r/worldbuilding

Image 1 — [Discussion] does it break immersion when the gap between character design is huge?
Image 2 — [Discussion] does it break immersion when the gap between character design is huge?
Image 3 — [Discussion] does it break immersion when the gap between character design is huge?

[Discussion] does it break immersion when the gap between character design is huge?

Like when you're designing your world and characters or looking at others,

the main cast are overdressed and look like they could be fashion models, while NPCs look extremely plain and simple,

the contrast is the glaring issue, not necessarily the design, ITS the CONTRAST

u/EfficiencySerious200 — 2 hours ago

Is Feudalism really "Stable?"

I keep seeing two arguments for including feudalism in one's worldbuilding project. One is that it provides a fairly decentralized structure for isolated settlements to defend themselves and call in external assistance. The other is that it's supposedly stable.

But, the more I learn about medieval history the less convincing the stability argument becomes. It seems almost like a misapprehension people got from the broad strokes way that history tends to be taught in school. Especially in American schools where the millennium between the "fall" of Rome and Columbus setting sail typically gets glossed over as "uh, kings did stuff."

Feudalism is the failure state of empire, emperors don't want noble lords building up estates and private armies that let them act as de facto governors. They want to shuffle legions and governors around on a regular basis so they have fewer opportunities to establish power bases where they can plot to secede or overthrow the empire. If an emperor thinks they can save money by letting rich landowners raise their own militias and become governors of their home provinces, the Mandate of Heaven tends to change hands.

The reason the Middle Ages get glossed over is not because "nothing happened," it's because "too much happened." Any given year there were a dozen small wars scattered across Western Europe, to say nothing of the dynastic scheming that would precipitate said conflicts. While in less mountainous continents feudalism tended to consolidate back into a new empire within a century or two, it was a recurring theme of Chinese dynasties for one.

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u/Zarpaulus — 7 hours ago

How do u guys explore the concept of enchanted equipment(or any magical items) in your world

for example in my world enchanted equipment (not to be confused with divine equipments) are kind of the main power system and those with more enchanted weaponry of higher ranks are the most revered ones. However to make things a bit more 'fair', I made sure that such objects can not be used continuously, actually requires mental strength and must be empowered by material of spiritual value(for example a sword carved with the spiritual name of sharpness must be imbued with material relating to that concept[sharpness] like a knife sharpened a 1000 times since its just a common ranked enchanted equipment) or else it may break mid battle also it must be noted it also requires a fair share of money (or spirit stones as it is used in my world

u/Heavenly_Emperor_God — 4 hours ago

I’ve been writing this world for 15 years. Pick an Age. Pick a spot. And AMA.

This is the world of Quatibru. It is both Sci-fi and Fantasy. Depends a lot on what age you’re looking at.

Ages:
Age of Dragons - Earliest Age
Age of Iron
Age of Heresy
Age of War
Age of Regret - Latest Age

Races:
Humans - racial magic: Nothing!

Demons (an offshoot of Humanity) - racial magic: Emotion for males. Mutation for females

Draconians (lizard folk) - racial magic: Heat

Varex (bat/hyena people) - racial magic: Sound

Nightengales (bird folk) - racial magic: Runes

Myrthari (Insect People) - racial magic: Fate

(I’m likely to sleep soon, so don’t be surprised if I answer in a few hours.)

u/Reapers-Lullaby — 5 hours ago

What factors do you heavily take into consideration when deciding where to place cities on your world map?

Edit: Okay. This blew up. Thank you for all the answers. It'll take me a while to go through and respond to them. I really appreciate this, Thank you again.

TLDR: See world map. Where to place cities? Medieval ages.

I am at the stage of worldbuiling where I am about to place encampments, settlements, villages and cities on the map of my world.

I have basic ideas on where these should be placed based on various factors.

My intention in asking this to all of you is to see if there are any factors that I may have missed out or not personally thought of.

For reference, below is a gist of my world:

- Takes place on Earth 250 million years in the future.

- The continents have merged to form the super-continent of Pangea Proxima/Ultima

- Magic exists

- A lot of fantasy races, creatures and deities similar to Dungeons and Dragons lore.

- Countles cataclysmic events that "rebooted" the world back to the equivalent of the stone ages.

- The world is currently in the stage where it would be equivalent to our medieval ages.

- Cross ocean travel has not been discovered yet.

- Most of the inhabitants believe the world is flat.

- There exists a network of interconnecting massive caverns that cris-cross under the whole super continent. Nobody knows exactly how deep they go or what dwells there. (Similar to the Underdark from D&D.)

Attached is an image of how the world looks like. Not my image. I did a google search for Pangea Proxima/Ultima and that is what I found.

My world map will be based on this map. The main difference is that the areas nearer to the poles will be colder and be in perpetual winter similar to our North and South Poles. Also the areas nearer to the equator will be warmer and not go through the 4 seasons. Basically summer all year round similar to our tropical areas near the equator.

Thank you in advance.

u/tatsingslippers — 9 hours ago

petrichor the celestial entity

Testing my one of my character for future project inspired by Lovecraftian lore because I’m bored. this guy will be one of the powerful celestial being.

u/Regi_L0903 — 4 hours ago

have any of you ever mish mashed your worlds together?

Worldbuilding has been on the backburner of my life for a long time and I'm just getting back into it. I've had various "seeds" for various fictional novels and their worlds around for a long time that had the basic elements all set up.

But I'm genuinely tempted to just throw them all together and see what still sticks , have any of you done this?

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u/AssistanceAshamed609 — 9 hours ago

The tale of Kohana

Hello everyone! I’d like to show you another story idea I have (because apparently I have way too much imagination 😭). Since I’m a big fan of samurai stories… I made one! But this time, instead of robots and futuristic themes, the story takes place in ancient times (around the 1400s/1500s) with magic based on gunpowder and metal.

These people with magical abilities were first discovered in Japan on one of the islands called Kagero. It is said that the heart has an extra extension that allows certain people to manifest magic. All magic users are known as the ‘Kuroen’ (those of smoke) and the ‘Hagane-no-Mon’ (those who manipulate metal).

These warriors are samurai who serve the clans of Japan and much of the Shogun’s rule. Soon after, we meet Kohana, our protagonist, who escaped from the Shogun after being enslaved by him. From the outside, people believed the Shogun’s ‘daughters’ were fortunate nobles, but in reality they were treated as tools and prisoners.

Kohana managed to escape, but she couldn’t save her brother.

At the beginning of the story, she is in Tsuyohana, preparing… to take revenge.

But she won’t be alone, because throughout her journey she will make allies in order to defeat the Shogun.

I will love to see your opinions about my story!!!❤️🩷💘💘💖💖🩷

u/matxwalkir — 6 hours ago

Is this a good selection of items for my character?

My oc, nova is half fae half human. She's roughly 12-13 years old. She lives in a small village and they rely on hunting and foraging. They have minimal access to metal so most things are made of leather, flint, obsidian, wood, and plant fibres. She doesn't carry all of this all the time, but this is most of what she owns.

u/Suspicious_Drink5637 — 14 hours ago

Biopunk setting where metallurgy collapsed. Wetware-only tech

I started my biopunk worldbuilding project because I always wanted to see the this setting: Humanity has moved entirely to organic, wetware-based technology. No steel, no fossil fuels - just engineered biology.

In-universe, that wasn't a utopian choice. It happened because resource scarcity and environmental collapse made biotech the viable path, then a war involving anti-metallic weapons (rust spores) accelerated the collapse of metallurgy. Metal is now a niche material, like clay is to us.

So what do machines look like in this world? A few key concepts I've worked out:

Structural materials - Fasteners like screws are less common, you’ll rather custom-grow parts from steelbone, gigacorals for buildings, and sporopollenin (from pollen, very heat-resistant). These replace steel and concrete.

Mechanisms - movement is driven by fertilizer-powered muscles, cartilage/bone winders for circular movement, and pneumatics / hydraulics. Peak power output is a real engineering challenge here.

Control systems - organic electronics are already a thing. For software, you have fungi biocomputers. Controlled growth and more computing happens via XNA (DNA expanded to contain all possible amino acids as nucleic acids), with biological transistor-equivalents called transcriptors capable of boolean logic.

Maintenance - biomachines can heal microfractures and passively adapt, but long-term storage is a hard problem. My current idea is predetermined bloom/hibernation cycles where most of a machine goes dormant and organoids that can't hibernate are allowed to wilt and regrow.

One of the trickier design questions is where does one draw the line between a biomachine and a living creature? A few edge cases in the setting (engineered ants, fungi computers that develop emergent sentience) make this murky, but that’s also the fun of biopunk.

This is more of a summary of the lore on biomachines. You can read the full thing in the wiki. I'd love feedback - what you miss, and especially on things that feel underdeveloped, or sci-fi precedents I should be aware of.

u/turingcompleteant4 — 11 hours ago

Charon's Cookies & Coffee: Worldbuilding in the form of a Short Comic (trigger warning: mild horror)

Hi everyone!

So to summarize the idea; Charon and Bodhi run a coffeeshop in a Cyberpunk environment. They still make coffee with real beans and bake stuff with real ingredients, hence became a
popular place to relax at.

Quick main character summary;

  • Charon's past is not known - but he is one of four beings in this universe that has the ability to provide a permanent death. In this age, immortality is an option both to be used (by the rich) as well as abused (those enslaved to be computational nodes). Charon is inspired by the mythological ferryman Charon. Charon is stoic and hardworking, but a very good listener.
  • Bodhi, somehow, is the only one known to not be able to get a permanent death. He is inspired by Buddhism and the idea of resurrection. Bodhi is lighthearted and fun to be around.

The narrative is to have a mostly cozy setting with Charon and Bodhi running the café and all kinds of characters visiting their café. However, Charon will sometimes go to work to free those that need true liberation - a permanent death. No backups to servers, no hosting on silicon hardware. The story around these two will explore philosophical topics.

Let me know if you have any feedback you'd like to share!

u/PLAT0H — 16 hours ago

Pg. 12 of The Field Guide To Unusual & Splendid Fauna: The Snoring Sleepy Toad

Discovered in the mountainous rainforests of Papua New Guinea in 1932 by Ernst Vernon Brackwater, the Snoring Sleepy Toad (Bufo somnolentus stertens) is a curious and hearty fellow.

Its discovery had done much to convince the renowned explorer and author that there are great and wonderous creatures to be found in all corners of the world. One just has to know where to look.

On E.V. Brackwater: Brackwater was an intrepid explorer during the 1930s interested in the wonderous and strange organisms residing in the hidden pockets of our world. He started an anthology called The Field Guide to Unusual & Splendid Fauna, filling its pages with sketches and information from his global travels.

u/Arma_chillo — 10 hours ago

How are families formed in your world?

As I think of that for my own world and because I need to speedeun the worldbuilding a lot. Family is a very important aspect of it and I have this question, why is your world polygamous or monogamous?

I have been thinking and I don't know what to choose for mine as the average family archetype. I haven't thought of it much in the past but now that I know people in my world tend to have many children I wonder if they see having extra partners as safe way to ensure every child is taken care of or they'd rather just have a partner and let other family live with them, like aunts or uncles, etc.

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u/Kai_In_The_Sky — 13 hours ago
▲ 5 r/worldbuilding+1 crossposts

Feedback on a world with 3 power systems

Hi. I'm currently working on a world with 3 different power systems - Demon Magic, Angel Magic and Spirit Arts. I'd appreciate it if you could read all of the info I wrote about them and give me your opinions.

MAGIC LORE/ORIGIN:

Millennia ago, a certain godlike entity thought it would be interesting to grant magic to 2 most advanced species in the mortal world - Demons and Angels. They got 2 different kinds of magic, each one also divided by many types. Demons and Angels were already in conflict with each other so those new powers only intensified it. After centuries of constant battles, Angels managed to find a way to use their powers to move Demons into a different realm - Hell, and trap all of them there. Of course all those magical battles left the world in a bad, destroyed state, so Angels again used their powers to access a different realm - Heaven this time, and move there themselves, claiming it as their new home. Millennia later, new mortal world species began rising. Demons learned a way to contact the mortal world and began proposing pacts to those new species - a Demon Magic in exchange for a soul (they wanted to spread their powers to the mortal world because they hoped it would enrage Angels). Many individuals agreed to that and Demon Magic returned to the mortal world. The first generation of Demon mages discovered that for some reason, their children inherited the Demon Magic and didn't have to pay with their souls for that but would suffer a Demon Fever instead (more on that in the later part of this post). Angles saw all that and, as Demons hoped for, got mad. They wanted to eradicate all Demonic influence but they didn't like the idea of leaving their new beautiful home, so they decided to take an action similar to Demons. Angels contacted some of the new mortal species and offered them a deal - they could use their powers in any way they wanted as long as they would also start fighting against those who were granted the Demon Magic.

The story I'm going for is pretty much about this conflict.

SPIRIT ARTS LORE/ORIGIN:

The Spirit Arts is a kind of power that comes from the Spirit realm. It can naturally manifest in the mortal world in places deeply connected to nature.

GAINING POWERS:

Demon Magic:

-Is inherited and works similar to inheriting genes

-A mage can be born from two parents who are not mages if they have a mage ancestor

-A child has equal chance to inherit either magic type of their parents and a small chance to inherit a magic type of their youngest mage ancestor instead

-There's also a very small chance that a child of two mages won't be a mage

Angel Magic:

-Is granted/borrowed

-Angels let a person borrow their powers and use them as long as they are committed to eradicating any Demonic influence

-Angels can take back the magic they borrowed to someone at any moment

Spirit Arte:

-Can only be accessed by individuals deeply connected to nature or to those who sacrificed a life to the spirits (more about that below). There are good spirits, neutral spirits and evil spirits.

USING POWERS:

Both kinds of Magic:

-A mage can use only a single type of magic (Demon mages are stuck with the one they were born with, Angel mages can ask Angels to change their magic type)

-Mages normally can cast spells by performing gestures/moves with any part of their bodies

-Some really advanced or powerful ones can cast spells without performing those gestures/moves

Demon Magic:

-Demon mages now suffer a condition called Demon Fever - it makes their bodies weaker and can even be lethal. It manifests when they cast too many spells in a short period of time (the strength of those spells can influence the effects of the Demon Fever). It can also have more specific effects depending on the magic type (e.g. Fire mage would get actual burns. Water mages could get frostbites)

Spirit Arts:

-Uses ingredients (mostly plants, minerals, etc.)

-The minimum of 2 ingredients must be used

-Those ingredients get destroyed the moment the power is casted

-Ingredients ratio and the way they are placed dictates the main effect that this power will cause (e.g. water and herbs placed on wounds will heal/speed up healing. Coal, iron and clay will make a tool/weapon)

-Making a sacrifice to the evil spirits can grant an access to casting curses (to cast a curse, one of the ingredients must be a blood of the person who is casting it - so e.g. blood and stone will turn a target into a stone)

MAGIC TYPES:

Demon Magic:

-Fire: Manipulation and control of fire in any form

-Water: Manipulation and control of water in any form

-Earth: Manipulation and control of earth in any form

-Air: Manipulation and control of air in any form

-Electricity: Manipulation and control of electricity in any form

-Enhancement: Enhancing body, senses, etc.

-Mind: Telepathy, manipulation of memories and personality, etc.

-Light/Radiation: Manipulation and control of the entire electromagnetic spectrum (only few light mages know they can actually control more than just visible light)

-Darkness: Manipulation and control of shadows and darkness

-Umbral: Phasing through objects, accessing pocket dimension, etc.

-Spatial: Teleportation, swapping places, creating portals

-Warp: Manipulation of space and time in the area

-Force: Telekinesis similar to Jedi force

-Binding: Binding, trapping or blocking magic, objects, etc.

-Transmutation: Manipulation and control of the shape and atomic structure of objects

Angel Magic:

-Might: Offensive capabilities, like summoning weapons, boosting strength, etc.

-Valor: Defensive capabilities, like boosting endurance, creating barriers, etc.

-Vigil: Prophecy, magic detection, presence detection, intentions detection, etc.

-Aid: Restoration, healing, cleansing, etc.

-Doom: cursing, life stealing, etc.

MAGIC VISUALS:

Demon Magic:

-When casting spells, glowing patterns appear on the mage's body

-Those patterns’ motif and color depend on the magic type (e.g. Water mage would have wavy blue patterns. Mind mage would have brain-like pink patterns)

Angel Magic:

-When casting spells, glowing halo/aureola appear above the mage's head

-This halo/aureola’s shape and color depend on the magic type (e.g. Might mage would have blade shaped red halo/aureola. Vigil mage would have eye shaped yellow halo/aureola)

Alright. That's pretty much all I thought of to this point (I have some more details about those different realms but they are not really that important right now so I'm going to avoid unnecessary info dumps).

I'd really like to hear the feedback on it. Is there anything that makes no sense? Is this system balanced? Are there too many or too few types of one of the kinds of magic? Do any of those powers feel undeveloped? What do you think I should work on more?

Be as honest as possible. I'd really like to make this as perfect as I can.

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u/JustDamain — 10 hours ago
▲ 65 r/worldbuilding+1 crossposts

Project Lost island : emissaries of death

Fear those who walk among the dead, and guide them with soothing whispers.

Subreddit : Project_Lost_Island

u/Project_lost_island — 11 hours ago

[Worldbuilding] Reimagining Harry Potter's Global Wizarding Schools

I was reading through the 11 Wizarding schools in the Harry Potter universe, and i noticed several things:

  1. The wizarding schools heavily over-represents Europe while cramming massive, diverse global populations into a few vaguely defined schools.

  2. It lazily pastes a Western "wand-and-textbook" template over entirely different cultures, like forcing Japanese wizards to specialize in "precise wand work" when historical esoteric practices lean into ofuda (paper charms), mudras, and ritual staffs.

If we completely scrap that map and rebuild the world based on actual regional history, folklore, philosophy, and geography, magic stops looking like a standardized British boarding school experience with a local skin. Instead, it becomes a living, breathing reflection of human diversity and how different cultures perceive/perform magic, as well as how they perceive people with magical gifts.

Here are some AU schools:

  1. The Austronesian & Pacific Island School

School Name: Puluq ni Qanitu (Proto-Austronesian)

Translation: The Island of the Ancestral Spirits.

Cultural Inspiration: Austronesian maritime cultures, Pacific Island voyaging traditions, animism, and ancestor worship.

Location: A massive, unplottable floating island made of magically buoyant volcanic rock, dense mangroves, and coral shelves. It has no fixed coordinates; it drifts completely hidden across the vast Pacific Ocean, riding the equatorial currents and hidden spirit lines of the sea.

Student Nationalities Accepted: The vast Maritime Southeast Asia and Pacific diaspora. This includes students from Taiwan/Formosa, the Philippines, Indonesia, Malaysia, Madagascar, East Timor, Hawaiʻi, Aotearoa (New Zealand), Fiji, Samoa, Tonga, Guam, the Caroline Islands, and Rapa Nui (Easter Island).

Magical Conception: Magic is viewed as Spiritual Weight (Manna or Inafo). Those born with it have a spirit vibrant enough to be seen and heard by nature and ancestors. Non-magical people are not looked down upon; they are seen as essential anchors to the physical world, while the magic-born act as bridges to the unseen world.

School Specialties: Celestial wayfinding/spatial geometry, weather-weaving (calming or redirecting typhoons), ocean-attunement, and physical/spiritual healing.

The Casting Mechanic: Mediumship & Relational Negotiation. Wizards here do not generate elemental forces from within themselves; they act as a conduit. To cast a spell, the wizard enters a light state of mediumship, stepping aside to let an ancestor spirit or local nature deity express its power through them.

Equipment & Mediums: Wandless magic, rituals, and small wooden/stone spirit figurines (traditional ancestral carvings). The figurines serve as physical vessels. The wizard speaks to the spirit inhabiting the figurine, offering an intention or request. Graduation is marked by a sacred, hand-tapped tattoo (Tatau/Batuk) infused with magical elements, which acts as a permanent grounding wire on the skin, allowing the wizard to safely channel massive elemental currents directly through their limbs without burning out their nervous system.

  1. South Asia (The Indian Subcontinent)

School Name: Prana Mandala Vidya-Peeth (Sanskrit: प्राण मण्डल विद्यापीठ)

Translation: The University of the Cosmos of Life-Force.

Cultural Inspiration: Ancient Vedic philosophy, Sangam literature, and Islamic-influenced mathematics of the subcontinent.

Location: A sprawling, shifting university complex hidden entirely within the deep, mist-shrouded valleys of the Himalayas.

Student Nationalities Accepted: The entire South Asian subcontinent, bringing together students from India, Pakistan, Bangladesh, Sri Lanka, Nepal, Bhutan, and the Maldives.

Magical Conception: Understood as Prana (Life Force) Resonance. Everyone has life force, but those born with magical prowess possess an "open conduit"—their internal energy centers (chakras) vibrate at a frequency that can actively manipulate physical matter. It is viewed as a deep, multi-generational karmic inheritance.

School Specialties: Sacred Sound Theory (using pitch and language to alter reality), Astral Projection, and Vastu Shastra (building structures entirely immune to dark magic or external entry).

The Casting Mechanic: Harmonic & Somatic Resonance. Casting is a precise science of vibrating the physical and astral body to match the frequency of the universe. The wizard uses their own vocal cords and body to create a localized geometric resonance that forces reality to realign itself.

Equipment & Mediums: No wooden sticks. The mouth and the hands are the primary casting tools. Mantras (vibrational spoken incantations) are spoken or chanted to unlock the energy. Simultaneously, the hands lock into a Mudra (a specific hand gesture) to act as an internal circuit board directing the flow of Prana out of the fingertips. To cast massive, permanent, or area-of-effect spells, they draw a Yantra (intricate geometric diagrams drawn on silk, metal, or earth) to act as an amplifier or lens, focusing the energy like a laser.

  1. The Sinosphere (East Asia)

School Name: Wuxing Lingqi Xuan-Yuan (Mandarin Chinese: 五行灵气玄院)

Translation: The Mysterious Academy of Cosmic Elements and Spiritual Energy.

Cultural Inspiration: Daoist alchemy, Qigong, Feng Shui, Đạo Mẫu (Vietnamese water-mediumship), Korean Muism, and Japanese Onmyōdō.

Location: Built across a network of sacred mountain peaks in Southwest China, connected by bridges made of solid cloud and mist.

Student Nationalities Accepted: Students spanning the entire historical Sinosphere, including China, Taiwan, Japan, South Korea, North Korea, and Vietnam.

Magical Conception: Seen as Internal Qi Alignment. Magic-born individuals are born with the rare biological and spiritual ability to refine external spiritual energy (Lingqi) and balance the Yin and Yang within themselves to alter the external world.

School Specialties: Internal and medicinal alchemy, defensive ward-weaving, spiritual divination, and Shikigami creation (conjuring paper spirit-servants).

The Casting Mechanic: Outer Cultivation & External Externalization. Magic is an art of gathering, refining, and shifting energy. A wizard breathes in the ambient energy of the environment, passes it through their internal meridian system to balance its Yin and Yang, and then projects it outward.

Equipment & Mediums: Because raw Qi disperses quickly in the air, they require a physical anchor to hold the spell. They use a calligraphy brush made of magical hair to paint ancient logograms onto a paper Ofuda / Bu (talisman) using enchanted ink. The ink acts as a wire, and the character drawn acts as a specific command (e.g., "Freeze" or "Bind"). Once the ink dries, the spell is "stored." To cast it, the wizard throws the paper and ignites it with a spark of personal Qi, releasing the stored elemental command instantly.

  1. Middle East & North Africa (MENA)

School Name: Khizanat al-Asrar (Arabic: خزانة الأسرار)

Translation: The Treasury of Secrets.

Cultural Inspiration: The Islamic Golden Age, Persian mysticism, Mesopotamian and ancient Egyptian esotericism.

Location: Hidden behind a complex layered illusion within a pocket dimension inside the labyrinthine, ancient alleys of a historic city (shifting across centuries between old Cairo, Fez, and Baghdad).

Student Nationalities Accepted: A vast geographic area encompassing Egypt, Morocco, Algeria, Tunisia, Libya, Syria, Lebanon, Jordan, Iraq, Iran, Saudi Arabia, the UAE, Yemen, Oman, Qatar, Kuwait, Bahrain, and Turkey.

Magical Conception: Viewed as The Celestial Signature. Magic is treated as the ultimate, divine refinement of mathematics and science. Those born with magic possess the unique cognitive "hardware" required to perceive the glowing geometric ley lines of the cosmos.

School Specialties: High Alchemy (the literal and spiritual transmutation of base materials), Talismanic Architecture/Numerology (Ilm al-Huruf), and Ghayb Diplomacy (the complex laws and treaties required to safely interact with ancient Jinn).

The Casting Mechanic: Universal Mathematics & Geometric Rewriting. Wizards view reality as a giant, interlocking machine built on sacred geometry. Casting a spell isn't an emotional or spiritual act; it is the literal process of calculating the numerical flaws in the current physical reality and digitally "rewriting" the cosmic code.

Equipment & Mediums: To cast, a wizard uses highly advanced Astrolabes finely tuned to magical currents or a geometric compass to physically measure the ley lines, stellar alignments, and ambient magical pressure of the room. Once they calculate the exact spatial coordinates of the universe's blueprint, they use a stylized stylus or rings inlaid with specific gemstones (like carnelian or lapis lazuli) to trace the corrected geometric equation into the air or onto a scroll, instantly altering physical space.

  1. West & Central Africa (The Niger-Congo Basin)

School Name: Ile-Ifá Amòye (Yoruba)

Translation: The House of Wisdom and Destiny-Spelling.

Cultural Inspiration: The rich traditions of the Griot (storyteller-historians), West African animism, and Ifá divination.

Location: Located within a shifting, pocket-dimension marketplace that exists at the literal and spiritual crossroads of ancient sub-Saharan trade routes.

Student Nationalities Accepted: Primarily serving West, Central, and parts of East Africa, including Nigeria, Ghana, Senegal, Mali, Benin, Togo, Côte d'Ivoire, Cameroon, the Democratic Republic of the Congo, Gabon, and Angola.

Magical Conception: Viewed as The Spoken Spark. Magic here is auditory and linguistic. To name a thing truly is to have power over it. Those born with magic are individuals whose voices carry a spiritual resonance that can reshape reality when they speak.

School Specialties: Transmutation through performance, Ancestral Linguistics, communal protection magic, and the deep ethics of destiny-weaving.

The Casting Mechanic: Rhythmic Manifestation & Sonic Dominion. Magic is entirely auditory and kinetic. Reality is understood as a sleeping canvas, and sound is the only medium that can wake it up and reshape it. To cast is to speak a thing's "true name" or to beat a rhythm so profoundly accurate that the physical molecular structure of the world vibrates into a new shape.

Equipment & Mediums: No sticks or wands. Instruments like the djembe drum or kora are the direct channelers of magic. A rhythm played at a specific cadence can create a localized earthquake, cast a massive shield dome, or accelerate the growth of a forest. For singular, precise spells, the wizard uses the Griot tradition—speaking intricate, rhythmic spoken-word poetry where the cadence and linguistic structure of their voice physically bend the gravity, air density, or temperature around them.

  1. Central Asia (The Steppes & Altai Mountains)

School Name: Kök Tengri Ordo (Old Turkic)

Translation: The Palace of the Eternal Blue Sky.

Cultural Inspiration: Tengrism (worship of the Eternal Sky and Earth Mother), nomadic steppe culture, and Siberian/Altaic shamanism.

Location: Not a fixed building, but a massive, magically reinforced encampment of grand yurts (gers) that moves across the steppes following the seasonal migrations of magical beasts.

Student Nationalities Accepted: Nomadic and mountainous nations of the interior, including Mongolia, Kazakhstan, Kyrgyzstan, Uzbekistan, Turkmenistan, Tajikistan, Tibet, and the indigenous republics of Siberia (such as Tuva and Buryatia).

Magical Conception: Seen as The Sky's Breath. It is an inheritance granted to those who can inherently perceive the multi-layered spirit worlds (upper, middle, lower). It is deeply tied to survival and coexisting with a brutal, beautiful landscape.

School Specialties: Wind-Riding (speed-weaving), advanced Equine/Beast-bonding, and Spirit-Flight (projecting consciousness outside the body to commune with distant land spirits).

The Casting Mechanic: Rhythmic Trance & Transtemporal Flight. Magic relies on shifting consciousness out of the physical world and into the spiritual plane. To affect the physical world, the wizard must enter the "Everywhen" or step into the lower/upper spirit worlds to fix the spiritual root cause of a physical problem.

Equipment & Mediums: The primary tool is the Shamanic Drum (Tüngür) painted with a map of the spirit realms. The wizard beats the drum at a specific, repetitive, hypnotic tempo (usually mimicking a horse’s gallop) to untether their consciousness from their physical body. By striking specific sections of the drumhead mapped to different realms, they can call down a blizzard from the Upper Sky or ask a mountain spirit to move a landslide. They also utilize Throat Singing (Khöömei) to weave acoustic defensive boundaries or to calm howling blizzards.

  1. The Polar / Arctic Region

School Name: Sila Siku (Inuktitut roots)

Translation: The Consciousness of the Ice / Wisdom of the Weather.

Cultural Inspiration: Inuit and Sámi animism, centering on the concept of Anirniq (the breath/soul present in all things, living or inanimate).

Location: Deep within the shifting pack ice of the Arctic Ocean, carved directly into a massive, permanent blue-ice glacier that perfectly refracts the Northern Lights to remain invisible.

Student Nationalities Accepted: Circum-polar indigenous youth spanning across modern northern borders, including the Inuit of Alaska (USA), Northern Canada, and Greenland (Denmark), as well as the Sámi people of Northern Norway, Sweden, Finland, and the Kola Peninsula of Russia.

Magical Conception: Viewed as The Kinetic Unfolding. A magic-born person is someone whose internal warmth and spirit can converse with the Anirniq of the environment. Non-magical people are warmly protected by the community, while the magic-born negotiate with the environment to ensure collective survival.

School Specialties: Aurora Weaving (knitting northern lights into illusionary cloaks or defensive shields), thermal preservation magic, and Kinship Shifting (shape-shifting into Arctic fauna while maintaining a shared consciousness with the animal's spirit).

The Casting Mechanic: Kinetic Borrowing & Mimicry. In the brutal Arctic, generating raw magical energy from nothing burns a wizard's internal life force, causing hypothermia. Therefore, casting is an art of borrowing and redirection. They politely ask local spirits or environmental forces to lend them their specific properties.

Equipment & Mediums: They carve intricate soapstone or ivory Amulets (Tupilait). When a wizard needs fire, they do not create it; they hold an amulet carved with the likeness of a volcanic heat spirit and gently exhale through it, activating the spirit inside the ivory to manifest the warmth externally. When shape-shifting, they don a skin or amulet of an animal, entering a meditative state where their mind "blends" into the collective consciousness of that species.

  1. The Caribbean & Diaspora

School Name: Lakou Sosyete (Haitian Creole roots)

Translation: The Communal Courtyard of the Sacred Society.

Cultural Inspiration: The syncretic, resilient magical traditions of the African Diaspora, blending West African Fon and Yoruba roots, indigenous Taíno/Carib beliefs, and European esotericism (Vodou, Santería, Obeah).

Location: Hidden deep beneath the tangled mangroves and ever-shifting sandbars of an uncharted, magically cloaked Caribbean key. The school looks like a vibrant coastal town whose streets bend and change with the tides.

Student Nationalities Accepted: The entire Caribbean archipelago and coastal communities, including Haiti, Jamaica, Cuba, the Dominican Republic, Puerto Rico, Trinidad and Tobago, Barbados, the Bahamas, Guyana, Suriname, and Belize

Magical Conception: Understood as The Crossroads Spark. Magic is entirely relational and transactional. Those born with the spark have the spiritual authority to stand at the crossroads where the physical world (en bas) and the spirit world intersect without being consumed by it.

School Specialties: Crossroads Diplomacy (petitioning and channeling the immense power of the Lwa or Orishas), hyper-advanced tropical herbalism/counter-curse craft, and threshold/cloaking magic.

The Casting Mechanic: Threshold Manipulation & Spiritual Diplomacy. Magic is entirely transactional and happens at the "Crossroads"—the invisible membrane separating the living from the dead. A wizard cannot cast a major spell on their own; they must negotiate a pact with a specific Lwa or Orishas to manifest the effect for them.

Equipment & Mediums: The wizard acts as a spiritual diplomat. They use cornmeal, gunpowder, or ash to draw a highly complex geometric seal called a Vèvè on the floor, which serves as a literal landing pad or doorway for the spirit. They then offer a kinetic catalyst—such as rhythmic drumming, infused herbal oils, or pouring a sacred bath—to satisfy the spirit. Once the transaction is accepted, the spirit steps through the crossroads threshold to execute the curse, the healing, or the protective ward on behalf of the wizard.

  1. Australia

School Name: Yimgabeal (The Convergence of Songlines)

Cultural Context: Named after the sacred Wurundjeri landmark tree where multiple ancient Songlines converge, symbolizing the intersection of paths, stories, and deep knowledge.

Cultural Inspiration: Aboriginal Australian cultures, the concept of the Dreaming (Alcheringa/Everywhen), and deep ecological connection. It honors the oldest continuous living culture on Earth while exploring the complex, multi-generational adaptation of modern diaspora populations.

Location: There is no physical building, castle, or camp. The "school" is the Australian continent itself. Education is a lifelong journey of mobile learning where small groups of students travel across vast distances guided by clever-men, clever-women, and Elders.

Student Nationalities Accepted: Serving the diverse indigenous nations, language groups, and clans across Australia and Tasmania (such as the Yolngu, Wiradjuri, Noongar, Arrernte, and Koori peoples), alongside Anglo-Australians and modern immigrant/diaspora populations born on the continent who possess the magical spark.

Magical Conception: Viewed as Hearing the Song. The earth is understood to be constantly singing its own history, creation laws, and pathways. While Indigenous magic-born inherently hear the deep, ancestral drone of the land, modern colonialist and immigrant descendants often experience the spark as an intense, chaotic "environmental tinnitus" or disorientation—a symptom of being disconnected from the land's history. Education for them centers on learning how to quiet their minds, listen respectfully, and find harmony with a landscape that their ancestors violently disrupted.

School Specialties: Temporal navigation (stepping out of linear time), ecological symbiosis, profound tracking/spatial transit, and deep vibrational healing.

The Casting Mechanic: Reciprocal Singing & Environmental Alignment. Magic is the art of "Singing the Land." Because the landscape was created by ancestral beings whose energy still vibrates within the earth, a practitioner doesn’t create magic—they align their own voice with the landscape to wake that energy up.

The Colonial/Diaspora Adaption: Because modern non-Indigenous Australians lack the direct ancestral bloodlines to sing the original creation lines, they cannot cast in the traditional way without risking severe mental or spiritual backlash from the country. Instead, they practice a sub-discipline called "Grafting." They use their own cultural backgrounds (such as European folk magic, Celtic earth-craft, or Asian elemental traditions) as a translator or "filter," focusing on protecting and restoring the physical ecosystem to slowly earn a relational rapport with the local land spirits.

Equipment & Mediums: Absolutely no manufactured tools like wands or metal cauldrons. Magic is channeled entirely through natural mediums: sacred ochre body paint (which grants specific spiritual protections or cloaking), songsticks (clapsticks) to hold the exact rhythm of the land's song, and the didgeridoo (yidaki) used for deep, resonant sonic healing. Modern non-Indigenous students often utilize localized natural anchors like eucalyptus wood charms, raw river stones, or hand-woven native flora to ground their casting without overstepping traditional spiritual boundaries.

  1. Mainland Southeast Asia

School Name: Suvarnabhumi Phi-Brahman Xuan-Yuan (The Golden Land Sanctuary)

Cultural Context: Suvarnabhumi is the ancient Sanskrit term for Mainland Southeast Asia ("The Golden Land"). Phi represents the ancient local animist spirit traditions, Brahman nods to the deep Vedic/Buddhist architecture, and Xuan-Yuan ties into the historical Sinosphere intersections of the north.

Cultural Inspiration: The sacred syncretism of Theravada Buddhism, ancient Hindu-Khmer architecture, and deep-rooted animist spirit worship (Phi culture, Burmese Nat traditions, and Cambodian Neak Ta lore).

Location: Hidden amidst the ruins of a vast, unplottable stone temple complex choked by sacred banyan tree roots, deep within the mountainous, mist-shrouded jungles where the borders of Thailand, Laos, and Myanmar meet (The Golden Triangle).

Student Nationalities Accepted: The deeply intertwined cultures of mainland Southeast Asia, including Thailand, Myanmar (Burma), Cambodia, Laos, and the indigenous highland/hill tribes (such as the Hmong, Karen, and Shan peoples).

Note on Vietnam: Because of Vietnam's heavily Sinosphere-aligned historical bureaucracy, northern Vietnamese wizards often train at Wuxing Lingqi Xuan-Yuan, while southern and indigenous Champa wizards frequently cross over to this golden jungle sanctuary.

Magical Conception: Viewed as The Meritorious Stream (Barami or Bunya). Magic is understood to be the accumulation of spiritual merit from past lives, manifesting as an innate authority over the physical elements and the invisible spirit courts. Those born with magic are seen as natural caretakers who must keep the balance between the human world, the celestial realms, and the territorial nature spirits.

School Specialties: Sak Yant (sacred script tattooing), golden metal alchemy, Katha (mantra-weaving), and territorial spirit diplomacy/binding.

The Casting Mechanic: Karmic Transmutation & Script-Inscribing. Magic requires a precise catalyst to bring internal spiritual merit into the physical world. Wizards use highly specialized, sacred Pali-derived scripts, geometric diagrams, and rhythmic, whispered incantations (Katha) to instantly alter physical reality or command local spirits.

Equipment & Mediums: Instead of wands, casting tools are deeply physical and permanent. Their primary medium is Sak Yant—sacred geometric tattoos hand-inked using a long, sharpened bamboo or steel needle. These tattoos are charged with magical verses that grant the wearer permanent passive abilities, such as skin immune to blades (Kong Krapan), physical agility, or the power to project illusions. For offensive casting, they utilize heavy Kerdga (sacred short-swords) or staves made from lightning-struck teak wood, using them to slash through magical wards or redirect elemental attacks. They also carry small, clay or brass Amulets (Phra Kruang) infused with the spiritual essence of ancient masters to act as personal shields.

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u/Uri07 — 11 hours ago
▲ 24 r/worldbuilding+1 crossposts

Ask about my world

So I've been working on this new world for my DND campaign and i don't know what questions need to be answered. So I ask if all of you to ask me any question about this world so that I can come up with the smaller details.

The world was originally made by Saridor and then tiamat and bahamut later showed up and the three used the magical ruby ocean to create the original progenitors of dragon species. Now the world itself is made from the bodies of the gem dragon gods. The races of this world are humans, shardmind, dragonborn, elves, dwarves, gnomes, algoids, dinofolk, shifters, orcs, kobolds, psiforged, and sahuagin.

u/dragomeir — 15 hours ago

RPG class/archetype plot based on Hp, stamina, and mana.

I came up with this triangular plot for classifying RPG classes or playstyles based on how much they lean on health (Hp), stamina (Sp), or mana (Mp). This doesn’t take into account flavors of magic or stats like strength, dexterity, etc. so it’s not perfect but I tried using some generic names that are still related to RPG classes.

I highlighted 10 specific points, based on whether a build is mostly based on one of the 3 stats, or an even mix of two or all 3 stats.

Triangular plots are a bit hard to read, I like to think about this as related to a levelling system akin to the one seen in the game Elder scrolls V: Skyrim, where every time you level up you get a leveling point you can use to upgrade your total amount of health, stamina, or mana.

The 3 points sitting in the middle of the edges of the bigger triangle (raider, supporter, rogue) represent a 50-50 split of leveling points allocated between two stats, and none to the third. The 3 points sitting inside the smaller inner triangle (survivor, adventurer, and spellsword) are more easily viewed as close to a balanced class starting point, but specialized a little bit but not a lot towards one of the 3 main stats. And of course the 3 points of the bigger triangle represent putting all levelling points exclusively into one of the 3 main stats.

What do you think about this plot? How would you change or improve upon it?

Rogue and spellsword are the weakest ones I think, I welcome any alternative suggestions. Trickster seems like a better fit than rogue based on comments.

- - -

PS: Based on suggestions I posted an updated plot in the comments.

PSS: This works particularly well for the Color Arcana framework I recently published into the public domain that you can check out here, based on color-magic.

Since in this framework vitality (hp), stamina, and mana stats are related to magical energy, with arcanum being the main currency for increasing one’s magical energy, and being able to allocate it across these 3 type of stats/modalities, mechanically similar to how skyrim works, with the caveat that at any given time players can change the proportion of arcanum, aka magical energy allocated across these 3 stats.

u/Loremaster1032 — 20 hours ago
▲ 279 r/worldbuilding+1 crossposts

Golden Sprout

Hello everyone, I wanted to share the development of my project, which I have been working on for a year and a half. Now I have a concept ready for the residents who work on the farm, and I'm creating concepts for characters and props for them, and I'll be making environments soon. In the future, I see this project as a city-based survival game, like frost punk, where the player will create their own colony and make difficult early choices. I often post the development process on twitter, if you're interested: u/DmitryDalnev

Story: In the near future, in an isolated botanical laboratory, a group of scientists led by a talented bioengineer, Elena, tried to create a hybrid plant capable of prolonging human life.

However, a tragic oversight by the assistants led to a virus leak. Through contact with living beings, the virus develops, and its program begins to work for the preservation of humanity.

This is how the entire scientific city became infected, the virus decided to isolate humanity in order to save this group of people, and such a symbiosis was formed, people take care of the virus, and the virus regulates people. This is how an entire colony began to develop on the ruins of the laboratory.

u/Dalnev_Dmitry — 20 hours ago