So I really just need to copy some bullshit onto my computer from my phone and I'm really lazy, so I figured I'd just make a thread here and post it to make copying easier. Didn't see a proper worldbuilding thread, so I guess this will suffice.
Watcha buildin', teeg?
What are the
>Gods
>Kingdoms
>Guilds
>Continents
>Magicks
like in your setting?
Worldbuilding Thread I guess
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Followers of the Sun God worship the cycle of day and night. They worship the blessings of the Sun, and are great supporters of agriculture. They keep their minds tempered with the knowledge that every day must see a night, but also that every night ends with a brilliant dawn. They incorporate the cycle into their worship, with festivals of both feast and fast. Gant's temples and shrines serve as guidepoints and places of rest. Tennants of these temples are always happy to give directions and advice to any that seek their help. Gant himself is a deceptively quiet God (keeping the Sun and the stars sailing along the sky is busy work after all!), but is known to show himself to those who meet true despair in their lives but do not waver. This courage is sometimes rewarded with a small charm known as a Duskbreaker. These charms emit a warm glow and enhance the luck of the wearer, disappearing when the wearer has found peace in their life once again.
>>Gods
Not omnipotent gods that only come to the mortal realm once, often to fix something, wanting to rule or doing something else for their benefit. Afterwards they can still bless people or act in some other way.
>>Kingdoms
>Kingdoms
I have much more democratic city-states and nomadic tribes than kingdoms. Even some republics.
>>Guilds
I will start to think about those when I work on my dwarfs. Their city states are ruled by their guilds.
>>Continents
I got the 'nice and relatively normal' continent where most of the humans live. The 'exotic' continent, the 'lost' continent, the 'icy' continent in the north and the 'ruled by dragons' continent.
>>Magicks
Each race has their own inherent magic, which only a small percentage of the population can use. It awakes randomly. Every attempt to force it or to breed people to use it failed.
>Gods
Aliens
>Kingdoms
Basically Europe
>Guilds
Totally not Illuminati
>Continents
Pangaea with lots of islands
>Magicks
Alien pseudo science bullshit
>gods
A bunch of different ones. Level of deific power is basically commensurate with level of importance in/adherence to the cosmic narrative, which means the most powerful gods are also generally the least free to act. I also have a huge religious hierarchy fleshed out for one of the major religions, which worships the immortal founder of the Paladins and his cohorts
>Kingdoms
The campaign relevant area largely dominated by a cold war between a vaguely HRE-Colonial American constitutional empire and a Byzantine-Chinese-Arabic diarchy that's been recently taken over by a fundamentalist religious sect. Both are trying to claim they're heirs to an ancient empire of the gods
>guilds
Not super sure what you mean by that, but as far as subfactions go I have plenty. Knightly orders, mage monasteries, trade guilds, explorer's societies, etc
>magic
Fairly common, comes in four main types. Realmatic magic is the slow, ritualistic, academic type, and draws on the power of other planets and planes. Theurgic is all about making contracts with spirits, whether binding them to service a la warlocks or serving them as patrons a la clerics. Sepharic magic is about enhancing the body by tending to and tapping into the power of the soul and inner world. Akashic/Fey magic is about using and manipulating the cosmic narrative
>Gods
Nonexistent for the most part. Lots of religions, sects, cults, etc. There's one deity who keeps popping up, a dragon who bargained with the one "real" god for his power in exchange for all his responsibility over mortals (since the god was so alien he kept mucking up mortality and starting over). She created the world, and reincarnates cyclically as a mortal- eventually she'll reincarnate as a dragon again, and destroy it, as per the deal.
>Guilds
Couple notable ones. A group of fighters, brawlers, and conmen based on the Collegia in Rome. They're mostly in the capital city of the largest nation, serve as a mix of organized criminals and civic police force (unorganized crime doesn't happen on their turf, and they're too big to avoid the government)
There's an assassin's guild, but it's different in that there's only one assassin in it- the Fade. It's not known whether the Fade is one assassin or a title that passes from one to another, but it's been operating for as long as anyone can remember. All that's known is that if you pass ten thousand gold pieces and a name to a homeless man in an Imperial city, that person dies. Often looks like an accident, though sometimes it's more brazen. The gold often turns up anonymously donated to almshouses or as services paid for the good of the city where the killing takes place.
>>Gods
One primary god. Created the world and was never heard from again. May be dead or fictional. Many minor gods watching over groups of people and answer their prayers and hand out special powers. Used to walk among mortals, but withdrawn recently. Currently monotheistic church is gaining traction, promoting renouncement of petty gods whom they see as liability and belive real god will return if petty gods' influence is stamped out.
>>Kingdoms
Two major feudal kingdoms (Fantasy!France and Fantasy!England) each fragmenting between several powerful dukes (In fantasy!France I currently flesh out king is just somewhere in top 4 most influential people, not a proper ruler). Also some forest-dwelling tribes, merchant republic allied with fantasy!Mongols and fantasy!Ireland enslaved by remnants of fantasy!Rome, fantasy!Rome is currently overrun by zombies, and mysterious orient kind of nation supplying exotic goods and hating foreigners.
>>Continents
One continent that looks kinda like a hourglass, and a few large islands
>>Magicks
Some people are born elementalists, with unconditional innate power of things. Other get thematic powers from spirits and petty gods and swear to adhere for certain code of conduct. Some say, elementalists are also like this, but got powers directly from creator
>Gods
The Gods the people worship are created by their imagination, to hold a belief to make something so real is necessary for them. Each major society has their own version of a similar deity. Their spirit energy created false idols that imprisoned the Old Ones, which a few still worship and keep alive.
>Kingdoms
There are many Kingdoms. The Orelian Dynasty is one of the largest, and is expanding thin across a large continent.
Their major opponent rests easy across a small, yet large enough ocean barrier. They are the Kynarian Imperium, and vow to one day expand their influence globally.
>Guilds
There are thousands of small factions that dot the many nations. Blacksmiths, Mercenaries, Magicians, Playwrights.
Some of these factions are evil, and practice the forbidden arts that were sanctioned by the Old Ones. The most well-known and rightfully feared was once known as the Martyred Blood Coven. Thirteen women turned witches sacrificed their blood in exchange for Demon Blood and forged a pact with the Old One which I won't even mention the name of. Their powers grew exponentially, and from this coven grew upon thousands of lesser witch covens devoted to learning the powers of the Martyred Blood.
Opposing the Martyred Blood were witch hunters, but few were successful at laying a single blow upon the witch coven. One man, claiming to wield a Paladian Blade, bestowed to him by the [False] Deity Sharok, managed to slay one of the original Thirteen women who made up the Martyred Blood. Due to his success, witch hunters flocked to learn how to better fight the many covens. Eventually this faction became known as the Paladian Knights, who's glorious and righteous battle against the Old One's evil is a continuing mission.
>Continents
There are eight total.
1. Kynarus
2. Phobos
3. Ernabus
4. Zellas
5. Keep
6. Northern Wastes (A frozen Archipelago, but recognized as a single continent)
7. Magmas
8. Avarius
>Magicks
Spirit Magic, Etherial Practices, Old One blessings.
that sounds awesome.
>Gods
Like in real world, mostly fictional. Closes to real divine beings are constructs (something akin to biological robots) and some other technical marvels of a by-gone era.
>Kingdoms
I'm mapping out roughly 2000 years of history on a region roughly the size of China, so there has been quite a few of those. Most important ones:
Circle - a massive empire inspired by Greco-Indian kingdoms of central Asia.
Caliopa, Daant, Gulaab - collection of city-states driven mostly by trade, mostly inspired by Islamic cities like Baghdad, Damascus, Cordoba.
Shezaria - the only European-inspired kingdom, though it mostly borrows from Byzantine and Armenian elements: a machinery-obsessed theocracy with strict social order, monotheistic religion and fairly advanced industry.
Goh-sum empire - a great empire rising from the ashes of ruined Circle, ruled by formerly nomadic hordes much inspired by Mongols and Hun's. As the nomads grew accustomed to settled life, it slowly transforms into bureaucracy-drive, bloated slave-dependent empire.
>Guilds
The keepers guild is probably most interesting: what started as an alliance/insurance deal between storage owners eventually grew into most powerful banking and financing network in the world, even successfully pushing it's own currency onto the world.
>Continents
Six of them, named A-F. I only focus on one particular part of continent B.
>Magicks
Magical practices and rituals are very much like in real world. There is some science-mumbo-jumbo stuff that to a casual observer might look like magic, but no "real" magic.