Welcome

This article includes tips and hints on creating the background for an entire world for the Fantasy genre. You can use it to create worlds for Role-playing Games, Short stories, Novels, and Computer Adventures, especially text-adventures or MUDs.

I've used several books, and some software for research, and delved in my own considerable experience at Role-playing, computer adventures, and reading Fantasy novels to put this article together. If you feel that there are some topics missing in the article please feel free to point them out to me. Or if you have something else to say about it, please do.

I enjoy the feedback.
Frodpo
frodpo@il.fontys.nl

A word of apology. The Alignments, indents and hard/soft returns totally screwed up when I converted this document from a Word-file to a HTML-file. I've not come around to properly aligning everything, so bear with me on that will ya?

Geological information

Here is where you begin shaping your world by putting down some general pieces of information about the physical aspects of your world. These may or may not have a direct influence over your stories but give more flesh to the whole.

Natural Laws:

Does your world exist by the laws of nature as we know them? Or, for example, does it rest on the back of a giant turtle swimming through space? If your world doesn't follow natural laws, it becomes important to come up with some kind of explanation. (Magic usually serves well)

Geological Age:

How old is your world? You don't have to give an exact age, nobody knows that about Earth. Basically you want to know whether it's young prime or old. The older a world gets, the lower the mountains are, and the less minerals there are. A very old world may be cooling down in its core while a newborn worlds crust may still be forming.

Climate:

Well, is your world hot, cold, wet or radiated? Don't get too specific here. You get a chance to fill in the national climates later on. This is just on a global scale. The global climate does have an effect on everything though. An Ice Age makes the whole world colder, that's obvious. It also lowers the sea-levels. Not so obvious, but true. Wet worlds will have lots of rain filled lakes and rivers and life on a desert world is very different from one where there's just been a nuclear holocaust.

Flora and Fauna:

Again, don't get too specific. There are billions of species; plantlife and wildlife on Earth so don't overdo it. Basically what you want to know here is what are the ruling species. Mammals or reptiles? How big are those reptiles? Are we talking Dinosaurs here? Maybe fish are the common species. Of course, a mixture is possible, like Earth. The same goes for the plantlife. During the time of the dinosaurs on Earth, we had very different plants from today. Keep it general. Plant and wildlife is often climate bound so keep an eye on that to.

Magical Phenomena

The first question is, naturally, "Do you want magic in your world?" If the answer is no, skip all the magic questions. If you do want magic keep going. There are several different forms of magic. I'll mention the most common forms but if you've got your mind on something completely different, feel free to use it instead. I'm dealing with the techniques though, window dressing will come later on.

Magical Theories vs. Art:

Do you want Magic to be an exact science? I.e. Metaphysics and the like. This is usually called Hermetic magic and coincides with the classic mage. Mage comes from magus, which means wise man. This is the magic of tomes, years of study in dusty old towers and theories and spells on scrolls. It usually deals with the elements Fire, Earth, Air, and Water. The mage draws his power either from within or from the magical energy field known as mana field.

An alternative is Magic as the Art. This form of magic is hereditary, coming from the blood or the mind. The best examples are shaman magic and Witchcraft. The Art is passed on verbally generation to generation and often has to be discovered anew. This version is a lot more dubious. Instead of the elements Art magic works with spirits or totems. The mage's power comes not from within but from these powers. What they give they can take away.

A third form is Clerical Magic. It's an in between kind of magic. Although learning to control the magic takes study and reading tomes of spells, not to mention boring lectures on the religion itself it's not really Hermetic in nature. The power comes from the gods, just like the Art. One could say that gods are no more than very powerful and very picky spirits.

You can choose one of these forms of magic or all. They can coexist of a sort if you like. Usually the Hermetic mages frown on the undisciplined Art while the Clergy considers it heretic. The followers of the Art are usually the most tolerant believing that the result counts more than the way you practice magic.

Types of Magecracft

By magecraft I mean the way the actual spell casting works. There are several options.

Channeling: This is when the mages body functions as a conduit or amplifier for the magical energies often draining the mage himself somewhat. The spell casting.
Herbalism: This is magic found in herbs and spices. Magical potions and healing unguents and the like. On many worlds where there are no mages Herbalism does exist. It's usually associated with the Art.
Alchemy: A Hermetic version of Herbalism. Here it's not herbs that have magical abilities but certain chemical compounds, often in some way connected to the elements. The classic example is making gold out of lead.
Harnessing: This is the imbuing of magical properties in items. An example is Magesmiths making magical weapons and the like. The classic dwarf race for example brings forth no mages but is very adept at making powerful weapons which have magical abilities.

Channeling Methods:

Here you can decide on how the magical energies are channeled by mages when they cast their spells.

Ritualistic: The mage has to make special gestures or even dance around in order to get even a minor spell of the ground. Works with Hermetic and Art forms both.
Ceremonial: Group effort is necessary. Several mages have to work together standing in specially aligned spots in order to channel the mana.
Chanted: The mage has to mumble, sing or chant words and phrases in order to cast spells. Often used in combination with ritualistic channeling.
Fetish: This doesn't mean the mage has to dress up in black leather with spikes or latex. The mage needs some item or artifact in order to cast a spell. For example, a wand or staff. Other options are special masks resembling the spirit or totem or magical gems.
Thought control: This is the easiest, least conspicuous way. The mage merely has to think in a certain way to wreck havoc around him. It's closest to psychic powers and could be a substitute.

Another series where magic is important and useful is the Dragonlance Chronicles and Legends.

Mana levels:

Mana is the name for the measure of the magical energy fields around a world. Comparable to the Voltage level. The mana field often is not stable around the world. There are several levels of intensity generally divided in low, medium and high mana levels.

Low mana: The mana field has a low density. Magic; if it works at all has very little power. Herbalism and Alchemy are the only reliable forms of magic in worlds with this kind of mana fields. Magic is considered a fairy tale by most although superstitious people fear it. Earth has either no mana field or a very low field.
Medium: Magic is reasonably strong and its presence is known to at least the educated population. Hedge wizardry is known as well. Any form of magic can exist on these worlds. Casting major spells will be very taxing though and will often take the cooperation of several mages.
High mana level: Magic is very powerful. Mages can level cities and pierce through the layers of time. Magic on these worlds is many times stronger than conventional warfare. On a world like this Mages may rule the world or be hunted down for their power by withchunters. It has the possibility to make your world dangerously unstable. Especially in a Role-playing game where players can be mages.
Fluctuating mana fields: On many worlds the mana field isn't constant. There are areas where there is no mana at all and places where the air is thick with concentrated mana. The geographical position of these higher and lower mana levels may or may not be fixed. This is often the case on a medium mana world. For some reason it's the most realistic form.
Focal points: On worlds with a fluctuating mana field there might be focal points for mana. Fixed places where the mana is always higher than in the rest of the world. Often these places have an astrological position as well. Stonehenge and the Bermuda triangle would be such places on a magical earth. If you allow magical learning institutions on your world there's bound to be at least one of those on top of a focal point.

Mana Side Effects:

Mana fields can have rather disquieting side effects.

Manastorms: These are similar to mundane thunderstorms but the lightning strikes take on every color of the rainbow and more. The storms are more powerful to. They can destroy cities, level mountains, and the like. On most worlds they're rare though.
Aftermaths: Powerful spells may have lingering effects called aftermaths. A magical battlefield may have odd effects years or even centuries later. Plants and animals growing or mutating in strange ways or hallucinating dreams by those who sleep there. You get the idea. Make some up for yourself.

Flora and Fauna:

Sometimes a high mana level allows for the existence of strange magical creatures and plants.

Magical Creatures: Creatures which need mana to exist. Examples are Unicorns, pegasi, and other mythical creatures.
Critters: Similar but often far more dangerous. Examples are Wyverns and Dragons. Griffins, Chimeras, Manticores and so on.

The Pantheon

Where there are people there are gods. Whether they really exist or not is optional. People will still believe if there is no evidence of their existence at all. The first thing you should do is determine whether there are any real Gods on your world, above it, below it, or whatever.

Worship vs. Believe:

You can make a distinction between believing and worshipping. For example many Germanic and Celtic tribes when converted to Christianity didn't stop believing in their old gods; they just stopped worshipping them. (More or less)

Monotheism:

This means a people have but one god, like in Christianity. If you've decided there are real Gods on your world this may cause some difficulty. The different races are bound to have different gods. Use the worship loophole if you have to.

Polytheism:

This means there are several gods in the pantheon of a certain people. When you choose to allow different real Gods for different races, you'll probably end up with this arrangement.

Avatars:

An Avatar is a different way in which a God displays himself to a certain people. The Inca's were good at this. Whenever they encountered another people they gave them a choice: Accept that their local god was just another Avatar of the Inca God(s) or die. Needless to say, most peoples chose for the first option.

Fantasy Races

First list the names of the races you wish to use in your world. You can use working titles for now and think about a fitting name later.

Races:

List the specific qualities of each race. Physical appearance and nature is enough for now.

Magical Races:

Some races are magical in nature. This can mean two things; they need a certain mana level to exist, medium or high. When entering a lower mana level they will slowly wither and die. They can have a higher ability with magic as well, a greater natural magical aptitude like the classic Elves.

Extinct Races:

Your world might boast extinct races, or races believed to be extinct. This often adds a certain mystique to the world. There are several ways in which you can incorporate them in your world. Read Tad Williams' trilogy Memory, Sorrow an Thorn for more ideas on extinct or ancient races

Geological Locations:

Often certain races can be found under special geological situations. The races which need a certain level of mana to survive will undoubtedly live somewhere where there is such a mana level. There may be other geological restrictions though.

Legacies: The extinct ancients have left a legacy. This could be anything from strange apparatuses nobody knows how to use to philosophic or social theories people still live by.
Artifacts: Occasionally strange artifacts are found. These could be mechanical wonders or magically imbued items. Perhaps some are used by mages or rulers. The magical scepter whose origins are lost in time is a classic.
Descendants: There may be some descendants left over from a long dead race. These may or may not know of their origin. If you combine this phenomena with a race that has a higher magical aptitude you've got a ready made story line.
Ancient Tomes: A special branch of artifacts combined with the magical race option is the Magic Tomes. Ancient books full of old powerful spells. A great lead for a story line.
Mountain Bound: Dwarves typically live in or under the mountains. This combines with their physical stature and demeanor. Possibly there are races on your world, which have a similar disposition towards mountains and mineral ores.
Plains Bound: It's possible a race prefers to live in the plains. Centaurs probably would. Their physical makeup makes the plains an ideal living area.
Temperature Tolerance: A reptilian race will probably prefer to live in an area that's hot and dry, a dessert. Other races however may prefer the cold to heat. These will live close to the polar caps or high in the mountains among their snowy peaks.
Sea Bound: A race of intelligent fish or mermen would obviously live in the sea. You could allow for amphibious races though to create a bit more interaction. A lycantropic race for example.

Interaction between Races:

The races on your world will, unless geographically isolated, trade, war, and otherwise interact with each other. There are several aspects which you need to consider.

Language Problems: Language is always a problem. Does your world have a basic language, or one that most people speak somewhat as a second language? (Like English and Spanish on Earth) Try to think up different styles of language for your races. Dwarves will probably speak a Germanic language while Elves will speak a Celtic or other flowery style language. On many Fantasy worlds there are trade lingoes for merchants and battle languages for mercenaries.
Scattered tribes:Are the different races homebound or are they sometimes spread across the nations? Can Dwarves be found living in Human cities and vice versa? If so do they live in special sections, making small enclaves of their own species when in another races nation? Think on it.
Nation Bound:If the races are Nation bound try to work out why this is so and if there are exceptions. Is there trade between races?

Racism:

Racism is often a much bigger issue in Fantasy worlds than it is here on Earth, even though it's often not recognized as such. It can take several forms. You should work out which races have racist ideas and towards which.

War: This is where two or more races have been warring on each other for so long they've forgotten what started it and the fighting has become cause itself.
Grudge: Often happens when there is a truce in a racial war or a peace has been signed. If one or both sides feel their needs haven't been met in the treaty they will carry a grudge and occasional skirmishes may flare up.
Intolerance: This is more mundane, something like we have here on Earth a lot. An irrational dislike towards other races.
Superiority race: Some races may feel themselves above the others, i.e. Elves. They are always somewhat condescending in their dealings with other races.

Countries

Now that we've arrived at the state or nation level we can let go of the races for a while. This part is useful for nations consisting of one races or many.

State-forms:

There are several state-forms which you can use for your nations. I will discus the most common. As usual you're free to come up with your own ideas.

Monarchy: This is probably very familiar to any Fantasy reader. A monarch, usually male but there are exceptions, rules the country. He's assisted by counselors and diplomats. There is usually an Aristocracy present with various degrees of autonomy in their provinces and or land holdings.
Empire: When a kingdom begins to annex others and subjugates them an empire is born. This is basically the same. The Emperor rules the whole and governors rule the subjugated lands. These lands often pay a higher tax rate or a tribute and are often sources of rebellion.
Theocracy: When the church rules the secular country as well as the spiritual than we have a Theocracy. Take as example Iran on Earth. The result is often that the clergy is more concerned with bureaucratic issues than religious ones. Often there is a High Priest or Priestess who rules much like a monarch but the position isn't hereditary.
Plutocracy: When the country is ruled by a syndicate of the wealthiest merchants we speak of a Plutocracy. It's in some ways a forerunner of democracy but not in all ways. Membership of the ruling council generally requires wealth, contacts, and influence. This form of government only works effectively in small nations, city-states, or regional levels of governments.
Democracy: This may seem unworthy of explanation but in fact democracy has hundreds of different forms. The basis however is often the same. The people elect a government on a periodical basis. Who is allowed to vote and the power of that vote differs from country to country. The form of government elected differs equally. There are representative governments, republics, and so forth.

Constitutional Rights:

Simply put, are there any rights of the individual?

Free Cities:

City States: It often happens that the merchants in the cities become richer than the nobility in the countryside. When this happens, the merchants become a political pressure group. They pressure the government to allow more freedom of trade etc. When this results in bloodshed the richer cities can put a better and larger army in the field than the nobles. When the city wins the war it often becomes independent of the monarchy. A Free city or City State.

History:

You should make a point of it to have at least some lines on the history of each and every nation you design. This often helps when designing relationships with other countries, economy, culture, and even government. It's a "how it came to be this way" kind of explanation often necessary to add flavor to the stories you create.

Founding Time:When was the country founded? You can give an exact year, often the year zero, or just say several centuries or even millennia ago. Did it break of from an empire or something else?
Ancient Wars: List any wars in distant pasts. Cross reference this with your devised Extinct Races, Battle aftermaths, and such.
Recent Wars: Note any recent wars with other countries. Relations with former antagonists will probably still be terse. Maybe the country gets tribute from another, or has to pay tribute.
Important developments in the last decades: Write a brief history of the last decade for each country. Include changes in government, war, famine, and other catastrophes that may have visited the country. Involving this in the story lines will greatly enhance the realism.

Geological Position and Climate:

Location: At this point it's a good idea to pick up a pencil and paper and start sketching some maps. You should keep an eye out for neighboring countries and natural barriers like mountain ranges and dense forests.
Climate: Countries with similar climates are usually close together. You might want to read up on climates, meteorology, and such at this time. Paying attention to these when creating the world adds some realism to the whole. It doesn't have to be extensive though.
Hazards: Watch for possible natural hazards like hurricanes, snow blizzards, droughts, and rain periods. You might want to incorporate them in your stories.

Law Enforcement:

Laws: Write down specific laws in each country. In most countries they'll be similar in general so you'll only have to pay attention to the differences between them. That's where the possibilities for interesting story lines are.
Taxes: How much do people pay in the way of taxes? What things are taxed? Land, Real estate, property, life-stock, etc. What does the government do with it? Does it build better roads for example, or keeps an active policing force in the field with the money? Or does it all go into the treasury and high society orgies? Remember that at times of war taxes are probably high in order to pay the army. It'll be less if the army is winning and can loot the conquered lands.
Class differences: How big and shrilling are the class differences? Are the nobility, for example, a bunch of decadent pompous asses on a rampage, or are they aware of nobless obligee and dedicate themselves to being fair and just rulers of the people? Work something out. While you're at it, take a peak at the place of the clergy and merchant classes.

Economy:

Government involvement: Is the government actively involved in regulating the economy? A Plutocratic government most certainly will. A decadent monarch probably won't, except for taxing the rabble, of course.
Trade: What is traded, with whom, and at what prices? This is fairly important because for every war started over some religious or philosophical issue, three are started over trade agreements. How important are the merchants in society?
Crafts: What crafts are known and who knows them. How developed are carpentry, smith-craft, masonry, and leather working? Are there artisans in any of these professions?
Mining: How are the national mineral resources doing? Are precious metals and gems rare or abundant? For that matter does the nation have access to iron, bronze, or copper ore? This is important for the trade section as well.
Agriculture: Also very important to a country. Without the produce of harvests and the life-stocks a whole country can starve. Forestry can be of importance as well. Wood may be scarce in other countries and in high demand. Fishing can be a source of food as well for countries with access to the seas or many rivers and lakes.
Guilds: Guilds have a big influence on city life. People have to be member of the right guild in order to ply their trade and craft. During times of war the guilds supply levies and such. They play a social security role as well taking care of their member's orphans and widows when their source of livelihood dies.

Multi- cultural or -racial States:

Majority: What race or species constitutes the majority of the populace in this country?
Minorities: What other races or species live in the country? Do they live in small enclaves, or are they intermixed and possibly interbred with the general populace?
Fugitives: Possibly there are fugitives from other countries fleeing from a catastrophe or war. If so, how are they treated and how big a problem are they?
Differences: How big are the cultural differences between the different ethnic groups? Are they similar or completely different?
Tolerance levels: What is the overall attitude of the majority towards the ethnic minorities? How do the minorities get along with each other? Work it out.

Cultures

Every country has a different culture. Some countries even sport several indigenous cultures. Here are some topics you need to consider when building your culturally active countries.

Morality:

Morals: What are the cultures specific morals? More importantly, what are its taboos? Is the culture sexually and or religiously restricted?
Moral decline: Is moral decline present? For example, rich merchants steeping themselves in decadence and physical pleasures?
Church Influence: How powerful is the churches' influence over cultural aspects? Does it actively support a high moral standard or is it rotted at the core itself. Hypocrisy among the clergy is not an unthinkable topic.
Differences between classes: Do the different classes abide by the same moral code, or is there a special leniency for rich or noble born people? Class differences are always present. What's more important is how discreet the rich and powerful are. Servants hear a lot, if not everything.

Education:

Literacy: Is literacy common, rare, or non-existent? Are peasants allowed to read and write or is it the sole province of clerks and the clergy?
Church Influence: Does the church help in education? For example, missionary schools, or stuff like that.
Center Periphery: Often there are certain centers of learning and education, large cities with libraries, monasteries of scholarly orders and Wizard colleges. Around them, in the country, the educational level is a lot lower.

Crime:

Crime-rate: Is crime very common or is it very rare? What are the penalties? Are there different laws for the cities and for the backlands?
Thieve Guilds: Also known under its modern name; organized crime. In many a Fantasy city there's a Thieves Guild. In many ways it's much like any other Guild except that it deals with crime. Sometimes there are several thieves guilds or guilds for different types of crimes. This usually results in a nightly crime war.
Assassins Guild: The brother of the Thieves Guild, the Assassins guild is very similar. Both guilds regulate their trade so the level of crime doesn't rise above tolerance. They reckon that a city under martial law is bad for business.
Sects: Even darker groups exist in Fantasy worlds, Sects. Especially in magical worlds these can be a serious threat, summoning demons and doing other unpleasant things. Usually they're religion based.

Slavery:

Does slavery exist? If so, is it legalized or an illegal practice? This can differ from country to country. Are there specific races especially wanted for slaves? How about women? Is there a large women's market?

Emancipation:

On several Fantasy worlds women have more or less the same rights as men do. On most however, their position is similar to that of midieval Europe. You can let the women's rights vary from country to country, and even from race to race. This can become very interesting when races are scattered across the countries.

International Politics

Espionage:

Think James Bond style espionage is something for the twentieth century? Guess again! Spies have been around as long as there have been countries, possibly longer. Spying is the second oldest profession.

Wars:

Which country is at war with what other country? Are there any recent Seize fires, or Peace treaties in effect? List them. Try to think of logical reasons for the wars. Often there are several cases of conflicting interests that could be cause enough. While you're at it, decide which side is winning. No tavern in the world where somebody ain't asking about the progress of the war.

Alliances:

Which countries are trying to marry their royal offspring to each other? Which have Trade agreements and which are secretly plotting to divide their neighbor between them? Think about the thirties of the twentieth century when every country was making pacts and agreements with every other country they could.

International Trade:

Back to trade again. Trade happens to be very important to medieval and Fantasy worlds. For that matter, take a look at present day Earth.

First you ask yourself "Who trades what with who?" If you've completed creating the different countries you'll have a good overview of the natural resources on your world.

Trade Routes:

See if you can plot some logical trade routes for caravans across your world. Most trade will be between neighboring states, although rare materials such as jewels and silk may be traded across continents.

Wars:

Wars will wreak havoc among merchants. Capturing trading caravans is a good way of paying the armies. Countries at war with each other will cancel all trade agreements with each other and try to set up economical blockades around each other and so forth.

Smuggling:

When normal trade isn't possible enterprising merchants will always find ways to bring their goods to the market. I.e. smuggle it there. Try to think of ways this can be done between warring countries.

Customs:

Another reason for smuggling is customs control at the borders. Although drugs usually aren't an issue in Fantasy or medieval worlds import taxes are fairly common. Keep this in consideration when setting up your international trade routes and smugglers.

Used sources

 

Mensen en Machten
The Wordsworth Dictionary of the Occult
SHADOWRUN 2nd Edition
VAMPIRE The Storytellers Hand Book
Sid Meyer's Civilization II
GURPS Basic 2nd Edition
Microsoft Encarta '97

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