r/FantasyWorldbuilding 31m ago

Image Stone-Giant Border

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r/FantasyWorldbuilding 6h ago

Magic in The Moon and Her Handmaids - Dreamthieves

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1 Upvotes

r/FantasyWorldbuilding 8h ago

How is my disease that plays a large part in my story?

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5 Upvotes

r/FantasyWorldbuilding 8h ago

Discussion How does a royal polyamorous multi-marriage be kept a secret from the parents?

0 Upvotes

Here's the specific scenario:

A young prince of the "hero kingdom" finds himself betrothed to marry a princess from one enemy kingdom who is already married to a princess from another enemy kingdom. Both princesses, in turn, are married to a woman from across the pond who already has a husband and a wife of her own. In each example, the marriage is performed separately.

So the question is--in this scenario, how are the marriages kept secret from the kings and queens of their respective kingdoms? How can it be done without any of the kings or queens knowing that their children married both enemies and non-royals behind their backs?


r/FantasyWorldbuilding 8h ago

Lore Working on my own fantasy world and I wanted to share the geography I have so far

4 Upvotes

***North***: colder regions
Snowy Mountains and tundras snowy forests
Famous area : mountains of agrogor
Iceberg woods cold heart city

***South*** : humidity warm weather swamps and jungles
famous area:
Howling jungles and fungal swamp marshlands
Coastal plains

***East*** : grasslands and plains mountain ranges and a forest
Famous area the hallow plains
dark wood forest
Whispering woods
Gear head city
Highlands
Dragon spine mountain

***West***: blazing hot weather
Bone dry deserts and islands
Famous area : sea of sands
The badlands
Sandstorm city
Golden islands

***Midlands***
The middle of all four borders gets all kinds weather winds heat cold rain
Most diverse of the regions
City capital omni city

***The floating cities*** :
Three large islands that are in the air suspended by ancient magic home to bird folk
Beak strike city
Aviaonus the capital
And feather fall city


r/FantasyWorldbuilding 9h ago

power systems

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r/FantasyWorldbuilding 10h ago

Codex and galactique Map of Ishar

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r/FantasyWorldbuilding 12h ago

Other (Fictional country fictional world) CANAL 9 NEWS: 5 men, wanted in Tolenaar, Avia for the planting of explosives in a church, killing 15 people, and injuring 26 others

2 Upvotes

5 men, wanted in Tolenaar, Avia for the planting of explosives in a church, killing 15 people, and injuring 26 others. It was investigated that these 5 men had a relation with the Islamist terrorist organization Al-Qaeda, 4 out of the 5 men have been identified by police: Abdelkarim Ali Hossein IBRAHIM, Mohammad ibn Ali Islam Mansour ISMAIL, Ahmed Saif Syed KHAN and Mahmoud ibn Hossein ABDUL


r/FantasyWorldbuilding 12h ago

Other (fictional country and fictional world) CANAL 9 NEWS: Avia is passing a new revised Act that prevents the smuggling of illegal drugs

0 Upvotes

The illegal drug trade(namely cannabis and opium) and criminal organizations is a rising problem in Avia. INTERPOL has detained over 32 criminals for drug trafficking and organized crime. The Avian Narcotic Drugs Act, 1998 is updated, including more provisions about the cultivation, transport and distribution of narcotic drugs, which passed through the Parliament 2 days ago, making stricter punishments and penalties for the illegal drug trade, with punishments even going up to lifelong imprisonment. What are your thoughts on this?


r/FantasyWorldbuilding 16h ago

Lore I created this civilization when there wasn’t wifi (it is a long post, if you want me to clarify some details, if here for you, as I have a general idea of the lore of the entire world)

2 Upvotes

The didunni

Origins and kingdom of Navani

The Didunni, (didūnnē as they call themselves) are a people of Terra Prima originating from the central plains that today make up the center of Beltrania and Jacobia. They moved further and further east due to the military pressure of the ascendant Api-än and the wars between the Formic federations. Once in the region of what is now Casildia, they settled on the banks of the Navani and founded the city of Niavana at its mouth in the Great Western Ocean (Nēvanna for them, which means "New home"). This city still exists and is currently called Barcia, and is the capital of Casildia along with Fueggoeste. This period had a brief time of splendor, in which the coastal-Didunni civilization expanded to the south and founded the city of Nirgiz (Nērgess en didunni). The leader who most personalized this era was Nakoban I, who created a kind of navy (well, they were almost canoes, things as they are), expanded the kingdom of Niavana along the banks of the Navani and once defeated the armies of Api-än in the so-called Battle of Fallen Gold, where the armies of the An dynasty were surrounded and crushed in the Gorges of the Nav, the birth of the Navani and put an end to the Apian attempts to expand to the region of Casildia.

End of the Navani kingdom and migrations to the south

However, the descendants of Nakoban I were not as strong as their predecessor and plunged the Navani kingdom into a decline from which the Didunni people would have to flee again. Then Nēvanna and Nērgess began to empty themselves as the raids of nomadic exo-elves from the Casildian interior became increasingly larger and organized. The Didunni migrated southward, founding the city of Nimsir (Nēamssir in Didunni, present-day Fueggowest). Finally they were forced to cross the Tricorne sea and got inside Terra Secundis (present-day Jania and Maximia, along with the steppes and the Deep South) and settled in the south in the deserts before the steppes, where the most representative culture of the Didunni civilization emerged: the time of cobermas.

Time of the cobermas

This era of cobermas was a more communal way of life than other previous eras such as the costero-didunni. This was an era where a kind of tribal system was installed where the main heads of cities and/or towns met in a concave geological structure, like a bowl what we now call coberma. The Didunni people of the time called it kēbbermā. They met in the cobermas and decided on day-to-day matters. This peaceful way of life began to change with the founding of the city of Thar-kahn in exoelphic, Thāss-kehēn in didunni. The foundation of this city meant a centralization of the era of the cobermas and a kind of Empire was formed that extended from the current Maximia to the west to the western coast of the current Jania, along the plateaus, in the desert. They survived with the water-makers and spices of the east of their territory.

The Great migration to the South

While the Didunni met in the cobermas, to the north the principality of Askär began to form, where the Solarians, sedentary cousins of the exo-elves of Casildia forged their own empire on the fertile Mediterranean coasts of Terra Secundis and began to colonize Casildia and the lands of the Didunni. And then the wars of the South for the Askäri began, where the steel and solarian gold defeated the didunni bronze, slowly expelling the didunni from the deserts, also slowly ending the culture of cobermas, forcing the didunni to enter the steppes of the center of Terra Secundis, subduing and looting the mammalian and avian tribes and reaching the mountains of the deep South, where there were centralized countries such as the Karaplaki Empire, of a surprisingly advanced avian culture. But with weapons made of obsidian. The Didunni settled in the northern mountains of the Karaplaki Empire and adopted the militarist culture they had until the Isetian legions commanded by Iadeus III subdued the Didunni Empire many centuries later.

The fall of the Karaplak

Two or three decades later, a civil war between two pretenders to the Karaplaki throne: the third son of Emperor Karapel II, Kar I and his younger brother Karapel III. The war did not reach the mountains where the Didunni lived but, nevertheless, the Karaplaki lords came to recruit, since a priori the Didunni were installed on their lands. The fathers of the orange people accepted with resignation and the young didūnnē left to fight in the Karaplak valleys for the suitor Kar I. Although he won the war, the Didunni officers were unhappy with the amount of loot, although fair, it was less quantitative than it deserved, since they used more perfected weapons than the karaplaki. They took their share of the spoils of war and their discontent to the mountains of the Sīnsun in the north, where the Didunni lived. Once they got home and told what happened to them on the battlefield, the orange people armed themselves again, but this time to conquer the Empire that welcomed them. The truth is that the Great War against the aviars of the Karaplak was relatively easy, although in the valleys of the center of the Empire, the resistance was fierce, where the elite of the armies of Kar I bravely fought the Didunni troops, more technologically advanced than them. The orange people ended up conquering the huge territory of the Karaplaki empire. However, the Didunni generals decided to share the feuds of the Karaplak: General Nakaran stayed with the valleys and mountains of the center and the east of the fallen empire; Nakbas, with the southeast and Lēshes with the west.

With this distribution a new era began for the Didunni, in the northern mountains the descendants of Nakaran forged the kingdom of Sinsunenia, in the southeast, Nakbas and his descendants founded Nē-Thāss-Kāhan, the new Thar-kahn; and Lēshes and his dynasty founded the city of Lōe, and founded the kingdom of Lōe-nia in the northwest of Sinsunenia.

Next we will talk about the formation of the Didunni Empire and its conquests, since Sinsunenia and Lōe-nia continued more less in their same territories until the Isetian conquest.

The Didunni Empire

To the south of the ancient territories of the Karaplaki, there were several avian kingdoms that fought for supremacy, including that of Iparatï, which extended through the wide plains of the center and the long coasts of the east, bordering with Arfōnia at Cape Kalon and with the Didunni to the north. This kingdom had a very important population and an impressive wealth, based on the gems of the eastern mountain ranges. Three or four decades passed before excellent quality insectium was discovered in the mountains near Nē-Thar-kahn. It was first used to adorn the palace of the royal residence. The potential of that green metal for war was later discovered: it was resistant but malleable and gave rise to blades of singular hardness, capable of cutting the bronze and iron armor of the Iparat. The elite of the Didunni armies was then progressively equipped with armor and swords made of silver-reinforced insectium.

The conquest of the South

War was then declared on the kingdom of Iparatï. The insectium demonstrated its effectiveness from the first battles by killing several officers and generals Iparat as in the Butchery of the Valley of Ipar, the capital, which was taken with blood and fire by King Nakoban VII himself. On the ruins of what would later be called Nēropolis the king himself swore that the Didunni people would never be displaced again. From that conquest, the state of Nē-thar-kahn begins to be called the Didunni Empire, which now dominated the southern continent from the mountains of the ancient Karaplaki Empire to Cape Kalon to the south. This era would be known as the orange Hegemony, since the Didunni for once were the dominant people, who could expel if they wanted to other kingdoms, or entire empires, until the banner of the Isetian Jadeite mantis waved over Sinsunen and Nē-thar-kahn.

After assimilating the majority avian population and crushing some unimportant noble revolts, the Empire embarked on the conquest of Arfōnia, which evidently ended in the annexation of that kingdom to the imperial lands and the Bēkh Rhālaās, the march of the South. From that moment on, the didunni empire (Empērayāss didūnnēi) was the dominant power of the southern continent, not even its brother countries compared to it in wealth and military strength. The palace of Nē-thar-kahn shone with the tributes of the conquered peoples, gold and insectium, rivaling the distant Askär, and even the most distant Xanthia or Bel-o-kan yet.

The plains of the slaves and the mountains of the mines

In the center of Terra Tertia (Deep South) there were large plains and valleys that no avian kingdom had deigned to conquer and inhabited by mammalian tribes (Didunni chroniclers used to say that mammals were considered incapable of raising lasting kingdoms). This region was very populated but poorly organized, so by the Treaty of Kalāsh (1964 BH, before the arrival of Humans) "zones of influence" were established so that each member state of the treaty could have a region to capture slaves for later trade. As the mountains of Terra Tertia were overflowing with gems and precious metals, large mines were established, especially in Sinsunenia and Lōe-nia in the great mountains that made up their territory. That was equivalent to a lot of didunni climbing the peaks of the Sīnsun, digging a hole and getting rich.

These legendary mines awakened a real gold rush for gems, insectium and gold, creating real mafias that discussed the holes.

Nakbass I the Great and the Great Conquests

In 1958 BC he ascended the throne of Nē-thar-kahn Nakbass I, (later called the Great) at the age of 17, eager for blood and conquests. However, he knew how to contain himself and prepared the Empire for the large-scale war on the islands of the Skhilins (which separate Terra Tertia from the large island of Amērof) by building more ships (this time more resistant, with reinforced insectium plates covering the huge peak of the bow: they were ships made to ram and attack). And perfecting the armament and discipline of the soldiers, who until then had been little less than bloodthirsty mercenaries.

War was then declared on Marataia. The didūnnē ships crushed and tore apart the pirate ships of Marataia in a successful strategy of traversing fleets, looting the coasts and returning to the sea. The imperial infantry once again demonstrated its destructiveness in the final invasion of the island of Amērof, unprotected on land seeing itself devoid of its ships. Soon after, the new kingdom of Amērof-nē was a client of the Empērayāss didūnnēi, along with the city-states that had been subjected to the pirate hegemony of the old kingdom. The remaining kingdoms were subjected to Sinsunenia. Nakbass had already earned his nickname "the Great" (Nerāgg in didunni) and returned to the capital to celebrate his victories, both at sea and on land. Now the Empire controlled more than a quarter of the continent in which it had settled and rivaled in wealth and opulence with any primarian court such as the apian one or the askäri.

The Pax didunnica

The death of Nakbass I the Great was succeeded by his eldest son Nalbē inherited the imperial throne and was crowned in the Palace of the Sole Emperor as Nalbē, first of his name, Protector of Aviars, Father of the Armies and Nexus with the Sole Emperor.

At the beginning of his reign, the new emperor realized one thing that his father had not had time to solve: conquering was easy; another thing was to keep what was conquered. During the first two decades of his reign, he devoted himself to making peace with his neighbors and increasing the authority of Nē-thar-kahn over the territory of the former enemy kingdoms. His first major reform was the definitive fixation of the court in Nē-thar-kahn. Although it was already the residence of the emperor and his tribe, the nobility preserved the itinerant customs of tribal times and the cobermas. Nalbē broke with that tradition, declaring that "Just as the Sole Emperor remains in the center of the Many Paths, the Nexus will remain in the center of the Empire." From then on, Nē-thar-kahn became the undisputed administrative and cultural heart of the Empire and headquarters of the nobility and aristocracy of the Empērayāss Didūnnēi. The second reform he made was to create the "Shenadragg Onimak" (Servers or Guardians of the Path). They were imperial envoys who acted in pairs: a secular official appointed by the Nexus and another religious one appointed by the Supreme Servant. Their function was basically that of inspectors: they inspected fortresses, verified taxes, monitored governors, investigated their abuses, supervised provincial trials, and most importantly of all that: they reported all that directly to the Nexus in Nē-thar-kahn. The nobles feared them because no one knew when they were going to arrive. Over time, they became feared by the provincial aristocracy, with the following saying appearing: "the thief fears the guard; the nobleman fears the Servant." The long 60 years of reign of Nalbē I were remembered as years of prosperity and maximum stability of the Empire: the mines of insectium reached legendary levels of production, trade connected the then isolated Terra Tertia with the great commercial centers of Terra Prima such as Magnia, Sateï, Bötis or Askolöin. Apart from the economic, literature and culture in general flourished; the religious schools of the main cities of the Empire such as Nē-thar-kahn, Nēsilfiā or Amērof also flourished: more and more young nobles entered the Cult of the Many Roads. During the centuries to come, Didunni historians would summarize Nalbē's reign with the following phrase: "Nakbass conquered a continent, Nalbē taught him to obey."

I also have their religion and language, but they aren’t finished yet. However, I’ll post it soon in this subreddit.


r/FantasyWorldbuilding 16h ago

Image Not runes exactly... But magical nonetheless.

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6 Upvotes

Witches in the modern-day track and record faeries via radios. Mind you, faeries are not winged creatures in my world but rather living radio signals that can alter their surroundings to an unknown extent.

Modern witches, as stated, can record and modify these signals to allow them to control the magic inflicted upon their surroundings. They do this through mixing and distorting the faeries.

Glamour, the magic of faeries, has three specific effects that can occur. It can change the properties of an object, entity, or place. Be it a perceived property such as how familiar you think someone is. Be it a physical property such the density of a rock. Or be it a spacial property such as where a door leads.

Glamour will often swap or copy these properties from things around and apply them to the unprotected items nearby.

These notations track the unwieldy frequencies in the faeries to allow modern witches to calculate, mix, and control artificial faeries.


r/FantasyWorldbuilding 18h ago

Writing center of everything to balance things out

1 Upvotes

for me i needed something to explain existance of the stuff in the novel.
some stuff like hell and different timelines. because in the story we see the "devil" and hell itself isn't necessary a bad thing. it's actually essential for things to work out. demons are there to deceive and balance the good and bad in some sense.
and for timelines to make sense i needed to make a whole system of how they work and what can heppen within them.
but i realized all this order kinda needs a superior being or power to control it and make it happen.
so i made THE god (which i mentioned before in [here](https://www.reddit.com/r/worldbuilding/s/TG3oAEh0nw)) and then made a few people be representor of gods control over the world:

\-we have the hell itself as the representor of raw power. and the devil as the king of the hell.
something that i need to point out is the fact that the devil doen't have full control over the power of hell which explains why the main protagonist defeats him (i haven't talkd about him but he's like half demon-half human with a whole set of rules and stuff behind how that works)

\-we have a dude called creator (might name him tyler because why not) and he is the representor of knowledge of god. he just know everything and lives in heaven.
he usually goes around and makes stuff and does have a very important role even though he'll never be interacted with directly in the novel.
something interesting about him is he knows that he's a fictional character and sometimes does stuff just to make the story more interesting. and is one of the few people that knows about the "king"

\-the "king" that i mentioned is representor of gods control over reality(there's a lot to talk about for this one)
so what does that mean? it can mean a few things. firstly it can mean that them being just some fictional characters.
secondly it can just bear the truth behind reality which no one other than god and the creator (i really wanted to call him tyler here) knows.
it's heavily inspired by "the king in the yellow" and how i see the whole concept.
throughout the story few characters meet it. the readers will never get to know it. like how it looks and what it is will not be mentioned (well because if readers know what he is they'll go insane too!) and only the after effect of it is shown which is pure madness and craving for more power
a theory which can be made(yes im the writer and i'm making theories about my story :p)
is the fact that when characters meet it they realize that they are fictional and might die at some point of the story. so they try their best to be as powerful as possible to survive. which kinda explains why the creator does some stuff to make the story more fun, so the writer(me) doesn't kill him (lol)

\-lastly we have god's control over time and space. this one is a little interesting.
before the "disaster" this was something like hell. a place that contains the power of god and the control over time and space. when the so called "disaster" happens that place shatters. the representor of time and space turn into two people.
for time it's a dude called clock (temporary name lol) which sits in a dimention looking over all the timelines and not letting any sort of paradox or smth out of order to happen.
and the other one is a bit different it is a character called "void" but he doesn't have the full control. the "disaster" shattered his soul. we can see throughout the story that a lot of characters have some of his soul and use it to travel in space and between timelines.
the void is one of the main characters of the novel. he has a close connection to the main character and is present throughout the most of the story.

so these are the how a lot of thing will make sense i didn't get into the detail of each one of them and what they do in the story.
just wanted to share it and get any oponion/feedback on it.
(also sorry if the grammar is not making any sense sometimes english is not my first language)


r/FantasyWorldbuilding 20h ago

Lore Rhündal Cultures

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42 Upvotes

These are a collection of info pages I have been making about different cultures in an area of my worldbuilding project, the World of Rhündal. This area is dominated by rainforests, monsoons, tropical savanna's, and plenty peninsulas and islands.

Most of the inhabitants in this region (called the Woodlands) are a mix of elvish, serpentine, and lizard ancestry infused with the natural spirits of the land here.

Let me know if you have any questions about these cultures, their cultural practices, their history, or about any of the info I have provided on the pages. I would love to hear any suggestions you have about any of these cultures or the conflict that might spring up between them!


r/FantasyWorldbuilding 1d ago

Printing technology?

7 Upvotes

Does Anybody include printing technology in their setting. If so, how does it affect the world?
Is Magic now easier if grimoires are available to the public.


r/FantasyWorldbuilding 1d ago

Lore Alchemy in my setting AMA

2 Upvotes

Alchemy is the most common source of magic in my setting, which is called Hollow Lake, its origin is the essence if trillions of long dead magical beings from the time when the world was still young called the Primevals. This essence created magically imbued materials throughout the world. Alchemy is the field of studying these materials and how they can be utilised. No this is not a metaphor for oil but it is coincidental like that I know.

Alchemy is generally a gate kept field for the rich and even then it’s a difficult to learn, and even in areas where it’s not so much elitism gate keeping it, it’s still difficult to learn it. But, if someone manages to become an alchemist, here are some career paths they might pursue:

**Tinkerer**

So a tinkerer is exactly what you might assume, someone who tinkers with and modifies mechanisms. But not limited to this, they also make magic weapons(or other tools), this can occur through modifying already made weapons but most tinkerers are also capable blacksmiths that make said weapons magical from scratch. Tinkerers are also ones that would make automatons.

**Apothecary**

an apothecary would be someone practicing the art of magical brewing. That is to say someone who makes magic potions. This is not limited to medical fields as personally I would assume had I not made this, it’s also used to enhance weapons.

**Scribe**

As I’m sure you can tell by now, most titles are self explanatory, so I’ll start by just explaining that spells are considered magic items that need to be crafted, this can be in the form of a spell scroll, a Grimoir, or floating glowy runes. A scribes job is to make such spells.

No I haven’t made recipes yet, but some things to note, consumption of magic potions will start to alter the body beyond repair if used too frequently, spells similarly if used too frequently will start to fuck up the users brain. And magic weapons are probably the safest and most common. Because of this Apothecaries and Scribes are less likely to use their own items, this isn’t a hidden fact either in most cases. People who use them are usually people who have specialised in that. Who are more common than alchemists but still usually among the elites.

One more thing that I haven’t really decided upon the category of would be the art of Chimera breeding, which is creating new life forms by combining existing ones, though with one historical exception these life forms are unstable, sterile, and constantly in pain, thus such is outlawed most places.

NO THIS IS NOT INSPIRED BY FULL METAL ALCHEMIST! ANY SIMILARITY IS ANOTHER COUNCIDENCE.

Anyway! context for the setting: the world of Hollow Lake is a dark fantasy world that takes place large pit that’s surrounded by cliffs on all sides, it’s substantially larger in surface area than the earth(not sure by how much but yea), it’s part of a flat plain. While there are plants and animals who serve similar functions as ones in the real world there are none directly from the real world. The environment is rather hostile and deadly, for example there are gigantic storms that constantly rage across the world, the hottest desert is too hot for people to survive, some places the winter is said to flash freeze a fire. The ocean is unforgiving. And in the middle of the world there is something called the Iris, which is a large impact point in the middle surrounded by a ring of mountains that crosses land and sea. There are straits but storms don’t pass through. The waters within the Iris are calm to an eerie extent. But that’s not to say the this is a less hostile area. Within the Iris the sun is at its hottest(where the previously mentioned desert is btw.) but oh well that’s enough of that, species that inhabit the world are Humans, then there is a subterranean race of anthropomorphic eusocial bugs called Myr, and then there are the Nobilis, and the Morior, which are from other dimensions but bound to this one, and stand ins for typical good and evil. At least in perception. So last two are Automatons and what I call “tourists” which yea they’re spirits or entities that don’t belong in this realm. Also the technology level can be compared to the sixteen hundreds.


r/FantasyWorldbuilding 1d ago

Discussion Is there anything in your world that can be summoned?

9 Upvotes

Also, how does the summoning process work in your world? Who or what is skilled at summoning magic? What happens when the summoning process is deemed a failure? Is there anything that happens to the person or persons who failed at the attempt to summon?


r/FantasyWorldbuilding 1d ago

Discussion A Power System I am working on as a beginner

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1 Upvotes

Sorry if it’s too big, just want help with a power system I made


r/FantasyWorldbuilding 1d ago

Discussion Meastos-Looking for feed back and help fleshing out the smaller details of my world (sorry for long post)

1 Upvotes

The Majority of the world building for this world will be focused on this one continent. While there are other Continents, the travel and communication between them is impossible due to laviathans that hunt in the deeper waters of the oceans. The continent of Meastos exsists in it's world's equivilent of the southern hemisphere (slightly further south of Australia). the further south you go, the colder it gets. eventually leading to the southern tundras.

WORLD SUMMARY:

738 years ago a great evil, YOG'UTHOL came across Chandra's sea with the single minded goal of conquest.

If not for the efforts of one Isolde Du Loc Sermont and her cadre of loyal soldiers, YOG'UTHOL would have succeeded. In the great dunes that were once the paradise of Lenfeos, in the dark fortress that was YOG'UTHOL's seat of power. Isolde smote him down, burning YOG'UTHOL'S very soul from the face of MEASTOS.

Yet victory was short lived.

In the wake of victory, YOG'UTHOL'S remaining aether coalesced into a great magical storm that covered the northern face of the continent. Never again would the light of day touch the civilisations of man.

Today the three nations share the dark north in cold animosity. Shaky alliances and broken treatises have lead to centuries of wars, within and without.

The Tullmahr empire, the oldest of the nations whose armies personally fought back the darkness of YOG'UTHOL has perhaps learned too many lessons from it's old enemy. The purest form of a meritocracy has formed at its heart where it doesn't matter what form of creature may call the Empire home, as long as they serve the Empire.

The Holy Kingdom of Eskandia, centuries after Isolde's death worship of her and her great deeds would spread like wildfire across the continent in the form of Lanokianism. Nowhere more than in the Capital of Eskandia Brechtholm. Eskandia has become a deeply dogmatic and zealous keeper of this new faith. So much so that the 3 races with which YOG'UTHOL sought to conquer the realms are all but considered heretics and are openly abhorred.

And lastly The Republic of Lenfeos, the bread basket of the continent in the truest word. Lenfeos has grown unimaginably wealthy off of the bounty of the farms. A true shame that the bureaucracy of Lenfeos is notoriously impenetrable, and that the poverty line is so stark. While the ultra wealthy enjoy golden fountains spilling forth the finest wines, the masses die of thirst in the streets.

Continent of Meastos
The Eternal Storm (Shadow of Yog'uthol)

the three nations and the eternal darkness of the north

When the Tyrant Yog'uthol died at the end of his campaign he uses his remaining power in the flux to cover half the continent in a magical storm that eternally blocks the sun. The light of day hasn't been see in the three Nations for over 700 years.

While before Yog'uthol there were numerous nations that covered the lands of Meastos. After his death only three would remain.

The Three nations of Meastos

First, The Tullmahr Empire (marked in purple on the map) is the "Iron Spine" of the north—a harsh, industrial meritocracy where citizenship is paid for in service, and the economy runs on the rendered fat of leviathans and the ore of frozen peaks. It is the oldest of the three nations, having been the bulwark against the might of Yog'uthol. it is effectively the last nation of an older age.

Next, The Holy Kingdom of Eskandia (marked in red on map) is a theocratic feudal monarchy defined by its vertical ambition—massive Gothic spires. it is the youngest of the three nations, having been built on the principles and bones of an older nation called Myrdis after the death of Yog'uthol.

Lastly, The Republic of Lenfeos (marked in green) is governed not by a King, but by the Luminous Council—a cutthroat oligarchy of Merchant-Princes and Industrialists. While the Republic claims to be a democracy where "Coin Buys Voice," real power is calcified in three Grand Houses. The agromancers of Lenfeos were the first to engineer crops to photsynthesize the radiation of the Flux which has led Lenfeos to becoming the agricultural "bread basket" of the three nations leading to massive wealth.

To the south are the lands of Ijai (marked in orange), which in the language of lenfeos means "untamed". this is a catch-all term for all lnds not controlled by the three nations. While there are communities that exsist in these lands, none are recognised by the three "civilised" kingdoms.

Meastos-Magic system

Magic in this world is acts like a a form of radiation, it is as naturally accuring as the rays of sunlight from our sun and all forms of life have evolved along side it's prescence. But like most forms of radiation in our world, Magic can have devastating and adverse effects in high enough doses. To the moderns civilization of the continent of Meastos this radiation is known as "The Flux" and is a force of energy to be both in awe of, and to be greatly feared.

MECHANICS OF MAGIC:

  1. the path of least resistance

Like lightning and most forms of energy, Flux will seek to always move along the pathway that requires the least amount of energy or opposition. for example: If a mage loses focus for a split second, the spell "arcs" to the nearest conductor. Usually, that is the mage’s own nervous system or a nearby ally. this means that the more complex the spell a mage is trying to cast, the more dangerous the Flux becomes to the spellcaster.

  1. Prolonged exposure to The Flux

Not unlike nuclear radiation The Flux in high doses has a catastrophic effect on DNA and cells of living creatures. this can result in mutations and other life threatening phenomena. As such mages track the commulative Flux dose in a number of stages.

these are as follows

The First Stage: Minor use causes the eyes to glow faintly, or the skin to feel cold to the touch, as well as a faint glow around the area of the cast spell as The Flux excites paricles in the air.

The Second Stage: Repeated casting leads to physical mutation. Fingers might fuse, scales might grow over the mouth, or a second limb might begin to sprout from the chest.

The Final Stage: The mage losses control of the Flux and horrificaly mutates or explodes — either dieing outright, or turning into a mindless, mutated husk of pure magical energy that wanders the Shadowed Plains, radiating corruption to everything nearby.

(for an in universe explanation of the magic system here is a exerpt from scholar on the matter)

The Flux - a primer and inquiry on it's nature

To begin, I will list all Known schools of Flux application before diving into the flux itself. For a more detailed look at each individual school, I reccomend reading one of my academic colleague's writings on such matters.

The Four Schools of The Flux

Evocation: Creating and manipulation of energy (fire, lightning, kinetic force) through the application of Flux.

Transmutation: Altering the physical properties of existing matter.

Abjuration: the creation of barriers, shields, or "dampening" fields.

Divine: Channeling Flux through "Sanctuaries" and collective faith for healing.

the flux as we know has exsisted for as long as historians can record, and likely far longer than that. What we do know for certain about the Flux is that it is a naturally accuring form of energy that permiates all materials living, or otherwise. It is highly reactive, permeable taking on characteristics of which ever enviroment it finds itself in at the time. As an example, say a mage were to venture deep into a mine in the mountains of Gur's Spine. they would find that the Flux in this area is "heavy" and "still", resistant to the mages atempts to shape it to their will. the same can be said for Flux that can be found near a lake, or a ruinous vulcano.

But, most interestingly. The Flux is not only reactive to corporeal stimuli, the legendary scholar Agri Kemnous of Lenfeos proved that the Flux reacts to conceptual stimuli as well some 200 years ago! A mage who in there mind believes that Light has devine healing properties will find that, when conjured, their magical light will heal lacerations and sickness. Of course this discovery has led to much debate to the nature of faith and our relationship with the devine, going so far as to censor the great Scholar's finding until just recently. But it is my belief that through understanding the Flux and it's relationship to our world and the devine, we might grow closer to enlightenment.

Now, another thing to note is that while the Flux is ever present on our continent of Meastos, there are Minerals that can absorb, or even outright reject Flux.

The most well known of these minerals is commonly refered to as "Mage Lead" or "Dead Iron" in the Tullmahr empire. Mage lead is considered "flux inert" and disrupts any flux that comes wihtin a specific distance of the material. So "Fluxphobic" is this material that if an individual untrained to handle it were to hold it in their exposed hand for an extended period of time they would find the naturaly accuring flux in their blood begin to breakdown. Regardless, this substance has been used extensively in the building of Flux shielding, construction, and for use in jailing mages of the criminal variety.

The second material of which I will discuss is refered to as "Flux-Glass" which as of writing this paper can only be found and mined here in the republic of Lenfeos. Flux glass, as far as we understand, can only be formed under extreme conditions where deep in the earth, this material is put under extreme pressure and heat, before over the course of an age it slowly comes to the surface. The unique property of Flux glass is that it Absorbs Flux. Like a man dieing of thirst in the dessert, the glass drinks up the flux around it greedily. Storing the absorbed flux within itself, and once reaching a certain level of Flux saturation, releasing in a flash of energy. Recent studies have shown that, under carefull preperations, Flux glass can even absorb complex Spell formations of Flux, and be made to release the formed spell back out at a later time!

The Aspects - understanding the phenomena and nature behind Meastos' legendary heroes

As mentioned earlier the Flux reacts to conceptual stimuli, this means that concepts such as Justice, War, Light, and Darkness have very real meaning and 'weight' when using the flux. Now, most interestingly, on rare occaisions throughout history, certain exceptional individuals who's bearing closely aligns to a concept will find the Flux "crystalize" within them. This results in the particular indivdual having truly singular control over the Flux, often these individuals are able to weave spells instinctually even if they had no talent for magic before their transformation.

Now, to give specific detail on the full extent of an Aspects capabilities is quite difficult, as what an Aspect can do often comes down to what that specific Aspect represents. For instance, typicaly, Aspects of justice are able to sense the "sin" in all those around them, often even the severity of the sin itself. Their very prescence making lesser folk unable to lie, or confess all they have done wrong.

Throughout all of documented history there has been a great many Aspects. They have been known by many names, Demigods, Chosen, and Prophets to name a few such titles. In older cultures there is evidence that they were even worshipped as gods themselves (see Scholar Gripa's "Cultural Findings on Ancient Mohtred" for more on that topic).

In modern times the number of Aspects that are alive on the continent is suspected to be less the 12 and no fewer than 8. Getting an exact census on the matter is impossible as the three nations of Meastos keep the number of Aspects they control a deeply gaurded secret from one another. According to historical records and all the experts on the subject I could interview, this is the lowest number of Aspects in history. While there is still great debate on why this may have occured, most scholars agree that it is a result of The Great Scouring, the period of time also known as The Conquest of Yog'uthol. In which a great number of Aspects fought and died fighting one another in this great war.

-exerpts from the Treatise of known applications of Flux by Scholar Persephone Vatatzes 658 pd (POST DEATH of Yog'uthol)

and lastly

Meastos-faith and religion (looking for help with names and details)

To give context before hand, during Yog'uthol's tyranical conquest accross Meastos starting from the north eastern shore of Chandra's Sea. His greatest oppisition and rival would come in the form of a young Soldier from the now lost kingdom of Myrdis by the name of Isolde Du Loc Sermont. It is thanks to her and her cadre of soldiers that boldly assulted Yog'uthol's Fortress that the great terror was slain. For this, Isolde was herolded the greatest hero of the age.

in the centeries to come her legend would not only draw awe from the masses, but eventually reverence. Aproximately 200 years after the fall of Yog'uthol, Isolde would be codified as the first and greatest saint of a new religion that would spread accross the continent as"Saint Brightfair".

the Symbol of the faith

The Iconography of the Faith

The Shield-Circle represents the "Sanctuary" created by faith—only belief in Saint Brightfair will protect your soul.

Lanoark (The Banner Spear): The primary symbol of leadership and direction. In the church's theology, the banner on the spear is said to have never moved with the wind, but always pointed toward the nearest source of great evil and injustice, acting as a divine compass.

Calidyr (The Sword): Represents decisive judgment and the "cautery" of evil. While Lanoark found the darkness, Calidyr was used to cut it out. It is often depicted as white-hot, symbolizing the burning away of YOG'UTHOL’s influence.

Saint Brightfair (Isolde Du Loc Sermont)

To the Holy Kingdom of Eskandia, Isolde is more than a hero; she is the First and Greatest Saint, the "Shield of Meastos." It is written that her skin didn't just glow—it emitted a light that physically stabilized the souls of those around her.

the church of Saint Brightfair (name pending)

This is the State Church of Eskandia, who view themselves as the succesors to the Lost Kingdom of Myrdis (in the same way Rome viewed Greece), structured with a rigid hierarchy of Pontiffs, Arch-Exarchs, and Inquisitors.

The Cult of the Shield Centered on St. Brightfair, believe the Flux is has been currupted by Yog'uthol's lingering spite. They view mutation as "spiritual rot" that must be excised. In Eskandia, this leads to the "Holy Amputations," where mutated flesh is replaced with blessed silver or wood.

The Miracle of the Scouring: During the final battle at the fortress of Yog'uthol, she didn't just fight him; she became a "Sun-Well." She drew all the ambient Flux radiation from the battlefield into herself, purified it, and released it as a blinding wave that incinerated Yog'uthol's soul.

the Pantheon of Saints can be organsised into 3 layers or "Strata of Sanctity" they are as follows.

I The Zenith, Saint Brightfair (Isolde) abolve all others. She is the source of the Light that the others only reflect.

II The High Septarchs The 8 Major Saints. They represent and manatain the major physical and spiritual laws of the faith.

III The Votive Host 112 Minor Saints. Each is a specialist (e.g. specific towns, landmarks or local folk heroes).

The 8 High Septarchs

Following Isolde's death, several members of her Loyal Cadre were elevated to sainthood, representing different facets of the war against the darkness:

Saint Gautier who's symbol is The Iron Bulwark (A massive shield): Patron of Abjurers and Architects. He is said to have held the front linea while Isolde fought YOG'UTHOL. His bones are rumored to be buried beneath the foundations of Brechtholm.

Saint Brune who's symbol is The Silver Censer: Patron of Healers and Divine Mages. She discovered that the Flux could be "filtered" through a mineral called "Flux Stone" and specific resins. Her followers are the primary "doctors" of the Holy Kingdom.

Saint Foulques who's symbol is The Broken Manacles: Patron of the "Warped" (Mutated). a man who was heavily mutated during the war but remained loyal to Isolde. He represents the hope that even those "claimed" by the Flux can serve the Light.

Saint Ulmore who's symbol is The Unfading Lexicon (A massive tome with silver-bound pages). Patron of Scribes, Historians, and Lawyers. He was Isolde’s tactician. He famously recorded every name of the fallen Myrdians so their names wouldn't be lost. His followers in Eskandia manage the impenetrable bureaucracy of the State Church.

Saint Kelpa who's symbol is The Anchor of Chandra (A heavy chain-flail): Patron of Sailors, Fishers, and Coastal Defenders. She commanded the fleet that held Chandra’s Sea against the horrors Yog'uthol sent from the deep. Her followers conduct ritualistic rites to keep the harbor waters calm enough for fishing in the dark.

Saint Lucile who's symbol isThe Eternal Ember (A portable iron brazier): Patron of Farmers, Cooks, and the Common Home. During the first dark years, she developed the "Solar-Loom" techniques, independant of Lenfeos' engineered crops to grow food under artificial light. She represents the Warmth that keeps the population from freezing under the northern storms.

Saint Renard who's symbol isThe Gavel of Silence (A heavy iron mace): Patron of Executioners, Jailers, and Law-Enforcement. Isolde’s provost-marshal. He was the one who first enforced the "Standardization of Chant" a long list of military laws that have been turned into a "code of conduct" for who one should live their life. He believes the greatest mercy is a quick death for those too "warped" to be saved by Cautery.

Saint Ermengarde who's symbol is The Star-Chart of Myrdis (A celestial globe made of brass and glass): Patron of Travelers, Spies, and Astronomers. She led the refugees out of the ruins of Lenfeos to the safety of the new north. Her followers are the "Pathfinders" who navigate the storm-shrouded wastes using ancient Myrdisian navigation.

thank you to all for reading this post. please leave a comment on your thoughts and ideas!


r/FantasyWorldbuilding 1d ago

Image The World of Rihlaeth

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10 Upvotes

Rihlaeth is a setting that I mainly use for GMing campaigns and writing OCs

In terms of technology and political structure, it is roughly a mix of standard epic fantasy and 18th century (with a handful of 19th century inventions like revolvers and trains, saxophones, braille writing.. in some regions)

The yellow territories are city-states, micronations and other atypical political structures

Notable Nations:
-The Empire of Lebab, a "Democratic Empire" who expands through a commonwealth of protectorates

-The Golden Sea Confederation, the economic powerhouse of the inner sea, worshiping Aur, the god of Gold, Travel and Commerce

-The Drow Imperium is the largest empire of the planet in total area, as the planet is actually composed of three livable stratums (the surface being the first), with them controlling both their surface empire, small sections of the third stratum and large swathes of the second stratum


r/FantasyWorldbuilding 1d ago

Lore Dragons off emotion sorry for bad english

7 Upvotes

Every on off the dragon spicies is based of an emotion like fear,rage etc or a treit like sense of humor and conected to element they feel other emotions but the one of their race core emotions is by far yhe strongest and the dragon can not relly do enything for it. For example rage dragon can not owercome the inate rage, but they can use that rage to do good tho moust dont bother to try

Dragon types/spicies/races/kind debendin on the kindom with different ways of speaking are:

Dragon of fire and rage

bigest strongest breaht fire read on color love cold plaises not hot ones, theu hate cold more than everething and they love more than enythin using their fire breaht to fly around melting snow hate ice dragons.

Dragon of strom and envy

Have no normal breaht they kill other dragons and steal elementsl power from their dead bodys for example of it kills a ice dragon it stores up the ico power and uses to make icestrom breaht it will run out and so they need to kill other dragon

Dragon of ice and greed

Ice dragon think of frozen items as their own and have magic control over them and try to freeze every thing using their ice breaht but they have also a special hord item while everything else is usaly left where they froze it only moving it if it is neeted forsone reason, but special hord item is something every one of them has but what it is debents on the dragon. Every indivitual has its own for some it is gold for some it may be books etc

I have more ideas but dont have the energy to write all of them here. I wloud vant to know what you can come up with this framework


r/FantasyWorldbuilding 1d ago

🌍 ERCE – Worldbuilding Pitch

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0 Upvotes

r/FantasyWorldbuilding 1d ago

How can you share this with people

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1 Upvotes

r/FantasyWorldbuilding 1d ago

A monk wakes up 1200 years after his entombment, to find the material and spirit worlds have collided, and the name of his god forgotten. Now, he is on a quest to fulfill his religions final prophecy.

6 Upvotes

1200 years since the monk was to enter his final enlightenment, 800 since the Eternal Diamonds name vanished from the world, and somewhere along the line, the spirit and materials realms collided. This is the world Tenzig wakes up, bewildered and confused, for the last thing he remembers was the solemn chants of his brother monks wishing him well to the pure land. Now, he is back, without a clue of his afterlife, and forced to fend against ravenous spirits. Knowing that the name of his god, Sadavajra, is lost the world, he sets on to fulfill his faiths final prophecy, to find the sucessor, Mahamarga, and restore the order to this warped world.


r/FantasyWorldbuilding 1d ago

Feedback on my faction:

1 Upvotes

Below is my own attempt at creating a sort of ancient faction of historians from a time when humanity was not confined to a single world. A group who know the truth but hide it away because people cannot be trusted with the relics of the past. The world itself is a fantasy world with elves, humans, dwarfs and goblins but all of these are in reality variants of humans from a space age where people became so different they ended up into entire races. Upon a great schism mankid regressed to a fantasy kind of state. Magic does exist in this setting.

These people who are devoted to the documentation of the history of everything. They hold the sum of their collective knowledge in a hidden location referred to as the grand citadel (GC) and have minor/lesser citadels (LC) scattered for other knowledge. The need of the LC is to serve as prisons for cosmic entitles, to safeguard information that if released could compromise the integrity of the GC collective knowledge. So as a defence it is separate to the GC.

Members of this organisation are identified by the symbol omega, representing that they will keep track of history even to the end of days. Each citadel is led by a warden, with the GC's being known as the high warden who commands all other wardens. Traditionally they used to allow people to access their archives but after an event known as the great schism they isolated themselves preventing access to their knowledge. The next rank are the keepers who with the assistance of constructs maintain their citadels and defend them from intrudes, though intruders are rare.

The constructs are in 3 levels. Monitors are the lowest level constructs which come in one of two variants. An airborne and ordinary version. The airborne appears like a giant garlic clove made of bronze alloy with propeller blades above. To signify its face the symbol is depicted at its front. The second type has a myriad of equally sized and spaced legs stemming around the equator of a circular body. As the name suggest they are used to monitor the citadels, identify damage so the nearest steward (Another type of construct) can be altered as well as a archivist and keeper. They also identify anomalies and the location of nearest enemies. Old or damaged monitors will overload their core by over heating and launch themselves at enemies from unsuspecting angles and locations should guards face difficulty. Monitors posses minor intelligence though some archivists request to have a monitor as a companion and have been known to modify them to posses a greater intelligence. This is uncommon as stewards tend to be better companions.

Stewards are humanoid constructs possessing four thin metallic legs and three arms, with the left arm being humanoid and having a human hand whereas the right shoulder splits into two smaller, thinner arms that end in claw hands. The torso resembles a human ribcage and the head is a rough triangular piece with the bottom edges removed. The centre of the head having a curved disc protrusion bearing the omega symbol. Variation of stewards to occur with different sets of humanoid arms and legs to allow for various tasks to be conducted. These constructs are non-aggressive and will attempt to flee and hide from intruders. If backed into a corner they will play dead in the hopes to draw the enemy closer, hide in an unsuspecting place to ambush or in a true last ditch effort self destruct, though this process is longer for stewards. Typically the assist in the preservation of knowledge and maintains the citadels.

The third i've yet to come for a name. They are larger humanoid constructs with a large torso, broad shoulders and study arms and legs. Designed to carry bulks knowledge from one area to another in the assistance of organisation or transport the various resources needed to repair and maintain the citadel. Variants of this construct assist the main force known as the keepers in their protection of the citadel.

This organisation exist in a world where humanity once had an empire of the stars but due to great war which ended with no winner, but a stalemate mankind regressed, forgetting much of its previous knowledge. To broken and drained to reclaim any of its empire. if one looked far enough into the reaches of space they would see the ruins of fragmented star ships, stations and frozen battlefields. Titans made of metal frozen in the abyss in combat. Most knowledge of the past would have been destroyed during the war but is not thanks to the organisation. When the world is ready they will open their doors again, with caution but hope, to restore what was lost.


r/FantasyWorldbuilding 1d ago

Worldbuilding Feedback: My demon infestation

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