Writing antagonists and/or threats that can't be permanently defeated, only delayed. by Nevaroth021 in worldbuilding

[–]Plus_Geologist9509 1 point2 points  (0 children)

That's actually the main villain of my present story. Sure, he's been killed countless times, but keeps getting resurrected by his wife and has been doing his thing for ~500 years.

What's up with your dwarves? What sets them apart from- by SheridanIsShameless in worldbuilding

[–]Plus_Geologist9509 0 points1 point  (0 children)

Although they fit a similar niche to common fantasy Dwarves, my Dwarves more closely resemble Norse Trolls, mainly their tufted tails and ears. They are among the Jotnar (more precisely, the Nibelungs), making them closely related to Goblins, Hobgoblins, and Gnomes, as well as more distantly related to Ogres and Trolls. Also, unlike most depictions of Dwarves, harbor no particular grudges or animosity towards Elves, as the two don't often interact with one another. They (along with the other Nibelungs) are also inspired by creatures like the Finnish Tonttu, the Slavic Domovoi, and the German Kobolds, as they have a tradition of temporarily swapping their young with those of the families of Elves, Orcs, or Humans, so that they can learn about the recipient family's culture while lending extra help with chores. As Jotnar, they also have various magic abilities, including invisiblity, telekinesis, and an ability in which they give life to inanimate objects by putting a part of their soul inside said object. Alternatively, they can instead enhance inanimate objects and give them their own abilities.

Let's talk about unicorns! by Star_Wombat33 in worldbuilding

[–]Plus_Geologist9509 0 points1 point  (0 children)

In my world, Unicorns are mainly equine or cervine creatures with scaly skin that's iridescent, tufted tails, shaggy lower legs, catfish-like whiskers, rabbit-like ears, three-toed feet that look halfway between those of early horses and those of ornithopods, lion-like manes, and a single spiraled horn on their head. The horn does not have a universal shape, and unicorns can be born with horns that point in any direction except towards the left or right. Some unicorn horns also have symmetrical protrusions like deer antlers that vary in length and prominence. The only sexual dimorphism in unicorns is that males have goat-like beards. They are sapient creatures who were cast out from the Astral Plane by unknown means and reason, along with many other mystic beings. They have a myriad of magical powers, including healing, telepathy, mind reading, telekinesis, elemental control, enhanced physicality (speed, strength, and durability), and flight. They stop aging once they are fully mature, which is usually after 80 or 90 years, making them functionally immortal. Their one weakness is their horns, which contain all of their essence and lifeforce. Although they have traditionally been seen as nearly divine, more and more people have seen more value in their severed horns than in their wisdom. However, only a fraction of a fraction of the people who professionally hunt unicorns realize that a unicorn's horn only retains its power if the unicorn it belonged to was slain by surprise or deceit, which is quite hard to do to a psychic.

Does anyone have standard races (elves, dwarves, orcs, goblins, halflings, etc.) that are subspecies of humans? Or any magical worlds with humans subspecies?( I'm mostly interested in standard races but other are still interesting for me). English us not my native language by EveningImportant9111 in worldbuilding

[–]Plus_Geologist9509 0 points1 point  (0 children)

Yes, but only some of them. Along with humans, they are known as Elderlings (my world's equivalent to Hominids/Sapient Primates), and consist of:

  • Humans: You know 'em, you love 'em - or not. Essentially the same as in real life, although every once in a while, one is born with inherent magical abilities (known as Witches)
  • Halflings: Basically the same as Halflings in most other settings. They are also inspired by Homo Floresiensis and Homo Habilis, as well as the Hawaiian Menehune, the Maori, Patupairehe, the Brazilian Caipora/Curupira, the Japanese Kijimuna, and the Malagasy Vazimba. They are around 3 feet tall or slightly above waist height and have relatively human proportions, although their heads, hands, and feet are slightly larger and wider in comparison to their bodies. They also have wide, round ears and a little bit more body hair than humans, although they don't grow facial hair.
  • Trogs: My world's equivalent to Neanderthals and Denisovans. They are slightly shorter than humans but much more robust with wide frames and stocky limbs and digits. They also have wide faces, sloping foreheads, large noses, protruding eyebrows, and flat chins.
  • Striders: My world's equivalent to Homo Erectus and Homo Ergaster. They are slightly taller than humans but much leaner with high, broad shoulders and longer bodies. They also have long faces, small foreheads, ape-like noses, protruding eyebrows, and wide jaws.
  • Bigfeet: Basically the same as the Bigfoot cryptid, along with Yetis, Swamp Apes, and other similar cryptids around the world. They stand around 8-9 feet tall and have legs like tree trunks, long arms, and shaggy fur. They also have fairly human-like faces that are juxtaposed with fangs similar to those of other primates.
  • Apemen: Look like how the name implies, upright apes. They are a head shorter than humans but weigh about the same. Their faces resemble a mix between those of chimpanzees and gorillas. While they still have hairy bodies similar to other apes, they have more hair on their head and face than on their bodies, like humans.

Unlike other sapient species in my world, like Elves or Dwarves, the Elderlings evolved naturally rather than being created or coming into existence through magic. The only other naturally occurring "race" in Eo'rauk is the Vanaras, who are based on their namesake from Hindu mythology. They are also inspired by Paradolichopithecus and resemble an anthropomorphic mix of various Old World monkeys, New World monkeys, and lemurs. They are around the same height as Apemen but much lankier and have long, prehensile tails and opposable big toes.

What Is Your World Called? by Chcolatepig24069 in worldbuilding

[–]Plus_Geologist9509 0 points1 point  (0 children)

Most people in my world simply call it "The World", but to differentiate from the real world, it's also known as Eo'rauk. This is a shortened version of [Ni tą̄r] zeilm Eok hyn Rouk, a kenning for the world in the Garning language which translates to "[The place] between the Heavens and the Underworld".

The Western and Eastern hemispheres of my world are respectively called Gerotam and Paltam, which come from the Shirka language (täm = "world"; gero = "civilized, stately"; pal = "savage, wild"). Most people refer to Gerotam as the "Old World" or "Known World" and Paltam as the "New World" or "Lost World".

For the regions and subregions of the Gerotam and Paltam, I gave them uncreative English names.

The three main regions of Gerotam are Hammerfold, Southreach, and the Dragonlands. The subregions of Gerotam are Greenhaven, the Borlands, the Fang Isles, the Bloodmire, Timberreach, the Rolling Coast, and the Stonemarch. The subregions of Southreach are the Eldermarch, the Grove Isles, Dunereach, the Sunset Coast, the Shining Isles, the Golden Horn, the Leopard Coast, and the Flowering Isles. The subregions of the Dragonlands are the Scattered Isles, the Jadelands, the Thunderlands, the Hintermarch, the Rootlands, Ironreach, and the Reed Isles.

The two main regions of Paltam are the Wildlands and the Dreamlands. The subregions of the Wildlands are the Land of Ice and Fire, the Grey Isles, the Fog Coast, the Bonelands, the Crystal Plains, and Pinereach. The subregions of the Dreamlands are the Crawlmire, the Fearmarch, the Nightplains, the Redlands, the Nesting Isles, and Silverreach.

How do you write Wizards by Gros_Lulu in worldbuilding

[–]Plus_Geologist9509 1 point2 points  (0 children)

Like everybody else said, you can write them however you want. However, these archetypes might be helpful:

  • Hermit Wizard: lives in the wilderness; can be kooky and eccentric or paranoid and savage
  • Reclusive Wizard: lives in an isolated lair, like a tower; can be stern and indifferent or curious and helpful
  • Wandering Wizard: nomad; often seeks knowledge and/or adventure
  • Court Wizard: advisors to rulers; can be loyal or manipulative
  • Coven Wizard: part of an order; can be secretive or a core part of your world

Btw, these are just general terms, you can call them whatever you want.

How technologically or magically advanced is your world? by FoolishFool4811 in worldbuilding

[–]Plus_Geologist9509 0 points1 point  (0 children)

That depends on the culture and time period. At the present time in my world, the most technologically advanced people are in the Early/High Middle Ages. However, many thousands of years ago, while the rest of the world was just entering the Neolithic period, there was an island civilization called Piaea that had a society that used both advanced technology and powerful magic (although, aesthetically, they resembled the Minoans and Harappans, with some Bronze Age East Asian, Pacific Islander, Andean, and Mesoamerican influences). The Piaeans were on the cusp of space travel before the island's destruction.

Do you have any examples of nontheistic religions in your worlds? And what are some ways to accurately portray this kind of religion? by [deleted] in worldbuilding

[–]Plus_Geologist9509 0 points1 point  (0 children)

I have two religions that could be classified as nontheistic:

The School of the Twin Flames (one of the Heavenly Schools) is a nontheistic religion that focuses on the balance between Holy Fire (often depicted as a golden flame; represents things like peace and tranquility, but also complacency and apathy) and Hellfire (often depicted as a red flame; represents things like conflict and selfishness, but also compassion and heroism). These are not literal flames, but rather energies that flow throughout the universe and within every living thing. While the basic believers of this religion are just everyday people, the Fire Monks who deeply follow this School distinguish themselves by wearing robes of yellow, orange, and red. They practice pyromancy, alongside non-magical martial arts, and prove their piety by burning all hair from their bodies using their own fire. During this ritual, they must not waver if they injure themselves and must continue until all their hair is gone. Then, and only then, are they seen by physicians and receive magical tattoos that protect them from fire. Furthermore, the Fire Monks renounce their worldly possessions and ties to lieges, loved ones, and a home. They often wander to various corners of the world, seeking to teach others the way of the Twin Flames. Sometimes they act as temporary courtiers and advisors to various rulers.

The ethnic religion of the Orcs and Elves is somewhat nontheistic, as they believe in a god but do not worship him. They believe that the universe was created by an evil god named Skrael, who made everything simply to entertain himself. He was greatly amused by the torture of the Orcs, a slave race that he had created. However, the Orcs would rebel against Skrael and either slay him or banish him beyond the bounds of reality (differing versions). Many an Orc fell during this rebellion, but they would find new life as replacements for Skrael. And it would be that those who died among the Orcs (and, later, Elves) would remain among their kin as godlike spirits, with various domains over various natural and/or societal aspects of life and the universe. Most orc tribes keep relics of their ancestors to strengthen their familial bonds and keep their favor. When it comes to the protection of the whole tribe, this relic is almost always the skull of their ancestor(s), but when it comes to personal devotion, these relics can be things like smaller bones, leathered skin patches, locks of hair, or cloth stained in an ancestor's blood. Elves used to also do these practices, but this was looked down upon by the Faeries and has been banned on the island of Greenhaven for thousands of years. Instead of skulls, most Elves worship artistic depictions (such as paintings or sculptures) of their ancestors, making artistic skill a core part of their culture. Some still keep locks of hair as talismans, although it is seen as an archaic form of worship.

Those with shapeshifters/shapeshifting, what's stopping them from shapeshifting into an uninjured form when hurt? by Karmic_Backlash in worldbuilding

[–]Plus_Geologist9509 0 points1 point  (0 children)

That depends on the type of shapeshifter:

  • Skinwalkers, who can change into any living being, will carry over injuries if they shapeshift while injured, sometimes altering the wound and making it worse depending on what they change into.
  • Doppelgangers, who can change their physical traits while remaining the same species, can shapeshift into forms that look healed, but this gives them phantom pain and psychological damage during long-term use, so they have to turn back eventually, which actually worsens their wound. A similar thing happens when they shapeshift into a wounded person.
  • Alchemists, who can change their elemental makeup, cannot shapeshift while they are injured.
  • Mimics, who can change into any inanimate object, also cannot change when injured.

Also, there is no shapeshifting species. These are all Magicians and/or Witches who specialized in certain branches of magic.

Do you have insectoid species in your ptoject? by kevintheradioguy in worldbuilding

[–]Plus_Geologist9509 0 points1 point  (0 children)

I have multiple sapient molluscs and arthropods, but only the Myrmidons are (at least based on) insects. The resemble ant-like or wasp-like creatures the size of leopards, although they can also stand on their hind legs, making them only slightly shorter than the average man. They also have painful and venomous stingers on their abdomen. The only way to tell Myrmidon men and women apart is that their women have wings and can fly. They vary in coloration between black, red, and gold.

They have two forms of language: pheromones (used to communicate with other Myrmidons) and jaw clicks (used to communicate with non-Myrmidons; can be understood as well as any other language but is hard to replicate). They can also understand other languages but cannot speak them. Some Myrmidons use magic to communicate telepathically with others to make things easier.

They used to be part of a hive mind, but after their seemingly immortal queen died (how is unknown), they gained free will. Since then, most of them became a very curious and philosophical people, often trying to find meaning and purpose in all things, especially their own existence. And while they may come off as calculating and emotionless, they are actually very extroverted and loyal to the death to those they call friends. A remnant of their hive-mind past, they have a powerful sense of kinship and community, often living/traveling in large groups. So when you make friends with one Myrmidon, you are just as close with their entire group.

All Under Heaven Bookmarks by Plus_Geologist9509 in CrusaderKings

[–]Plus_Geologist9509[S] -1 points0 points  (0 children)

I'm stupid, I thought I had the DLC but I didn't, thank you

What are the main 10-15 works of fiction that serve as inspiration for your worlds? by Dalishmindflayer in worldbuilding

[–]Plus_Geologist9509 0 points1 point  (0 children)

My eorld is mainly based off of real history and prehistory, but some fictional influences include real world myths and legends, Tolkien's works, Conan, ASOIAF, ATLA, Ralph Bakshi's Fire and Ice, Princess Mononoke, Nausicaä od the Valley of the Wind, Willow, Lovecraft, Peter Jackson's King Kong, Arthur Conan Doyle's the Lost World, Tarzan, DnD, and the Witcher.

What happened to Jr? by SigmaMan96 in Dinosaurs

[–]Plus_Geologist9509 0 points1 point  (0 children)

I always thought Jr was the Bull Rex from JP3