03 June 2012

Fantasy World-Building Outline

I think world-building is probably my favorite way to be creative. To heck with things like "plot" and "character". There's interesting worlds out there to imagine. What happens if I change... this?

This world's been kicking around my head for a while now, and I didn't really know what to do with it, so when Gamasutra's Story Design Challenge #4 came along as a straight-up world-building challenge, I suddenly knew exactly what to do with the world I didn't know what to do with. Still no ideas for an actual story in this world, but it's been fun nonetheless.
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The World
  • This is a world in which magic is a powerful, pervasive energy source. The world is steeped in magic, and all but the lowest castes of society have some faculty with magic.
  • However, prolonged use of magic causes mutations related to the spells cast. For example, casting fire-related spells all the time would eventually lead to your hands always being on fire.
  • Because of this trait of magic, the most powerful sorcerers cease to be even remotely human and become magical creatures, analogous to dragons or elementals. Similar fates await those who live in prolonged service to powerful sorcerers.
  • Magic applies to nature in a similar manner. Evolution has favored magical animals. Solitary animals often have one or two magical tricks to aid hunting or protect them from predation. Social creatures often have their own “sorcerers”, the alphas of the packs that can cast 'spells' on the rest of the pack.
  • Magic is a 'sticky' energy source. In places where it was used a lot (e.g. big magical battles or sorcerers surrendering the last of their humanity), there tends to be a residual magical energy, making those places into Places of Power, in which there is simply more magic to draw from, making it easier to cast bigger spells there, until the residual magic gets used up.
Society
  • Magic use is common, and a powerful command of it is necessary for any sort of leadership role. Attempting to rule a city-state or lead an army without being a powerful magician is a good way to quickly get deposed by someone more powerful.
  • The fact that powerful magic is a necessity to rule and that powerful magic tends to remove a person from human cares like power means that attempts to build empires usually fall apart when their leadership transcends humanity. Thus, city-states and small principalities are usually the largest political units.
  • There is little standardization. Non-magical science, social progress and education advance with glacial slowness.
  • Each city-state has its own religion, centered around their lead sorcerer as either a god or high priest to a previous leader who is no longer human (and thus, divine).
  • The technological stagnation does not, however, prevent monumental architecture. As long as even small city-states are ruled by sorcerers with god complexes, elaborate palaces, fortresses, and wonders are common sights, even in relatively small city-states.
  • Division of magic ability has led to a rigid caste system. Though distributions of the castes and mobility from caste-to-caste vary from city to city, the basic hierarchy looks something like this:
    • At the top are Sorcerers. These are the aristocracy of the world. They have the raw magical potential and the resources required to learn a wide variety of spells. These are the type most likely to eventually become magic creatures.
    • The next level down are Casters. They are less powerful than sorcerers and are unlikely to master more than a handful of spells. They often serve as officers in Sorcerers' armies or bureaucrats.
    • Glamours are the artisans. They have one spell they are able to use, or a narrow family of spells. Because this one spell tends to be their livelihood, Glamours tend to become permanently enchanted. For example, many professional thieves and assassins are Glamours, and it is not uncommon to run into a thief who is stuck completely invisible.
    • Receivers are the peasants. They are unable to cast magic of their own, but they are highly susceptible to it. This makes them useful as grunt infantry when city-states go to war, as the officers can easily enchant whole platoons.

Sample City-States
  • The Tower: Named for the magic academy at its center, the Tower is a very populous city. It is a hub of trade, with merchants bringing magical artifacts from all over the world across the relatively safe lands around the Tower and selling these artifacts for high prices to the scholars of the city-state. Due to the academic nature of the Tower, the city-state's High Sorcerers tend to transcend humanity very quickly, leading to a perpetually unstable political landscape.
  • At the heart of the Blacktree Forest sits The Clearing, ruled by the powerful Sorceress known as “The Mother of Trees” or “The Dryad”. She views her subjects with a highly protective, maternal hand, and has been steadily enchanting the surrounding forests to serve as an impenetrable wall full of murderous plants and deadly predators, keeping out invaders from the outside world, but also trade. The forest is ever-so-slowly expanding towards a neighboring city-state. The magic to keep the forest under such tight control is slowly turning the Mother of Trees wooden, like an Ent or Dryad.
  • The Giant's Spine is built on the back of a humongous, human-shaped peninsula. Some say an ancient band of sorcerers bound a giant with spells that turned him to stone to found the city; others say a bookish geomancer coerced the earth into this shape so he could say he built the city upon a giant he slew. The Sorcerer Kings of the Giant's Spine have traditionally been savage warriors who used their magic to enhance their abilities to fight up close and personal rather than avoid it. The Arena is central to life on the Spine, and no day of bloodshed is complete without a display of the High Sorcerer's ferocity. When he finishes his slaughter, the whole mountain quakes, as though the king's magic causes the giant himself pain.
Gameplay Idea:
  • I picture a game in this world casting the player as an up-and-coming sorcerer attempting to make his or her mark on the world. Perhaps they will attempt to take over one of the city-states. Perhaps they will try to build an empire, or rush to become a powerful magical creature and simply do whatever they want without caring about humanity at all anymore.

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