《Everything Needed to Build a Fantasy World in Countless Easy Steps》 Step 1: World Type The first thing you need to decide is the kind of world that you want to create. To my knowledge, there are 4 major types of worlds and countless minor ones. The 4 major types are the planetary system, infinite plains, islands in the sky, and unending caves. These are just my names for them and are not necessarily shared by other people. If you have suggestions for additional world types to add, then please say so in the comments. If you provide a decent description of it, I¡¯ll even put it in word for word. Regardless, I will mention that you suggested it first.

Planetary System

This is basically just how it sounds, the world is a planet, it exists in space, it orbits around a star, etc. It might also be possible for interplanetary travel to occur, though it is not necessary. The main benefit to this method is that there is a considerable limit on how much backstory is required, as a planet has a rather limited surface area. That is simultaneously it¡¯s main inhibition as you can only expand so much before you cover everything. Often interplanetary travel will necessitate sci-fi elements, which will be entirely up to you.

Infinite Planes

This, too, is pretty much exactly what it sounds like. The world is an ¡°infinite¡± plane. What this means is that, typically, while you technically could travel an infinite distance, after you travel a certain distance from the center, either the conditions become inhospitable, or magic and physics become warped to dangerous, unpredictable levels. There are typically numerous planes that can be accessed with relative ease, typically by portal, and each plane¡¯s environment is usually completely different from that of the others. This template makes it ridiculously easy to do world expansions, as they can simply ¡°discover¡± the portal coordinates of a new plane. However, you have to be pretty creative in order to give each plane its own, unique appeal.The narrative has been stolen; if detected on Amazon, report the infringement.

The Islands in the Sky

Okay, let me be honest here. All of them are almost exactly what they sound like. Basically, there are endless floating islands, with any size imaginable. There is often a scarcity of resources, as anything that falls off the island never returns. However, the islands can be any size, so any that are large enough can have hundreds of oceans, and some of the inhabitants might not even realize that they are on a floating island. Often, islands will appear in clusters of a similar type, such as a jungle cluster, or a mountain cluster.

Unending Caves

You probably know what this is. It''s¡­ the unending caves. Unlike infinite planes, the caves can go on forever without laws of physics and magic breaking down and are very hard to put in a book. You can, of course, make it like the infinite planes so that the laws of magic and physics deteriorate dangerously the further you go. The main limit is a lack of food production facilities, due to being underground, though it could be combined with the Infinite plains template to allow for the importation of food and water, along with exportation of resources. Step 2: Races The second thing you need to decide is what races there are. There are certain materials and laws that go with each race. I can think of countless races, including but not limited to: Dwarves, Humans, Gnomes, Elves, Orcs, Giants, Draconians, Beastkin, Trolls, P¨²ca, Faeries, Djinni, Kobolds, Merpeople, Etc. I will not be going over all of them, as that would get excessive.

Humans

Humans are the basic Jack of All Trades. They have the potential to do anything. They have affinities for all nonrace specific magics, and can become a master of any craft. The trade-off is that they often don¡¯t live long enough for that to happen. Humans have an average height of 5 feet tall. They usually live in a king led monarchy.

Dwarves

Dwarves tend to specialize in crafts relating to the creation of metal items. They create everything from the finest jewelry to the sharpest and most durable weapons. They tend to have an affinity for Earth, Fire, Dark, and Metal magics. They commonly live underground and are obsessed with precious metals. They are extremely secretive about their smithing techniques, and tend to be endlessly stubborn. However, as a friend, they will be loyal unto death. They can live to about twice as old as humans on average. Their average height is just under 4 feet. They are usually organized into clans.

Elves

Elves tend to have an abnormally high nature affinity as compared to the other races. They are overall a very magical race and often individuals without magic are shunned. They do not, in fact, live in trees all the time. Whether or not they live in trees is typically up to an individual¡¯s preference. They are a relatively peaceful race as compared to humans, though they tend to have better weapon skills. They are not known for their crafting skills, which tend to be nearly nonexistent. They tend to live in some kind of monarchy, with the queen at the top. They typically are around six and a half feet tall.

Gnomes

Gnomes tend to live in tribes and are well known for their various complex machines and weapons. When testing gnomish devices, it is always best to be prepared for some kind of explosion. They tend to have an affinity for earth and nature magic. They are roughly the same height as a dwarf, bat often have green skin. This novel''s true home is a different platform. Support the author by finding it there.

Giants

Giants tend to be anywhere from twenty-five to thirty-five feet tall. They have most of the same affinities as humans, except for where it comes to extremely fine arts. There, they often have problems due to their sheer size. They usually live in a monarchy with the king at the top. They are extremely strong and durable.

Draconians

Draconians typically look like humans with dragon scales in place of skin and a dragons head. Sometimes they have wings, sometimes they don¡¯t. Sometimes they have a breath attack, sometimes they don¡¯t. They often have affinities for Gravitational and Runic Magic. Due to having scales, their skin is abnormally durable, and they tend to have fire resistance. They are ruled by whoever is the strongest. It is very common for them to be warriors, due to their natural strength. Many among them believe that they are descended from dragons. There is often little to no proof either way.

Beastkin

The beastkin look like a cross between a human and a certain animal. They are stronger than humans in a specific area dependent upon the animal. Rabbitkin are much faster than humans. Bearkin are much stronger. Frogkin jump considerably higher, and catkin are much more agile.

Faeries and P¨²ca

Faeries are tiny humans with insect wings. They almost always have magic, and can wield faerie fire. They are typically portrayed as good, and will often be found helping others. P¨²ca are similar to faeries, except that they are pure light beings. They are more mischievous than faeries, but are typically still good. They are often mistaken for will-o-wisps.

Djinni

These are somewhat spiritual creatures with strong magical powers. Their life is attached to a certain item, and they will often make deals to help you in exchange for the safe return of the item. They are masters at wordplay, and will often intentionally misinterpret your commands. Their typical trade is three reasonable wishes in exchange for freedom.

Trolls and Orcs

These two races are about 9 feet tall, strong enough to tear a person in half, and often brutal enough to take their time in doing it. The main difference between the races is that trolls have green skin where orcs have grey, and orcs are typically slightly more civilized. They both have tusks and durable skin. Step 3: Magic Systems As this is a fantasy based world, there usually needs to be some kind of magic system in place that the residents can use. You can have as many or as few as you want. The magic systems can¡¯t really be properly compared in terms of power, but I will try my best.

Imagination Based

The users of this magic manipulate the world to their will, but often at great cost to themselves. Their only limits are the power of their imagination and the strength of their will. It is common that there will be a chant associated with it in order to make it easier to recall a specific image.

Cultivation Based

Cultivation typically revolves around the absorption of ambient magical energy and refining it within your own body. Practitioners of this brand of magic typically will gain near physical immunity to damage with enough time. They focus on circulating their magic throughout their bodies. External magics tend to be imagination based. There are typically Earth, Water, Air, and Fire energies that are cultivated separately. The main drawback is that it often takes a very long time to cultivate.

Geometric Based

In geometric magic systems, the organization of geometric shapes in relation to each other can be used to create magical effects. They are often able to create effects that would otherwise be impossible with their own magical energy. The main drawback is that users have to memorize the constructs, else their spells might simply explode in their faces.

Runic Based

This is a system similar to the geometric system in which certain runes symbolize different concepts which, when powered by magic, will create a certain effect. This system is more versatile than the geometric system, but less energy intensive than an imagination system.

Ritual Based

This is a system that is a hybrid of the Runic and Geometric Magic Systems. You will have to draw up a ritual, which will often include a magic circle with shapes around it. It is very versatile, though there obviously are dangers when experimenting. The main drawback is the amount of time and resources often needed to set up the rituals. There will be an example at the bottom of the chapter.If you find this story on Amazon, be aware that it has been stolen. Please report the infringement.

Spirit-Trade Based

People make contact with some kind of spirit that will lend them it¡¯s power in exchange for something else. Sometimes they want money, sometimes sacrifices, sometimes information. Which ¡®Patron¡¯ one gets is often a matter of luck, though it might be that a single family learns how to call a specific spirit, in order to make sure that they don¡¯t get an inferior one.

Magical Item Based

People use magical items, which are typically made from magical creatures, to cast spells. These items are usually wands and can be used as a focus for magic energy. It can also be a staff, amulet, gauntlet, or any number of other things.

Create your own!

You can even create your own, personal magic type. Here is what you need to consider. Where does it come from? Does it come from gods? Yourself? Items? Some other place? How do you use it? Do you use your imagination? Draw runes on the ground? Manipulate the universe through verbal commands? Who has it? Does everyone have it? Random people? Those Chosen by the gods? What can it do? Manipulate the elements? Create more of the elements? Enhance technology? Destroy matter? Anything you can dream of? How do you get stronger with it? Get older? Absorb the magic of others? Eat the right food? Exercise your magical muscles? Exercise your real muscles? Learn new magic symbols? Get lucky? You don¡¯t get stronger? Can powers be combined? Can someone combine their flashlight spell and their vine growth spell to make vines grow on whatever the light shines on? (as an example). An example of a "time" rune A basic ritual diagram. if you put the time runes into the numbered areas, you might get a time slowing ritual or something. I don''t know, I''m no expert.