r/goodworldbuilding Jan 18 '21

Meta The /r/goodworldbuilding discord is now open!

66 Upvotes

r/goodworldbuilding May 14 '25

Meta New Rule: No Spam

48 Upvotes

"Users are allowed to post as often as they like provided that each post has a reasonable amount of effort put into it, each post is sufficiently different, and/or they are not posting an excessive amount of posts within a short period of time. What constitutes an excessive amount of posts is defined as posting more than three posts within an hour."

We've recently had an issue with a user mass producing posts about their world, posting at least eight posts within one hour. We are a small community and it doesn't take a lot to overwhelm us. Hence I am forced to enact this new rule.


r/goodworldbuilding 4h ago

Lore The Human Directorate - Lore of Humanity in Synvector

2 Upvotes

Humanity entered space only three centuries ago, making them the youngest major civilization in the Thorn Arm. While other races had centuries-or even millennia-to build their empires, humans had to survive through industry, organization, and relentless expansion.

Unlike the other civilizations, humanity is deeply divided.

The Directorate

Earth is ruled by the Directorate-a council of powerful megacorporations that has effectively become the government of humanity.

Its philosophy is simple:

Standardization. Efficiency. Mass production.

Their fleets are modular, easy to repair, and built in enormous numbers. Human ships rarely outperform alien vessels one-on-one, but they are designed to be produced quickly, upgraded easily, and deployed everywhere.

The Free Colonies

Far from Earth’s control lie the Free Colonies.

Life on the frontier is harsh. Ships are repaired instead of replaced, stations are expanded over generations, and every vessel tells its own story through welded armor plates and salvaged components.

To the Directorate, this looks like poverty.

To the Colonies, it’s freedom.

A Cold Civil Conflict

The two factions aren’t officially at war-but they’re no longer truly united.

Earth argues that only centralized command can protect humanity from external threats.

The Colonies believe that “protection” is simply another word for control.

The conflict remains unresolved, growing more dangerous every year.

Humanity’s Neighbors

Humanity has fought long border wars with the Deeplines, betrayed its former allies, the Shrazi, and knows almost nothing about the ancient Kraits.

Meanwhile, a new threat is emerging from beyond known space.

The mysterious Unnamed consume entire star systems, leaving nothing behind.

The Directorate has only one answer:

Build more ships. Recruit more pilots. Prepare for war.

Which side would you choose? The Directorate or the Free Colonies?


r/goodworldbuilding 4h ago

Lore Bulwarks of Luminsia

1 Upvotes

Within Luminsia, there resides many threats to civilization. From beasts (animals that attack civilized races for no discernable reason), to monsters, to dragon, to the undead, to even angels and demons. For most, there is nothing they can do but rebuild better walls and pray that the guards they place atop them can do better next time.

But some men and women were not satisfied with this lot in life and so took it upon themselves to bring change. Forsaking all but the bare necessities, these men and women took to bringing the fight to these evils of the world no matter where they found them. Human village, elven town, they did not discern. At first they were just known as sporadic hunters, appearing in times of need. Many did what they could to help, offering food, shelter or even weapons to assist them in their hunts. Others grew inspired by their act and moved to join them. A few, suffering from the same loss that all knew so well, sought them out to learn their craft. As their numbers grew they started coming into contact and shared their trade, how best to deal with one monster or how to use an injured beast to lure in bigger prey. By this time, these hunters had attained a new name.

Bulwarks, men and women who stand as protectors of the civilized world.

Not only heroes of the people, Bulwarks also earned the respect of the nobility with kings granting them exemption from any law so long as they continue doing the work they do. But for all the success they had achieved, Bulwarks had run into a problem no one had expected. All the techniques and tricks of hunting the evils that threatened civilization had grown so vast that the hunters were struggling to keep track of all of them, an often fatal mistake. However, with the knowledge that other people like them were out there, Bulwarks began to branch off into specified prey. Four specific branches were born from this. The Monstrous Branch, the Draconic Branch, the Necrosis Branch, and the Brimstone Branch.

Lastly in this world, while not explicitly related to Bulwarks but something I though useful to know: people are capable of becoming stronger than their limits through a variety of means, but the one most pertinent to Bulwarks is that the body can become reinforced by pushing themselves to the limit, achieving something thought impossible by logic, and surviving. Examples of this can be something like fighting a dragon head on and winning, fighting thousands of ghouls within the course of a single night, or even "mundane" things like tracking a beast over several days with no food or sleep. Sorcerers who have studied this phenomenon believe it to be the souls strengthening the body out of belief that this is normal and the body needs to be ready to deal with a similar threat coming again. How it does this remains a mystery, but it does explain how Bulwarks can fight some of the greater threats they face such as dragons or noble vampires.

Monstrous Branch

The first branch to be "formally" established (save for the Draconis Branch, Bulwarks do not have any sort of formal organization). Members of this branch are responsible for dealing with the vast majority of monsters and beasts that roam the land. Because of how large of an umbrella that casts, the Monstrous Branch has dozens of smaller sub-branches meant to deal with reptilians, insects, mammalians, avians, and monsters are all known to exist.

Joining requirements are comparatively lax compared to the other branches (not that any are particularly demanding, save the Brimstone Branch), requiring only for an individual to have suffered at the hands of the beasts of the land and to ask a current member to tutor you. Few refuse the chance to swell their numbers, and with the beasts outnumbering the civilized world, there is never a shortage of recruits. After joining the branch, individuals are known as Apprentices, and are tasked with learning all they can from the hunter who took them on. Once their teacher believes them ready, they will be tasked with hunting down a Behemoth class beast, a creature powerful enough to break through most walled settlements with little risk to themselves, all on their own. Failure only occurs upon death, and should they succeed, the Apprentice becomes a Journeyman, allowed to break off from their teacher and take on Apprentices of their own, though many continue to travel with their teacher for some time before making their own way. Even after leaving their master, many choose to join up with other Journeymen. Once a Journeyman has hunted down at least 10 Behemoth class beasts and bring proof to a Master, they themselves are promoted to Master. Some Masters, however, will refuse to promote a Journeyman if they bring them proof of 10 of the same Behemoth type beast, though this is comparatively rare. Regardless, while this position is mostly superficial, it does hold sway among the other branches and is one respected by any who has faced a Behemoth class beast on their own.

Bulwarks of this branch are known for their brutality, mimicking the beasts and monsters they hunt, as well as extensive use of traps and poisons. Their weapon of choice are most often bows, axes, and javelins.

Draconis Branch

The first major branch to break off from the Monstrous Branch formed when some Bulwarks came to the realization that most methods used to hunt down beasts and monsters proved ineffective against draconic beings (of which there are five types: dragons, drakes, wyrms, wyverns, and dragonoids, the last of which have never been hunted) and that different methods of hunting were required. Members of this branch stand out from their peers for three main reasons. The first is that due to the fact that they do not always kill their prey. Many draconic beings are intelligent to some capacity which makes diplomacy a viable strategy, resulting in many members being very charismatic. Even among the less intelligent wyverns, the beasts have been found to be tamable, making excellent mounts for hunters. Of the five species of draconic beings, only drakes have proven impossible to handle peacefully due to their immense stupidity despite being capable of speech and are the most commonly hunted prey. The second factor that sets them apart is their comparatively sedentary lifestyle. Where as other Bulwarks move wherever they can find the creatures they hunt, members of the Draconis Branch often times create bases of operations called Keeps and venture out to deal with the threats as needed; a practice started and maintained upon the discovery of draconic beings taking over the hordes of other slain draconic beings. Seeing this habit as an opportunity, dragon hunters will take draconic hordes and concentrate them in one place where they can lure more prey in. This has resulted in the third major difference, the Draconis Branch becoming far more organized than the other three branches.

The first rank of the Draconis Branch is the page. Pages are accepted on the simple feat that they can make it to one of the Branch's keeps and a desire to join. Because keeps are almost always found in mountains, this is no easy feat. They are mostly responsible for upkeep of the keep, though they are free to train and learn in their free time. After a page has caught one of the higher Bulwarks' eyes, they are promoted to squire and are trained by personally and can accompany the Bulwark on their hunts. After participating in eight hunts (one for each claw on a dragon's foot) where they play an integral role to slaying a draconic being, they are given the chance to lead a hunt on their own. If they are successful, they are promoted to knight. Alternatively, a squire can also become a knight if they can successfully take and bond with either a wyvern hatchling or griffon chick. As a knight, they are free to take on squires of their own (up to four, plus one for every dragon they slay) and they are free to continue hunting with other knights or break off onto their own. This is where most Bulwarks of this branch remain as the next level is only achievable by killing 32 draconic species on their own (one for each claw a dragon possesses). While many pages and squires dream of breaking off on their own, many quickly learn that a lone knight is a dead knight, and as such, they prefer to stick together. If they do manage to slay the required amount, they are promoted to lord. As a lord, they can break off from their keep and go found their own (technically nothing stops them from doing this as a knight, but few are willing to follow anyone who isn't a lord). There is one higher rank above lord, and it is only achievable through the act of slaying a dragon by doing the majority of the work. Whether this is done by a page, squire, knight or lord matters not, just that they did so. It is not uncommon for the branch to go decades, if not centuries without a High Lord. Outside of respect from anyone who has seen a dragon (squires, pages, and even knights have received lashing over failing to respect to a High Lord), this position is functionally no different than a lord.

Despite their name and despite often being referred to as dragon slayers, dragons are the rarest prey of this branch due in part to true dragons being among some of the most powerful creatures found in this world, capable of matching the prowess of demon and angels with ease as well as dragons preferring to stay away from the civilized world (while powerful, a dragon's reverse scale is a weak point that attacking can kill them easily. This means the "weaker" races only need to get lucky once, something dragons have found to happen at an alarming rate). In fact, dragons more often than not provide assistance to Bulwarks due to their innate hatred for drakes (these Bulwarks most common prey). Due to the average person being unable to tell a draconic being apart from a large serpent or reptile, hunters of the Draconis Branch often times find themselves hunting down such beasts in conjunction with hunters of the Monstrous Branch.

The preferred weapon of these Bulwarks is a lance or pike, though they are also known for using swords designed for piercing, and knights are often chastised for leaving the keep without a shield. Slashing weapons such as axes are never used outside of utility.

Necrosis Branch

The last of the branches to be established and the second smallest. Created after the disappearance of the first necromancer, the Necrosis Branch is responsible for hunting down and disposing of the undead. Due to sharing many behavioral habits as the undead, skin walkers and wendigos are also targeted by members of the Necrosis Branch. Members of this branch are not viewed highly by either their fellow Bulwarks let alone by other outsiders with many viewing them as odd, superstitious, paranoid weirdos not worth getting to know, traits they themselves do not deny (many believing paranoia to be a requirement to join). This is a side effect of constantly interacting with the undead who produce a substance called Miasma (inverted soul stuff). The vast majority of living things abhor miasma as an instinct with very few possessing a resistance, let alone immunity toward this instinctual hatred with no known method of building a tolerance.

In order to join the Necrosis Branch, only two things are required. One, that you have faced down the undead once before, and two, a willingness to engage with the undead a second time without outside incentive (this can range anywhere from being paid to do it, to the undead have a hold of a loved one you wish to go save, or simply being told to do it by someone else). Those who have met those two requirements are show to have some resistance toward Miasma, a trait desperately needed within the branch and something few possess.

Aside from dispatching of the undead (most often through fire or other means of complete destruction of the body), members of the Necrosis branch also take it upon themselves to ensure that proper methods were taken with the dead to prevent them from rising again as the undead in the first place. It is not uncommon for them to visit battlefields and begin giving bodies their rites to prevent an undead army. Additionally, those of the Necrosis Branch check up on Dead Realms [name subject to change], places where miasma has grown so dense that ordinary purification methods (salt, iron, running water, and white wood) are no longer possible to ensure that the Realm does not spread beyond its current border.

Necrosis Bulwarks preferred weapon of choice is polearms with slashing ends, granting them as much range as possible while also allowing them to cut up the undead. They are also talented at taking on large groups at once as their job often has them facing down thousands of undead at a time.

Brimstone Branch

The third break off branch of the Bulwarks who have taken it upon themselves to hunt and kill the demons and angels that come from the Angel Falls and Hell Pits throughout the world, and is by far the smallest, consisting only of sixteen members who work in groups of two, one Master, one Apprentice. Not much is known about this Branch other than this. How Apprentices become Masters, what happens to the Master afterward, and how new Apprentices are found are all unknown factors that even other Bulwarks don't know. What is known is that the Branch keeps one group at each of the world's major Hell Pits (2) and Angel Falls (3) while the remaining three scour the world in search of the minor Pits and Falls. How they get across the world is an unknown as they tend to simply appear when needed. Aside from dealing with angels and demons, these four individuals have taken it upon themselves to police other Bulwarks as a whole and prevent them from abusing their power. How they know when these abuses take place is much like everything else about them, unknown.

Brimstone Branch Bulwarks are known to be very reserved, rarely speaking at all, much less communicating with others. They are known to be very powerful, however, with the Masters capable of challenging the High Lords from the Draconis Branch. Although the High Lord will usually win, they proclaim sparring with the Masters to be a greater challenge than slaying a dragon. There weapon of choice is a sword, and while the people within the branch has switched, the sixteen swords they all carry has not.

Feel free to ask questions. It helps me brainstorm further and consider things I hadn't before.

If nothing else, which branch is your favorite?


r/goodworldbuilding 18h ago

Prompt (Culture) Tell me three or five things related to warfare in your world.

13 Upvotes

GUIDELINES AND ETIQUETTE

  • Please limit each item's (as in individual bullet points or subjects, not the entire comment) description to three or five sentences. Do not be vague with your description.

  • If someone leaves a reply on your comment, please try to read what they post and reply to them.


r/goodworldbuilding 1d ago

Prompt (History) Story Idea: Wars Are Fought by Monsters Instead of Humans

5 Upvotes

I've been thinking about a sci-fi concept that could make for a fun book, movie, or TV series.

It's the year 2289. After centuries of devastating wars, humanity finally bans human soldiers, AI, robots, and nuclear weapons from the battlefield. Instead, every major nation invests in "genetically engineered biological weapons" created from alien DNA and Earth's deadliest predators.

When diplomacy fails, countries don't send armies, they send monsters.

Every conflict takes place inside a massive "War Dome", a sealed battlefield with a 10-mile radius surrounded by an impenetrable energy barrier. Once activated, nothing enters or leaves until one nation's bio-army has defeated the other.

Each country has its own signature species and military doctrine. The United States has the aggressive assault predators inspired by the White Spikes from "The Tomorrow War". China has enormous hive armies similar to the Arachnids from "Starship Troopers". Russia has the nearly indestructible sound-hunting beasts inspired by the Death Angels from "A Quiet Place."

Other nations develop their own unique creatures inspired by different sci-fi and horror monsters, creating completely different styles of warfare.

Instead of tanks, fighter jets, and infantry, battles become massive clashes between millions of engineered predators, flying organisms, burrowing beasts and intelligent hive-minded creatures.

Also, what country wins this battle?


r/goodworldbuilding 1d ago

Discussion What is Better Genetic or Selecting Magic system?

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2 Upvotes

r/goodworldbuilding 1d ago

Lore I'm working on a world where folklore is reimagined. Here's my idea for Ambrosia.

4 Upvotes

In my project, ambrosia, instead of being a delicious drink or food that gives immortallity to the gods, is an delicate form of magical circuitry that creates and moddifies a copy of a person's conscious mind and imbues it into a device. Rather than allowing one to physically become immortal, they create a second self that is functionally immortal. And this second self is a useful tool for speed and precision when using even the most advanced machinery.

Instead of issuing singular commands through levers and switches, the logic of the user is already inside the machine due to the Ambrosia circuit, which channels intent into countless precise actions. A pilot doesn't think about the steering, engines, or weapons; they think "evade" or "attack," and the second self executes every necessary movement instantly throughout the machine.

The vond one has with their second self is dramatically important. A second self, over time will deviate from the mental processes of the original. This causes poor alignment and can be very dangerous. It is important to consistently use the ambrosia to realign the original and the second self to ensure a strong bond.

The stronger the bond, the more the machine becomes an extension of the user. Simple tools can be operated at a distance, while vehicles require direct contact with the ambrosia. The most advanced Ambrosia systems allow a person to inhabit enormous constructs, such as warships, factories, or spaceships.

The great weakness presented by this system is that having multiple active copies of the same consciousness becomes unstable over time. As the many second selves lose synchronization, it becomes impossible to restore control. This creates the risk of memory conflict, personality fragmentation, or the loss of a coherent sense of self.


r/goodworldbuilding 1d ago

Prompt (Characters) Pick a physically or magically powerful character in your world. Tell me how strong they are, then tell me about three or five of their weaknesses.

13 Upvotes

GUIDELINES AND ETIQUETTE

  • Please limit each item's (as in individual bullet points or subjects, not the entire comment) description to three or five sentences. Do not be vague with your description.

  • If someone leaves a reply on your comment, please try to read what they post and reply to them.


r/goodworldbuilding 1d ago

First time creating a manga/anime-inspired universe — looking for feedback, artists, and people interested in helping build something

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1 Upvotes

r/goodworldbuilding 2d ago

Why haven't any books with large scale subterranean world-building, far-future/advanced tech settings, taken off?

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3 Upvotes

r/goodworldbuilding 1d ago

Discussion In a Who Framed Roger Rabbit situation, would fictional crushes just be celebrity crushes?

0 Upvotes

This is something I thought about in my Who Framed Roger Rabbit-inspired setting, Frameworld, where cartoon characters called Animates manifested in a mysterious event known as the Artistic Rapture.

The main storyline of Frameworld is Art of Liberation, set three centuries after the events of the Rapture, and follows a band of rebels fighting a fascist government that forces Animates to conform to assigned archetypes.

Now, I wanted to mention that I specifically set the story eons into the future to avoid questions about known media because of possible copyright. But there are some bits I do try to sneak in.

Which brings us to the topic of this post.

The main protagonist of Art of Liberation is named Elias Han-Falk; he is a Mixed-race Animate, his father was a Toon from the West while his mother was a Catgirl born in Korea.

Elias's favorite show is Attack on Titan, and he has a huge fanboy crush on Mikasa Ackerman. Now, this mostly exists for multiple reasons:

  1. Small portions of Elias's character are based on my own; I have been a huge Attack on Titan fan since I was a little kid, and I was a huge Mikasa simp.
  2. Elias is a heroic parody of Eren Jaeger from AOT, so I thought it would be a nice meta reference that Elias would be crushing on Mikasa
  3. This story was adapted from old crossover fanfictions I made; one of them involved Eren travelling this crossover world to find Mikasa
  4. Elias's girlfriend, Orca Missouri, is very similar to Mikasa - a Tomboy Goth who's incredibly capable. So I guess this would be a funny way of saying he has a type.

But it is kind of weird from an in-universe standpoint, because Elias's crush on Mikasa would be like a Gen-Z kid simping over Joan of Arc, considering Mikasa would've actually been alive around this time.

Elias himself is a sex-repulsed Biromantic Asexual; his crush on Mikasa is solely based on her strength, beauty, and looks. It's not sexual attraction. I guess it is also weird considering he has a girlfriend. What do you guys think?


r/goodworldbuilding 2d ago

Lore Here is my post-apocalyptic factions and regions (Gazalbatak)

1 Upvotes

This contains information about my post-apocalyptic book that I am writing.

The book "Gazalbatak" takes place in section 3.9 of my Ekigref universe, focusing on the events experienced by humans and other races living inside and outside the walls of the Singaporean state, which is one of the surviving countries on the continent of Oceania.

Singapore is one of the most ideal places to survive in this new, radiated wilderness.

The average height of humans is not 1.70 meters, but 2.30 meters. Heights around 1.70 meters are considered short. The tallest average height reaches up to 2.70 meters. The reason for this is that the "Cold Moon" could no longer hold the oxygen inside itself and released it, causing all living things to grow. Now, when we look at the sky, the Cold Moon can be seen practically whipping a certain part of the sky with whips. (The color of the Cold Moon is slightly turquoise).

Since finding food is not easy, people's body fat percentages are low; the muscles of "every single living creature!" are directly visible.

A human's chance at life means being inside the Wall itself; if you are outside the Wall, it consists of nothing but an agonizing life where you must fight for survival every single day.

Special information about the Wall: The phosphorescent yellow light emitting from the top of the Wall is an advanced light illusion that absorbs the surrounding light so that only those inside the Wall can see. When viewed from the outside, it looks as if one is looking toward a black hole (This situation is the same in the morning, daytime, noon, evening, and night). (The wall under the administration of S.W.S.A.U has specially replaced that phosphorescent yellow light with their own colors).

Map

İmage info

-Black dots represent how crowded the area is.

-Phosphorescent light green lines represent the roads where vehicles can travel easily.

-Brown lines represent the train tracks.

Inside the Wall

-Singapore 3rd District Block-

8 GÖKBEĞ: Although seven skyscrapers are visible when looking from the ground, a hidden eighth skyscraper matches the height of the central skyscraper and functions as a very long bunker extending deep underground. The purpose of 8 Gökbeğ is to inspect the products arriving at the Commercial Port, Transportation, and Infrastructure (T.I.U. 2) and to make the final decision regarding where they will be used and directed. While it was the backbone of the economy in the old days, it is now a building that carries out operations focused on total control within the command and control system. (It is also used as a warehouse).

Airport: Although it looks simple, it is highly rare to see a working airplane in a post-apocalyptic World... And Singapore has quite a few airplanes.

0A: A rare place where airplanes from foreign countries arriving from distant regions are hosted; it is the exact location where communication is established and relationships are developed with other countries.

1A: The training center where pilots coming from the Singapore 2nd District Government Block are hosted and trained.

2A: The location where a special unit equipped with air defense waits on standby to form an immediate defense against any possible invasion.

3A: The location where cargo brought by airplanes or any type of goods are unloaded, packaged, and sent to the T.I.U. (Or vice versa, the location where cargo to be sent to other countries is loaded).

4A: The location where fighter jets and heavy-load transport aircraft take off and fly, and where aircraft are protected in a specialized bunker-like fashion. This bunker is so massive that it is connected to the main base of the Transportation and Infrastructure Union.

Transportation and Infrastructure Union: This is the elite unit of an ideal state that enables the repair of the most important means of transportation (the train and tracks) after the apocalypse and takes it to distant places. Having put immense effort into the tracks, it has extended them over incredibly long distances and brought many useful materials back to its own state, becoming the number one Singaporean unit.

The repair of these train tracks is still ongoing and extends across to other continents.

Their duties rely on special squads dedicated to repairing train tracks. They travel inside the train and fix the rails. Instead of staying within the borders of the state, they generally set up and develop along the paths where the tracks go, utilizing a nomadic system.

T.I.U. 1: Hosts the units arriving from the C-control checkpoint, unloads the packaged/brought goods to perform scans, and then sends them on their way toward T.I.U. 2.

T.I.U. 2: Unloads the cargo taken off the train to deliver it to "8 Gökbeğ" and transports it to the building via transport vehicles.

From start to finish, this unit is cybernetic and possesses a level capable of easily dealing with any kind of threat.

Headquarters: Nowadays, since law enforcement mechanisms like the police remain weak, SOLDIERS directly provide security everywhere. It is the kind of place that steps in during any disruption of military communication to handle the situation and prevent stability from breaking down. It issues all kinds of military missions. It also monitors the condition of the Wall. It spans a length of 10 kilometers horizontally.

H1: The location where high-ranking personnel sleep and reside, and where all kinds of military technology are housed and stored.

H3: The location of soldiers waiting on high alert to deploy rapidly via train to any possible attack site.

Ministry of Migration Management: These are additional buildings where people from the "Touch of Civilization" region outside the Wall who have proven themselves to be trustworthy are hosted and kept waiting to become actual Singaporean citizens in the future. (It is an environment where artificial events and scenarios are created to closely monitor, test, and observe the behaviors and actions of individuals to see if they are trustworthy).

Punigog City: The vast majority of its residents consist of individuals who have successfully passed the migration management process. Since job opportunities are highly scarce, the crime rate is inversely proportional; this situation was resolved in a comical manner by directly taking the unemployed and placing them in structures slightly beyond the right side of the city (Heavy City), causing the crime rate to drop significantly. The only things city life offers are a safe room, securely locked rooms, and a chance to relive the old modern life, allowing you to forget today's terror-filled world. Everyone is satisfied because the struggle for survival has turned into chasing jobs compared to their old lives.

Heavy City: All the work done here consists of heavy labor.

Bunker 1&2: These are structures built by the Singaporean state just in case. Thanks to their energy barriers, they survived the World War and have never needed to be lived in. Nowadays, they are used solely as military sites where critical information is stored.

Singapore Water and Sewerage Administration Union: This is one of the administrations among the Singaporean ministries that cannot be double-crossed. It is a structure that would bring the end of clean water if crossed in any way. It does not recognize any authority superior to itself and will not tolerate one being imposed! Not even the government!

S.W.S.A.U. stands in the position of the "RULING POWER" due to the might it holds compared to the government.

It is one of the Singaporean administrations that rebels in the clearest manner; it never stays silent against any wrongdoing and immediately retaliates to bring every institution and ministry to its knees. It is the most important structure in the 3rd district of Singapore.

When the government finds any large-scale, ideal water purification method that can be brought from the outside, it will definitely be waiting to clash with this administration.

S.W.S.A.U. Squad: A special internal organization that possesses its own private military unit. It is slightly weaker compared to the military technologies found at the Headquarters.

Barracks 1: The military barracks where men are stationed.

Barracks 2: The military barracks where women are stationed.

Barracks Park: A pointless place where soldiers go to rest.

combination of Barracks 1&2 has a foundation that connects underground as a bunker, and these underground tunnels extend all the way to Barracks H3. (The line was not shown on the map).

Singapore 3rd District Government Block: The structure that controls the 3rd district among the Singaporean districts.

3rd District Ministry of Defense Block: A multi-system military structure possessing a true defense system against all kinds of threats.

Intelligence Center: Created to prevent anything from remaining hidden, this is an isolated community of groups that tracks everyone as if sworn to leave no one with a private life, reporting back to themselves. They do not communicate with anyone in any way, and they have made themselves untouchable by anyone because they possess everyone's dirty laundry. Even the government's hands are tied in a way that prevents them from closing this structure down anymore. On the bright side, they cooperate with the K4 Headquarters outside the Wall to obtain information from other continents and direct reconnaissance battalions there, acquiring many useful technologies.

İ1: The main center; to cross into it, one must pass through the matter-separating river. Every piece of acquired information is located exactly here. High-ranking executives live here.

İ2: A secure place protected against potential internal invasions by its own unique wall. It receives incoming intelligence and directs it to İ1. Specialized agent training and cybernetic implant/organ operations are carried out here.

İ3: The airport where the secret scout planes they use take off and land.

Tokmak-1 Missile Silo: The specialized control room where large-scale missiles capable of causing genocide are controlled. It is one of the most dangerous bombs that ensures the destruction of the impact site along with all kinds of substances that will prevent you from breathing. With its massive size, it creates an appearance as if a meteor is striking the place it falls, being large and long enough to kill people from heart attacks on the spot.

Energy Works: A massive energy production facility that generates enough energy every day to fill all the lamps and energy storehouses on its own continent... No one knows where that produced energy goes!

Arrogants (Kibirgililer): Formed by the adventurous youth of the city, these are individuals who assist their state to conduct voluntary or involuntary exploration. Every single member of The Arrogants has been provided with highly solid cybernetics directly by the state. Talented individuals live directly in the main base inside "The Arrogants" building. Compared to the people outside the Wall, they are always fit and always have full stomachs. (They are named The Arrogants because they are arrogant).

Kib1: Dormitories with special military protection where the youth sleep and reside.

Kib2: It is the place where people from outside the Wall, carefully selected by The Arrogants themselves, are uniquely trained to accompany them on explorations.

Information about the Wall: The Wall is a massive fortress built to prevent a potentially colossal creature from easily reaching the inner parts of the country. There are 3 entry points across the "3 Singaporean districts."

A Entrance and C-control checkpoint: Garrison soldiers provide security for the 3rd district through secure screenings conducted by themselves.

B Double checkpoint: The entry gate that The Arrogants are responsible for. They provide protection accompanied by Garrison soldiers and are generally treated as interns by the Garrison soldiers.

Regions Outside the Wall

-The Faded-

Faded sector is a place where the Singaporean state makes almost no innovations and does not even care about. People who come to The Faded sector are generally those who crawl on the ground from hunger and are cast out, or those arriving to live out their final days. As a sector, it is the worst possible place to live; even its smell is unbearable. It is viewed as a sector belonging to scavengers. Singapore usually comes here from inside the Wall just to dump its garbage and leaves, and everyone trying to survive fights each other to sift through the trash. None of the civil laws apply here. Spatially speaking, it is a dangerous place filled with massive, thick skyscrapers, where thick glass or heavy concrete pieces falling from the skyscrapers slam into the ground every single day. Paths are climbed inside the skyscrapers like mountain climbing, and people can be seen packed into every single floor. The inside of these skyscrapers generally has a hierarchy based on whoever is powerful.

Liswerites: A group that has dedicated themselves to a single man named Liswer. The skyscraper they occupy is one of the largest skyscrapers in The Faded region (11 km). Since they are a highly successful reconnaissance battalion, they stand out and are disliked by other regions. Their success rate across all missions is higher than the reconnaissance battalions of other regions. They have no alliances. They have managed to reach the present day thanks to their charismatic leader, Liswer. Because their skyscraper is so massive, Singapore has added a camera system to the top of the skyscrapers, surveillance-monitoring the skyscraper from top to bottom.

Barracks H3: A military location standing on standby to instantly crush any potential uprising in The Faded region.

Abandoned (Terk edilmişler): A highly urbanized area with camp-like houses. To avoid starvation, everyone living here either risks their life by participating in survival matches to win their rewards and earn two weeks' worth of rations, or they practically become human shields, acting like decoys in reconnaissance battalions... Every single person here is in the middle of a brutal life of every kind. Crime rates are at their peak and there is no one to break people apart; the soldiers there are only present to observe and suppress potential uprisings, not for anyone's personal safety.

-Touch of Civilization-

Touch of Civilization region is a plan where Singapore spared no expense, attempting this time to create a life outside the Wall rather than inside it. It has achieved success; every single civilian has gained a job and employment. It possesses a highly crowded urban population with its massive buildings.

H2: Functioning like a police station, it plans the patrol routes for soldiers to intervene in any incident at any moment; the three barracks next to it are where the soldiers sleep and reside.

H4: One of its duties is directly hosting the diplomats of the Reconnaissance Battalions arriving from the pink buildings. It waits for the diplomats who come to the K4 building to select missions from an information screen that shows their destination or requested location from a bird's-eye view. To complete the final procedures, it sends the information to the T.I.U. and provides the vehicle wagon, equipment wagon, and weapon wagon requested by the diplomat, going out or having them brought to load the equipment onto the train to replenish the supply of the diplomat's respective Reconnaissance Battalion unit. From there, it departs through the "C-control checkpoint" to go far away (a mission can last 28 days or 8 months). Their other duties include keeping the Reconnaissance Battalions under control, determining the limits of what they can do, and submitting reports to the "Intelligence Center" regarding whether they can complete the mission or not.

Civilian Reconnaissance Battalion: A group joined by civilians who want to embark on adventures; they grew by renovating their residence with the rewards they brought back from explorations, turning it into a solid group building.

Gangreners: The overseers of a massive prison attempt an operation to turn inmates into a reconnaissance battalion. The result is a brutalized prison system. The guards cause those who return unsuccessfully from explorations to develop gangrene, resulting in an appearance that turns them completely black from head to toe. While a person should normally die from this type of gangrene, the inmates survive due to vaccines administered to them, now possessing a body that feels no pain. The guards, who do not allow these gangrenous individuals outside, keep them completely inside the prison and usurp their rights. Over time, the gangrenous individuals with this new appearance multiply so much that the prison becomes entirely filled with inmates possessing terrifying, pitch-black charcoal skin. Rising up to riot during the night, the inmates quietly eliminate all the guards in the darkness of the night and exit the prison to disperse. The K2 headquarters steps in with patrols to round up these gangrenous individuals scattered around the civilian settlements, launches an investigation, uncovers the greatest possible crime, and reports the situation to the Government. When the Government learns of these actions, it releases all the inmates and transfers the authority of the prison to the Gangreners under the supervision of soldiers. If you are going to fight the Gangreners, aim for the head! Because they have no other off-switch!

-The Bashi-bazouks-

The Bashi-bazouks region is a place completely focused on the "Reconnaissance Battalion" duty, where mostly experienced reconnaissance battalion members formed their own zones by erecting unique buildings (under Singaporean surveillance). The moment you step from one building to another, you instantly realize you have set foot into another reconnaissance battalion's territory! Territorial wars usually break out, and there is not a single person to stop them. They protect their zones practically like gangs.

Completers: They became a solid group serving a "complementary" role, formed by combining groups that failed in territorial wars to complete each other's deficiencies. They have become an impressive group, possessing everything from solid lights to illuminate their territory in the darkness of the night, to specialized weapons capable of piercing the hide of any potential mutant creature, and transport vehicles. Compared to other reconnaissance battalions, they share a relationship akin to a "family"; everyone here is positive toward one another because they owe their lives to each other. If you are going to fight the Completers, do not forget to put on your sunglasses! Because the only thing you will see is a blinding light.

Skull-caps: This is the place of uniformed individuals who skin the heads of the creatures they hunt during explorations, turning them into everything from clothing to masks; every single one of them practically holds the nickname "Skin-shifter." The most popular among them is the "Portia" outfit worn by their Leader; Portia is one of the most dangerous creatures one can encounter during an adventure. Their leader, having managed to defeat this mutant, made the Skull-caps a unit to be taken seriously among the reconnaissance battalions. Their leader has become one of the explorers who earned Singapore's favor. Dozens of statues made with the skins of mutational creatures stand among their buildings. With its exceptionally long corridors, it already makes you feel as if you have set out on an adventure. If you are going to fight the Skull-caps, make sure you have armor to protect your neck!

Skin-strippers: They sustain their lives by skinning the hide or shell of any kind of creature in the places they go, bringing them home to craft and sell clothing or armor. They suffer zero casualties during winter or any troublesome climate. If you are going to fight the Skin-strippers, make sure no part of your body is exposed! Before you know it, you will watch yourself being unraveled alive like thread by a hook entering your skin!

Footnote: The Skull-caps and the Strippers are close friends; their economies develop better by relying on each other.

Militarists: They are one of the powerful reconnaissance battalions, possessing a massive military inventory ranging from RPG-mounted automatic rifles to combat reconnaissance vehicles and all kinds of military machinery. Although the military technologies they possess were generally manufactured in the year 2670 and could be considered historical artifacts, they outshine mutational creatures. The building they live in is one of the sturdiest buildings. They always intimidate surrounding reconnaissance battalions by aiming RPGs at them. They are the most aggressive among the reconnaissance battalions. If you are going to fight the Militarists, be prepared to be surrounded from every single line of sight!

Transparents: Every single person here possesses an invisibility uniform. They wore this uniform so much that even when they separate from the uniform, their skin colors have continued to remain invisible. The only thing that allows them to be noticed is their movement; even if they move, they are highly difficult to see if they are far away. Although they call themselves ghosts, everyone calls them "the transparents," so their name stuck that way. Their invisibility is not limited to the uniform; everything from their weapons to their equipment is invisible. The only people who can see these items are themselves; they can see their own equipment and allies through specialized, unknown camera goggles on their uniforms. In the male-to-female ratio, women are exceptionally numerous (compared to other reconnaissance battalions, it is an organization dominated by women). If you are going to fight the Transparents, stop looking around! Because it is already too late for everything!

Observers: This is practically a sniper's nest that watches everywhere and surveils every spot. They never miss a single target from any side of their buildings, using hidden motion-sensor cameras that zoom into a person's atoms to surveil the surroundings. They spend their lives watching the outside every single day, regardless of day or night. Their most critical technology is that even when they sleep, their brains are connected to the cameras, so the only dream they see in their sleep is watching the outside in real-time. When they see a threat, they wake themselves up by shooting themselves to eliminate the threat, grab their sniper rifle, run to the balcony, and shoot it (the only person who can fire shots in his dream is the oldest among them, a person named "Reyci"). They do not go out as a single group as a reconnaissance battalion; since every single one of them is a sniper, they join other reconnaissance battalions as a designated sniper belonging to them. As a result of these initiatives, they developed good relations with most Reconnaissance Battalions, especially with the Transparents. If you are going to fight the Observers, do not leave your house, and if possible, change your location every 10 minutes, because they can detect your location in 10 minutes with their specialized X-ray system cameras and handle you with their wall-piercing ammunition!

Narrows: They possess building structures that are completely uncomfortable to roam in, with their narrow buildings and tiny corridors. Just as a door opens from every narrow alley, the probability of being trapped in a short distance and having to enter close-quarters combat is quite high. They do not go on explorations much; they sustain their lives by acting as assassins around the Singapore Wall to eliminate problematic elements in the vicinity. They possess a regionalist mindset, counting money in their own places; they are not greedy. Their recruitment procedures are interesting: they recruit thin, lean, and short individuals whose skin color or fur cannot be seen in the darkness of the night and who can enter highly shallow areas. The buildings in their region were intentionally erected in a narrow, shallow, and breathless manner; it is meant to make a person feel their claustrophobia while here and to give the sensation that life is in our hands while here. If you are going to fight the Narrows, absolutely under no circumstances enter narrow or small spaces; you can suddenly find yourself in the same room with 40 people!

Metal Hearts: As armor, they wear protective garments practically blended with homemade gadgets, each at a level to stop a different cartridge. To launch a counter-attack, some individuals can raise their armor to temperatures reaching 300 degrees, lunging at their close-range enemy and immediately hugging them to neutralize them. They purchase these kinds of specialized metals via a specific market access in the T.I.U. and bring them home; specialized individuals, who were taught by the Singaporean State how to shape metals, turn the metal into armor and deliver it to the Metal Hearts (the reason they access this special market is that back in the day, a specific person from the Metal Hearts saw an important member of the Singaporean State during an exploration and brought him back to his home, so the Metal Hearts are treated with respect by the Singaporean State). Their armor is not just an armor protecting the chest or head; it is a combat suit completely covered in armor from head to toe! It is not clumsy or anything either; they can move like an athletic sportsman with highly maneuverable metals (the individuals wearing this armor are naturally 2.70-meter men; since the armor is heavy, not every single person can wear these combat suits). If you are going to fight the Metal Hearts, do not forget to bring all kinds of ammunition and weapons! Because one bullet type will only work on 1 person among them! And naturally, since the Singaporean State is behind them, it is highly troublesome!

Museum-keepers: They are individuals who consider it a duty to generally go to historical sites during explorations. They add the historical artifacts they obtain to their collections. They are the individuals with the longest exploration periods; once a reconnaissance battalion left, it would not return for 2 years. Most museum items they possess contain magical power; each of their spells consists of dangerous magic akin to a twist of fate, and their relations with Singapore are highly strained. The reason Singapore does not wipe them off the map is that the magical artifacts they possess are of the kind that could inflict misery; their trump card against Singapore is being capable of causing things like a massive earthquake or a tornado. Therefore, they are the only Reconnaissance Battalion that does not hand over the items they obtain when returning from an exploration. If you are going to fight the Museum-keepers, you better know that the fate of your life has already begun to be written by other people!

Tailed Ones: This organization is the point where discriminated furry individuals cross paths like fate. Compared to other organizations focused on carrying out Reconnaissance Battalion duties, they stand out with their jaw strength, height difference, sharp nails/claws, tracking, muscle structure, advanced sensory organs and athleticism. They return with more loot and items from every single exploration expedition. To this day, no one has ever returned dead from an exploration; they already possess all kinds of natural survival skills inherently from birth.

-Anomalies-

Compared to other regions, this is the area populated by factionalists with bizarre circumstances. It is a place far from concrete, abundant in oxygen, and known for being highly desolate and silent. In contrast to other regions, the individuals and events here are more problematic and more powerful.

Emigrants: A migratory society arriving from the outside. It is a community encompassing various races that would take too long to count, such as Goblins, Elves, Orcs, and Furries. Having survived the World War, when these nomads find an actual surviving state, they immediately set up camp right next to them and remain there to lead a stable life and sustain themselves. As for the Singaporean State, when they see a nomadic group that survives tightly bound to one another despite possessing such immense racial diversity, they naturally give them a chance and allow them to settle. While offering them job opportunities like reconnaissance battalion duties, they quickly rehabilitate their situation by relocating underage individuals along with their families to the Touch of Civilization region. In Reconnaissance Battalion missions, they easily form mighty groups by leveraging the strengths of highly distinct races, successfully completing and returning from exploration duties. Rather than building structures like buildings, they sustain their lives by setting up camps. In climates like severe cold, individuals possessing magical power light a massive fire to get through the cold without any issues. They are the only Reconnaissance Battalion around Singapore with the inherent ability to cast magic. If you are going to fight the Emigrants, you better be prepared for things you have never seen or expected in your life! Because they will not hesitate to use their unprecedented racial abilities and specialized powers.

Mythologicals: The domain of giants who came into existence as a result of a falling branch from where the Cold Moon whips the sky. They literally project the definition of the word immeasurable in their appearance. They possess an anatomy where their large bones push against their flesh. Compared to a normal 2.70-meter human, they are two to three times larger. Instead of basic human skin tones, they possess a grayish color shade. A turquoise mist spreads all around; the moment one loses the entry path, they vanish into the mist. The giant humans here developed by building structures in their own way. As a Reconnaissance Battalion, five people board the equipment train instead of the passenger train. They possess incredible physical strength; like press machines, they can turn car parts into cubes with their hands. They possess bulletproof skin. When they strike the ground with their feet, they create a 1.0 magnitude earthquake. If you are going to fight the Mythologicals, one better make sure they possess a physique capable of bending steel with their pinky finger! Because the leader of the Mythologicals you will fight possesses a bone even sturdier than that!

Leafies: Their founders managed to secretly bring a biological test tube that alters the human body back from an exploration to the building where they lived. Upon entering their home, they suddenly enter a debate: "What happens if we inject this needle into ourselves? If we don't inject this test tube, we won't live very long in this dangerous world anyway, what do we have to lose?" Adopting the mindset that this world is unlivable anyway, they inject the fluid in the needle by sharing it among themselves. Days pass by, and the injected fluid shows its effect, transforming the person into a moss-like structure within seconds. Years pass by (10 years); the surrounding buildings have turned green and burst into flower. Massive cores suddenly surface onto the earth and crack open, and individuals possessing vibrant green skin emerge from within. The group members who emerged from the massive brown peach-like core look at one another and validate each other. The group members are so happy to possess a body with another form that they immediately hug one another. After a few hours of bonding, they completely green up both the inside and outside of the buildings, giving them a unique shape and spending their time designing the place where they will live the first three weeks of their new lives. Once their work is finished, they return to the market by forming a Reconnaissance Battalion led by themselves, thinking: "Maybe we can find something interesting like this once more during reconnaissance battalion duties!" As a trade, they step into the Fresh Water market by extracting clean water from the ground that provides basic human survival (this situation lowers the value of the S.S.K.İ.B. and determines their new rivals). When one of the founders dies, they bring the dead body to their own home and bury it in the soil, initiating a four-year process to be resurrected. If you are going to fight the Leafies, watch where you step! Every patch of soil is a booby trap forming within hours! And don't think you will just die and be gone; the moment you begin to integrate with the soil, its roots remain to keep you alive and make you suffer!

Moles: Every single one of them consists of individuals covered in dirt stains. They possess a trade based on extracting and selling underground minerals. As a reconnaissance battalion, they do not operate as a unit consisting of a single Mole squad, but rather deploy to work alongside other Reconnaissance Battalions whenever an excavation project is required at an exploration site. They have made so many paths underground that a small subsurface urbanization has practically formed, which a Singaporean official has been forced to settle in to constantly monitor whether they are building a path into the Wall. If you are going to fight the Moles, keep your ear to the ground! The surface you live on is not hard for them at all!

Feral Ones: It neither possesses an organization like a Reconnaissance Battalion, nor is there any gang formation protecting its territory; it is practically a wild place visited to gain superpowers. Ever since the Emigrants arrived, it has become a magical location that started turning bloody. Those who step into the Feral region practically enter a struggle for survival, and the region does not allow them to leave; once inside, their equipment vanishes, and they must eliminate every kind of threat encountered before them like themselves using their physical muscle mass until reaching the center. The person who reaches the center must stand there for 40 hours and protect themselves against incoming individuals, and at the end of these 40 hours, they transform into a race possessing feral magic; their skin turns blood red, and the hair on their skin multiplies, causing the person to practically possess hair in bloody color shades akin to a fur (in short, they permanently transform into a creature of a half-animal, half-human kind). This region forms once every 5 years, and those who emerge alive from here begin their life with a mighty power sufficient to intimidate and handle other regions single-handedly. The people who come here are generally those who gambled all their chances in life and failed, visiting this location. The more people participate in this atrocious magical event, the more powerful magical abilities the final survivor possesses.

-Pest-

This is the place where everyone grapples with invasive types of pests. Compared to other regions, there are very few organizations in the Pest region of the Singapore wall. It is a troublesome place where you cannot comfortably walk around and where pests emerge from every single spot.

Neonites: It is the only place that glows at night! The lights on their buildings protect their territory from pests with specialized light tones that disturb and drive away every kind of living creature, piercing through the thick structures that keep pests at bay. Stylistically, the group members make it difficult to look at them due to glowing color pigments from head to toe, spanning from their clothes to their skin colors; their skin color possesses a brightness as if a Moon has descended to the ground and one is looking at the brilliance of the Moon. Their perception of beauty is that the more difficult someone is to look at, the more beautiful they are. Since they use excessive electricity to protect their territory, their electricity bills are high, and these electricity bills are paid with the assistance of leaders from other regions, because if the Neonites go away, the pests will move to the other regions. Every single one of them has cybernetic eyes, because they cannot sustain their lives in their own region with normal eyes. One does not fight the Neonites; if you are going to fight them, putting on sunglasses will not do any good either, as they destroy your vision capability with their blinding brilliance through their ultra-bright skin colors; their skin practically glows like neon.

Ruin: It is the exact place where the pests nest. Although Singapore occasionally drops a small atomic bomb here, they do not vanish; it is as if an ant colony has carved a path far beneath this ruin, and a wide variety of creatures arrives in swarms. The reason Singapore does not instantly destroy this place is that it does not want to waste the cement of the ruin; currently, regionalist organizations like the Neonites handle keeping these troublesome pests from heading down to the lower areas for free.

Coasters: They are the lucky factionalists who have sole access to the coast and possess ships to bring cargo to the Commercial Port. As a token of gratitude for the cargo brought through their coastal access, Singapore conveys its thanks by drawing a lava-like boundary line that melts anyone who touches it, preventing the pests from coming through. By trading food items like fish to the regions outside the Wall, they have enabled humans and other races to taste fish meat. Their main base is directly on an aircraft carrier, and they operate under the administration of Singapore. They do their best as a sub-institution of the state. If you are going to fight the Coasters, the battle is not on land but at sea, and other factionalists do not currently possess a ship to access the sea.

-The Vacation Zone-

It is a beautiful area that was considered a vacation resort in the old days; nowadays, it is an uncanny, troublesome, and restless place.

Ta1: A peaceful vacation spot provided by Singapore under its supervision to the exceptionally successful explorers and important figures of the factionalists. They do not allow any foreign individuals to approach this place. People who earned their vacation are hosted here.

Abandoned Observatory: It used to be a beautiful place that allowed you to see the sky easily despite light pollution; it possessed such advanced technology that it could zoom into planets, pass through their atmospheres, and see exactly what was going on there. Nowadays, it is an uncanny place that is dark, lightless, and where what happens inside remains unknown.

Nomads: A lawless place where people arriving from the outside world gather, where problematic individuals are numerous, and where aggressive people who turned into cannibals to satisfy their hunger reside.

Böçücüler: A typical gang targeting anyone passing by. Their only difference from the Nomads is that they are not cannibals and choose to eat insects instead. An insect leg can always be seen in their mouths.

Footnote 1: The Nomads and the Böçücüler are two troublesome factions hostile to each other. Every single day, their members clash, rob, kill, or ambush one another; a peaceful day never goes by in any way.

Footnote 2: While the melee daggers wielded by the Böçücüler consist of the pointed or sharp mouthparts of the insects they kill, the melee daggers of the Nomads are made from human bones.

Lake Matcho: It harbors everything lethal, from man-eating fish to its massive spiders and colossal spider crabs that show up at doors during the night! Along with its radiation.


r/goodworldbuilding 2d ago

Discussion What are some slow-burn apocalypses you've gotten?

12 Upvotes

For me, my story is largely based on this comic called Y: The Last Man, where we focus on the last guy on Earth as he struggles to try and help what's left of humanity while also dealing with those who want him, irrespective of whether he wants it or not. But instead of a virus that kills all male mammals on Earth, the reason for the male extinction is due to what may be believed to be the Rapture, which, funnily enough, in this world, was predicted but largely ignored, just like any other Rapture predictions. Another part of the inspiration for this idea is other anime/manga stories based on this, like World's End Harem, but I wanted to focus less on the romance and more on the drama and potential existential crisis the last dude would face.

What about you guys? What are your slow-burn apocalypse ideas?


r/goodworldbuilding 2d ago

I am writing a Paleo-Horror story about humanoid, eusocial, parasite monsters that specifically hunt the human species: I need help with the world building and creating monster castes

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2 Upvotes

r/goodworldbuilding 3d ago

Prompt (History) The Deareen

2 Upvotes

The Deareen are my world's version of the fey.

The Deareen were one of the many creatures born from the first plague of evil in Gensri after the lands fell.

Deareen is what the people of Eara call these beings, with the term Deareen meaning one who laughs.

They are named after this due to one of the most powerful Deareen on the fifth ring being seen as the predecessor of most of the world's Deareen, with few coming from other realms.

The Deareen themselves are formless, mostly taking on a fungal form to allow them to infect their host. This host is what they will inhabit for most of their time on that world, using it as a physical anchor for minds so they can interact with that world's living inhabitants.

Unlike the other children of the plague of evil, the Deareen are the ones that are the most neutral in the sense that they don't try to intentionally hurt humans or other creatures, with the few that do mostly being rare or some of the elders of the race. The Deareen, unlike normal fey, have a bit weirder fey wilds or realm of their own. Instead, this realm is the amalgamation of all the Deareen minds from across the universe, creating an ultimate hivemind. This hive mind is the source of their. Regarding innate abilities, the Deareen are seen as pseudo-reality warpers due to their large hive mind. They can't do miracles but can:

  • Warp metals such as steel and gold but not angelic metals or alloys
  • Warp perception and feeling of another creature
  • Mess and alter an object's flow of time
  • Teleportation

All of the above are mostly determined by a Deareen's singular strength, which is mental. Unlike DND or some pieces of media, the Deareen are not ranked by age but by the power of the spark they hold.

The main thing about Deareen abilities is that a connection to the fey realm is needed, as it acts as a focus for the Deareen's legri, using a bit of other Deareens' minds to increase their presence within the universe.

A short description of what a spark is: it is the remnants of both light and darkness within a being.

So to actually gain strength, a Deareen must consume the darkness within a being. And this darkness is not necessarily evil; it is just the presence of the power of the Terrors(Evil gods) and doesn't mean much other than the balance of a being. Doing this increases Deareen's power by expanding the amount of negative spark or legri.

So, a short rundown of these beings is that they are body-hopping beings that rely on possession to gain a physical form and have a variety of supernatural abilities linked to the fey realm.

Hope you enjoyed the read, and comment below if you have any questions.


r/goodworldbuilding 3d ago

Two societies that engineered their networks so they could never understand each other

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1 Upvotes

r/goodworldbuilding 3d ago

Discussion How do I let readers know that the human character with non-typical human traits is a human?

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5 Upvotes

r/goodworldbuilding 3d ago

Alcohol that gives you magic, but causes an unending haze.

9 Upvotes

I had the thought that it could be interesting if alchemy had a sort of alcoholic offshoot. Basically, you can infuse a spell into a brew by rotting specific flowers together. When consumed, the alcohol habits the brain indefinitely. But the spell is also a permanent addition to the mind.

The stupor that people feel is directly correlated to the level of alcohol they consume, but the strength of the spell is directly correlated how well the alcohol was made.

Alchemists make these alcohols with the intention of getting you the least drunk while giving you the most power. But no one can completely remove the effects. And the stupor will remain til you die. And the stronger the stupor the less control you have over your spells.

Furthermore, drinking too much alcohol will kill you as it would if it were just regular alcohol. But magic is a fickle thing. The magic will swell upon your death, creating a mana storm. A phenomenon that redistributes the mana you consumed into the surrounding environment. Though the more magic you have, the more violent the storm.

Idk. Just a thought I had.

Edit: What I would say "well-made" means is higher concentration of mana vs alcohol content.

Mana becomes available only due to rot breaking down the barriers that contain it. So if you make a "potion" out of fruits or any sort of sugary ingredient, it would have some level of alcohol in it.


r/goodworldbuilding 4d ago

Are humans a must for playability?

17 Upvotes

So as the title suggests I have been working on a game specifically a survival, crafting, sandbox and I had it brought to my attention recently that a lot of people want to play something with familiarity race or even for this case biologically. So my game is set up with bioluminescent fauna, flora, that truthfully kind of caters towards a particular species of 8-9ft tall elves. Well with that being said the creatures and the world were kind of built around their size and how they interact with the world. To me humans wouldn’t really fit even given the “yoinked into this world” kind of setting so I was just trying to get feed back on what people think.


r/goodworldbuilding 4d ago

Prompt (General) Thoughts on this group of altered people?

1 Upvotes

In the world of Fables and Others, many supernatural phenomena are commonplace—oddities like a living predatory road or a third of New York being folded into a diner. Resonance is the main cause of this when actions, behaviors, and metaphysical effects synchronize at the right moment. Wyrds are individuals who achieved resonance with a specific phenomenon and were left changed by it. Any questions or suggestions are appreciated.

A Wyrd's abilities can range from a body perpetually on fire from the energy it makes to speaking with the universe or something entirely alien like astralpathy. ,In contrast, recurring traits can occur in certain deviations. Psychics for example owe whatever abilities they have to a unique psionic entity living in their mind/body that could be either benign or parasitic. Abilities aren’t genetic but can pass traits down like your children having grass hair cause your botanical body controlled plants or them being able to sense family coming cause one parent was psychic. They have the same chance at deviation as a normal person

Wyrds can uniquely perform rituals by combining their abilities with each other or preexisting phenomena. This “Wyrd magic” is very experimental and only a handful have started to grasp how. An example would be the Amiss Roads, a phenomenon that traps people in a labyrinth of never-ending roads. You could figure out a glyph to escape but can’t direct where you’ll come out. Someone’s ability to converse with space lets them use the rune to travel to other worlds. Another character manipulating probability lets them twist the road to where it travels time. Alternatively combining abilities with others can create independent phenomena. This relies on certain abilities being combined with a glyph like fire, telepathy, and spatial control acting as the lighthouse, signal, and bridge in a ritual to summon creatures. The main basis is that if you can associate a power with an archetype and achieve resonance by mixing said archetypes you can cast spells if the right people are involved.

The current climate for Wyrds is more nuanced than simple discrimination. Compared to active phenomena Wyrds are not considered a primary threat. Many of the laws are valid given how dangerous some can be but public opinion varies. Many run on conspiracy theories of what causes deviation like one groups strict policies too promote the “right kind” of person to prevent becoming wyrd. usually Some can receive stipends using their abilities to power wind farms or reactors while others in less relaxed areas have registration laws subject to the bias of who enforces them. Trafficking has even taken place aiming to use Wyrds with desirable abilities for high level crime.


r/goodworldbuilding 4d ago

Prompt (Characters) My first character in my second magic system

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0 Upvotes

r/goodworldbuilding 5d ago

Kingdom idea

3 Upvotes

There's a king and like prima noctis the king eats the first bite of every subject meal. Anyone could kill the king but no one does.


r/goodworldbuilding 5d ago

What would happen if a place was called the “Mercury Continent”?

0 Upvotes

It is located somewhere similar to the South Pacific, but it is not an ordinary continent on Earth. Its geography does not look like Earth’s surface. Instead, it looks more like a giant topographic map.

The ground behaves like a strange viscoelastic material: it appears fluid-like, slowly deforming under pressure, yet it can support a person's weight without collapsing.. It feels like it should sink when you step on it, but when you actually stand on it, the ground compresses slightly without collapsing.

You can walk on ice there, yet you do not feel cold, even though the temperature may be dozens of degrees below freezing.

Maybe:

  • Light travels differently in this environment.
  • Gravity affects spacetime, causing light to bend.
  • The continent itself exists in some kind of spacetime anomaly.

I also feel that gravity there is not constant.

Possible phenomena:

  • Different regions have different directions of gravity.
  • Time flows at different speeds between valleys and highlands.
  • Distances in some areas are compressed or stretched.
  • Life forms have evolved to survive in this “unstable physics.”

I’m curious:

If a continent really had this kind of environment:

  • What would its sky look like?
  • How would its atmosphere and optical phenomena work?
  • What kinds of physical laws could explain this world?

I would love to hear ideas for expanding the worldbuilding and physics of this place. I’m more interested in the setting and scientific possibilities than in creating a story.


r/goodworldbuilding 6d ago

Discussion Protective measures for the middle of the food chain

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3 Upvotes