Clothing and Fashion Worldbuilding Questions:
What is considered typical or everyday dress for each region?
What values or status does society confer to clothing (or is it entirely functional, or even non-existent)?
Who is permitted to wear what? Are there taboos, superstitions, or laws governing dress? Why?
Who has access to clothing? Which fabrics are cheaper and which more expensive (and why)?
Where are fabrics and other materials used in clothing sourced, and is their production ethical or problematic in some way?
Where are specific dress codes or uniforms enforced, and what are they?
When do styles or what people typically wear change, are there seasonal, spiritual, customary or other aspects to this?
When have (or will) clothing styles change in the world, and what are the economic, environmental, or other contributing factors?
Why is clothing in this world the way it is, what are the aesthetic beliefs, meanings or symbolism ascribed to colors, and other contributing factors?
Why does gender, class or race impact what people wear (for example, a group may have spiritual or familial meaning attached to the type of jewelry or body modification members embrace).
❯ ❯ ❯ Read other writing masterposts in this series: Worldbuilding Questions for Deeper Settings
Some of the biggest fantasy worldbuilding fails that I see, in no particular order
Gods without religion. The Gods are real and a known historical fact, but virtually nobody is religious.
Cultural racism/discrimination without structural racism/discrimination. Discrimination that exists only in microagressions or mean comments, without existing in any sort of structural way.
Secret history with no clear reason for it to be secret and no clear method for maintaining that secrecy. Major parts of the world's history are kept entirely secret, even though there's not an obvious reason to do so and even when history has shown this is virtually impossible to enforce (especially in a world with any movement or communication across borders).
Large, homogeneous countries. Even without immigration, virtually no country larger than the Vatican will be fully homogeneous in terms of culture, dialect, beliefs, traditions, etc., much less a large one with limited communication technology as is often seen in fantasy. The Planet of Hats problem.
academy
adventurer's guild
alchemist
apiary
apothecary
aquarium
armory
art gallery
bakery
bank
barber
barracks
bathhouse
blacksmith
boathouse
book store
bookbinder
botanical garden
brothel
butcher
carpenter
cartographer
casino
castle
cobbler
coffee shop
council chamber
court house
crypt for the noble family
dentist
distillery
docks
dovecot
dyer
embassy
farmer's market
fighting pit
fishmonger
fortune teller
gallows
gatehouse
general store
graveyard
greenhouses
guard post
guildhall
gymnasium
haberdashery
haunted house
hedge maze
herbalist
hospice
hospital
house for sale
inn
jail
jeweller
kindergarten
leatherworker
library
locksmith
mail courier
manor house
market
mayor's house
monastery
morgue
museum
music shop
observatory
orchard
orphanage
outhouse
paper maker
pawnshop
pet shop
potion shop
potter
printmaker
quest board
residence
restricted zone
sawmill
school
scribe
sewer entrance
sheriff's office
shrine
silversmith
spa
speakeasy
spice merchant
sports stadium
stables
street market
tailor
tannery
tavern
tax collector
tea house
temple
textile shop
theatre
thieves guild
thrift store
tinker's workshop
town crier post
town square
townhall
toy store
trinket shop
warehouse
watchtower
water mill
weaver
well
windmill
wishing well
wizard tower
please hear me out: multiple kinds of vampires like there's multiple bat diets yes, include the blood-sucking vampires, but also take other vampires into consideration. fruit vampires, who sucked the life out of fields due to their hunger. grub vampires, who... honestly aren't that bad for their environment, they're just gross little guys
For when treasure in convenient mints is just too easy. 1. Iron rings - this smallest denomination coin belongs to a nation far across the sea. Even trading with them, though, these rings are small change. 2. Butterflies - this odd currency belongs not to a nation but to a thieves guild (or other underground faction). It is made by permanently attaching four coins of the realm together in a sort of square or clover shape. It is not legal currency, but has value in certain illegal transactions. Carrying it can also, of course, get you into trouble. 3. Bricks - so called because rather than being flat disks, these coins are rectangular and almost as thick as they are wide. Bricks come in different denominations, in varying sizes but all made of silver. The small alliance of nations who use Bricks are nearby, but not on the friendliest terms with your home region. However, the raw silver is of decent value. 4. Beads and Medallions - smaller and thicker than the average metal coins, these coins are made of dyed glass. They are the coin of a small, wealthy principality, where literally displaying one’s wealth has become quite fashionable. Merchants who accept these coins are most likely to trade in small, luxury items. 5. Golden Daggers - these slender gold coins are not uncommon to see in the northern part of your realm. They are the most used coin in the neighboring kingdom, whose odd manner of minting begins with slender metal rods. They aren’t commonly accepted except near the northern border, but it isn’t too difficult to find someone who will exchange them at a fair rate. 6. Silver Gems - so called because of their geometric design that resembles a cut gemstone, these coins are highly valuable. The empire from which they come has dissolved. The upper class of your realm romanticize the fallen empire’s glory days, and prize anything from it, including its odd currency. They can’t be spent like regular money, but to a collector they can be sold like valuable art.
Alchemy ⚜ Antidote to Anxiety ⚜ Attachment ⚜ Autopsy
Art: Elements ⚜ Principles ⚜ Photographs ⚜ Watercolour
Bruises ⚜ Caffeine ⚜ Color Blindness ⚜ Cruise Ships
Children ⚜ Children's Dialogue ⚜ Childhood Bilingualism
Dangerousness ⚜ Drowning ⚜ Dystopia ⚜ Dystopian World
Culture ⚜ Culture Shock ⚜ Ethnocentrism & Cultural Relativism
Emotions: Anger ⚜ Fear ⚜ Happiness ⚜ Sadness
Emotional Intelligence ⚜ Genius (Giftedness) ⚜ Quirks
Facial Expressions ⚜ Laughter & Humour ⚜ Swearing & Taboo
Fantasy Creatures ⚜ Fantasy World Building
Generations ⚜ Literary & Character Tropes
Fight Scenes ⚜ Kill Adverbs
Food: Cooking Basics ⚜ Herbs & Spices ⚜ Sauces ⚜ Wine-tasting ⚜ Aphrodisiacs ⚜ List of Aphrodisiacs ⚜ Food History ⚜ Cocktails ⚜ Literary & Hollywood Cocktails ⚜ Liqueurs
Genre: Crime ⚜ Horror ⚜ Fantasy ⚜ Speculative Biology
Hate ⚜ Love ⚜ Kinds of Love ⚜ The Physiology of Love
How to Write: Food ⚜ Colours ⚜ Drunkenness
Jargon ⚜ Logical Fallacies ⚜ Memory ⚜ Memoir
Magic: Magic System ⚜ 10 Uncommon ⚜ How to Choose
Moon: Part 1 2 ⚜ Related Words
Mystical Items & Objects ⚜ Talisman ⚜ Relics ⚜ Poison
Pain ⚜ Pain & Violence ⚜ Poison Ivy & Poison Oak
Realistic Injuries ⚜ Rejection ⚜ Structural Issues ⚜ Villains
Symbolism: Colors ⚜ Food ⚜ Numbers ⚜ Storms
Thinking ⚜ Thinking Styles ⚜ Thought Distortions
Terms of Endearment ⚜ Ways of Saying "No" ⚜ Yoga
Compilations: Plot ⚜ Character ⚜ Worldbuilding ⚜ For Poets ⚜ Tips & Advice
all posts are queued. will update this every few weeks/months. send questions or requests here ⚜ Writing Resources PDFs
Hey everyone! I recently found a method that makes worldbuilding much more efficient and structured, so I thought I’d share it here. Maybe it’ll help some of you! :)
Whenever you add an element to your world, ask yourself **why** it exists. Keep questioning it like a curious child. This method prevents inconsistencies and ensures that every part of your world is connected.
To make this process easier, you can create checklist of key questions to answer. Here’s an example:
• Does your world have magic? → Yes?
THEN:
• Why do people have magic?
• Does everyone have it, or just specific groups?
• Where does this magic come from?
• Are there rules or restrictions for using magic?
• Are there different types of magic?
• Are there beliefs tied to magic (e.g., religious, cultural, or political conflicts)?
If, for example, magic comes from gods, then suddenly you have:
✔ A mythology
✔ Different groups with different beliefs
✔ Possible conflicts between those groups
Once your world has structure, it naturally helps shape the plot
For example:
• If there are different groups with opposing beliefs, you already have a conflict
• If magic is restricted, maybe your main character wants to change the system
• If there’s a prophecy, maybe someone wants to break or fulfill it.
Instead of creating random events,each event should naturally lead to the next
This makes your plot more organic and keeps everything connected!
Hope this helps! Let me know if you have any other worldbuilding strategies that work for you! :)
academy
adventurer's guild
alchemist
apiary
apothecary
aquarium
armory
art gallery
bakery
bank
barber
barracks
bathhouse
blacksmith
boathouse
book store
bookbinder
botanical garden
brothel
butcher
carpenter
cartographer
casino
castle
cobbler
coffee shop
council chamber
court house
crypt for the noble family
dentist
distillery
docks
dovecot
dyer
embassy
farmer's market
fighting pit
fishmonger
fortune teller
gallows
gatehouse
general store
graveyard
greenhouses
guard post
guildhall
gymnasium
haberdashery
haunted house
hedge maze
herbalist
hospice
hospital
house for sale
inn
jail
jeweller
kindergarten
leatherworker
library
locksmith
mail courier
manor house
market
mayor's house
monastery
morgue
museum
music shop
observatory
orchard
orphanage
outhouse
paper maker
pawnshop
pet shop
potion shop
potter
printmaker
quest board
residence
restricted zone
sawmill
school
scribe
sewer entrance
sheriff's office
shrine
silversmith
spa
speakeasy
spice merchant
sports stadium
stables
street market
tailor
tannery
tavern
tax collector
tea house
temple
textile shop
theatre
thieves guild
thrift store
tinker's workshop
town crier post
town square
townhall
toy store
trinket shop
warehouse
watchtower
water mill
weaver
well
windmill
wishing well
wizard tower
I was getting pretty fed up with links and generators with very general and overused weapons and superpowers and what have you for characters so:
Here is a page for premodern weapons, broken down into a ton of subcategories, with the weapon’s region of origin.
Here is a page of medieval weapons.
Here is a page of just about every conceived superpower.
Here is a page for legendary creatures and their regions of origin.
Here are some gemstones.
Here is a bunch of Greek legends, including monsters, gods, nymphs, heroes, and so on.
Here is a website with a ton of (legally attained, don’t worry) information about the black market.
Here is a website with information about forensic science and cases of death. Discretion advised.
Here is every religion in the world.
Here is every language in the world.
Here are methods of torture. Discretion advised.
Here are descriptions of the various methods used for the death penalty. Discretion advised.
Here are poisonous plants.
Here are plants in general.
Feel free to add more to this!
Types of government: What type of government exists (monarchy, democracy, theocracy, etc.)? Is it centralised or decentralised?
Leadership: Who holds power and how is it acquired (inheritance, election, divine right, conquest)?
Law enforcement: Who enforces the laws (military, police, magical entities)?
Legal system: How are laws made, interpreted, and enforced? Are there courts, judges, or councils?
Criminal laws: What constitutes a crime? What are the punishments?
Civil laws: How are disputes between individuals resolved?
Cultural norms: How do customs and traditions influence the laws?
Magic/supernatural: Are there laws governing the use of magic or interaction with supernatural beings?
Class/status: How is society divided (nobility, commoners, slaves)? Are there caste systems or social mobility?
Rights & freedoms: What rights do individuals have (speech, religion, property)?
Discrimination: Are there laws that protect or discriminate against certain groups (race, gender, species, culture)?
Currency: What is used as currency? Is it standardised?
Trade laws: Are there regulations on trade, tariffs, or embargoes?
Property laws: How is ownership determined and transferred? Are there inheritance laws?
Religious authority: What role does religion play in governance? Are religious leaders also political leaders?
Freedom of religion: Are citizens free to practice different religions? If not, which are taboo?
Holy laws: Are there laws based on religious texts or teachings?
Standing army: Is there a professional military or a militia? Who serves, and how are they recruited?
War & peace: What are the laws regarding war, peace treaties, and diplomacy?
Weapons: Are there restrictions or laws regarding weapons for civilians? What is used as a weapon? Who has access to them?
Technological advancements: How advanced is the technology (medieval, steampunk, futuristic, etc.)?
Magical laws: Are there regulations on the use of magic, magical creatures, or artifacts?
Innovation & research: How are inventors and researchers treated? Are there laws protecting intellectual property?
Natural resources: How are resources like water, minerals, and forests managed and protected, if at all?
Environmental laws: Are there protections for the environment? How are they enforced? Are there consequences for violations?
Cultural diversity: How does the law accommodate or suppress cultural diversity?
Ethics: What are the ethical foundations of the laws? Are there philosophical or moral principles that underpin them?
Traditions vs. change: Does the society balance tradition with progress? How?
Happy writing ❤
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How do you make your fantasy world feel lived-in?
Making a world feel lived-in requires more than just describing the landscape or architecture—it’s about creating the sense that the world has a history, a heartbeat, and its own rhythms of life. Here’s how I approach it:
Layered History: Every city, village, and ruin in my world has a past. I try to tie in subtle references to historical events, old conflicts, and forgotten legends that shape how people live today. By letting the remnants of the past—such as crumbling statues, faded murals, or cultural taboos—linger in the background, I create the impression that the world has been evolving long before the story begins.
Daily Life and Rituals: I focus on the small details of everyday life—what people eat, the music they listen to, how they celebrate and mourn. By showing the rhythm of daily activities, from bustling marketplaces to quiet moments in a temple, I give readers a glimpse into the culture and traditions of the world. These details make it feel like people are living their everyday lives outside the main plot, even if the protagonist isn’t there to see it.
Architecture and Geography: The physical layout of the world matters—how cities are built around rivers, mountains, or deserts, and how architecture reflects the culture and resources available. I like to create buildings and cities that tell stories themselves, with intricate designs, magical defenses, or decaying remnants of a once-glorious era. The way people interact with their environment adds depth to the world.
Senses: I try to engage all the senses when describing a setting—the smell of the sea, the taste of the air before a storm, the grit underfoot on a well-worn path. These sensory details make the world tangible, giving readers something they can feel, not just visualize.
The Mundane and the Magical: In a fantasy world, magic and the supernatural are often present, but I balance that by showing how the mundane aspects of life coexist with the extraordinary. Maybe magic is used casually, like enchanted brooms sweeping the streets, or it’s feared and tightly controlled. Either way, showing how the mystical fits into the everyday helps make the world feel more real.
Economy and Trade: Who trades with whom? What resources are valuable, and how do people get by in different regions? By grounding the world in economics—whether through thriving markets or resource scarcity—I give the setting a practical edge. These systems help define the way people interact, where power resides, and what drives the tensions in the world.
Flawed Systems: No world is perfect, and by including corrupt governments, failing infrastructures, or struggling populations, I show that this world isn’t static—it’s evolving, sometimes deteriorating. Conflict isn’t always about the grand battles; it’s also about the slow decay of a once-great city or the quiet resistance of a village against an oppressive regime.
By combining these elements, I make my worlds feel like places that exist beyond the plot—places with their own stories, lives, and rhythms that readers can immerse themselves in fully.
just a girl obsessed with creating worlds to escape to | fantasy, ttrpg, gaming, and more 💚
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