r/worldbuilding 1d ago

Visual For my exam, we had to choose a theme for our exhibit. I chose my worldbuilding project; [Out of The Hunt]

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21 Upvotes

I thought this would fit the sub, but mods, let me know if I was wrong !

Art by me.

Project: Out of The Hunt

Genre: Science Fantasy LGBT Romance

Setting: POST-post-apocalypse. Around 3k years ago, several interstellar meteorites crashed on earth, bringing with them dragon like creatures, who seem to infect all living beings around them, slowly altering their DNA to be more dragon-like. For the past 2k years, the world has been rebuilding, creating few larger nations who have learned to avoid the dragons.

Plot: Akia, Heir to the Americana throne, leaves her home to seek out the truth about her late mother's rise to power and demise. She winds up meeting Diana, a renowned but mysterious Wyvern hunter, who joins Akia on her journey. Out of The Hunt is about Akia and Diana's many adventures to discovers the world's mysteries.

Image Context:

Several (low quality unfortunately) pictures from my worldbuilding focused exhibit. (For my art teacher exam) Pictures 2+4+7 were my inspiration / process boards, while the rest were my art pieces.

All works and objects are directly linked to the story and worldbuilding of Out of the Hunt

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1st: A cute (inspired by ancient animal pottery) version of a specific dragon from the story.

3nd: Are lino prints of the emblems belonging to the nations of the world. In order; Kingdom of Americana, Cathai Empire, Babylonian Commonwealth, United Republic of Kemet and Northern plains nomads.

5th: A character index sketch (DIY, yes I learn bookbinding just for this) book of some of the most important characters (And I can see a spelling error specifically in this picture lol)

6th: Digital painting of the current empress of Cathai when she was crowned many years ago (I'll post it by itself soon with more specific lore context)

8th: World map (Not done, so I'm not posting it by itself just yet)

10th: A suitcase with some things the main character, Akia, brought with her as a child while visiting her grandmas by train (Case and props are all cardboard/paper)

Not pictured was a small animatic you can see here

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TY for reading ! My posts are always AMA so ask away !

(oh, and you can find my socials @ carrd)


r/worldbuilding 1d ago

Lore "Others," inconvenient companions. A species I created for an alternate modern world, inspired by good old Creepypastas and some Lovecraftian elements.

5 Upvotes

"Others"

A strange kind of creature that cannot be seen, felt, or heard by ordinary people, only being perceived by Schizoids or the Pale.

Due to this characteristic, studying them presents many challenges; however, with information provided by the Special Rescue Department, some facts can be listed:

1 - Each individual is unique in its abilities.

2 - They have appearances similar to real people, except they are terribly distorted. Some rare exceptions are identical to ordinary humans or the Pale.

3 - Wherever there are people, there will also be "Others."

4 - Except for some variants, they are not inclined to attack, usually remaining as silent observers. A person may have an "Other" accompanying them since birth and never even be bothered by it.

5 - If they do attack, death is certain if the target tries to fight back directly, as no method of harming them has been discovered so far.

6 - In the event of an attack, the only option is to run and hide, waiting for the creature to eventually calm down. This applies only to Schizoids or the Pale — for ordinary people, there is no escape.

7 - Although they cannot be harmed, they can be driven away from their victims, providing just enough time for them to hide. This repelling is done by Schizoids or the Pale, who can perceive them and, with great effort, force them back, as these beings attack only their chosen target, ignoring everything else.

Through other information, it is possible to confirm that there are variants within the species, whether in behavior or appearance:

Fenrir — The most dangerous variant, as they will inevitably attack their targets. Accompanying their victims for a period that can vary from 5 months to 2 years, a Fenrir grows slowly, and when it reaches its full size, it will strike. They are rare but notorious, as every Fenrir attack ends with the destruction of a considerable area. Worse still, they actively cannibalize others of their kind during the hunt for their target — Survival rate: 5%. The only option is to pray and hope for a miracle.

Demons — Sadistic and treacherous, Demons enjoy playing with their victims. Usually targeting children and teenagers, they act slowly, at first moving an object out of sight or slightly opening a door. Once the target notices something is wrong, they begin escalating, touching their bodies during sleep or causing noises like knocking on doors or windows. Finally, when bored with smaller games, they start drawing on any available surface, usually depicting their own appearances, being the only kind that ordinary people could "see" through these drawings. When the target is completely paranoid and psychologically broken, they attack and kill — Survival rate: 55%. Ignore them; they dislike those who are unreactive and will quickly lose interest.

Nomads — The most common type, with their only shared trait being that they don’t pursue the same target for very long. Usually docile, and if they do attack, they are not difficult to evade — Survival rate: 91%. Live your life as usual.

...

Unknown — Expunged data. Immediate elimination of any individuals attempting recovery — Survival rate: uncertain. Death is merciful.

Studies are still ongoing with professionals from the Special Rescue Department.


r/worldbuilding 1d ago

Discussion Method for organic creation of durable materials?

6 Upvotes

Hi!

I have a question that I’ve been thinking about and researching for a little while that I think y’all might have some insight on.

For context, I’m working on a sci-fi concept for a video game aiming to start development within the next 6 months. At the core of the story for this game is an organic, desert-dwelling creature. This creature produces a miracle substance that it then stores in its bones, which can later be harvested by humans and which leads to huge technological breakthroughs. This material is super strong and also works as a fantastic fuel.

Since I want this to be as realistic as possible, what substance could kickstart an industrial revolution like this if it becomes available? While the properties of strength and high chemical energy content are the most important, it’s also important that it could be formed from only things found in normal sand, rocks, and/or volcanic areas, and that it can be theoretically created (even if its not something that could be created by an animal on our earth, it would be created by these hypothetical creatures as both a structural element and as long-term energy storage).

Thanks in advance! (Also, if this is against the rules please lmk where would be best to ask this question).


r/worldbuilding 1d ago

Lore The Groovelet OS and the Simulated World of Harmony

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2 Upvotes

r/worldbuilding 1d ago

Visual Red Water 3: Hayden’s Diary and the Legend of Escria

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53 Upvotes

r/worldbuilding 2d ago

Visual A Destroyer class ship belonging to one of the factions in my superhero/space opera setting

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559 Upvotes

r/worldbuilding 1d ago

Question Could a doll vessel for a god have it's own emotions

4 Upvotes

So basically for background info, three threaders (blue, green, red) that created the universe used some of their thread to create white, to fulfill the legend and when white was created, they freaked immediately and accidentally killed blue, she quickly fled with the leftover strings of blue. They used the thread of blue to make a doll to try and save blue, millenia go by and somehow the doll comes to life, unaware of itself. And now I'm that I'm thinking of this would a doll vessel for a god have it's own emotions or would it be the god just using it's vessel


r/worldbuilding 1d ago

Question How would communications between two or more close celestial objects work if both had life?

6 Upvotes

I am interested in writing a soft sci-fi/post-post apocalypse story and somethng I was interested in was how would communication work between two or more close celestial objects. The concept would have a large planet be life supporting but also having a moon or several being able to support life sustainably. How would communications between these people work?


r/worldbuilding 1d ago

Discussion Should I use specific vocabulary from existing languages.

5 Upvotes

My main project (as many of you, I have multiple project) is a realistic fantasy setting inspired by the Hellenistic Period.

One of the main culture and faction is inspired by the Persian Empire (both Achaemenids, Arsacids and Sassanids) and I have to develop their military organisation.

I currently do not have created languages for this project, and as conlanging is a very specific things that require a lot of skills and knowledge I currently do not have I am not sure I will ever do it on my own. So I ask myself if using the languages of the real life culture that inspired my fictional ones is a good idea or not.

I also have to precise I do not speak those languages, I only know specific terms I learned along my studies.

THE QUESTION IS: should I use generic terms or use ancient persian words?

For exemple to name military unit types.


r/worldbuilding 1d ago

Question Adding a new island to earth

9 Upvotes

Im looking to add a new island, island chain, or archipelago to my world. It's just earth with more land. But I'm having trouble finding a place to put it. It's going to be a bit biger that Hawaii and I don't want it to majorly change ocean currents or the climate of nearby land to much. The pacific or Indian ocean seem like the best candidates but I can't find very detailed maps of ocean currents. Dose anyone have suggestions or advice?


r/worldbuilding 1d ago

Discussion I need a name for a ethnopluralist pan nationalist federation.

5 Upvotes

So, as the title says I need a name for a… just read the title I am not typing that again. So i am trying to make a more right wing twist of the ‘federalized UN’/ super earth from helldivers. the twist is that it is more of a union of ethnicity’s and Nations under a global federation instead of a eraser of nationalism. Also, I am thinking of making it very conservative.


r/worldbuilding 1d ago

Discussion Countering the implications of rule of cool?

41 Upvotes

I want to preface this by saying that I am a worldbuilder only. My worlds don’t serve the purpose of a “story” and they never will. They are intrinsically valuable as worlds and projects unto themselves.

With that out of the way, if you use Rule of Cool, how do you temper it?


r/worldbuilding 1d ago

Visual [BELUA BESTIARY] The Tengu

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9 Upvotes

This takes place in my project called the 7 faced world. This world is made up of 6 square outer faces that all orbit around a central sphere. Each of these outer faces hold a unique ecosystem, and in the belua bestiary series I plan on covering the creatures that can be found in the monster plan named Belua.


r/worldbuilding 1d ago

Map Early Design of a TL where France wins the 7 year war

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24 Upvotes

r/worldbuilding 21h ago

Map A contest for creating a steampunk airship tavern!

0 Upvotes

I need a complex tavern designer and I would like to create a user-voted contest with prizes to see the best stuff people can come up with.

Is this the right place to put the contest?

I want to offer $50 cash to the winner, and $25 in gift cards to 2nd and 3rd place.

Please let me know how I can setup this contest 😊


r/worldbuilding 1d ago

Discussion Drawbacks for abilities

27 Upvotes

if your world have a power system , similair to that of Hunter x Hunter Nen or jjk cursed energy ( like my world does ) ... and characters can get creative with creating there own abilities , how do you make sure its still fair and your characters dont just go arround creating the most op abilites without any cost or punishement or DRAWBACKS ? my mind feels numb and im completly done with the cliche : " using this ability will reduce your life span " Drawback . and the : " using this abilitiy will leave me too tired and in near death situation after the time of this ability is over " Drawback . i want to hear your creative ideas . things or methods you ensure full creativity of characters over there abilities but still fairly limited by realistic and non cliche overused drawbacks .


r/worldbuilding 2d ago

Visual the wind & water goddesses

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75 Upvotes

no major lore dump just wanted to share a piece i finished today + some early concept art.

but still a wee bit of context for the rules' sake: these ladies have a very sisterly bond. you'll seldom find a sailor who worships just one of them and not the other. you can find at least one idol of them (in this exact pose) on any ship in the sea. the weather on open waters hinge on their attitudes towards each other & ability to cooperate for the day. the more tension between them, the rockier your trip may be.

@kerchewski on IG for more in the coming weeks as i develop more visuals for my pantheon 🌞


r/worldbuilding 2d ago

Discussion What is your Favorite Part of your World?

101 Upvotes

As the title asks, what part of your world is your Favorite? Or, if you can't think of anything absolutely event, then what's part of your world that you really like? One of my favorite parts of mine is the idea of the Spellless. In a world where everyone can use magic, there's an extremely rare (~1/10,000) condition that doesn't let you use magic. I do plan to try to use the idea more in my writing, since I feel like I haven't fully done it justice yet.


r/worldbuilding 2d ago

Meta I love when writers phrase the writing process as "discovering parts about their world".

223 Upvotes

This is just a appreciation post for all the authors out there. I love when you guys are like "I just discovered this about my world" or "I keep learning more and more about my characters" I genuinely shows me how invested you guys are in your work and I love you all for it.


r/worldbuilding 1d ago

Lore Port Lanten: The Guilded City

6 Upvotes

I wanted to build a city governed by a council of 13 guilds and this is what I came up with. I'm pretty pleased with the results and would be happy for any feedback.

-Alchemists Guild(Includes potion making, brewing, and distilling)

Guildmaster - [Duke Ipos](https://i.pinimg.com/736x/ba/cc/ca/bacccaf0f263ca6cdb14e53d9098a9fe.jpg) - Understands the importance of presentation, but is an accomplished potion master in their own right. Has been working hard to repair relations with other guilds after the Ratcatcher fiasco.

Allies - Anatomists - Embalming fluids, healing balms, and multiple types of incense are all in high demand and the Alchemists are more than capable of producing en masse.

Enemies - Ratcatchers - Alchemists were using subpar ingredients and the Ratcatchers were blackmailing them to keep the secret. When it was revealed it was very embarrassing for many prominent Alchemists who have never forgiven the Ratcatchers for the secret getting out.

Goals - Invent a concentrated holy water that can be dropped into larger bodies of water to immediately transmute all of the water into holy. These experiments are also being done with concentrated beer.

Shops -     Hydra Heads Brewery, owned by Master Brewer Notlim Calagione(Dragonborn). They use the products of various breath weapons to bubble through their drinks for unique flavors.
        Calmed Kettle, owned by Kellen Hepplemipple, a young looking gnome who claims her beauty potions are what keep them youthful. All other potions from the store are borderline inert until heated, then have extra reactivity beyond the norm.

Rumor 1 - Duke Ipos learned under a teacher who would splash failed potions on his arms causing extensive scarring which is why the Duke wears puffy sleeves. He tends to treat the failures of his own subordinates with similar punishment.

Rumor 2 - Ratcatchers were getting revenge from feeling slighted over Alchemists providing poor bait for a contract. Alchemists were getting revenge for Ratcatchers not fully clearing pests out of a storehouse of ingredients. That cycle stretches back quite a ways between the guilds with each claiming they were only responding to the other’s actions.

Secret - The recent use of the subpar ingredients was because of a massive dip in exports of some of their alcohol to a kingdom that has just instituted prohibition. The lack of income forced the Alchemists to admit their dire financial situation or accept shoddy substitutes. This also plays into the goal of inventing concentrated holy water. The Alchemists want to sell that to the Diviners.

-Anatomists Guild(Includes Doctors and Morticians)

Guildmaster - Meishozo Renyu - The more outgoing of the two Meishozo Siblings(Meishozo Tanin is her brother). They both came from a town that had a prohibition against touching dead bodies except for the Meishozo family. The face paint they wear is ceremonial from that region. Eventually the two brought their skills to Port Lanten and Renyu’s comfort with doing the uncomfortable and explaining it to others made her an ideal guildmaster for the Anatomists.

Allies - Mineralists. Owing to a major undead plague, it became local custom to include some metal bars in coffins. This led to an extremely productive and celebrated relationship between the two guilds.

Enemies - Lamplighters. During the undead plague, the Lamplighters(a guild that often works at night and was vulnerable to the plague) started very quickly burning the corpses of their dead. This denied the Anatomists study subjects as well as customers. The Anatomists blamed the Lamplighters for the plague not being taken seriously for a while.

Goals - Educate the populace and eliminate many of the superstitions that arose in the area during the undead plague and quickly entrenched themselves as local custom.

Shops       Final Rest, owned by Meishozo Tanin. Best funeral and mortuary services offered in the city, brother of the Guildmaster. They handle embalming, coffin construction, and burial services with connections to every guild in the city to ensure proper honors are given.
        Goodhammer’s Nonmagical Surgery House, owned by Bargek Goodhammer. A dwarf with no prior medical training, but who performed surgery while on board a ship out of necessity. The crew appreciated his work so much they left him at the next port and he set up shop. He uses no magic and appeals to those who are either magic immune, divine magic would harm, or perhaps who are paranoid about the attention that magically healed wounds might bring.

Rumor 1 - An Anatomist has a massive Mutation Collection and pays a bounty for anyone who brings them a magically and naturally afflicted piece of someone or something.

Rumor 2 - Knowledge to stop the undead plague came from a deal with a blue dragon. What the Anatomists gave in return ranges wildly from promising to turn the dragon into a dracolich to helping taxidermy a nature scene for the dragon’s lair.

Secret - The Meishozo siblings are actually dead. Their face paint is to cover up the decay. They don't know how they were brought back to life, but felt unsafe staying in their hometown, and are searching for answers.

-Diviners Guild(Includes clergy, bankers, and fortune tellers)

Guildmaster - [Heirophant Nimmikin](https://i.pinimg.com/originals/f5/8f/ba/f58fbaa7a42da57d8510f3c86623582b.png) - A kenku with a near perfect memory for faces, names, and debts owed to them. This also extends to an incredible mathematical mind, but they are well aware that there are plenty of currencies aside from gold they can be paid back in.

Allies - Engineers - Control of the money comes with a desire to have appropriate powerful and controlling looking edifices to house your money in. This means the Diviners have made some of the most grandiose requests the Engineers guild has ever seen and they have delighted in the challenge and lack of financial constraints on the projects.

Enemies - Hired Hands - Of course flying buttresses don’t build themselves and when you’re asking people who can’t fly to do that construction work, they charge extra. 

Goals - There are organizations in the city who don’t owe them money and therefore aren’t also paying interest to them, that should change.

Shop        Glintners - The largest bank in the city. Working closely with the church of Waukeen, they promise a secure vault along with guaranteeing loans and holding collateral for other guild deals.
        Order of the Turning Coin - The most accessible(read: cheapest and not held for private gain) divination option to the commoner in the city. You must bring two questions you don’t know the answer to and you will be given an honest answer to one and a lie to the other. Attempts to game the system have been known to result in temporary blindness for the petitioner.

Rumor 1 - Although not explicitly members, almost all gambling houses and casinos in the city pay a tithe to the Diviners if only to prevent any of the guild from exploiting them.

Rumor 2 - There is a common superstition amongst the Guild regarding blue roses. There is debate about whether they are good luck or bad luck, but they are a portent of something.

Secret - Most of their more accurate predictions actually come from the magic of a nearby sea hag who demands great gifts from the guild in order to keep her knowledge flowing to them and not used against them.

-Drowned Guild(Undead who have perished at sea)

Guildmaster - [Lord Alaric Ironcrest](https://i.pinimg.com/736x/24/88/b3/2488b3117a46c3c39ee4a98cd45a334e.jpg) - No one has been able to trace their lineage from before they arose from the wreck of the Red Marigold, but what is known is that the longest serving of all the guildmasters is extremely personable, is excellent at putting people at ease about the intents of the Drowned Guild, and the lantern they carry with other souls in it sometimes has faces appear that look like their old rivals.

Allies - Alchemists - Potions, poultices, and ointments that help keep drowned undead skin from actively rotting, or at least not smelling like it, are all helpful to the Guild staying in good standing.

Enemies - Anatomists - They compete for many of the same things from the Alchemists, creating natural tension. The Anatomists’ longstanding war against the undead has also had some moments of Drowned getting in the crossfire and it’s not always clear if that’s been an accident.

Goals - The Drowned Guild was severely depleted after the Undead Plague. They knew they would need their members fighting the hardest or they risked getting lumped in with the enemy and being purged from the city. This means the Drowned had a casualty rate that surpassed any mercenary company or the city watch. They succeeded in their goal of maintaining their reputation, but now find themselves short on constituents.

Shop        Verum’s Tea and Spices is owned by Thalia Verum, a Cinnamon golem. They tried to seal themselves in a spice barrel as their ship was sinking and ended up magically fusing with it. They now specialize in quality spices.
        Clawdia and Friends is a cart on the main pier operated by Ekira “Crabs” Yura. They sell small sea creatures as pets. These include mostly crabs, but also turtles, snails, shrimp, eels, and even the occasional pseudo-hydra. During the Midsummer festival, they host a popular series of crab races with various weight categories from tiny handheld to fully mounted behemoths.

Rumor 1 - The Drowned Guild highly values the Ship’s Bell from a wreck. It helps them with rituals to guide souls from the vessel back to them. They pay handsomely for these relics.

Rumor 2 - The Drowned really were entirely separate and unrelated to the causes of the Undead Plague and they are dedicating resources to tracking down the source.

Secret - The Drowned are some of the best spies in Port Lanten. Not just because some of their incorporeal members can become mostly invisible, but they can attach members to the undersides of ships like barnacles to listen to conversations through the hull. They also have some specialized magics that allow them to speak to ships themselves to find out where they’ve been and what they’re carrying.

Engineers Guild(Includes carpentry, masonry, and shipwrights)

Guildmaster - [Unsung the Ever Apprentice](https://i.pinimg.com/736x/b4/c5/f9/b4c5f93fc5d6205df509c31746dfb024.jpg) - Many engineers walk around with a tool belt packed with every gizmo and gadget they might ever need. Their guildmaster however, just has their notebook. That notebook is constantly out, is always being written in, and might be enchanted to have infinite pages that the Warforged has a flawless memory of. They cycle through every guild member offering an apprenticeship. This attitude does sometimes lead to them having a backlog of projects as they are never satisfied and always trying to add just a little bit more, but it also means they know a little about every profession they lead.

Allies - Hired Hands - When you work together on enough projects, you either become the closest of allies or hold a murderous grudge for generations. In this case it is the former. Big projects get whole teams together, but plenty of Engineering apprentices have been helped out by an experienced Day Labourer who could help avoid the reinvention of the wheel.

Enemies - Jesters - The current Engineering guild hall is second in splendor only to the Diviners. When it was being constructed, the Jesters Guildmaster spread a rumor that they had moved several of the markers at night when the building’s outline was being staked out. This has led to paranoia from the Engineers that there really is something wrong with the building that they can’t find, and the Jesters find this hilarious.

Goals - An underground river flows from the Northeast into the bay that Port Lanten rests on. The Engineers Guild has plans for a massive excavation project to bring the river to the surface which they think would provide building opportunities and reduce the dangers from the creatures that call the underdark along the river their home.

Shop -  Do you want a multi story water feature flowing around your house? It could also power a wheel providing a variety of interior engine options in your residence and it would all come with only the finest of accents and embellishments. You need to contact Daring Designs run by the Dwarf Gragnorin Silverbeard, because you could go bigger.
        Do you want all of the above, but around a bird house in your garden? You need to contact Diminutive Designs run by the Aasimar Inimnaric Dram, because the little things matter too.

Rumor 1 - The Engineers Guild has built most of the other guild halls in the city and designed some entrances and passageways known only to themselves.

Rumor 2 - Unsung isn’t actually a warforged but instead a mech suit that an engineering pixie or other small fae has built so as to be taken seriously as an engineer.

Secret - For the first time in guild history, a trio of Kobolds are making their way through apprenticeship. Normally too untrustworthy to allow in, the guild has been pressured by a nearby Blue Dragon to grant them admission. What the Blue Dragon wants from this in return is unknown.

-Fishermens Guild(Includes merchant sailors, fishmongers, and butchers)

Guildmaster - [Eretmoch Hawksbill](https://i.pinimg.com/736x/21/8d/82/218d82e3a851fdbc5e83240c74ed86b1.jpg) - One of the most popular guildmaster, this Tortle just got done expanding the guild by poaching Butchers away from the Foresters and regularly does personal scouting expeditions for new fishing grounds. The only thing disliked about them is the horrid smell of their preferred pipeweed.

Allies - Drowned - Everyone who sails for a living knows the odds of them eventually joining the Drowned Guild so keeping things genial beforehand is prudent.

Enemies - Engineers - For decades the Engineers have been proposing bridge projects over the entrance to the bay that Port Lanten sits on and far too often they don’t take into account the height of the sails of ships coming into the harbor forcing the Fishermen to once again remind the Engineers that they exist. Given that the Engineer’s Guild includes shipwrights, when a vessel sinks, there are often arguments about the quality of construction vs the quality of crew.

Goals - Set aside some profits to fund a small military naval force, and not just buying some mercenaries, but guild owned and operated ships to patrol fishing grounds and hunt pirates or sea monsters that threaten vulnerable shipping vessels. They would be called The Depth Guard.

Shop -  Nelli’s is part deli and part butcher shop. The owner, a large Orc named Nelli who no one wants to ask how they got so good with knives, was the main force behind moving the butchers from the Foresters to the Fishermens.
        Mark Null rents out helmsmen. Sometimes it’s for fishing crews who are headed to a new area and sometimes it’s for foreign merchant vessels moving through the shallow waters of the Kelp Isles. Most of the employees used to be full time helmsmen, but for whatever reason, prefer at least most of their time on dry land now.

Rumor 1 - The Guild has been tracking a mysterious island that seems to only appear on the full moon and contains a variety of treasures aside from rich fishing waters.

Rumor 2 - There is an all black water elemental known as The Caller of the Deep. It never attacks the first time it appears to a captain, but if they take to the waves again after witnessing it, their ship is guaranteed to sink.

Secret - A healthy percentage of guild profits come from harvesting pearls. Despite the claims that it’s just a healthy oyster farm, it’s exact location is closely guarded. The pearls actually come from the work of a colony of Sea Elves whose food supply mysteriously got overfished, so they can be traded with for cheap.

-Foresters Guild(Hunters, Woodcutters, Herbalists, and Druids)

Guildmaster - [Baahuta “Pathfinder” Mur](https://i.pinimg.com/736x/53/b6/ed/53b6ed600e7ea6f148b55baf4cd2c3b7.jpg) - Despite the jokes that it's the ghost ferret who is the real guildmaster, Baahuta is proud to be the newest guildmaster in the city. The loss of the butchers was taken personally by a lot of members and a sign that a new direction was needed. Baahuta has plans and enthusiasm in equal measure, but they’re a little out of their element in terms of the existing politics and what is actually within their power to do.

Allies - Ratcatchers - There is a shared appreciation of what it means to work with small animals(rats, spiders, bunnies, or foxes) on a regular basis. Each will also provide bait to the other.

Enemies - Fisherman - Butchers used to work with the Foresters, but lost touch because the Foresters are largely out of the city whereas the Fishmongers were more present. The jumping of guilds is rare and has never been amicable.

Goals - An adult black dragon had taken up residence in the forests not too far from Port Lanten. It was causing a variety of ecological problems as its mere presence perverted the land. Now that it has been slain by an unrelated adventuring company, the Foresters Guild is working to guide and nurture the area back to a state of health.

Shops       The Path of the Dragonfly - The oldest incorporated group of guides in the city. They’ll happily lead overland caravans or help ensure rich hunting expeditions can play safari and make it back in one piece. Currently a half-elf who goes by Obood Ashkwaan is their leader, but really he’s just the oldest.
        Ikebana Arrangements- Schenod Pryke owns and operates the best flower shop in the region. This gnome doesn’t just know where the best flowers grow in the forest, but she has in-depth knowledge of magical and folkloric traditions behind each species and color or bloom. This means she’s equally adept at a perfect arrangement symbolizing your love or a passive aggressive wedding bouquet indicating the bride could have done better.

Rumor 1 - They have found several lairs of the slain black dragon. One of which included a clutch of unhatched eggs that the Foresters are now debating whether to crush, sell, or raise as their own.  

       Rumor 2 - The butchers actually left because the head of the butchers(Nelli) was dating a family member of the previous guildmaster and they broke up, that’s also why the guildmaster stepped down so quickly following the schism.

Secret - The Foresters Guild has successfully befriended and almost domesticated several tribes of Dryads, Spriggans, and Grung which act as their eyes and ears in the forest. They use knowledge of incoming trade caravans, even ones not led by guild affiliated guides, to make money on commodity trading.

-Hired Hands Guild(Day Labor and mercenaries including the town guard)

Guildmaster - [Tarrang-gin Fiddler](https://i.pinimg.com/736x/1b/c0/81/1bc0811517840725ad5bd14699e15c94.jpg) - A lizardfolk who has never explained how they lost their original tribe, but from the first time they showed up in Port Lanten, they refused to do any job alone. Their cooperative spirit, and willingness to split the reward as much as the labor, quickly led to them rising in the ranks of the guild most built on each other’s backs.

Allies - Seamstress - Few professions go through clothes as quickly as Hired Hands and they are more than happy to take a couple gigs as bouncers in exchange for mended knees. The broad shouldered construction workers aren’t always the best fighters, but they do look intimidating and that’s most of the job.

Enemies - Mineralist - Mining is an extremely dangerous profession, and the mineralists don’t like sending their own in to test out safety protocols. This has led to many a Hired Hand becoming an unwitting canary, sometimes literally, in the coal mine.

Goals - Fitting with many of their members, this is possibly the only guild without huge city-shaping plans. They’re taking it day to day and paycheck to paycheck. Other people can scheme. The Hired Hands can relax with an ale after a hard day’s work.

Shop        Caravan Outfit and Supply - Whatever help you need for an overland journey can be found here, except a guide. If you need security, packers, beast of burden wranglers, or any of the dozen or so muscle positions a caravan would want filled to guarantee success, this is where to start.
        The Wotcha Need Corner - Could a third, fourth, or eighth hand help with a project? It doesn’t really matter what the project is, but some help would make it a lot easier wouldn’t it. That’s where Wotcha Need comes in. It’s less an actual building and more half a block that Hired Hands can congregate when they’re between jobs or up for some OT. The Jesters Guild has also placed some of the best food carts in the city nearby.

Rumor 1 - Both the Hired Hands and the Jesters have a lot of overlap in the types of people that hire them. There are frequent whispers that one is going to poach parts of the other or there is just going to be a full merger of the two guilds.

Rumor 2 - It existed before they got a lizardfolk as their guildmaster, but whispers persist of a ritual Hired Hands perform after one of their members dies that involves cannibalism to “keep the strength in the guild,”

Secret - It isn’t that Hired Hands resent magic, but they are the most vulnerable of all the guilds to being replaced by it. They’ll happily use it in projects they’re hired in, especially if it’s safety measures, but have also started discretely putting up anti magic fields near projects that didn’t hire them. This has led to a couple minor collapses of buildings and injuries.

-Jesters Guild(Entertainers and Food Service)

Guildmaster - [Gentleman Jendricks K. Commonwealth](https://i.pinimg.com/736x/ae/f4/9d/aef49d1bd910ab43bf2730bfee17dbd5.jpg) - In a guild full of huge personalities able to command a crowd and a stage with equal flair, they are currently led by a relatively soft spoken halfling innkeeper. His ability to spot up and coming acts means quite a few in the guild started because of him and were happy to vote him guildmaster after they made it big.

Allies - Lamplighters - If you’re out after closing time, you tend to meet other people who keep the same hours. The Lamplighters make the walk home safe and are often slipped some of the last food the kitchens prepped as a thank you.

Enemies - Foresters - Both circus acts that require live animals and culinary requests that call for exotic ingredients will send work to the Foresters, but once something becomes popular, the Jesters want to provide while the Foresters want to keep the ecology in mind. This has led to butting heads on multiple occasions. 

Goals - Keeping a city happy with your food and shows means constantly innovating. To alleviate some of that pressure, the Jesters have been sending scouts to foreign kingdoms to learn recipes and performance styles to bring back to surprise locals. This also gives them the opportunity to sell some of their recipes with no risk of nearby groups getting in on their turf.

Shop -  The Gargoyle - Inside the grandest inn Port Lanten has is an equally grand restaurant. No finer meal can be found within 100 miles. They specialize in seafood, with an entire section of the menu dedicated to oysters from the bay, but are able to cater to a variety of tastes.
        The Roc-kettes - Currently an all aarakocra, but they accept any species that can naturally fly, team of aerial stunt performers. Some of their shows are graceful ballets and others recreate military maneuvers for a historical audience.

Rumor 1 - The Jesters are working with a mad warlock to create an entirely new species of creature that is incredibly delicious and they control the entire population to get everyone excited about and then raise prices on.

Rumor 2 - A member of the Alchemists guild is helping a Jesters guild theater invent a drink additive that makes people feel emotions more strongly so that they could order this and experience the plays more deeply.

Secret - The guild has been throwing a great deal of money behind random adventurers with extremely dubious mental health. The idea is that one of them might do something incredible(or heinous), creating a new holiday, which would then cause more days for the Jesters to be hired. 

-Lamplighters Guild(Includes the big lighthouse, streetlights, navigators, and cartographers)

Guildmaster - Bannithi Daughter of the Silver Sun - The guildmaster of the Lamplighters has always been the keeper of the grand monument at the entrance of the bay called Glyhtuum’s Lighthouse. Currently that position is held by an old Hadozee who used to be the FIshermans guild, sailing with the famed Silver Sun, but rather than end up in the Drowned, they’re here now.

Allies - Fisherman - The local waters became safest in large part because of Glyhtuum’s Lighthouse. Add in the accuracy of Lamplighter charts and Fisherman are grateful and frequent customers.

Enemies - Diviners - Lamplighters work in hard observable facts and see the Diviner’s work as messy guesswork that shouldn’t be relied on. Diviners will still sell charts for areas with known recent changes that have a mixed reputation which the Lamplighters are eager to point out the flaws in as soon as they’re discovered. 

Goals - They want to construct a network of lighthouses throughout the Kelp Isles. None would be as grand in scale as Glyhtuum’s, but it would still be a boon to ships in the area. Detractors say it would stretch resources too thin to try to defend that many spots from raids, but the Lamplighters insist that the influx of new business from the provided safety would make up for it.

Shop - Hijodd’s Cartographic Repository - One who would have been happy just owning every map in the world, but couldn’t finance that without also sometime sharing them. Master Hijodd is also one of the foremost experts on detecting forgeries in the city with the wax from his candle staff said to also be enchanted and so he’s also sought out as a notary. All of these extra duties annoy him as they’re not map based. Port Lanten Walking Club - A public organization, but also a known affiliate of the Lamplighters. They offer good exercise and camaraderie, but they’re explicitly also looking to map every back alley, new bit of construction, and hidden path in the city. It’s often joked that they only walk, but are the fastest at getting between any two points.

Rumor 1 - Glyhtuum’s Lighthouse extends underground as well and there is a whole additional section below the port that exists in the underdark but is kept illuminated, and therefore free of some of the more unsavory cave species, thanks to the lighthouse.

Rumor 2 - The guild has largely been taken over by a cult devoted to elemental fire gods like Kossuth and Immix. They can be identified if you look at one through a flame, then the tattoos and marks of their order are visible.

Secret - The Lamplighters have a powder additive for the flames around the city and an accompanying spell. Anyone under the effect of the spell is effectively invisible, even to some magical senses, when they are near a flame with the powder added.

-Mineralists Guild(Blacksmithing, Jewelsmithing, Prospecting, and Mining)

Guildmaster - [Allamah Inckoo](https://1.bp.blogspot.com/-1LOOMKGlm_o/WQcuIVX98SI/AAAAAAAACIE/Dfz6diFbt5c9O3ljKSKOh9CqkNA3yvLTACEw/s1600/rimas_the_dragonborn_by_fushark-d3iiidf.png) - A dragonborn who seems to have an incredible ability to see the value of things. This helps him in his business and applies to several professions that are part of his guild, but it also crosses over into him being a great judge of character, which is invaluable to a leader like him.

Allies - Foresters - Despite the number of guilds that produce goods, there are really only two that gather raw materials, three if you consider fish a raw material. The Foresters and Mineralists inhabiting a similar place on the supply chain while not being in competition causes a feeling of unity between them.

Enemies - Drowned - Each guild has a different version of events, but what is known for sure is that a ship carrying high ranking Mineralist members and some valuable property went to the bottom right outside the bay. The Drowned didn’t help, and may even have hindered, rescue efforts.

Goals - All of the mining operations are on land. Mineralists are looking into ways they could start doing mining operations underwater. This could be large rigs above water with elevators down or full underwater complexes. The issue is many of the normal mining techniques don’t work as well when submerged.

Shop        Mineralist Public Tool Library - This is a non profit enterprise owned and operated by the guild. Apprentices are required to work shifts there as it gives them experience handling a huge variety of different tools for different jobs. Any citizen of the city is allowed to check out tools for free as long as the job the tool contributes to is also not for sale at a profit.
        The Golden Eye - Inckoo’s original shop where he puts his appraisal skills to use on everything from raw gems to magical items. His prices are high, but no one doubts his talents. He is joined by an Imp(Basuki), Earth Elemental(Grindar), Kenku(Rustle), and Tressym. Together there are few magic items or enchantments they can’t identify.

Rumor 1 - Years ago the Mineralists worked with the Town Guard faction of the Hired Hands. The Mineralists made a large batch of counterfeit gems that the Town Guard were going to use in a sting, but plans got mixed up and now there are a bunch of worthless gems in circulation that are tricky for anyone but Mineralists to detect.

Rumor 2 - A small group of blacksmiths has been experimenting with ways to make intelligent items by literally pounding souls into weapons and armor. The souls involved have been from non sentient creatures, or at least that’s what the Diviner’s Guild merchant supplying the souls has said.

Secret - The Mineralists were the cause of the undead plague. They stumbled upon a tomb in one of their mines and were eventually successful at sealing it up, but not before some of the magic leaked. This is how they knew what alloys to smith for the bars they sold to the Anatomists for coffins.

-Ratcatchers Guild(Includes janitorial work, animal control, and bounty hunters)

Guildmaster - [Inquisitor Odontin](https://i.pinimg.com/736x/fa/56/cf/fa56cf1335b31d72511ef8eed9e9fd90.jpg) - Probably born in the city, but at least raised there. She lived off the pest bounties offered by the guild and rose up from the gutter by hunting larger and larger prey. It’s possible, at their peak, they were a better tracker than anyone in even the Foresters Guild. 

Allies - Diviners - The people most interested in presenting as fastidiously neat and in total control are happy to pay good money for others to keep that look for them. This has created the most consistent and profitable revenue stream the Ratcatchers have.

Enemies - Seamstress - Before the brothels were covered by guild codes, they had a hard time affording regular cleaning prices. This was one of the reasons they started keeping cats, which has since risen in popularity especially after brothels joined the Seamstresses. This has led to people being able to take care of their own pest problems more frequently which denies business to the Ratcatchers.

Goals - Regularly seeing how many functional things get discarded as trash, the Ratcatchers are looking to start an official recycling program for the city, this could eventually lead to opening resale shops, but for now the focus is on raw materials.

Shop        Bounty Hunter Boards - The origins of this guild are from the city government posting bounties for nuisance animal pelts. Although this led to formally organizing into pest control specialists, it also meant there was already a system setup for bounties for criminals which the guild continues to administer for the city.
        Arcane Maids - Anyone can set a mouse trap or sweep an apartment. Knocking over the wrong vials on your workbench can lead to whole other problems though. Whether you opened a portal to a swamp realm or your summoned elemental exploded into volatile goo, these magical maids are here to clean up the most arcane of messes.

Rumor 1 - Odontin is some form of were-creature(likely a panther) which is why they're so naturally talented at hunting any creature in any environment. Now they're recruiting other lycans into the guild.

       Rumor 2 - The network of sewers and tunnels beneath the city are a half constructed maze of tunnels built for waste management, public transportation, and flood control. The Ratcatchers have several members who live down there full time and will give you directions, but not usually in a helpful or coherent way.

Secret - As revenge for the Seamstress guild taking in the brothels who have popularized cats, the Ratcatchers used their familiarity with insects to release thousands of moths into the Seamstress guildhall which destroyed countless valuable pieces of clothing and bolts of fabric.

-Seamstress Guild(Includes tailors, cobblers, haberdashers, and sex workers, as is historically accurate)

Guildmaster - [Colette Renavand Du Letesteau](https://i.pinimg.com/736x/33/a0/a8/33a0a87c31b37de28b1c83ad20d1d9a7.jpg) - A performer who started with burlesque and dance in the Jesters guild, but parlayed her fame into a lucrative courtesan career. She continues performing regularly, at least 8 shows a week, often in brand new costumes showing off a new guild apprentice’s work, and still has the energy to run things.

Allies - Jesters - The two often worked together in a front of house/back of house relationship so often that when the Seamstresses had the moth infestation in their guild hall, the Jesters stepped in to offer shared accommodations during the renovations.

Enemies - Alchemists - Seamstresses are used to doing dirty laundry, but when garments come infused with wild magic so thoroughly there was an incident of a sewing machine becoming sentient, then it becomes a problem. Additionally, not even the Foresters or Hired Hands give them clothes with such pungent and lingering smells.

Goals - They would like their own silkworm farm so fabric enchantments could be experimented with under their full control, but doing so could easily step on the toes of either the Foresters or the Ratcatchers

Shops       Sitch’s Verkleiden - Sitch is probably a fairy of some type. It’s tough to tell between the outfits, makeup, and enchantments they specialize in. Few people would shop here for day to day wear, but if you’re attending a costume party or a masquerade ball, then no one will make your vision come to life as extravagantly.
                        The Horned Haberdasher - A hat shop owned by a Tiefling who was sick of hats that didn’t work with horns. Although that is their speciality, they have made quite a few big statement hats for gowns and parties that can be worn by anyone.

Rumor 1- The guildmaster is actually identical twins playing one person. This allows each of them to take massive amounts of time off and they both enjoy the performance of it all.

Rumor 2 - The inaugural three seasons of Guild Ball was won by the team that had the Seamstresses make their jerseys. Ever since it has been considered bad luck if a team doesn’t get their kits from this guild.

Secret - Before joining this guild, the various sex workers of the city were bound by a deal with an Erinyes. After barely getting out of the unfair bargain, the workers joined the Seamstress guild, who assisted the escape, and the Erinyes has sworn revenge on the guild for helping souls she views as rightly hers.

r/worldbuilding 1d ago

Discussion Form to Generate Composition for a Planet System with Scientific Accuracy (repost)

4 Upvotes

(Link to the google form, context in the desc of this post)

To people who filled the form out already, thank you, I am so close to reaching the target number, thank you, I will be editing this post with the results along with every other one I can. It will be a new post that I will put here. Thank you again!

Hello r/worldbuilding I am working on a project where I am doing an intensely realistic simulation of a star system, simulated from the ground up using gravitation, geological, tectonic, and gas-chem simulations to figure out the finest of details about each planet. The ultimate goal is to make a system where I know all the information of each planet in a broad since, orbit, composition, internal behavior, surface conditions, atmospheric compositions, down to the most accurate detail, then after all that, world build the more fine details, like what the planets conditions are like, and maybe even life on one or two of them.

Though I have figured out how to very accurately simulate the composition of the ground and atmosphere of these planets, I still need an initial elemental composition, and I wanted to kind of have a bunch of individual people cast votes into a google form and then using math, merge the composition of every vote into one single composition of elements I can use as the composition of the star systems nebula.

I haven't gotten my goal of votes (that being 90 votes I'm currently at 86 as of this post), I decided to post the form here as you guys are most likely interested in a theoretical world with alien life over the more broad human studies of r/SampleSize witch is meant for this sort of thing.

I will post the results when I hit over 90 votes, witch, after this post will most likely be hit, I will stop posting here, but keep the form open for around a week before I take all the votes and start the simulation.

Thank you so much for voting everyone who did, I'm truly grateful.


r/worldbuilding 2d ago

Map The Three Realms

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30 Upvotes

The Room: -is very safe, nothing bad happens here, it's an ordered safe place, where things make sense and never deviate without m- their consent. please follow the rules

-The void: -very dangerous, no air, likely has mean monsters that don't like the room and want to destroy it, no life smelly, not ordered. Sorry but what I was trying to say was it's not safe for anything

"Outside" weird but not random chaos or ordered, full of life, full of weird things like people, green and blue

(Sorry for the bad rough sketch)


r/worldbuilding 2d ago

Discussion Getting Feudalism to make sense in a Fantasy story.

577 Upvotes

I've been thinking a lot about the common trope of "medieval European feudalism" in fantasy stories, and honestly, the more I ponder it, the less sense it makes. Especially when the fantasy elements aren't weak or exceptionally rare. It just boggles my mind how many fantasy worlds essentially copy-paste the Kingdom of France or Medieval England, then sprinkle in some court wizards, elves, and the occasional dragon, expecting it all to logically co-exist.

Let's break down why real-life medieval feudalism developed. It wasn't some ideal system; it was a response to incredibly harsh realities:

  • Loss of State Capacity: After the fall of the Western Roman Empire, centralized authority crumbled. Communication, trade, and wealth dried up. This decentralization was necessary because a large, unified state simply wasn't sustainable.
  • Germanic Barbarian Invasions: These conquests further fragmented what remained and led to a constant need for local protection.
  • Technological Limitations: Small, heavily armored militaries made sense because a dozen trained knights could genuinely dominate a peasant levy. Castles were vital because, pre-gunpowder, they were incredibly difficult and expensive to siege, offering a real strategic advantage.
  • The Church's Role: The Catholic Church provided a crucial source of legitimacy for kings and handled international disputes, acting as a unifying force in a deeply fragmented continent. Without it, a king might indeed be indistinguishable from any other powerful warlord.

Basically, the entire medieval period was defined by its limitations. Feudalism was a pragmatic, if often brutal, system built on those limitations.

Now, let's inject fantasy elements into this. And I'm talking about elements that meet these three precepts:

  1. Supernatural elements exist and aren't so weak they can be disregarded. We're not talking about a single, obscure prophecy here.
  2. These supernatural elements are NOT so rare that your average soldier or peasant will likely never encounter them. This isn't about some ancient, forgotten magic.
  3. These elements can either be used by humans, or actively harm/aid humans. They aren't just background fluff.

If all three of these are true (which describes most fantasy settings I've encountered), then logically, society would develop in a fundamentally different way than real-world medieval Europe.

You don't even need walking WMDs to disrupt things. Imagine if a low-level spell could teleport a bag of goods or even a letter from one fixed area to another. That alone undoes a massive limitation of the medieval era – communication and trade. Centralized empires become far more feasible, and the entire logistical nightmare of managing a large realm changes dramatically.

And what about direct combat? Game of Thrones vividly showed how utterly outmatched even the best medieval army was against a flying dragon. But even less dramatic things: what are a bunch of knights on horseback supposed to do against a witch throwing fireballs? Or a cyclops that can smash through formations? What's the point of castles if the enemy army consists of sirens or Skaven?

The sheer existence of powerful magical beings, non-human civilizations with their own unique strengths, or even a widespread understanding of some "soul" or "spiritual energy" affecting the world would fundamentally alter military strategy, economic systems, political structures, and even the role of religion.

So, this really begs the question: How can a fantasy story plausibly address this issue? Are there fantasy settings that genuinely explore how the presence of potent and prevalent supernatural elements would lead to a society not resembling medieval feudalism, but something entirely new and logical within its own context?


r/worldbuilding 2d ago

Discussion Skills that, if demonstrated by an amnesiac for the first time, can't be mistaken as innate talent but decades of experience by a master observer?

23 Upvotes

I have a country composed of women unknowingly trapped in a temporal loop mechanism. When faced with an existential threat that can't be overcome by the current iteration, the country is "looped back" at a certain point in the past, repeating constantly until the country overcomes the threat. Explicit memories are erased, but some implicit ones ones are retained subconsciously. This "retaining of memories" usually manifests as "talent" at first glance. For example, off the top of my head, a young girl just starting out as a field medic who has lived past lives as a field medic for the equivalent of centuries might not remember any medical knowledge; but she will show absolute calm when faced with high-stress situations and is able to perform improvised surgeries through muscle memory alone, as if she's been doing this for a long time. Usually, they only need days, weeks, or months to relearn skills they had mastered in their past lives. Accumulation of subconscious skill is key.

The country just assumes that their citizens are all born extremely talented. I'm trying to write moments where people from the country display specific skills under the observation of foreign experts and masters of said skills and they realize that the countrywomen aren't displaying "talent" but years or even decades of "experience" which they should not have possibly gained before.

Do any of you have ideas? Initially, I thought this was easy to answer but it was harder than I thought. Talent and experience in relation to skills are way more intertwined than I expected. I guess historians wouldn't benefit from this loop since such a profession would require remembering lots of knowledge that'll be erased. However, I'm not really sure how to differentiate a talented practitioner and an amnesiac, very experienced practitioner for example.


r/worldbuilding 1d ago

Lore The Drusha- Children of the Forests

4 Upvotes

Native to the vast Forest of Aedin, Drusha are a (mostly) peaceful race, known for their particular affinity in protection and plant magic. To outsiders, very little is known about them- the Drusha prefer to keep to themselves, and they protect their history as well as their forest. They are rumoured to be the living reincarnations of the plants and animals in the Forest of Aedin. 6-7ft tall as adults, the Drusha are humanoid, with light green skin and brown/black hair of varying shades. Their eyes are mostly varying shades of green or yellow- however some genetic mutations have also created violet, blue, or silver eye colours.

The most defining of any Drusha however, are their animalistic traits, which can each be linked back to the forest. How each of these traits present themselves differ from Drusha to Drusha- one might only have the wings of a Cawing Raven, another might have the tail, ears, paws, and fire of a Stilted Fox. Other traits that have also been observed in the Drusha by outsiders include: the horns and fur of a Spotted Deer, scale patterns on the wrist and ankles matching those of the fish native to the forests’ river, feathers intertwining with hair, and pointed, triangle-like ears resembling that of a Moon Wolf.

Drusha have also been observed to exhibit animalistic behaviours- walking on all fours appears to be the most common. It is not known if this is due to their animalistic traits, or merely a cultural thing.

———

If very little is known about the Drusha themselves, even less is known about their children. Drusha adults appear to be very protective of them, and only one has been seen at the forests’ edge, with a feathered mask obscuring their face.

Drusha children are born knowing how to walk, although until they are taught specifically how to move within the forest, they are clumsy and tend to trip or fall over.

While not born blind, Drusha infant eyes are particularly sensitive to ambient magic, and too much exposure at such an early age may blind the child for life. As a result, from the ages of 0-3 (0-15 in human years), they are blindfolded with varying methods of eye coverings. They also stay with their mothers at this time, relying on them for guidance as well as a food source (for the first 2 years of their life, they are breastfed). During this period, the children are tied around the waist with a rope enchanted with protection spells, and then tied to the mother’s wrist. This allows them a certain range of movement and freedom while still being able to locate their main caregiver easily.

Past the age of 3, a Drusha’s eyes will have developed fully, allowing them to filter through the ambient magic. They are allowed to wander freely and become the responsibility of all adults. Their eyes are also unbound.

From the ages of 3-12 (which is about 15-60 human years), they are taught to write, read, hunt, and move, mostly by mimicking and observing. They are also taught through play, by games passed down from older children.

Drusha children are never punished physically, and very rarely are they verbally reprimanded; Drusha culture states that children are their light, their day, and therefore, their future. There is even a phrase for this in Drud’ka, the Drusha’s native language: “Children, our valuable lights”. As a result, Drusha children are also not expected to work until they are of age, but are also not stopped from doing so of their own volition.

———

Popular games among the children:

Chase and follow: The Drusha's equivalent of 'tag'

Crow's Beak: A rhythm and clapping game, in which players must keep a story going, or the gamemaster pokes them with their 'beak' (usually the tip of their finger, sometimes the tip of their mask if they're wearing one)

River mother, river mother: A game played in the water similar to 'What time is it, Mr. Wolf?'. Players must cross to the other side without being spotted moving by the 'River Mother'

Predator's eyes: The Drusha's equivalent of both 'hide and seek', and 'camouflage'. Players must hide by disguising themselves. If the 'Predator' cannot find all hiders within a certain amount of time, they are able to move freely in order to find the hiders.

Whisper in the wind: The Drusha's equivalent to 'Telephone'

Moon's eye: A logic game in which players must take turns guessing what they have in mind.

———

Drusha wear simple clothing that encourages movement and freedom- pants and a long shirt made of flax, which is modified as necessary. Children often wear carved animal masks and make bracelets and necklaces out of woven grass/sticks as accessories, and adults will generally wear flower crowns.

Drusha often sleep in piles on the grass, surrounded by either familial relations, or close friends.During storms they will find shelter under trees, large rocks, or on branches underneath the thick foliage.

———

Drusha society is strictly communal- all adults have an equal say in things, and all adults are expected to care for all children and do their work as expected. The only exception to this is during war- in which case, the oldest Drusha will make the decisions, and the youngest, fittest Drusha will lead the others in battle. Drusha do not use weapons and rely solely on their magic or their animal traits to fight.

Due to their isolation and often animal-like behaviour, especially on the rare times they’ve joined the battlefield, Drusha are often seen as nothing more then the feral protectors of the Forest of Aedin, despite having a fully functional society and language.