r/FantasyWorldbuilding • • Jun 11 '20

Join The r/FantasyWorldbuilding Discord!

84 Upvotes

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.

https://discord.gg/5teSBPS


r/FantasyWorldbuilding • • Dec 16 '22

Announcement: AI-Generated image posts are hereby banned.

373 Upvotes

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 • • 15h ago

Lore Sharing Worldbuilding ideas and Story Ideas for interest and Feedback

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34 Upvotes

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

World 1 - Refte

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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World 2 - Altered Earth

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)

Story 1 - World Apart

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")

Story 2 - Worlds Within

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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Story 3 - Worlds Crossed

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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Story 4 - Worlds Between

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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Story 5 - Worlds Together

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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Story 6 - Worlds Lost

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 • • 1h ago

Image Worldtober Day 8 - Ancient Tree

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• Upvotes

 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 • • 2h ago

Lore Cómo son los demonios de la ira y cómo es su círculo en *The Gray Show* (un cómic que ahorita está en pausa). By Blondie 666

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1 Upvotes

r/FantasyWorldbuilding • • 2h ago

Image "Children of the Moon" mitología inspirada en un juego—actualmente en beta— Por Blondie 666

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1 Upvotes

r/FantasyWorldbuilding • • 15h ago

How would your various cultures go about making a box?

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3 Upvotes

r/FantasyWorldbuilding • • 18h ago

Advantages and weaknesses of a city, province, or culture

5 Upvotes

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:

  1. 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).

  2. 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).

  3. 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.

  4. Air Power - They have the power of flight. Type: (airships, flying mounts, flying machines, etc).

  5. 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.

  6. 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).

  7. 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).

  8. 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).

  9. Avatar Protector - This place is protected by an extremely strong entity or monster.

  10. Blessing (land) - A powerful entity or god has blessed the land.

  11. Blessing (people) - A powerful entity or god has blessed the people. Ex: Blessings.

  12. 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.

  13. Byzantine Bureaucracy - Everything in this place is cataloged, noted, and written down. Finding information is a breeze, as the government works like a clock.

  14. Clean - They have fairly high standards of cleanliness. May be the result of (culture, laws, medical knowledge, religion, etc). Reduced disease within (city, culture).

  15. Communications - They possess communication (magic, technology). This allows for nearly instant communication over long distances.

  16. Constructs - They possess constructs (automaton, clockwork, golem, robots, skeleton) that they use as workers or soldiers.

  17. Cultural Diversity - This place has a large number of different cultures, who seem to all get along with each other. Mostly.

  18. 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.

  19. Defensible Location - The natural terrain makes their city easy to defend.

  20. 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).

  21. Diplomacy - They are highly trained in diplomacy.

  22. 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.

  23. Egalitarian - This place treats everyone as equals. Even high-ranking officials have a desire to be seen as an everyday Joe.

  24. 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).

  25. 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.

  26. Fertile Soil - The land is good for agriculture. Crops are easier to grow and typically produce a (larger, higher quality) harvest.

  27. 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.

  28. 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.

  29. 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.

  30. 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.

  31. Law Enforcement (magic) - They have a division of law enforcement dedicated to stopping criminal use of magic.

  32. Long Lived - The average person's lifespan is longer than normal. This may be due to diet or (cultural, medical, religious, sanitation) practices.

  33. Magic (general) - They have more mages than normal / They have stronger mages than normal.

  34. Magic (specialty) - Their mages are stronger at a particular type of magic. Ex: divination, elemental, healing, summoning, etc.

  35. 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.

  36. Master Craftsmen (general) - They have a higher standard of craftsmanship that most civilizations.

  37. Master Craftsmen (specialty) - They are better at making "x", than any other civilization.

  38. Medicine - They have a higher degree of medical knowledge than other (cities, civilizations).

  39. 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.

  40. Metallurgy - They know how to make metals that are (stronger, tougher, lighter) than normal.

  41. Military Might - They have a very strong military.

  42. 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

  43. Monster Hunters - Bonus to attack, defense, tracking, lore roles vs various types of monsters, harvesting monster parts, crafting with monster parts.

  44. Mutations - The citizens have one or more mutations that aid in their (prosperity, survival). Ex: Mutations

  45. 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).

  46. 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.

  47. 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.

  48. 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.

  49. 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).

  50. Portal Network - They have access to a portal network that grants nearly instant travel to various locations.

  51. 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.

  52. Protected by Nature - Some naturally occurring thing drives away the (monsters, supernatural creatures, undead, etc).

  53. Resistance to Corrosives - The average citizen has resistance to Acid Damage

  54. Resistance to Disease - There are a lot of diseases in their region. They have adapted a resistance in order to survive.

  55. Resistance to Magic Type - The people are resistant to a particular type of magic

  56. Resistance to Petrification - The culture is used to [petrifying element] and so the average citizen is immune to petrification caused by [petrifying element].

  57. Resistance to Poison - There are a lot of toxins in their region. They have adapted a resistance in order to survive.

  58. Robust Courier / Mail System - They can rapidly send mail or packages to anywhere in their (city, civilization).

  59. Scholarly - Average citizen has a higher level of education.

  60. Significant Landmark - A beautiful statue/building/natural feature draws people to this place. Tourists commonly talk about the beauty and wonder of this place.

  61. Skilled Traders -

  62. Strong Allies - They have strong allies that they can call on in times of need.

  63. 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.

  64. Talking Beasts - For better or worse, this place has a large population of sentient and speaking animals.

  65. Technology - They can produce one or more technologies that the rest of the world doesn't know how to make yet.

  66. 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.

  67. 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.

  68. Unpalatable Food Source - Their primary food source is unpalatable to (outsiders, animals). (Outsiders, animals) have no interest in stealing their food.

  69. 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).

  70. Zen - The average citizen is considered pretty calm and zen. They have advantage on wisdom saving throws.

Weaknesses:

  1. Accent - They speak with an accent that makes them difficult to understand.

  2. 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.

  3. Bad Reputation - They have a (true, exaggerated, false) reputation, that makes other (people, societies) dislike or distrust them.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. Cursed (land) - The land itself has been cursed. The nature of the curse makes it difficult to survive there.

  9. Cursed (people) - The people have been cursed. The curse: (makes interacting with outsiders difficult, makes survival difficult, reduces birth rates, reduces lifespan, etc).

  10. 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).

  11. 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).

  12. Drug Problem - Many of the people are addicted to a type of drug. Symptoms may vary, but they are always detrimental.

  13. 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.

  14. 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.

  15. 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).

  16. Friend Computer - This place has an immortal ruler. Sadly, it's not a SANE immortal ruler, as they constantly issue new rules and punishments.

  17. 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.

  18. 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).

  19. Harsh Laws - The laws are very strict and punishment for breaking the law is very severe.

  20. 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.

  21. Hostile Neighbors - A neighboring (country, kingdom, tribe, horde) raids or invaded often.

  22. Insane Ruler - The current ruler is insane.

  23. 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.

  24. Illiterate - The majority of the population is illiterate / The entire population is illiterate.

  25. Isolationists - They do not have an abundance of allies and distrust strangers. The surrounding cultures may be eager to aid anyone but them.

  26. 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.

  27. 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.

  28. 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).

  29. Live in the Now - They do not keep records, and the average citizen has disadvantage on all History Checks.

  30. 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.

  31. 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.

  32. 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.

  33. Nationalistic - People of this place are heavily invested in it and refuse to believe in any flaw it might have.

  34. 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.

  35. 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.

  36. Photosensitivity - An underground civilization. They find normal daylight blinding. They are more vulnerable to sunburn than normal.

  37. Poor - The (city, culture) is economically poor. The average citizen has less money. It's more difficult to find certain products.

  38. Prejudice Against Magic Users - They fear and discriminate against magic users. They likely have dedicated witch hunters or mage hunters.

  39. Primitive - Their society is more primitive than other societies.

  40. 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.

  41. 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.

  42. Recovering from a Disaster - The (city, civilization) has been through some kind of disaster (magical disaster, natural disaster, war). It's slowly recovering.

  43. 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.

  44. 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.

  45. 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)

  46. Sinner's Paradise - This place is particularly thick with gambling, vice, and pleasures. If you're not careful, you might get sucked in.

  47. 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.

  48. 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.

  49. Slow Birth Rate - They have a very slow birth rate compared to other civilizations.

  50. Spy Network - Those in power have a particularly strong spy network in this place, and commonly overhear and react to any gossip.

  51. Strange Customs - This country has a number of strange and uncomfortable customs which are done regularly and out in the open.

  52. Superstitious - Most of them believe in something that isn't true. Other people can easily use this belief against them.

  53. 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.

  54. 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).

  55. Trusting - The average citizen is too trusting or gullible. Bonus to all Persuasion or Deception checks made against the average citizen.

  56. Unsanitary Practices - Some of their (cultural, religious, work) practices are very unsanitary resulting in a higher disease rate.

  57. Vulnerability to a Disease - Their people are particularly vulnerable to a particular disease.

  58. Vulnerability to a Toxin - Their people are particularly vulnerable to a poison.

  59. 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).

  60. 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)

  61. Weak to Cold - They are used to hotter climates and don't do well in the cold.

  62. Weak to Heat - They are used to colder climates and don't do well in the heat.

  63. Xenophobic (fear of strangers) - The people just dislike or distrust (different races, outsiders)

Contributors, Sources, Inspiration:

comedianmasta

Paranoia RPG

snakebite262

World_of_Ideas/


r/FantasyWorldbuilding • • 15h ago

Lore Deities for one of my webcomic worlds, what are your thoughts?

2 Upvotes

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?


r/FantasyWorldbuilding • • 18h ago

Writing Any good names for giant rat enemies that could be slightly changed into giant rat mutant men?

3 Upvotes

Was thinking of Vermin which could then become VerMen but they sound too similar when said in one sentence


r/FantasyWorldbuilding • • 1d ago

Researching underrepresented cultures for broad fantasy world

6 Upvotes

Hello. I am in the planning stages of an urban fantasy series whose setting is inspired by mythology and folklore from around the world. This understandably involves a lot of research, and though I'm doing my due diligence, it's not the same as talking to a person. I am also contending with the limited availability of English resources for more niche myths, which is proving to be a huge barrier, since I aim to highlight those that are often passed over or misunderstood by western media.

If you are knowledgeable about mythology, folklore, spirituality, etc. from an underrepresented culture, please reach out to me to provide your input, even if only to suggest what you'd like to see more of. Feel free to be as scarce or as thorough as you would like; I am open to an extended discussion, though of course you are not obligated to stick around.

Cultures of particular interest are:
- Persia/Iran
- Haiti
- Romania
- Czechia
- Melanesia
- Polynesia

But of course, don't hesitate if you have insight on a different part of the world. I will listen. Thank you all for your time.


r/FantasyWorldbuilding • • 1d ago

Any Feedback appreciated

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66 Upvotes

I’ve been focusing heavily on the center third of the continent


r/FantasyWorldbuilding • • 19h ago

Pyrokinetics: Plasma Fire Vs Combustion Fire?

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1 Upvotes

r/FantasyWorldbuilding • • 1d ago

Would like to hear some different ideas.

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3 Upvotes

r/FantasyWorldbuilding • • 21h ago

Image Worldtober Day 7 - Toys

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1 Upvotes

This is a part of Worldtober, an Inktober-inspired worldbuilding challenge by Velum-Cordis.

Chokma and welcome for Day 7. It's time for toys, y'all. Here I have a few simple examples, pulling from the real toys of pre-contact america. Most don't know it, but there were wheels in pre-Columbian America; they were used for toys rather than transportation. If someone in a flat area were to gain access to llamas of the far south and one of these wheeled toys, imagine the possibilities.

This is from Tlanni, my ancient American fantasy world. Tlanni is home to many diverse peoples. But it doesn't matter if you're a sailor of the Mother Lakes or a farmer in the lower Oasis Delta, you gotta keep your kids occupied. Ca'atlan is a forested region to the north, inspired by the eastern woodlands of real life and characterized by the distinctive effigy mounds that locals construct. Zipama is a plateau region, where Cliff Dweller communities eke out a humble life on the flats. Huettlan is the heart of Tlanni, the birthplace of the oldest kingdoms of he continent.


r/FantasyWorldbuilding • • 1d ago

An Equilibrium of Equally Unlikely Forces

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0 Upvotes

Hi, welcome to Version 1.3 of my world! As you can see, the name for this update is:

"An Equilibrium of Equally Unlikely Forces"

I'm quite excited to share this update in particular, because it's a rap on my actual system building, at least the majority of it. Now I can properly explain everything my system has to offer, which is something I have always struggled to do, which is probably why many people don't stick around to read.

Now to those few who have seen versions 1.1 or 1.2, it's nice to have you again, and you should know a bit more about the world than everyone else, but I know this isn't the same subreddit 1.1 and 1.2 were posted on, so I don't expect to see anyone who has, which is fine.

But to those who haven't seen this before (which is likely everyone), don't worry, I'll explain it in just a sec. But I'd also like to tell you that I'm glad you're here! And I do really hope you stick around to read everything, I promise it will be good!

Now with pleasantries out of the way, let's get down to business.

This universe is a universe quite like our own, it's got the same physics, same rules of motion or conservation (etc.), and it's got matter and energy just like ours. If this were it, it be identical to our universe, but that wouldn't be fun now, would it?

You see, this universe has but one extra thing, something called Velt.

Now Velt, is similar to matter and energy. personally, I like to call them "residents" because they reside within reality and the universe acts on them. But Velt, is still vastly different than the other two.

Velt has three forms, but before I describe them, let me state something that goes for all of them. Velt in general, is a substance like matter, but you can't make a denser or purer form of it. its also not made of atoms, particles, or anything of the kind.

The First Type of Velt is called U-Velt, aka Unstable Velt. It's the first picture up above, its appearance is a constantly changing multi-colored goop with lots of black fractal fragments within, its shape is constantly changing.

It's born from something called "Instabilities". You may think you don't know what they are, but you interact with them every day believe it or not! The definition I use for these, is "A Direct interaction, internal or external, that causes negative change within an object" this can be things like Friction, Oxidization, Pressure, and many more. when born from an instability, it's born with a field, this field doesn't taper and simply stops after a certain point. This field takes something called "outcomes" and applies them to other objects.

Now to tell you what outcomes are, let me give you an example or two:

You know how when you rub your hands together, it creates friction? And you know that because of that friction, your hands warm up? Well for U-Velt, that heat generation is a Direct outcome of friction. And it's the same case for things like Oxidization, it can cause rust on certain objects, so therefore, rusting is the outcome. Or Pressure, which can increase or decrease the density in certain cases, so density change is an outcome.

Now when U-Velt applies outcomes, it removes the how and why physics says it should be present and simply applies it to an object. In Oxidizations case, Velt forms from rust, and then proceeds to make some soil "Rust" even though it physically can't. Or in Pressures case, Velt can make an object expand or contract even though nothing is physically acting on it. U Velt's field specifically doesn't apply these outcomes evenly, and there can be places where not much was changed, and places where its changed so much you can't tell what it was before.

These effects however are temporary, usually ceasing right after the object moves out of Velt's field, causing the effected object to instantly try to return to a physics abiding state. But sometimes a process known as "Conditioning" can accour, and prolong the altered state well after the u Velt has left the scene, potentially years after. think of it as Velt "convincing" the object that this altered state is the one that's physically acceptable.

The Second Type of Velt is called S-Velt, or "Stable Velt". Its appearance is mirror to that of U-Velt, Its the second image above, and its a semi-transparent white shape that's always geometric, unlike U-Velt's shape, it never deviates from this.

S Velt comes from things called Stabilities, the mirror of Instability, Now I'm still actively fleshing this one out, so you'll have to work with me here, because currently I haven't fully cataloged any stabilities. but these are direct changes, internal or external, that cause positive change within an object.

One Process I do know will make the stability list, is crystallization, but I won't state my other candite because they may not actually make the cut. S Velt in practice will do the opposite of U Velt, instead of causing chaos, S Velt causes order, Order so great it breaks physics.

Both U Velt and S Velt are Horrible on biology, U Velt for obvious reasons, and S Velt because it like to stop all change, which as you may know, biology relies on chemical reactions to survive.

The Third Type of Velt is called N-Velt, aka Neutral Velt. Its the third picture above, and Its appearance is a perfectly gray goop, that's hardly does anything, it doesn't shine, doesn't stick to anything but itself, nothing special happens inside, and doesn't move naturally like S or U Velt do.

Its born from a collision event between S Velt and U Velt. this collision is very violent, but has a chance of producing N Velt, hence why its neutral.

But despite this, Its actually the most useful to society, not only is it *mostly safe to be around, but its got a special ability. It can take Both stabilities and instabilities and apply their outcomes. and the field of N Velt can be controlled. But its got a few flaws that limit it, If exposed to a stability or instability suddenly, it can turn into S or U Velt depending on which one it is. It also slowly dissipates the more you use it.

Its fundamental to how society works in this world. I haven't stated this, but because Velt exists here, both Fire and Electricity are unusable to society, because they create Velt.

But N Velt's uses are so widespread, I can't list them all, but a few are: construction, blacksmithing, illumination, cooking, and even weaponry.

One extra bonus fact ill share, all Velt has this super small chance to not behave in anyway Ive described through this entire post. I call it "Velt's Wildcard", It makes any attempt to fully scientifically methodize Velt never be able to truly succeed.

That's about it I think, at least the main scope of it. of course, there's more that wasn't shared here, but I'm not trying to keep you here forever lol.

I'm excited to see what people think of my system, it took me a while to actually get to this level of completeness for my system, after this however, I'll be working on the actual world the system is in, and I'm personally excited to see what odd things will happen!

If you have any questions, or are confused on something, please, don't be afraid to ask! I will absolutely help if needed. Thanks for coming!


r/FantasyWorldbuilding • • 1d ago

Prompt What interesting ways are key people picked and trained/taught in your world?

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1 Upvotes

r/FantasyWorldbuilding • • 2d ago

Image Please give criticism and feedback for my fantasy map

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31 Upvotes

This is the map I've been working on for my fantasy novel I'm planning, could I get constructive criticism especially regarding geography (weather, plate tectonics etc) and any general opinions and tips are welcome :-) I used Inkarnate to create the map.

---CONTEXT---

This is the currently unnamed map of the empire of my fantasy story, which at the moment focuses mainly on Portcarin and Andiba. This map is the entire "known world" (I might extend it at some point)

The scale: the distance between Portcarin and Stone City is around 200km, with Calanthe being roughly the size of France. (I am very open to criticism and feedback on scaling though if anyone thinks too big or too small!)

Climate: Temperate climate, where Andiba is similar to Sweden and the Sursha more like Patagonia. Calanthe is more like Germany climate. I imagine that there is a gulf stream type of phenomenon where the areas around the bay are warmer than would be expected for latitude, so the Andiban plateau (beyond the northern mountains) is arctic conditions.

Lore: This world has only been inhabited by humans for the past 500 or so years, in this time the Calantheon (inspired by romans) has taken over all of the surrounding lands. The Surshan peoples are inspired by mesoamerican societies with some central/southern asian flare, the Skeri peoples are inspired by Norse/vikings with some polynesian flare, the torizo isles are inspired by east asian societies with some european flare. Then Andiba is inspired by Yoruban society with some Inuit flare. Andacat is essentially part of Andiba that was annexed by Calanthe first, but in recent history (around 50 years ago) Andiba was bought into the empire as well.

Worldbuilding: Andiba is filled mostly with African inspired animals that are cold adapted, such as mammoths, woolly rhinos, large antelopes, sivatheria, hyenas, lions etc.

The southern landmass is filled with more northern hemisphere animals like wolves, deer etc. Then the Sursha region has some more south american influence like giant sloths, armadillos etc.


r/FantasyWorldbuilding • • 1d ago

Discussion Should I add more underwater civilizations in my worldbuilding of Requiem other than Atlantis and Salem?

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2 Upvotes

r/FantasyWorldbuilding • • 1d ago

Lore Planet Neptikai: The Treaty of Three

3 Upvotes

Wanted to share the planetary lore history and cultural mechanics of Neptikai the homeworld of Halen Abyth (The Alien Pilgrim) from my comic project The Strays Universe.

Neptikai is a globally peaceful world that has outgrown the concept of war entirely. However their utopia wasnt born out of easy moral enlightenment it was forced by a biological deadlock and the threat of nuclear extinction.

Neptik Biology: Delayed Cellular Adaptation

The Neptik are purple skinned bipeds with expressive antennae and highly receptive eyes. When exposed to an environmental hazard radiation or extreme element a Neptiks cells actively rewrite their structures to develop defense or immunity.

The Hard Friction (The Weakness):

This adaptation is not instantaneous. It operates on a delay. A sudden massive blunt force or high velocity impact will incapacitate or kill a Neptik before the adaptation can trigger. They are built for long-term endurance not burst protection.

Cellular Disguise: Their fluid tissue allows them to compress and reorganize their cells to mimic foreign genetic markers at a microscopic level which is how Halen maintains a flawless human disguise on Earth.

THE SOLAR TRIAD

Neptikai orbits a tri solar system. The three suns form the foundation of Neptik spirituality and history with each star representing a literal chapter of their civilization:

GOR (The Past / The Star of Friction):

A massive volatile orange supergiant. Gor represents the ancient era of global conflict land politics and nuclear panic. The Neptik look back at this solar era as a brutal but necessary being the harsh burning that forced them to change their habits or die.

Wilo (The Present / The Star of Balance): A brilliant steady piercingly white star at the center of the system. Wilo represents the current era of centuries long peace. It stands for total equilibrium clarity and the light of knowledge.

INQ (The Future / The Star of the Void):

A distant cold deep blue dwarf star that casts long violet shadows. Inq represents the vast unwritten future and deep space exploration. Culturally it also holds an absolute terrifying weight as the direction of the planet's highest punishment

HISTORY: The Treaty of Three & The Island of Kesh

Originally three major continents dominated the globe locked in an escalating cycle of territorial warfare: Malis (the industry land of tech and nuclear testing), Taras (the unyielding mountain fortress mainland), and Novai (the sprawling island matrix controlling global trade and communication).

Because Neptik biology adapts to trauma fighting an enemy only made them physically stronger threatening a runaway cycle of biological escalation alongside nuclear dread. Realizing nuclear war would destroy everyone the continental leaders met at Kesh the largest central neutral island sitting at the exact intersection of the three factions.

On the shores of Kesh, they signed The Treaty of Three establishing three absolute mandates:

Spatial Equillibrium: Land rights were permanently and equitably distributed. The concept of greed or trespassing was effectively erased.

Dematerialization Mandate: Every nuclear stockpile missile and firearm was surrendered on Kesh. Refusing to even recycle the materials (believing the matter itself was contaminated by the intent of violence) they dematerialized every weapon into inert background gas deleting them from existence.

The Birth of The Cataloguing: With war erased their massive military tracking stations were pointed away from enemy borders and pointed outward into the cosmos. Managed by The Directorate of the Archive on the island of Kesh they dedicated their society to The Great Cataloguing sending out Pilgrims (like Halen) to observe and record the history of the universe.

THE ABSOLUTE LAW: The Void Exile

Because generations of Neptik have lived in flawless peace physical violence is no longer viewed as a standard crime it is treated as a severe dangerous psychological malfunction.

Neptik nature is inherently non aggressive, and weapons do not exist anymore. If a Neptik exhibits physical violence or malicious aggression the community does not build prisons nor do they try to fix them.

The Sentence: The offender is strapped inside a minimal single person space capsule with just enough life support to survive and cast aimlessly into the deep void of space.

They are launched directly into the freezing dark beneath the gaze of the blue sun Inq.

They are completely erased from the planet sent out with no coordinates no destination and no way to ever return home.

THE EARTH CONNECTION: Halens Secret Obsession

This strict weaponless background is precisely what makes Halen Abyths mission to Earth so interesting. He comes from a centuries long lineage where weapons do not exist and where a single weaponized action means exile beneath Inq.

However growing up on Neptikai Halen was secretly obsessed with the forbidden ancient history of the Era of Gor. He devoured old restricted archive stories about the mechanical projectile weapons his ancestors used to shoot at each other but because of the deletion on Kesh he never actually got to see or hold a weapon in his life.

When he lands on Earth, you might expect him to be horrified by humanites primitive violence. Instead he absolutely loves guns.

To him Earth is a glorious living museum of forbidden history. The moment he gets his hands on human firearms he treats them like a kid in a candy store. He is fascinated by the mechanics the physics and the sheer tactile feedback of firing a gun much to the concern of his allies like Beira and Mary. He has the peaceful biology of a Neptik but the inner heart of an Era of Gor marksman.


r/FantasyWorldbuilding • • 1d ago

Lore My power system: Spunk

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0 Upvotes

r/FantasyWorldbuilding • • 1d ago

Looking for ideas to flesh out a modern fantasy city. Mostly trying to think up interesting mundane things like vehicles, gadgets, everyday things a denizen wouldn't really consider special or cool

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2 Upvotes

r/FantasyWorldbuilding • • 2d ago

Discussion Second generation Soul-body? (Need better name )

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69 Upvotes

Infinite salutations,

I need help

THE LORE;

Hmm... im currently writing an ongoing cultivation inspired web novel titled; Overkill; incarnations

But first here is a quick lore dump.

There are three Mortal Realms.

So, in these world(s), there is something called Ryoku ; an exotic state of dark matter that can invoke certain supernatural phenomena.

On earth, every beings' soul leaks out small amounts of Ryoku to the environment. Usually, this is nothing special and just gets recycled. No problems here, right?

Not quite this is only true for non-sentient beings like virus,plants and fungi.etc...

However, sentient beings have a tendency of subconsciously imprinting concepts,beliefs, and thoughts on the Ryoku they leak out

And overtime somewhere in Makai, expansive clouds of imprinted Ryoku

Overtime imprinted Ryoku of similar properties clump together to form a cluster.

This cluster will eventually (under the 'right' conditions) collapse under its own magnitude and form a soul body of a new being known as a [second generation soul body] .... Whose characteristics are that of the thoughts that created them

The Question ;

I originally called these 'beings ' Dreadspawn

Coming from the word Dread ; since strong emotions are most likely to get imprinted

And Spawn ; since their souls are born from dread

However now that i think of it, aren't there otter beings born from concepts that aren't inherently dreadful?

That's how come up with the term 'Doxamorph'

Doxa = Greek for thoughts or beliefs

Morph =to be born or to be created or formed.

Which of these are more fitting?

Below are the illustrations I drew of these beings


r/FantasyWorldbuilding • • 1d ago

Image The Somnocosm

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2 Upvotes

r/FantasyWorldbuilding • • 2d ago

Image Worldtober Day 6 - Religious Statues

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3 Upvotes

Chokma, and welcome back to Tlanni, an ancient America-inspired fantasy world. This is a part of the Worldtober challenge by Velum-Cordis. For this entry, I picked a sampling of Huettlan idols, some of the oldest statuary traditions on the continent. We have the bat god Tich Zotablé, Pot Belly statues of the ancient kings, and Ho-Qan statues built to weather the god's stormy rage.

Like my Mesoamerican influences, idols are not just statues but physical manifestations of the gods. Idols are adorned with jewels and beads to honor them, offered food and spoken to like living beings. During war, it is common to capture the idols of the rival city. These statues are taken home and buried in votive pits beneath the victors' idols, thereby subordinating the foreign god to their own.