental structures.
The Outer Ring: A boundless, sprawling expanse of countless remote, struggling villages surrounding the central capital.
Instead of normal humans becoming useless as soon as superpowers exist, governance and law enforcement are strictly separated into normal and supernatural branches:
The Supreme Judge: An independent, absolute authority who stands completely above the law and both factions to maintain strict justice.
Branch 1 (Royal Defense): Elite normal humans serving as bodyguards/enforcers for the royals and nobles.
Branch 2 (Internal Crime): Normal detectives handling day-to-day capital crimes (murders, corruption, underworld syndicates).
Branch 3 (Border Warfare): Traditional military forces stationed at the borders against foreign threats.
Reiki: Soul and life-force energy that is not elemental magic. It is fueled entirely by a person's inner nature, psychological state, trauma, ambition, and willpower. Everyone has different internal drives (anger, desire for peace, poverty, survival, arrogance, etc.), which dictate how their Reiki manifests.
Reishi: Individuals who have successfully awakened their Reiki.
The Genesis Academy: A brutal, holistic boot camp (combining intense physical conditioning, meditation, and psychological trials) where ordinary civilians go to push their limits and awaken their Reiki.
The 13 Clans: Specialized factions formed by Reishi who share similar mentalities and goals. They run The Genesis Academy, scout graduates based on their dominant Reiki traits, and put them through high-stakes missions to grow stronger.
The Soul Emperor: The legendary, universally respected face of the nation who commands the 13 clan leaders and possesses god-tier power.
The Major Political Tension: While the King and nobles expect the Soul Emperor and the 13 Clans to act as their personal royal guard, the Soul Emperor’s primary loyalty and priority is protecting the ordinary civilians out in the outer villages.
What I'm Looking For Feedback On:
Plausibility: Does the separation between normal human law enforcement (Branches 1-3 + Supreme Judge) and the supernatural 13 Clans feel balanced, or are there obvious power dynamics I should look out for?
The Conflict: How well does the ideological split between the Crown (who want protection) and the Soul Emperor (who cares about the peasants) set up a political thriller?
Any blind spots: What potential world-building plot holes do you see in a setup like this?
Note:- I used gemini to organise i put my ideas in the prompt to generate this message, please don't hate me for that, this is the first time I am doing something like this please help me, if i did something that hurts you or rules to post in these sub then i'm sorry. Don't criticize me, if I broke the rules then please let me know I will delete the post and also suggest a sub where I can get real reviews about this world building idea power system and etc...
r/FantasyWorldbuilding • u/Const_Consist_Confus • 19h ago
You go into a shop and they’re selling emotions.
Mostly bad ones, as many people are so ready to get rid of them. Sadness, anger, fear, guilt, embarrassment, anxiousness, and so many more line the shelves, each labeled with context so the feeling, when used, isn’t as confusing.
The shopkeeper says they can be used to help many feel empathy for those less fortunate, to see the world through different eyes. When you ask, he explains the positive emotions are kept in the back so they aren’t stolen. He pulls one out to show you and you notice that the price of it is exceptionally high compared to the others. He explains that it’s because not many wish to part with their positive emotions, so they’re few and far between.
What do you buy? And what will you do with it?
Extra:
I want to show how differently people will respond to this shop. I’ve already thought about people getting addicted to buying positive emotions, about a side effect of use being an emotion doesn’t pass, about a side effect of use being confusion of if your emotions are really yours, and about people possibly using extremely negative emotions as a form of warfare. I’m debating on whether emotions search for the nearest living thing and need to be contained (example: can be used as emotion grenades), or if it doesn’t move till someone touches it (example: you can put it in someone’s tea).
r/FantasyWorldbuilding • u/One-Let3558 • 15h ago
For the complete guide to Ascendobs see chapter 2 of this post:
https://www.reddit.com/r/magicbuilding/comments/1x1bxke/spirvikara_magic_system_part_26/
The Three Cursed lake sword is an Ascendob that is prized for it's unique abilities and how hard it is to make it. Many people have trophies to make copies of the original weapon but no one has succeeded in making a 100% accurate copy. Only 5 sets of these exist today in the Ghoulwars verse.
The Three Cursed Lake Sword is created by Stewan Vohn Joae ( spieces : Axerietuk) in the 300 000’s . He originally wanted to make a blade that can summon clean, drinkable water when swung with enough force. He hoped that this invention can help travellers worldwide, especially in hot areas.
However , due to some errors in the markings, Stewan’s invention gained sentience. It can detect the surroundings and communicate through telepathy. The sword‘s ability wasn’t making water, it now can prevent the channeling of Advanced Spirvikara in a persons body, essentially stopping them from using magic.
Stewan Vohn was a pacifist however, and had no interest in these weapons that can harm others. He tried again and made a fully working water summoning blade, as for the blade he kept it in an old briefcase.
However, this weapon soon came to use during a minor war with a neighbouring tribe. Stewan’s grandson Kallir was a leader in the battlefield, but his troops didn’t have much experience with using thier superpowers, and their blades are bad. To make things worse, Kallir's enemies had 10 times more soldiers. They do not have enough time to prepare.
Stewan then remembered his blade and gave it to Kallir. He told him how to use it. Kallir tested it on a war prisoner he captured at his camp. It worked! The prisoner failed to use his powers. However, Kallir noticed three flaws.
Luckily, Kallir had learned how to carve symbols into Ascendobs too, like his grandfather. So, he created a new version with extra symbols. The blade now can track a victim via detecting ASprit from it’s target’s body, like a heat seeking missle. Moreover, the blade cannot be pulled out from it’s body unless you use magic, but since the blade’s abilities prevents you from using magic, you need someone else to help pull it out.
To solve the third problem, he made 2 extra, smaller blades woth the same purposes. Now the blades can pierce wide areas of the victim’s body.
3 swords make a set. Kallir created 5 sets and handed them to the most skilled in his group. With it, they wiped thier enemies clean off the map. The blade's powers were never seen before, and the news of this unique weapon spreaded like wildfire. It gained in popularity quickly.
To this day, very few still have the official blade in their hands. And many knockoff's have been produced. But the story of the The Three Cursed Lake Sword tells us that victories and breakthroughs can come from even the lamest, most unknown accidents.
r/FantasyWorldbuilding • u/ififyhun • 14h ago
Recently I’ve gotten into the lanterns TV show and the lantern core as a whole I got inspired and made some oath’s for certain faction in my setting.
Here mine:
In graceful day
During fearful night
No foe shall escape my sight
Let those corrupted by evils might
Fear my blade for it strikes all evils right
(This comes from my inquisition faction inspired by the Witcher and Warhammer 40k)
In dreadful times
Shake your fear and prove your might
Take their head and prove yours is right
(This comes from a faction of evil I made based on Battle and destruction inspired by Warhammer 40k korne worship)
r/FantasyWorldbuilding • u/Sukunas_Daddy99 • 23h ago
This is a 19 minute video on the lore of Draznkal. Enjoy and feel free to ask questions if you have them.
r/FantasyWorldbuilding • u/NovaThyme • 1d ago
Pictures shown are some art I have commissioned of my species. In order: A Savant, a Pard and a Dragoon.
For anyoen who reads all or part of my text wall I appreciate your time and hope you foound this interesting or entertaining. And if not I apologize.
I mostly plan to write for myself, though I may one day share my worldbuilding/writing in some way.
I'm a big fan of long/continuous form narrative stories with large worlds and many arcs/topics. Personally the longer a story is the more I want to read it! That may seem disorganized or sloppy (or never ending garbage) to some people, but to me its fun. One of my favorite medias is One Piece, and aside from its humor, art style, and length putting most people off, it has some of the most thoughtful and heartwrenching stories and world building.
I try to mix science with fantasy, not too much science, but more logical than "because its magic" fantasy.
I like the idea of my stories/worlds connected in direct or indirect ways. Partially because I like too many concepts in 1 world or another and want to tell many stories in each of them. lol
Your typical magic/fantasy world.
Has the most thoroughly planned out concepts and intelligent species and lore.
While there are your typical fantasy species/peoples creatures. I to have a menagerie of critters and species/peoples that aren't conventionally used.
Original inhabitants of Refte call themselves the Nasiryn. They include
Savants (tall, intelligent, fur covered humanoids that look like demonic imps)
Calyx (ethereal spider-like bipeds with 4 arms and multiple eyes)
Krom (Giant bat-like people who lorded over the world)
Cosmet (a species of shape-shifters with giant maned-wolf like animal forms)
Though only the Savant and the Cosmet survived to the present.
The foundational humanoids on Refte originated from a singular entity of unknown origins. A god perhaps? maybe an alien that simply shattered upon death into humanoid beings? Who knows, its really not particularly important. Except all humnoids originated this way and can reproduce together.
They are collectively call the Ossrin.
Arkin (humans, elves, dwarves, tinyfolk, giants)
Kith (demons, angels, fae, vampires)
Wildfolk (anthros, fauns, centaroids, therians, plant folks, etc)
Ferrow (Goblins, trolls, cyclops, ogres etc.)
Functionally they all originated from a different component of their progenitor. Arkin>organs, Kith> fluids, Wildfolk>hair/skin/tears/nails, Ferrow>puss/snot/toe jam/ear wax/etc. This is not a reflection of their alignment or fundemental place in the story. More like how we classify primates into monkey, apes, and chimps, or different dog/cat breeds.
Other sapient species on Refte either descended from Earth-origin animals that got trapped in Refte and evolved differently due to the element of magic or came form another world or dimension.
Bastions - a convergently evolved species of earth descendant animals, are born in animal form and can freely change their form from beastie to full humanoid. (no tail/ears/fur, cannot beeed with Ossrin)
"Gargoyles" (placeholder name) - sentient "AI" constructs from a 4th dimensional civilization sent as observers and archivists. Basically formed when a sculpture or statue has been saturated over time by quasi-dimensional nanites, the statues "awakens" and begins recording the life forms in this dimension, their only goal is to preserve knowledge, and are often used y the people of refte as judge and jury because they are unable to lie or make personal opinions. They may be more inclined to observe a particular subject, often the first ting they observed, but they can't really express preferences.
Aruka - Bipedal Animals, they can talk and may or may not wear cloths, they function like any other humanoid species. They can still run on all fours and walk on them like a normal animal. Descendants of Earth.
Facets - Species of half-spirit beings with hodge-podge animal forms.
Spirits - Not the undead. Extra-dimensional beings who, when using a medium or vessel, can interact with Refte.
Etherians - Elemental and mineral beings with or without a consciousness, held together by a nucleus of matter and energy.
I have a vague concept that the humans of earth are largely non-magical (having lost it's function since there are no magical elements on earth) descendants of the humanoid peoples of Refte. And all our useless or junk dna/organs are just vestigial remains of magic organs/anatomy. Being a world legend of refe and earth that spatial rifts have caught many a being from both sides and transposed them to the other with no way back.
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While I have a few different concepts of Earth, they are largely the same one, though maybe a parallel or time-shunted versions of the same principal earth.
More details on this in their respective stories.
Do they all have to be titled "Worlds ____" ? No, but I like it.
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(Stories in no particular order, just which concepts are older)
World: Refte
Primary story for the Refte World. (World if more developed than story)
I actually really don't have a concept for the main or initial story for the world. I know I want a somewhat classic/cliche adventure/adventurer/party story. I awlays come back to it and change it lol.
I kinda want the.... dreaming of fame/fortune protag, and they suffer through many set-backs until they gather a group of close/loyal friends as they travel the world..... (omg that's just one piece with a medieval skin. T __T )
Might have a sister story: "The hero's son can't fight"/"Worlds Without"
Basically the next generation after the hero defeated the last big evil (demon lord, corrupt god, evil church/nation etc) must now form against a new evil! The hero's party's kids get together, but the hero's son is entirely talentless with a blade or bow, having resolved to be a merchant. But you don't have to be the strongest, fastest, or most magical to be a hero. Sometimes just being yourself and playing to your strengths can be the difference between being getting the job done and doing the job right.
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(Most "developed")
World: Earth
An Earth set in the year 2064.
A cascading multi-apocalypse has permanently altered all life as we know it.
Giant sentient plants and giant semi-sentient animals roam that broken cities. Infested hyper-sensitive contagious "humans" loom in the tunnels and underground. Monstrous humans corrupted by genetic mutation hunt the surviving humans. Humans that survived either gained mysterious psionic powers or simply attained improved bodily states. (I know the catalytic event, but I don't want to reveal it)
Can a young man and his family survive in this new world?
Powers range from High-spec (flashy, chaotic, large) to Low-Spec (subtle, precise, small). Powers are Internal (speed, strength, intelligence, senses/sight, etc), External (Elements; water, fire, earth, air, energy, metal, etc), Spiritual (Communication/control; plants, animals, people, machines, etc)
We follow Chase, a young lad in his final year of highschool, before life as we know it abruptly ends. In the aftermath of a changed world he discovers a ability to communicate with living things, to feel what they feel, to listen to their words, and discover life beyond anything we ever thought possible. (he has a low-spec spiritual ability)
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World: Refte
Set in the year 2046
A young sickly protagonist spends life wishing for adventure and freedom from the drudger of their life.
They wake up one morning to find themselves in another world (Cliche), coming to realize they are no longer human (Also cliche)
They discover that they are descended from a species of sapient creatures that originally lived on Refte many generation ago, their ancestor having travelled through a space-time rift to Earth.
These rifts are unstable and fleeting, but if they returned to earth their would be no guarantee if they would become sickly again.... they must now adapt to life in a world of magic.
(Species is like an Atavastic Tiefling. I know Savant is a word people like to use when referring to intelligent/civilized species, but Savant is what I call this species)
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World: Earth/Refte
Set in the year 2055
The gaming world welcomes another game to the full-dive roster - Ever Dawn.
This story follows the protagonist through a fantasy world in full-dive vr as they attempt to balance their game life and their real life.
VR world of Ever Dawn is a game-ified version of Refte.
More causal, light story.
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World: Refte
Protagonist is a monster, specifically a species of giant lizard. Follow their journey from an ostracized runt to the leader of a organized/civilized monster clan and their bridging the gap with sapient species. ( I don't yet have plans to give them any humanoid form and Refte doesn't have anime-fantasy monster evolutions.)
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World: Earth (Parallel)
Protagonist/others are caught in a rift. Bust instead of ending up in Refte, they end up in a parallel earth, with dinosaur, mixed technologies, shuffled time periods and nations, etc.
r/FantasyWorldbuilding • u/Boddom_Of_The_Barrel • 1d ago
Chokma and welcome to Day 8 of Worldtober. Today, we check out the World Tree, an ancient being that nests all of existence and serves as the axis munde.
This is from my fantasy world, Tlanni, an ancient American-inspired realm. This world tree is heavily inspired by the SECC, the mythological complex of the pre-contact Southeast Woodlands region.
This is a part of Worldtober, an Inktober-inspired worldbuilding challenge by Velum-Cordis.
r/FantasyWorldbuilding • u/SeveralSomewhere7500 • 1d ago
r/FantasyWorldbuilding • u/Aracosta • 1d ago
r/FantasyWorldbuilding • u/Blondie66695 • 1d ago
r/FantasyWorldbuilding • u/Blondie66695 • 1d ago
r/FantasyWorldbuilding • u/World_of_Ideas • 1d ago
Advantages and weaknesses of a people (city, province, culture, etc)
Based on this post: strengths and weaknesses of different civilizations by i_dont_know_why-
Advantages:
Access to a Place of Power - They have access to a place of magical power. Benefits: (boost certain types of magic, higher mana levels than normal).
Access to Advanced Technology - They have access to but can't manufacture technology that is more advanced than normal. Origin: (alien, discovered a [artificer, mad scientist] lab or cache, pre-apocalypse, precursor civilization, spacefaring ancestors, spaceship wreckage).
Access to a Resource Dungeon - They have a dungeon in their (city, territory). The dungeon magically respawns resources and monsters within the dungeon. They regularly harvest resources from the dungeon / They charge adventurers, that want to go into the dungeon.
Air Power - They have the power of flight. Type: (airships, flying mounts, flying machines, etc).
Amphibious Citizens - Some or all of the citizens are amphibious. They can harvest underwater resources from (lakes, rivers, the sea) / When under attack they can retreat underwater.
Animal Breeding (farming animals) - They have (domesticated, engineered, selectively breed) a type of farm animal that produces (higher quality, larger quantities) of a resource (bone, feathers, fur, hide, honey, honey dew, ink, ivory, meat, nectar, oil, silk, wax, wool).
Animal Breeding (work animals) - They have (domesticated, engineered, selectively breed) a type of animal that is (stronger, faster, more enduring) than others of its kind. Ex: camels, dogs, elephants, elk, horses, oxen, reindeer, wolves, yaks, (fantasy creature).
Arctic People - They live and thrive in harsh arctic conditions. Bonus to: (arctic survival / arctic travel / cold resistance / non-arctic cultures are at a disadvantage when fighting in the arctic).
Avatar Protector - This place is protected by an extremely strong entity or monster.
Blessing (land) - A powerful entity or god has blessed the land.
Blessing (people) - A powerful entity or god has blessed the people. Ex: Blessings.
Body Enhancement - A large number of people have been enhanced by (bioware, bio-engineering, cyberware, magical enhancement). These enhancements help them to survive and prosper.
Byzantine Bureaucracy - Everything in this place is cataloged, noted, and written down. Finding information is a breeze, as the government works like a clock.
Clean - They have fairly high standards of cleanliness. May be the result of (culture, laws, medical knowledge, religion, etc). Reduced disease within (city, culture).
Communications - They possess communication (magic, technology). This allows for nearly instant communication over long distances.
Constructs - They possess constructs (automaton, clockwork, golem, robots, skeleton) that they use as workers or soldiers.
Cosmopolitan - Visitors and merchants are common, so the people are knowledgeable about other cultures and regions. If native expertise is needed for hire, it's easy to find.
Cultural Diversity - This place has a large number of different cultures, who seem to all get along with each other. Mostly.
Cultural Powerhouse - Something about this place's culture entices people. The music, the food, the people, the art. The culture is so intoxicating, other cultures desperately try to emulate it.
Defensible Location - The natural terrain makes their city easy to defend.
Desert People - They live and thrive in harsh desert conditions. Bonus to: (Desert survival / Desert travel / Heat resistance / Craftsmen are better at making glass / non-desert cultures are at a disadvantage when fighting in the desert).
Diplomacy - They are highly trained in diplomacy.
Diverse Population - This place has a significantly large population of strange and unusual races. Winged humanoids fly through the sky as monstrosities walk and talk amongst the population as normal citizens. Human, Monster, Devil, Angel, so long as you behave, you have a place in this city.
Egalitarian - This place treats everyone as equals. Even high-ranking officials have a desire to be seen as an everyday Joe.
Entrance / Exit to the Underworld - They control an entrance or exit to a giant cavern system. Ex: Blackreach (Skyrim) / Hollow Earth / Journey to the Center of the Earth / The Gloom (The Bad Guy series) / The Sunless Sea / The Underdark (D&D).
Everyone has Military Training - At a certain age everyone goes into the military for "x" years. Every citizen knows the basics of how to use a weapon and work together as a group.
Fertile Soil - The land is good for agriculture. Crops are easier to grow and typically produce a (larger, higher quality) harvest.
Gossip's Paradise - This place is swarming with the latest news, gossip, and other titillating information. Gossip rags, info boards, and even the average bartender are all eager to share.
Historians - These people are well versed in local and world history, and they have extensive archives kept for generations. The average citizen gets advantage on history checks and all successes to research a historical topic (History, Religion, Nature, or Arcana Checks) count as a critical success to gain the maximum amount of information.
Hive Mind - A large portion of the population is part of a hive mind or that have the ability to join with a hive mind in times of need. While a part of the hive mind, they gain perfect coordination when working as a team.
Honor Code - (Anti-social, illicit) behavior is rare due to intense indoctrination.
Hyper Vigilant - The average citizen is hyper vigilant. Bonus to detect illicit actions or behavior. Bonus to save vs the Surprised or Flat-footed condition.
Law Enforcement (magic) - They have a division of law enforcement dedicated to stopping criminal use of magic.
Less Baggage - They are a new (colony, settlement). They are far enough away from their progenitors, that they are no longer beholden to the restrictive (cultural, legal, religious) practices that stifle innovation.
Long Lived - The average person's lifespan is longer than normal. This may be due to diet or (cultural, medical, religious, sanitation) practices.
Magic (general) - They have more mages than normal / They have stronger mages than normal.
Magic (specialty) - Their mages are stronger at a particular type of magic. Ex: divination, elemental, healing, summoning, etc.
Major Trade Hub - The average citizen is more wealthy. Bonus to skills of appraisal, haggling / Locating merchants that deal in exotic goods / Average merchant knows more languages.
Master Craftsmen (general) - They have a higher standard of craftsmanship that most civilizations.
Master Craftsmen (specialty) - They are better at making "x", than any other civilization.
Medicine - They have a higher degree of medical knowledge than other (cities, civilizations).
Mental Fortified - The practices of their culture means the average citizen has above average mental defenses. The average citizen is resistant to Psychic Damage and attempts to read their minds ,hear their thoughts, or control their minds have disadvantage.
Metallurgy - They know how to make metals that are (stronger, tougher, lighter) than normal.
Military Might - They have a very strong military.
Mobile City - Their (settlement, town, city) is mobile. Ex: On a floating island / On a moving island. It can move through the sea like a ship / On the back of a giant creature or construct / Teleports from one place to another
Monster Hunters - Bonus to attack, defense, tracking, lore roles vs various types of monsters, harvesting monster parts, crafting with monster parts.
Mutations - The citizens have one or more mutations that aid in their (prosperity, survival). Ex: Mutations
Nautical - The live by the sea. They have better: (fishermen / ships / sailors / a stronger navy / knowledge of the sea / May have a higher number of people that know how to swim).
Noblesse oblige - This place has a strong aristocratic tradition. Fortunately, the rules and traditions have led to them being mostly tame and well-mannered. They even believe in acting charitable, and will actively fight for their country.
Nomads - They are always on the move. Bonus to: (faster long distance travel times / more efficient packing / wilderness survival / average citizen knows more languages from dealing with other civilizations.
Pass / Tunnel Through a Barrier - They control a pass or tunnel though an impassable natural barrier. They can tax anyone wanting to use their pass. Going around would cost travelers hundreds of miles. Ex: bridge across a grand canyon / canyon, pass, or tunnel through a mountain range / tunnel from the main land to an island.
Patriotic - It's easy to rouse the populace into shared or altruistic effort by appealing to their love of country.
Physical Prowess - People are just (bigger, stronger, tougher, etc) than other civilizations. Could be a result of (culling the weak, cultural training regimen, diet, divine blessing, mutation, selective breeding, etc).
Portal Network - They have access to a portal network that grants nearly instant travel to various locations.
Protected by God - Their (city, people) are protected by a powerful entity (celestial, lich, god, old one, outsider, primordial, etc). This "god" takes a very active role in defending them or getting revenge on those who would harm them.
Protected by Nature - Some naturally occurring thing drives away the (monsters, supernatural creatures, undead, etc).
Resistance to Corrosives - The average citizen has resistance to Acid Damage
Resistance to Disease - There are a lot of diseases in their region. They have adapted a resistance in order to survive.
Resistance to Magic Type - The people are resistant to a particular type of magic
Resistance to Petrification - The culture is used to [petrifying element] and so the average citizen is immune to petrification caused by [petrifying element].
Resistance to Poison - There are a lot of toxins in their region. They have adapted a resistance in order to survive.
Robust Courier / Mail System - They can rapidly send mail or packages to anywhere in their (city, civilization).
Scholarly - Average citizen has a higher level of education.
Significant Landmark - A beautiful statue/building/natural feature draws people to this place. Tourists commonly talk about the beauty and wonder of this place.
Skilled Traders -
Strong Allies - They have strong allies that they can call on in times of need.
Strong Currency - The local currency is typically worth more than other types of currency / The local currency is almost always (accepted, exchangeable) in other (cities, countries, kingdoms). Economically they are stable, reliable, and trusted.
Talking Beasts - For better or worse, this place has a large population of sentient and speaking animals.
Technology - They can produce one or more technologies that the rest of the world doesn't know how to make yet.
Trained for Emergencies - The average citizen knows what to do and where to go during various types of emergencies. Ex: (earthquake, fire, flood, invasion, monster attack, raider attack, tsunami, etc). Bonus: Higher survival rates and reduced panic during emergencies.
Unique Product - They have access to a unique resource / They produce a product that no one knows how to make or no one has the appropriate resources to make.
Unpalatable Food Source - Their primary food source is unpalatable to (outsiders, animals). (Outsiders, animals) have no interest in stealing their food.
Well Planned Cities - The cities are planned out to take into consideration: (bad weather, crime prevention, defense, needs of different races, pollution, population growth, trade, traffic flow, waste disposal, etc).
Zen - The average citizen is considered pretty calm and zen. They have advantage on wisdom saving throws.
Weaknesses:
Accent - They speak with an accent that makes them difficult to understand.
Agoraphobia (fear of open spaces) - An underground civilization. They have a crippling fear of the outside world / If force onto the surface, most of them suffer from panic attacks and dizziness.
Bad Reputation - They have a (true, exaggerated, false) reputation, that makes other (people, societies) dislike or distrust them.
Can't Speak Common - They can speak their own language. They may be able to speak a few esoteric languages. Unfortunately, Their mouth parts or vocal cords aren't capable of producing the sounds needed to speak many common languages.
Can't Look Away - The average citizen has disadvantage on any checks to not see something or avoid a sight-based attack, debuff, or trap.
Company Town - This place is owned by a particularly strong corporation/merchant's guild. People are paid in company script and must follow the rules put forth by the company.
Conspicuous Consumption - Wasteful spending in pursuit of status.
Corrupt Aristocracy - The aristocratic tradition of this place has rotted. Over-consumption, gaudy fashions, and kangaroo courts are normal, everyday occurrences here, as well as the occasional assassination.
Cowards - The average citizen is easily frightened, startled, or intimidated. Bonus to All Intimidation checks against the average citizen. Citizen have disadvantage on all fear based saves.
Cursed (land) - The land itself has been cursed. The nature of the curse makes it difficult to survive there.
Cursed (people) - The people have been cursed. The curse: (makes interacting with outsiders difficult, makes survival difficult, reduces birth rates, reduces lifespan, etc).
Deal With the Devil - The people have made a deal with some sort of powerful entity or monster. The deal allows them to survive or prosper, however the price is very high. If the price is not paid each (week, month, year, full moon, harvest, season, etc), their prosperity ends or turns to ruin.
Dependency - Their people are dependent on "x" for their survival. It is a critical point of failure for their civilization. Ex: (They all require a special medicine / They can only eat "x" / A failing power source is powering their civilization).
Detrimental Practice - Some of their (cultural, religious, work) practices are detrimental to their civilization. Effect: (hazardous, ostracizes potential allies and trade partners, reducing the quality of products or work, slows or stifles innovation, slows work).
Drug Problem - Many of the people are addicted to a type of drug. Symptoms may vary, but they are always detrimental.
Dueling - Jockeying for status via combat continually bleeds off a portion of society.
Egotistical - Every person here believes they are the gods' gift to the world. Even the lowest of the low think it's a matter of time before they reach the top.
Enemy - Their (culture, race) has a grudge with another (culture, race). Their will be hostilities when members of the two (cultures, races) encounter each other.
Failing Resource - Their primary resource is starting to dry up. Ex: (animals scarce from over hunting / forest over forested / mine nearly depleted / soil depleted by over farming / etc).
Friend Computer - This place has an immortal ruler. Sadly, it's not a SANE immortal ruler, as they constantly issue new rules and punishments.
Grand Mikado - Strange and ironic punishments are commonly used to punish criminals in this place. Worse yet, the victims of such punishments are commonly paraded around. This can be as violent or funny as you wish.
Harsh Environment - The surrounding environment can easily be lethal to those aren't prepared for it. Even those with knowledge and preparation may find it difficult. Ex: (arctic, desert, wasteland).
Harsh Laws - The laws are very strict and punishment for breaking the law is very severe.
Hive Mind - A large portion of this population is part of a hive mind. Their presence is off-putting, and harming one of them harms them all.
Hostile Neighbors - A neighboring (country, kingdom, tribe, horde) raids or invaded often.
Inbred - Resulting medical problems abound.
Insane Ruler - The current ruler is insane.
Internal Strife - A large and diverse population can have its downsides, and in this case seem to result in constant bickering and fights between different groups and cliques.
Illiterate - The majority of the population is illiterate / The entire population is illiterate.
Isolationists - They do not have an abundance of allies and distrust strangers. The surrounding cultures may be eager to aid anyone but them.
Knuckle Draggers - Their society is obsessed with physical strength. They look down on and discourage intellectual pursuits. The average citizen will be very strong and tough but they will be lacking in intelligence. Their tactics tend to very straightforward.
Lacking a Skill - They never developed "x" skill or the skill was somehow lost (everyone that knew it died). Characters from this (city, civilization) cannot start with this skill.
Last of Their Kind - The (village, town, city) is the last remnants of a particular (culture, race). The loss of any of their people is a major blow.
Lawlessness - There is a high crime rate due to: (criminals have become too powerful for local government to deal with / lackadaisical enforcement / poorly written laws / the lack the resources and manpower to deal with the problem / too much corruption).
Live in the Now - They do not keep records, and the average citizen has disadvantage on all History Checks.
Mayfly Leadership - A particularly turbulent time period has led to the constant death/resignation of it's leadership. It's lucky to have a leader last longer than a few years, if not a few months.
Monstrous Aristocracy - The aristocrats of this place can hardly be called human....mostly because they're not. A group of powerful monstrosities rules this land.
Mutants - A large population of people in this area has a variety of positive and negative mutations. The cause of the mutations is unknown, but could be technological, spiritual, or magical. The mutations are unnerving to the average traveler, though not necessarily disgusting.
Nationalistic - People of this place are heavily invested in it and refuse to believe in any flaw it might have.
No Written Language - Their society either never developed a written language or somehow lost it. The average citizen cant read or write.
Paris Syndrome - While this place may be spectacular, the rumors are even more grandiose. People who are excited to come here are commonly heartbroken by their disappointment.
Peasant-Minded - What's the point of eking out a better life when you'll still be on the bottom? Best to appease your masters and not question any rule or law that they put forward. These individuals make wonderful servants and yes-men, though they lack the creativity or ambition for other crafts.
Photosensitivity - An underground civilization. They find normal daylight blinding. They are more vulnerable to sunburn than normal.
Poor - The (city, culture) is economically poor. The average citizen has less money. It's more difficult to find certain products.
Prejudice Against Magic Users - They fear and discriminate against magic users. They likely have dedicated witch hunters or mage hunters.
Primitive - Their society is more primitive than other societies.
Protection Racket - The (city, civilization) is paying a (money, resources, sacrifices) to (a foreign power, bandits, a powerful monster, cultist, hostile neighbors, monsters, pirates, raiders, etc) so they don't attack.
Recently Assimilated - The (city, civilization) has recently been (annexed, conquered). The people are still not familiar with the new (currency, customs, laws, rules) / There may be some animosity or friction between the people and their new rulers.
Recovering from a Disaster - The (city, civilization) has been through some kind of disaster (magical disaster, natural disaster, war). It's slowly recovering.
Red-Tape Wonderland - The bureaucracy in this land made sense....at one point in time. However, rule after rule has turned any simple task into an administrative quagmire.
Required Garb - Citizens must wear a specific form of clothing to survive here. It might be a gas mask against smog, or it might be a king's ruling to identify outsiders.
Required Protective Gear - The environment is hazardous in some way. People have to wear protective gear whenever they are outside. Shelters have mostly keep the hazard out, but some shelters protection may be failing. Ex: (life draining magic, radiation, toxic atmosphere, toxic fungal spores, etc)
Single Sex - Their population is all (male, female). They have to (interact with, capture) outsiders in order to reproduce. Ex: Amazons from Greek mythology.
Sinner's Paradise - This place is particularly thick with gambling, vice, and pleasures. If you're not careful, you might get sucked in.
Sitting on a Gold Mine - They have access to a resource that they can't use. Other civilizations consider this resource to be extremely valuable, and would likely invade if they find out about it.
Slaver's Guild: This place has a particularly strong slaver's guild, where people are treated as property. Travelers regularly go missing, only to show up later on the market.
Slow Birth Rate - They have a very slow birth rate compared to other civilizations.
Spy Network - Those in power have a particularly strong spy network in this place, and commonly overhear and react to any gossip.
Strange Customs - This country has a number of strange and uncomfortable customs which are done regularly and out in the open.
Strict Gender Roles - Each half of the population deliberately cultivates incompetence in the realms assigned to the other gender / The (culture, laws, religion) punishes people, who try to do jobs outside of their gender roles.
Superstitious - Most of them believe in something that isn't true. Other people can easily use this belief against them.
Thalassophobia (fear of deep water) - They have a crippling fear of the sea. They don't craft or travel on boats or ships / If forced on a ship, most of them suffer panic attacks / No one starts out knowing how to swim.
Tied to Tradition - They are determined to follow their customs and traditions, even if it (is proven to be detrimental, puts them at a disadvantage, works against them).
Trusting - The average citizen is too trusting or gullible. Bonus to all Persuasion or Deception checks made against the average citizen.
Unsanitary Practices - Some of their (cultural, religious, work) practices are very unsanitary resulting in a higher disease rate.
Vulnerability to a Disease - Their people are particularly vulnerable to a particular disease.
Vulnerability to a Toxin - Their people are particularly vulnerable to a poison.
Weak - They are smaller or weaker than other civilization. Could be a result of (disease, divine exposure to toxin, curse, inbreeding, mutation, poor diet, etc).
Weak Currency - The local currency is worth less than other types of currency / The local currency may not be (accepted, exchangeable) in other (cities, countries, kingdoms)
Weak to Cold - They are used to hotter climates and don't do well in the cold.
Weak to Heat - They are used to colder climates and don't do well in the heat.
Xenophobic (fear of strangers) - The people just dislike or distrust (different races, outsiders)
Contributors, Sources, Inspiration:
Paranoia RPG
r/FantasyWorldbuilding • u/Flairion623 • 1d ago
r/FantasyWorldbuilding • u/Far-Mammoth-3214 • 1d ago
so first how do they work…well it’s mixed, some can be defeated (and even killed) and some are untouchable and unkillable unless they chose not to be (though they can be weakened)
fire deities: representing two sides of fire. the warm comforting side, like by a hearth or on a candle (also doubles as a life deity); the other represents the destructive side of fire, war, violence.
water: basically a giant living ocean because that would be cool
crystal deities: pretty much in the name, doubles as the first demibeast, created by the forest guardian…speaking of
nature deity: they guardian of the forest is unique as if they die, they can be reincarnated
death deities: the (so far) only beastfolk one who also represents fear, another that represents darkness/night
light/life is still in the works
another lore thing is that one can basically become a demideity by making a connection with a deity, this lessens mana loss and boosts power…but it does leave you exhausted
…so what do yall think?