Posted in worldbuilding

Worldbuilding: Religion

At some point in your worldbuilding, the question probably comes up about religion. The good news is, as you build your world, you have pretty much free reign when it comes to religion. The how, why and what are entirely up to you, whether you want to borrow a template from an existing religion or create one on your own.

A huge part of creating a fictional religion is keeping in mind that there is a purpose behind religion. Most religions started to provide answers.

Explanations. A lot of religions and spiritualities have a way to explain things: why the seasons change, what created the world, why the mountains are formed. The truth behind these explanations is entirely dependent on your world. Perhaps your two warring gods really do create mountains when they fight underground. Perhaps it’s only partially true—they may have fought once and created a pile of stone somewhere.  This is often where your myths and stories are created.

Ethics and Ideals. This isn’t as simple as ‘do good things’. This also encompasses things like what their diet should contain, how marriage is viewed, what happens to those who do wrong. For instance, is someone who chooses to adopt viewed more favorably than someone who chooses only to have their own, biological children? Are certain animals and creatures considered sacred or holy? This also applies to sites that might be considered special.

Rituals and holidays. Many rituals have a basis in meaning somewhere. Wedding veils for instance, can be traced back to Roman and Greek traditions as a means of preventing ill-willed spirits from disrupting the bride’s happiness. The same thing goes for holidays. While history muddles things up, Halloween has its basis in the Celtic Samhain.

Reinforcement. Any belief system can be tested, but the key part is how it gets reinforced. Is there an offered reward after death? Does completing a specific ritual offer you protection or additional abilities?  What happens to those who don’t follow the ideals and requirements of the religion?

Organization. Consider how the clergy would organize themselves. Do they have a ranking hierarchy? Or is it much looser, with certain members being considered holy and passing on the stories and knowledge of their beliefs to the next generation?

Posted in worldbuilding

Worldbuilding: Politics Intro

Anywhere civilization starts to crop up people tend to group together. The exact definitions of a group of people can be a little vague. You might have people who are grouped together in a town, or in an occupational group. And how a group is managed and how they make decisions together is where politics comes into play.

Politics sound somewhat complicated, but they don’t have to be. In essence politics is how a group makes decisions. This ties partially into how they’ve organized any governing system. Are they held by a single leader, or do they follow more democratic or oligarchical structures? It also ties into cultural beliefs. Places where politics and religion aren’t separated may have some of those choices heavily influenced by a religious group or influence. And where there is a separation, any clash between differing beliefs can cause smaller political problems, even within the same group.

To start figuring out politics, it may help to start with the large picture such as your kingdom or country. The group decisions there are often about how to keep the kingdom and country running. This covers everything from who can become a part of the governing body, to how laws are agreed upon and who can trade with who.

From there take another look at how your group can be divided up. Consider things like religion, social and economic standing, educational level, age, gender and race. Smaller groups within a larger may have different views, and some of the political issues that crop up are the result of conflicting views. How do these smaller groups make themselves heard to the larger group they’re contained within? How do they influence the choices made by their governing body?

Once you have an understanding of how the large group works, consider how it interacts with other groups of the same size. This is where your different countries and varying types of government come into play. Even between groups with the same type of government system, their politics may change; one place may allow certain things where the other bars them.

Posted in worldbuilding

Worldbuilding: Flora

I covered creating and managing fictional animals in another post, but today we’re discussing plants. There’s a huge amount to cover when it comes to plants, but this is just a basic overview if you’re looking too add in some foliage to your world. The good news is, plants bring in a whole world of information on their own.

It’s likely you’ve heard that there’s a flower language. This doesn’t just apply to which flowers are appropriate to send your sister for her birthday however, this covers almost every plant known to man. Four leaf clovers bring luck, oregano symbolizes joy and of course, roses indicate love.

Plants also exist in every environment. Before you scream there’s no plants in Antarctica, there are in fact Antarctic hair grasses, many mosses and lichens and even fungi. Plants are everywhere, so consider what sort of environment they exist in. Desert plants need to conserve water. Fruit-bearing plants need a way to either protect their seeds, or to aid in seed dispersal.

Like with animals, when creating a plant, consider a few things:

  • Where does it grow?
  • How does it spread new plants?
  • How would it defend itself from being eaten?

These three things make it easy to start on plants, and help cover the basics. When covering where it grows, consider threats to its water supply such as drought, or even over saturation. Nutrient poor soil choices will also tend to make for more stubborn plants who grow slower. And plants that need to protect their roots from things like burrowing animals might have poisonous roots, but edible berries and leaves.

Keep in mind that some plants are well known for helping with common ailments. Medicinal herbs are easy to find, but unless you know what you’re doing, that can same herb can turn from on-hand remedy to poisonous with little warning.

You don’t need to look hard for plants with magical properties either. Dandelions are supposed to grant wishes when you blow on them, and St. John’s Wort will fend off evil spirits. Superstitions can show you where common plants might have an additional property.

Posted in Exercises, worldbuilding

Worldbuilding: Fauna

Earth itself has an amazing diversity of life. This isn’t just limited to people either. There’s over a million known species of animals on the planet. Estimates place the total number, both known and unknown, closer to eight million. The reason for such a wide margin has to do both with the sheer number of animals that currently exist and are known, and the fact that getting an accurate number even on humans is difficult.

That can also carry over to fictional worlds. Whether you’re working on an extraterrestrial pet or figuring out how dragons work exactly, fictional works have plenty of their own animals.

When handling a fictional animal species, it’s a good idea to consider the basics first, and then get into adding any additional features. Start with:

  • What does it eat?
  • What sort of climate does it live in?
  • What kind of threats does it have to watch out for?
  • How does it defend itself?
  • How does it make a shelter, if it needs one at all?
  • Are they lone animals or do they live in groups?

Also consider things like how they reproduce and how much care is given to babies and which parents might be responsible for that care. For aquatic animals, also consider how they get the air they need. Some animals have gills while others will come to the surface briefly.

These basics can give you a good idea of additional features that would work. A deer that hunts prey will need teeth capable of cutting, instead of just teeth useful for crushing leaves. Likewise, remember that even prey animals will need some means of defense. This could be in armor-like hides, or with claws and horns.

Once you know what the animal needs for its basics, you can start playing with an adding features. Consider how adding wings to a rabbit might make it better able to escape from predators, and how it might affect its ability to navigate dense undergrowth. When adding in something like magic or psionic abilities keep in mind how these additional abilities would help them in their natural environment. Obviously when giving magic powers, you have a lot more room to work with, so long as you’re not breaking the established rules of both magic and physics in your world. Remember fire underwater sounds cool, but doesn’t work unless that fire has some way of getting oxygen to continue burning.

It’s also possible you won’t need any additional features for your fictional creatures. You might know what a dog or a cat is on sight, but consider describing them as if you’re seeing it for the first time. You might end up describing an animal like this:

Four long legs held up a lithe, muscular body. Each paw ended in sharp, hollow claws. Aside from the obnoxious hissing, it was also capable of two different growling sounds, one of which indicated it was happy if you believed the stories. If the slitted eyes weren’t unnerving enough, both triangular ears swiveled to catch sounds from all directions, and the tail flipped, curled and twisted as the creature pleased for it to.

Any guesses which creature that is? It’s the common house cat. Play with your words and descriptions, see what you can do to an ordinary animal.

As an exercise: pick an animal you’re familiar with and describe it as if it was the first time you were encountering it and didn’t have a name for it. Think about how it looks, moves and sounds.

Additionally take a common animal you’re familiar with and give it an extra feature–this might be a physical feature like horns, or wings, or it might be a non-physical ability such as telepathy or conjuring. Write about how it navigates its world with these extra features.

Posted in worldbuilding, writing

Worldbuilding Introduction

Originally posted Jun 10, 2019. Updated as of Feb 21, 2020. 

I realized when I was going back through my posts and organizing for my next worldbuilding post that one of the things I hadn’t done was include a list of covered topics. You can now find that below the original post.


Worldbuilding is a huge part of writing genres like fantasy and science fiction. It’s also a large part of games, both tabletop and video. Whether it’s a sprawling other-worldly planet like Tolkien’s Middle-Earth, or something as simple as a hidden layer of magic in a real city, worldbuilding is the key to your fictional setting.

If you ask ‘what is worldbuilding’ the answer is pretty simple and straightforward. Worldbuilding is building any fictional setting regardless of size. That makes it a core component of fantasy and sci-fi. It pops up plenty in other genres too, usually in smaller doses.

Depending on how deep you go, worldbuilding can be expansive and large enough to cover entire tomes on its own. How much you need can be dependent on both how much you want to explore your world, and the requirements of your story. Aside from what the world looks like physically, there are also cultural aspects to consider and cover. Daily life is another aspect that can be affected–your characters won’t have to run an errand specifically to get gas if they’re traveling around by horse, but they will have a lot more daily chore requirements.

Because of the amount that can go into worldbuilding, I’m kicking off an ongoing series. Today I’m starting by looking at the different ways of building a world.

There are a lot of ways of building a world. Random Generation is one way and can be useful to provide a basic structure. Generators can be found for everything from city layouts to political maps. Although this takes out a lot of the work of coming up with names and the picky details, it is random so it can and will contradict itself in some places, which is something to be on the lookout for. If continuity isn’t a concern but time is, random generation is extremely useful.

Questionnaires are another method. The internet is full of question lists to help you figure out what your world is doing and give you an idea of things you may have overlooked. These can get extremely detailed and are really thought provoking in some cases (have you ever thought about what happens to the waste your fictional people produce?), but answering those questions can also be time consuming, both on writing the answers down and on researching examples to see how it works in the real-world. If you need fully-customized answers and have the time to make sure everything works nicely together, this is a fantastic method for building a detailed world.

Expansion is my favorite method, and sort of a middle-ground between generation and questionnaires. By starting with one level (be that a kingdom or a tiny shop somewhere) and building on the general idea, you end up ‘nesting’ locations. The tiny shop is located in this little town, which is located in this region, which is part of this kingdom and so on and so forth. Name each level as you go through it (Sam’s Shop of Contraband Sales for example), and work out the general idea of what it’s for and what it does before moving up or down the level as needed. This gives you a general overview of the world as a whole. It’s less time-consuming than questionnaires while maintaining continuity, but it’s not as detailed.

Of course, there’s also nothing to stop you from blending all three methods together. If you need an idea to start, a randomly generated town or city can give you a good base for expansion. If you have a general overview of the world but need more details, filling out a questionnaire or two is a good way to go.

Worldbuilding Topics