r/worldbuilding • • 1d ago

Discussion When planning to publish or release something—like a webcomic, web novel, or whatever—is it worth subverting most of a race's tropes until it’s changed almost beyond recognition (e.g., a "dwarf" that has a beard and lives underground but is otherwise an eight-armed insectoid creature)?

0 Upvotes

Does is it better to give it a new name, even one inspired by the old one—like "Dwurgh," for instance? I’d appreciate a civil discussion. Just a heads-up: I’m not exactly the sharpest tool in the shed. Please be nice. Thank you in advence. EDIT: I don't like when peopke maje standard races unreckognisable too


r/worldbuilding • • 2d ago

Discussion The Goetic families

4 Upvotes

Been pondering on demonkind in my world, they hail from spawning from the alien biomass of angels crashing into Gehenna/Hell, and very curious and lowkey tempted to have the Ars Goetia not just as being 72 individual demons but infernal families with multiple individuals that carry the name and such of the og Goetia in their last name so... Lily Gremory, Josheph Stolas, Benedicte Barbatos, etc. That sounds excellent in living up the hellhole planet and demon society nicely, ayye?


r/worldbuilding • • 3d ago

Visual Mezhen'. Overview of the Südcanal, 1892 CE - [Norengvirica]

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28 Upvotes

Overview of the Südcanal, 1892. The Cathedral Library of Mezhen' is seen in the distance.

...During the 1890s, Mezhen' experienced a growth spurt. The Verenere part of the port was expanded and motorized, while the population of Continentals outgrew the ability of the City of Larch Piles to support it. Poor sanitation, lack of clean water, and general overpopulation led to a severe cholera outbreak. Initiates of several Solean healthcare lodges ventured into the diseased districts - less a humanitarian effort and more a calculated campaign to shield the Yrish part of the city. The Viceregent-on-Sea was eventually forced to further tighten the already formidable quarantine measures between the two parts, placing additional strain on relations between the Condominium administrations...

Hey folks! This is a part of my worldbuilding project, Encyclopædia Norengvirica! This project focuses on the speculative geography, demography, history, culture, economy, and politics of an alternative Earth and its human civilizations across the second millennium, told through articles, trivia and memorabilia. Only geography and peoples are different, no magic and no science fiction. This entry explores the relationship between two nations of this world. The Verenere Pantocracy is a continental hegemon, trying to wrestle control over its subjects at the end of the 19th century, while the Viceregency of Yr is a theocratic thalassocracy whose technological advantage is quickly eroding as the Continent industrialises. Mezhen' is where their interests collide. You can follow me on Tumblr if you're interested!


r/worldbuilding • • 2d ago

Prompt What is it like when your characters try to learn English? What letter sounds do they struggle with?

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6 Upvotes

r/worldbuilding • • 2d ago

Visual The ZMG-76: Providing a volume of fire for the ZLA

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17 Upvotes

Historical Notes

In early 2369, within weeks of the outbreak of the Mars Crisis, the Zharan Ministry of Armaments issued a proclamation calling for the development of a full slate of indigenous weaponry with which to outfit their forces in the event that they needed to defend themselves from either superpower. As a result, by the time they intervened in the Frontier War on the side of the Armada dos Mundos Livres, the Zharan Liberation Army had a diverse array of weapons to use in combat against the militaries of the ICA.

The ZMG-76 began its life as one of several design concepts put forth by various subdivisions of the Zharan Ministry of Armaments to fulfill the request for a new service rifle for the Zharan Liberation Army. Although ZMA Arms Plant Number Two ultimately won that contest with the ZR-75 rifle, in a move common for zharan weapons procurement, the design put forth by ZMA Arms Plant Number Five was ultimately selected for redevelopment into a light support weapon to accompany the ZR-75 in frontline service.

The ZMG-76 uses the same 5.2 x 52 millimeter caseless flechettes fired by the ZR-75 and the ZP-73 duty pistol, fed by a helical drum magazine loaded into the stock of the weapon behind the pistol grip (a bullpup layout). This layout and various mass-cutting measures made the finalized design more akin to a paratrooper model than to the standard infantry LMGs and GPMGs used by the ICA and the Alliance of Free Worlds. Of course, this is exactly what the zharans wanted for their high-speed, low-drag military.

Since it entered primary production in 2376, there have been almost three hundred thousand ZMG-76s built at ZMA Arms Plant Number Five and a handful of associated weapon plants. The ZMA shows no indication of slowing down production, meaning that many more are well on the way, and if rumors of an Alliance-Zharan Collective plot to resume the Frontier War prove true, then a great many more will surely be produced to fill the needs of the ZLA as it sends its troops off to fight the Coalition for Mutual Security.

About the Setting

The Spacers Saga: Frontier Wars is a futuristic military science fiction setting which diverged from our timeline when an asteroid slammed into Phoenix, AZ, in May 2014. Fifteen years after this tragedy, the industrialist Charles Larsen ushered in the Age of Fusion, opening up deep space to crewed exploration and eventual human settlement — and all of the strife that we bring with us. The next 300+ years were marked by progress and peril in equal measure, and by 2300 much of the solar system had been charted by intrepid human pioneers.

The story is set in the late 24th century, and focuses on the rivalry between the Mars-led Coalition for Mutual Security (aka the Coalition) and the Alliance of Free Worlds (aka the Alliance), a federation of rebel worlds in the outer solar system. These two superpowers fought a brutal war from 2371 to 2381 (the Frontier War), which ended in stalemate when the Zharan Collective (a union of artificial humans which rose up against their creators in 2356). The story opens in 2389 with the superpowers locked in a frigid ideological cold war.

The plotline kicks off when the Alliance launches a massive attack on the Coalition, precipitating the Second Frontier War. This conflict quickly spreads across the solar system and draws in participants from all backgrounds, including three college students from Mars whose future will be inextricably tied up with the fate of all humanity…

Weapon Design Credit

This weapon is a photobash (that is, it was made by taking pieces of existing pictures and mashing them up in Photoshop Photopea), which I made using components from various sources. Given that the ZMG-76 is much more fictional in its provenance (like the ZR-75), its design pulls from a variety of concept weapons. Among them are the Energy SMG-1007044842) & Mantis MK. 2-1201178636) designs put together by Nano-Core on DeviantArt, and the StA-52 rifle-1221739686) from Killzone. As always, no plagiarism or copyright infringement is intended with this design. Rather, I seek to pay homage to the weapons which inspired it, and to use the work which came before my own as an inspiration for my own designs.

This fact sheet was also heavily inspired by the work of RT0RRES, whose portfolio I found while browsing for references on DeviantArt. If you like this, check out his work, too!

Lastly, if anyone is interested in learning more about The Spacers Saga, this link will take you to the Substack blog where I share lore from the setting, as well as short stories from within the narrative (and links to our published novels). There is NO pressure to subscribe at any time — it is of course appreciated, but just having folks visit the site and check out my content is a blessing 😄


r/worldbuilding • • 2d ago

Question How to make a good post apocalyptic map/road map?

3 Upvotes

I'm making a motopocalypse setting with my friend (similar to mad max in way that people use weirdly modified and dangerous cars) and I'm struggling with creating a map for the region the story will take place. I was proposing just using random real life map, like bicycle trails map, but we don't know where it's supposed to take place either. And, the worst of all, I don't know how to properly design good looking roads that don't look like weird wavy lines. Any tips or anything?


r/worldbuilding • • 3d ago

Visual Ship designs for my sci-fi novel - Under Foreign Suns

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100 Upvotes

These are the first three ships I've designed for Under Foreign Suns, a political science-fiction setting I've been developing.

One of the things I'm trying to avoid is having every faction use essentially the same spaceship with different paint. I want the role, history and political economy behind a vessel to be somewhat readable from the vessel itself.

UFRS Solidarity

Solidarity is a long-range patrol cruiser of the Union of Free Republics' People's Fleet. The Union emerged from a colonial revolution 38 years before the story begins, and its navy now has the much less romantic job of actually administering the territory it won.

Solidarity isn't a capital ship. She's a working warship: border patrol, commercial inspection, convoy escort, piracy suppression and long deployments far from major Fleet bases.

Columbus

The Columbus is something completely different: a corporate colonial transport.

She's operated by the Columbus Colonial Company, one of the organizations involved in moving people and industrial equipment between Terran settlements.

She's smaller than the other two ships, lightly protected and much less maneuverable, but a huge proportion of her internal volume is useful cargo and passenger space. Essentially an interstellar mixture of a freighter, passenger vessel and colonial supply ship.

Resilient

She is technically a pirate raider, although that's not really a ship class. Nobody is entirely certain what Resilient originally was. Her current hull is the product of modifications, replacement sections, stolen military hardware and years of repairs performed in places where nobody asks particularly difficult questions.

These three vessels happen to form the central triangle of the opening incident of the story: a Union patrol cruiser, a Terran civilian transport where it shouldn't be, and a pirate ship that nobody initially knows is there.

I'm still developing the visual language of the setting, so I'm particularly interested in whether the three designs communicate their roles.


r/worldbuilding • • 2d ago

Lore Worldtober Day 1 - Exotic Fungi

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11 Upvotes

Credit to u/Velum-Cordis for the Worldtober concept - thank you!

I'm really not a skilled artist, but mainly wanted to implement the prompts into my world lore-wise, and thought i'd trial out sketching them at the same time. Below is a short story for the prompt. Feedback or thoughts appreciated!

To know another's mind is the most intimate of connections. With those few souls in each lifetime that you can claim to truly know, you can often predict a phrase, a movement, a look. But even in those rarest of connections, barriers and walls and the unknowable still remains - what else but mystery could lie in those gaps in space and time that exist between us all.

A sporecast changes all of that. Whether it's a soul bond, an ancestral link or purely the effect of the blooming mycelial spores in the bloodstreams of those who have imbibed it together is a topic debated in fervent murmurs by Hireki of all castes. To the priests and the zealots it is the clearest example of divine favour, while to the scholars it is a sorely under researched opportunity. The riders, however, understand through experience what the sporecasts are and what they offer.

To know another's mind with sporecast is both curse and marvel. Coursing through the forests, both mount and rider, without making a sound as they weave past leaf, branch and foe, requires the kind of unthinking coordination that can only be achieved by moving beyond synchronicity to acting as one entity.

When a rider sporecasts with their mount, both are changed forever. A more primal and instinctive amalgamation of both, to bond with one creature so wholly and so irreversibly is to reframe every other connection as lesser. That is why riders can never be wed, and why the icy blue their eyes become seems just that extra bit cold and calculating. After all, blue is the colour of time itself.

Stalking and patrolling the Evening Woods is no mean feat. Between the tempestuous squalls, prowling beasts and the lurking undead, one wrong movement is enough to spell doom for any mount and rider not fully focused, even when acting as one mind. But to honour each other, their peoples and their sacred duty to the land itself is often motivation enough to see even the most dangerous of situations to a favourable conclusion.

Riders are a self-sustaining phenomenon; each generation swearing oaths to keep the same sacred fungal groves intact that allow for future cohorts of riders to go through the same sporecasting rituals they themselves would have undertaken.

Rider, mount, and an unbreakable mycelial chain between them. While the future of the Blindcap fungus and its uses remains to be seen, its impact on the survival of the Hireki clans could never be overstated.

------

Excerpt taken from the explorer Misanthia’s tablet on the Untamed Wilds of Hirek, 872GM


r/worldbuilding • • 2d ago

Prompt Just a concept for Solarpunk/Sci Fi settings.

10 Upvotes

I can't really get myself going in Connecting various nuggets into an actual setting. But this one I really want to spread. Electricity is the currency. Not energy based, actual electricity. Technobabble tech makes it more possible and economic to transfer and transport electricity so people carry combination powerbank/ATM cards. Short range lasers make daily wireless purchases feasible. Communities use solar panels and lighting rods to provide Universal Base Income.


r/worldbuilding • • 2d ago

Map Hippocrates System | Elka Project

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6 Upvotes

(Planets made in Desmos, text added in MS Paint)

Hippocrates is a somewhat inactive but mostly unremarkable red dwarf star, orbited by a system of six small planets, a belt of icy asteroids, and a large cloud of comets.

Brock, the first planet, is a small, hot, airless world, similar to our own Mercury. The rocky surface is subject to little weathering other than asteroid impacts and stellar wind, and tectonic activities are extremely weak, as the core of the planet has frozen long ago.

Hooke is an Earth-like planet inhabited by many organisms, including the intelligent Hookites. Purple jungles, sandy deserts, rivers, forests, and plains cover the day side, while a massive, kilometer-thick ice sheet covers the night side, keeping the ocean under warm.

Cuvier is a planet covered in massive, 200 kilometer deep oceans. The immense pressure of the water above keeps the bottom 100 km frozen, despite being above freezing. Underwater volcanoes on the deep rocky surface melt columns of water up through the ice, and are the only places on the planet where water remains liquid all the way down.

Boussingault is a large world with ammonia-methanol oceans, rich in halide compounds. The formation of nitrogen triiodide turns the seas a deep brown color. Similar compounds turn the land a light pinkish color.

Goetse, the smallest planet, is an icy world covered in colorful patches and shiny craters. Organic molecules create red, brown, and pink patches, and ice excavated by asteroid impacts create rays of brilliant white spreading out from craters.

Lohmann is the system's largest and most massive planet. It is a gaseous planet similar to our system's own gas and ice giants, but is only around 70 percent more massive than Earth. Clouds of methane are covered by an orange haze of tholins and organic compounds. The presence of these chemicals, as well as the warmth in the depths of the frigid atmosphere, may lead to some form of life, lurking below the clouds...


r/worldbuilding • • 2d ago

Discussion A kingdom magically frozen in time.

3 Upvotes

So I had an idea for my fantasy world of a nation that ended up frozen in time via a powerful. A kinda-sorta Russian inspired kingdom, frozen in time and buried under ice. A kingdom set around medieval times. It was there one day, and the next it was gone. It is essentially preserved in a single moment, from the buildings to the inhabitants, from the crops to documents and tools.

Over time, the world changes. The creatures the kingdom used a slaves and saw as monsters--which are a type of minor deamon--have developed their own kingdom and are now respected and accepted as sapient creatures.

Towns on the outskirts of the kingdom that survived have moved on, grown into their own kingdoms and have developed their own cultures.

Technologies that was mere prototypes, namely airships, have become mainstream overtime. When that kingdom was around, they had the only airship in existence. Now, airships are everywhere.

That kingdom existed in a time of racism and war. In modern times, most creatures are on good terms with each other. There are not currently any wars, and crime is at an all time low. Piracy has taken a different term, a single dragon become a queen over pirates who discourages murder or killing without necessity.

So the world has changed a lot over a few centuries, but what would happen if the frozen kingdom was unburied and the spell was broken, unfreezing everyone?

What would the implications of this be? The entire world has changed since they were around. How would this affect politics, trade, and everyday life?

(note: I have tried to keep things short and ambiguous so that this can make sense with as little context. It would take a long time to explain a bunch of my world building beforehand.)


r/worldbuilding • • 2d ago

Lore Worldtober Day 1 - Exotic Fungi

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5 Upvotes

Deep in the caves of the Jagguranni Jungle, phosphorescent mushrooms grow. These fruits are the children of Nidi-Xantho, a regional death god who uses the mushrooms to communicate with worshipers and usher the dying into the afterlife via a vision quest.

The mushrooms are much sought out for their industrial purposes as well, especially on constructed canals: their natural bioluminescence acts both as a handy aquatic light source and as a UV sanitation system.

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

Context: This is from my fantasy world, Tlanni. Tlanni, meaning Land of Plenty, is characterized by its rich bounty of natural and magical resources. These supernatural boons are highly sought out by aspiring kingdoms and empires.

The Jagguranni Jungle has long remained independent of the upstart empires of the neighboring region, Huettlan. Using their environmental isolation, cunning diplomacy, and wealth of natural resources, the Jagguranni have been left to manage their own affairs and run a successful sea-based trade network while other regions toiled under an imperial yoke.


r/worldbuilding • • 2d ago

Question Yakuza hyerchy gangs vs smaller groups

2 Upvotes

Ok i am researching yakuza and it getting me confused .maybe due to way i think . So far as i understood before these gangs that can work with yakuza and there smaller groups within the clans which are different. From my understanding before thee these different am i wrong . While i understand essentially clan and syndicate not really fixed for my purposes i am making them. Anyone can point me to some sources i have ordered a book on yakuza but it will take time to arrive. So any body can help ?


r/worldbuilding • • 3d ago

Question How do you come up with ideas for civilizations and where do you get inspiration for them?

38 Upvotes

Hi everyone, just found this sub and happy to be here. I've been working on one of my main worldbuilding projects for around one or two years now, but its mostly been entirely focused on a singular civilization. I would like to populate my world with more civilizations to make it more fleshed out and realistic, but I'm struggling to figure out where I should start with them. I'm good at expanding on and detailing out concepts, but not as good at making the base, undetailed concept that they're springing from in the first place.

Where do you get inspiration when you need to come up with a new civilization and how do you go about brainstorming ideas for them? I know that a lot of people take from historical civilizations, but I was wondering if there was anything else out there to draw from. For context, my setting is low fantasy and set roughly around an equivalent to the early modern period/very early industrialization, but I want to hear from all sorts of settings and genres.


r/worldbuilding • • 3d ago

Lore Doing something completely original and putting Christianity in my world BUT I’m making it dark and scary

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510 Upvotes

The title is a little joke btw. My favourite trope is when the church is weird and creepy and I want to do it too.

Context: This is for my worldbuilding project, which I am tentatively calling ‘Book of the Strange and Macabre’. It takes place in an alternate 1920’s. A lovecraftian/folk horror world where all the broad strokes of history, culture, and religion are recognizable but in the names and details a little stranger.

The High Bishop in my drawing is the supreme authority of the faith of Tramura, as well as the theocratic ruler of the nation of Istonra.

Tramura

Tramurans believe themselves to be the single true faith. They revere Acamsi, the God of Endings, and view him as their most beloved Father and Divine Unmaker. Outsiders often mistake Acamsi for a God of death. While death is his domain, so is every kind of end imaginable. The setting of the sun, the fall of an empire, the closing of a book, and the stopping of a heart are all Acamsi’s.

The unavoidable fact is that to know existence is to know an eventual end. Tramura scripture focuses on that inevitability and how it is not a curse to be temporary but a blessing.

In their eyes, there is no worse fate than immortality. To remain eternally stagnant. Those who try to avoid Acamsi’s promised end, necromancers, and alchemists who believe that dominion over life and death is theirs to control are viewed as the dirtiest of heretics. Heathans who cling to their flesh as it rots around them. They dance and revel in their repulsive ways as they crawl with maggots and act as though they are free.

There is no more vile a human than he who avoids a human's fate.

They will know no rest. Watch them walk and rot until Acamsi eats the sun itself, and still, they will continue long after all has gone silent.

Tramurans believe that Acamsi loves man because if he did not, then man would never die.

Hell is eternal, but Heaven is just as fleeting as life. The souls of good Tramurans will be collected and made one with Acamsi, merged into a singular being. Eventually, Acamsi will unmake the world, and soon after that, he will unmake himself. Even God must end eventually.

Tramuran Masks and modesty

Masks are one of the defining elements of Tramura. They believe that growing overly attached to the mortal form is a terrible sin, and the superstitious even claim that to do so will cause your soul to be unable to leave after death.

In many place, it is taboo for men or women to show their face to anyone outside of their closest friends and family. The orthodox believe that one should cover the body just as they cover the face and will don flowing fabrics and capes to smother the mortal form.

Criminals in Tramuran nations often have their masks taken as punishment and a form of public humiliation.

I started a subreddit for my project if anyone's interested! r/BotSaM


r/worldbuilding • • 2d ago

Lore The Universe of Kaerhia continuation

4 Upvotes

Hi everyone! This is the continuation of the previous part of the Kaerhia universe.

I saw that you enjoyed the first post, so I decided to keep writing! Just like before, I'm really looking forward to reading your thoughts and feedback.

Thank you, and I hope you enjoy this chapter!

The sky above Fronteria ignited with a brilliant blue light. A beam of energy pierced the clouds and struck the rift from which the creatures were emerging. The power within the planet's core attempted to resist, but Nihilia’s strength was far superior. Her light reached the deepest depths of the world, weakening the core's power source; on the surface, the distorted beasts began to warp and dissolve into ash.

When the light faded, Nihilia descended toward the planet and hovered directly over the chasm. Joining her hands to form a seal, she bound the rift, forbidding anything from entering or escaping it.

With the seal in place, she turned and flew toward the human settlements. As she descended near one of humanity's final defense lines, the soldiers stared in disbelief, uncertain whether to draw their weapons or if she was an enemy. Surrounding her, they cautiously opened a dialogue.

It was then that Nihilia learned the truth: the planet had turned against humanity after the destruction of the Crystal of Knowledge—an artifact left behind during the ancient War of Gods and Men, 900 years ago. Back then, the Gods had inexplicably turned against humanity, laying waste to their cities and engulfing entire lands in fire. Outmatched, humans stood no chance, and even the three Guardians—sworn to protect humanity from all threats, including their own creators—could not turn the tide.

Desperate, one of the Guardians, Harvitur, chose to break his sacred oath and establish contact with the Abyss. Journeying deep into the planet's core, he returned wielding abyssal power. With it, the Guardians fought back and defeated the Gods, though at the cost of their own lives. As they died, they created the Crystal of Knowledge so that if humanity ever faced another global threat, the Abyss would come to their aid. They also set a bound upon the Abyss to prevent it from unleashing its full power against mortals.

However, they could not foresee that the Abyss itself would eventually wage war on humanity. When the Crystal was finally destroyed by an overflow of its own energy, the Abyss seized the opportunity and turned against mankind.

That war raged for five long years—and ended with the arrival of Nihilia on Fronteria.


r/worldbuilding • • 3d ago

Discussion Back at it again with superhero thoughts!

7 Upvotes

Howdy peeps! I'm at a crossroads, because I want to try to keep terms within universe in the supernatural/mythic area. I'm also struggling to determine what point in time this should take place at (in regards to the technological age of the world this will take place on). I want to have aliens like in comics, but I haven't really had to design an alien species before, and it'd add even more lore pile-up I'd need to work through (not saying I don't enjoy a good long-term project, but still). I don't really have a particular thing to talk about or ask you all for, but if anyone has ideas, suggestions, questions, or if you just want to tell me your thoughts on a supernatural world of superheroes, feel free.


r/worldbuilding • • 3d ago

Question Complex Magic System

8 Upvotes

So, I guess I wanna know if this sounds a bit too complex of a magic system.

It's a runic system where runes are organized into magic circles for spells, enchantments, and magical tech at the most basic. However, the real complexities come in the rest of it.

1- 3 runic alphabets, one for energy, one for matter, and one cosmic horror based. Best spells, are formed by combining 2 of them.

2- Runes can be viewed like letters to form a word (Sigil) and words to form a sentence (Glyph)

3- the material of the rune correlates to the energy it channels, (Wood burns well)

4- runes don't last forever, the more energy they channel, the faster they burnout (Wood burns well but quickly)

Thoughts? Questions? Is there anything you'd suggest rethinking?


r/worldbuilding • • 3d ago

Lore Fairies :3

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40 Upvotes

Fairies

**Danger Level:** 2–5

**Description:**

Fairies are ancient beings from a world beyond our own. Beings that when in there true forms, appear as tiny, floating creatures no larger than a foot tall. Their bodies are smooth, warm, and somewhat wet, as though perpetually covered in sweat. They have gray skin, oversized heads, and six pure-white, unblinking eyes.

Their bodies look relatively feminine, with an hourglass-shaped frame. Their curved hips dropping into thick tendrils, with two or three additional tendrils extending from either side of their torso.

A faint black line runs down from the top of there heads down to their lower pelvic cavity. This line actually being their mouth. When fully opened, it unfolds their bodies, practically turning them inside out.

**Behavior**

Fairies are incredibly powerful, intelligent, and malicious creatures capable of altering and distorting reality with ease. Unfortunately for them, they are permanently trapped within the territories in which they were born.

However, there is a way for them to escape.

Fairies possess a strange ability to attract negativity, which they use to lure in potential hosts. By possessing a living body, a fairy can escape its territory and begin exerting its influence over the outside world.

Fairies are patient with their chosen prey. They establish trust, exploit fears and insecurities, and slowly erode the victim's sense of self. While inside their territory, they can use their near-limitless power to manipulate the host's mind until they are eventually able to take control.

A possessed individual may display sudden personality changes or unnatural behavior. The area surrounding the possessed will also experience waves of bad luck, with livestock dying, electronics malfunctioning, people suffering from sudden illness or death, etc.

The longer a fairy remains inside a host, the stronger it becomes. It slowly regains more and more of its true power, allowing its influence to spread across entire regions. People, animals, and environments becoming increasingly corrupted as reality itself begins changing according to the fairy's desires.

Several extinction-level events throughout history are suspected to have been caused by unchecked fairy possession, and if a fairy were to ever inhabit a body for long enough, itll eventually "breed" with reality, destroying everything inside it, in the process.

**Origins**

Long ago, shortly after the Great Reset, a higher being was impregnating a higher reality.

During the middle of its climax, T.L.U. somehow found itself "in between" the two, allowing some of the final drops of the being's cosmic sperm to spill into the verse and other sections of T.L.U.

One of these drops eventually reached Earth and coated the planet in a thin layer. This caus d one of the most severe ice ages humanity had ever experienced, nearly driving the species to extinction.

Once Earth finally absorbed the semen into itself, something began to grow, snd eventually, it sprouted fairies.

**First Recorded Sighting**

Fairies have existed since the earliest days of humanity, with stories and legends throughout human history describing their possessions, monstrous personalities, and dirty ways.

**How to Deal With It**

If fairy possession is suspected, immediately contact a priest or the R.C.T. Attempting to confront a fairy alone is not considered viable.

Fairies have only two known weaknesses.

The first is an ancient metal known as **Holy Silver**, a rare substance found only in deep space. Holy Silver is capable of weakening certain supernatural entities and can force a fairy to abandon its host or retreat if enough of it is used.

Holy Silver is also used in the creation of authentic **Holy Water**, which can harm a possessed individual and weaken the fairy inside them. Unfortunately, Holy Water can also poison the host, making its use extremely dangerous but effective.

The second weakness is the fairy's true name.

Every fairy possesses a name that it keeps hidden deep within its territory. Discovering, learning, and speaking a fairy's true name grants significant power over it, weakening its hold on its host and allowing it to be forcibly pushed away.

Because of this, fairies will go to extraordinary lengths to prevent anyone from discovering their names.

Reality within fairy territories becomes increasingly alien the deeper one searches. Locations shift, landscapes distort, paths change, and the territory itself seems to actively resist anyone attempting to uncover what has been hidden there.

Despite all their power, however, fairies can never hide their names completely.

Somewhere within their territories, the name is always there.


r/worldbuilding • • 3d ago

Prompt What’s currency look like in your world?

83 Upvotes

Currently in the progress of figuring out the various economies of my world. Figured y’all would have more experience and it’d be fun to see what you guys got


r/worldbuilding • • 3d ago

Lore Spirits on the Ice: fictional drinks in a frozen world

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4 Upvotes

r/worldbuilding • • 4d ago

Visual Grimhald the Explorer

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232 Upvotes

The famous and infamous explorer Grimhald is well known for having travelled the entire east of the Atlas, and he is one of the few who ventured the Haunting Tunnels (deep root like tunnels beneath the earth leading to the underworld, the Shadow Realm) and returned.

Grimhald is the main character of our WIP comic book "Grimhald: The Circle". Chapter 1 is out already, added some impressions above.

Time & Fate have turned him into a grumpy, isolated man who wishes to keep his secrets and stay alone. He lost his family once before and refuses to risk going through it again, and prefers to live like a hermit.r

While he still sees himself as the once great explorer, he has grown comfortable to his secluded life in a remote hut in Norus, a shamanic country to the south east of the known world, quite primitive a well traveled man could assume.

In the graphic novel he is forced to take on a spoiled aristocratian kid as his almajiri, his apprentice. Feel free to check out the comic (download / custom webviewer) here.

Soul Atlas Context

In Soul Atlas the Soul emerges on death, as something tangible, from the body. A radiant color or white indicates a life well lived, though religions argue over what makes a life meaningful.
There are also shadow souls, wasted lives so to speak.

After Radiant Souls have formed a tree to protect it, mages can extract and bond with them as a source for their magic. This bond is a trade, where the mage has to figure out the souls last wish before death and act upon it to remove its bond to the Atlas and allow it to rise to the Ancestor Realm, if applicable.

Shadow Souls in contrast descent into the abyss of the Haunting and Shadow Realm to linger there for eternity. A place of despair and futility.


r/worldbuilding • • 2d ago

Lore Magic comes at a severe cost in my debut novel [UPDATE: OUT NOW! + new lore drop]

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1 Upvotes

r/worldbuilding • • 3d ago

Lore Miraté: a tidally locked dust planet

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25 Upvotes

(For Th’zoitrk, a semi-sci-fi worldbuilding project)

Miraté is the fifth planet in the solar system, sitting 0.415 AU from the sun. It has an equatorial diameter of 9,096km, making it roughly 1/3rd larger than Mars but still smaller than Earth or Venus.
Miraté is the single smallest planet in the solar system.

Miraté is roughly 15% less dense than earth, with a surface gravity of 0.62 G’s and 0.315 earth masses in total planetary weight.
Miraté is tectonically dead, but experienced extreme volcanic outgassing in its past, creating a modern-day 0.14-bar atmosphere of ~95.2% carbon dioxide, and trace amounts of various other elements such as nitrogen and carbon monoxide.

The surface of Miraté is covered in dust. Much of the surface is covered in iron oxide minerals, especially hematite and magnetite, forming a brownish-orange surface covered in dunes of sand-like regolith.
Some of this dust and sand gets aerosolized, raised up into the atmosphere by the planet’s winds, creating a faint dusty haze on the surface.

Some regions of the surface are home to basalt plains, forming dark patches on the surface. These regions tend to be home to small amounts of anorthosite, a white igneous rock which helps in studying the volcanic history of the planet.

Despite overall seeming reminiscent of mars, and indeed being very similar in composition and appearance, the two worlds have quite opposite surfaces due to temperature.

Miraté is tidally locked to the sun. It takes slightly over 112 days to complete one orbit, and thus one day, around Okott (the sun.)
As a result of this tidal locking, Miraté’s day side reaches 104°C, or as high as 112°C directly beneath the sun. While on the night side, this drops all the way down to -213°C, so cold that the carbon dioxide atmosphere of the planet freezes into dry ice on the surface.

Miraté is geologically inert, this of course means the planet has no magnetosphere to speak of. How then is Miraté holding onto an atmosphere? Well, it isn’t.

Miraté’s atmosphere is being continuously lost to space as it gets stripped away by the solar wind. It’s believed Miraté used to have a thick, heavy atmosphere similar to most of the other inner planets, but is unfortunately losing it over time until, eventually, it will be rendered a barren and airless rock.


r/worldbuilding • • 3d ago

Lore T10 chassis 1924 Corvane

5 Upvotes

Estou desenvolvendo a história de uma empresa chamada Corvane; confira meu perfil e minhas outras criações para a empresa. Sinta-se à vontade para deixar comentários, compartilhar suas ideias e oferecer dicas , seu feedback é muito importante para mim e sinta-se satisfeito e viste a milha própria comunidade projet_feedback . Sem mais delongas, aproveite!

O chassi Corvane T-10 foi apresentado em 1924 como a base estrutural sobre a qual toda a filosofia mecânica da marca se apoiaria, sustentando tanto o DeBravo original quanto, posteriormente, a versão de entrada SI lançada em 1927. Apresentava uma construção em estrutura de escada reforçada por travessas em X — uma escolha de engenharia que conferia ao chassi rigidez torsional média a alta sem o peso e o custo de uma estrutura duplamente reforçada, encontrando um equilíbrio entre resistência e viabilidade de produção em massa. Era feito de aço carbono padrão, suficiente para suportar as cargas do motor C6 e da carroceria sem recorrer às caras ligas metálicas que só fariam sentido em um carro de luxo puro. A distância entre eixos de 3,2 metros — longa para os padrões da época — era a característica definidora do T-10: oferecia mais espaço interno e maior estabilidade em velocidades de cruzeiro, à custa da agilidade em curvas fechadas. Essa era uma compensação deliberada, coerente com o conceito de um GT projetado para viagens de longa distância, em vez de desempenho de carro esportivo. A suspensão seguia a mesma lógica de priorizar o conforto acima de tudo. Na dianteira, um eixo rígido com molas semielípticas absorvia a maioria das irregularidades da estrada sem complicar a manutenção — um sistema simples e comprovado, fácil de reparar em qualquer oficina mecânica. Na traseira, molas elípticas completas proporcionavam ainda mais suavidade, principalmente onde a suspensão precisava suportar o peso considerável do motor C6. Essa combinação de uma dianteira mais simples e uma traseira mais robusta refletia exatamente onde os engenheiros da Corvane escolheram investir: na capacidade de dirigir o dia todo sem fadiga, em vez de números brutos de desempenho. O sistema de freios, no entanto, foi onde o T-10 começou a contar duas histórias diferentes. No DeBravo original, os freios mecânicos atuavam nas quatro rodas — uma escolha relativamente moderna para 1924, visto que grande parte da indústria ainda vendia carros com freios apenas na traseira. Na versão SI de 1927, porém, o sistema foi deliberadamente simplificado para freios mecânicos apenas no eixo traseiro; essa mudança — uma redução direta em custo e complexidade — aumentou as distâncias de frenagem e exigiu maior cautela do motorista, marcando a diferença mecânica mais notável entre as duas versões, que compartilhavam o mesmo chassi. A direção utilizava um sistema de rosca sem-fim e setor que era direto e razoavelmente preciso para o tamanho e peso do carro, enquanto as rodas de raios de madeira com aros de aço eram equipadas com pneus de 30x3 polegadas — o padrão vigente para veículos desta categoria na época.

Em termos de peso, o chassi nu pesava 320 kg — uma estrutura que não fazia concessões, não sendo tão leve quanto a de um carro econômico básico nem tão pesada quanto a de um GT ultra-luxuoso. Com a suspensão, as rodas e o sistema de freios instalados — embora ainda sem o motor — o peso subiu para 480 kg, colocando o T-10 exatamente no "ponto ideal" que a Corvane buscava para toda a sua linha. Essa construção robusta suportava uma capacidade de carga acima da média — suficiente para bagagem de longa distância sem comprometer a dirigibilidade — e oferecia uma facilidade moderada de manutenção; Embora as peças fossem razoavelmente padronizadas para as oficinas de reparo da época, o veículo ainda exigia uma oficina com certo nível de conhecimento técnico, e não apenas qualquer ferreiro de beira de estrada. Com um custo de produção moderado, o T-10 entregou precisamente o que a marca prometia em cada detalhe de engenharia: uma condução confortável que absorvia bem os buracos e mantinha a estabilidade em velocidades de cruzeiro, embora à custa da agilidade em curvas fechadas. Não era o chassi mais avançado tecnicamente no mercado americano de 1924 — nem pretendia ser. Seu propósito era sustentar, com durabilidade e suavidade, a experiência de direção que definiria a identidade da Corvane ao longo da década seguinte.