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An original world after deciding to dabble into making something for myself to roleplay in |
| LESUNIA A Complete Fantasy World Author: The Pen Wielder Genre: High Fantasy Worldbuilding Scope: Multi-continental world with detailed magic system, races, politics, and religion Word Count: ~4,200 words WORLD OVERVIEW Lesunia is a magical world three times larger than Earth, created as the by-product of a contest between two world-class demons who now masquerade as gods to the unknowing inhabitants. This vast planet features every climate imaginable: lush green forests, scorching deserts, blistering tundras, and temperate rainforests. The world teems with diverse flora and fauna—both beautiful and terrifying. While mostly ignored by cosmic beings who traverse the multiverse, Lesunia now faces its greatest threat: a unified demon army, led by the Demon King and his firstborn son Gillian the Black Heart, seeking to tear open reality itself and consume the world. The only barrier protecting Lesunia is its weak fabric of reality combined with extremely high magical concentration, which prevents the most powerful demons from entering freely. However, lesser demons slip through, wreaking havoc and gathering the energy needed to open a gateway for their king. THE CONTINENT OF ANETKA Kingdom of Gramoria Government: Feudal Monarchy Size: 63 fiefs (largest governing body on the continent) Ruler: Asram Kirkland Population: All races coexist peacefully The Kingdom of the Twin Grimoires represents the pinnacle of civilization in Lesunia. Under the Kirkland dynasty's leadership, Gramoria has never lost a war and never occupied foreign territory for personal gain. The kingdom thrives on science, trade, and magical innovation. The Twin Grimoires: Radiant Grimoire (Sun): Bestows prosperity, longevity, health, and magical power upon diurnal races Silver Grimoire (Moon): Provides similar benefits to nocturnal races These legendary artifacts were gifted to the first Kirkland by the legendary Fabrimage Sasiame. Their power is both Gramoria's greatest strength and its most coveted weakness—rival kingdoms and opportunistic parties constantly scheme to steal or destroy them. Forstra: The Mountain Tribes Location: Northern mountain regions Resources: Precious gemstones, magical minerals, fine metals Climate: Perpetual blizzards and extreme cold The mountain tribes inhabit the harsh northern peaks, having adapted perfectly to the brutal conditions. As vassals of Gramoria, they provide the kingdom with its finest jewelry, weapons, armor, and magical crystals in exchange for military protection. Only the tribesmen possess the knowledge and resilience to access the deep mineral veins within the frozen mountains. The Sylvan Domain Inhabitants: Wood Elves Territory: Five major unnamed forests The great forests of Anetka serve as the elven homeland, providing everything the elves require while offering opportunities for human adventurers seeking ancient ruins and forgotten treasures. Forest Legend: In times of great turmoil, the forests themselves come alive—trapping enemies, revealing hidden medicinal groves, and opening paths to ancient ruins containing artifacts of immense power. The Shadow Realm Nature: Multi-layered dimension overlapping with Lesunia Inhabitants: Demons, monsters, malicious entities Ruler: The Demon King (absolute authority) This parallel dimension can only be entered at specific points where the barrier between worlds weakens. While the Demon King cannot physically enter Lesunia due to his overwhelming power conflicting with the world's magical laws, he commands legions of lesser demons who infiltrate the material plane. Some intelligent demons forge bargains with opportunistic mages and gullible mortals, trading services for souls at terrible costs. The Demon King's ultimate goal: gather enough power to tear open reality and consume Lesunia as he has countless worlds before. MARENOSTRUM: THE WESTERN SEA The Western Sea separates Anetka's coast from the scattered archipelagos beyond. This treacherous maritime corridor provides vital trade routes rich with goods, culture, and wealth—but its turbulent waters, unpredictable weather, and rampant piracy make it as dangerous as it is profitable. The Azurean Archipelago A cluster of hundreds of islands forming a loosely connected trade network. Five major islands dominate: 1. Isla Ventara Capital: Windward Haven Exports: Spices, exotic fruits, medicinal herbs Strategic Role: Gateway between archipelago and continent; first line of naval defense Notable Fauna: Cerulean Macaw, Glidewing Serpent 2. Tierra Aurelia Capital: Goldport Exports: Gold, precious gems, fine textiles Strategic Role: Economic powerhouse; maintains formidable private navy Notable Fauna: Sunclaw Leopard, Crystal Drake 3. Isla Serenis Capital: Serenity Bay Exports: Silk, rare woods, perfumes Strategic Role: Cultural and artistic center; luxury goods production Notable Fauna: Moonshadow Panther, Silk Moth 4. Isla Rocavira Capital: Ironclad Exports: Iron, steel, weapons Strategic Role: Military stronghold; never successfully invaded Notable Fauna: Ironhide Boar, Stoneclaw Eagle 5. Isla Tempesta Capital: Stormwatch Exports: Salt, pearls, shipbuilding materials Strategic Role: Produces the most resilient ships in Marenostrum Notable Fauna: Tempest Falcon, Ghostfin Shark Isla Sombria: The Shadow Isle Capital: Blackwater Cove Exports: Stolen goods, rum, contraband Reputation: Pirate stronghold The westernmost island serves as haven for the most notorious pirates plaguing Gramoria's trade routes. Perpetually shrouded in thick mists, Isla Sombria is nearly impossible to locate without skilled navigation. Its hidden coves and treacherous reefs provide natural defenses against naval assault. Blackwater Cove operates as a lawless port where might makes right and wealth is measured in plunder. From this base, pirates strike trade routes before vanishing into the fog. RACES OF LESUNIA Humans Lifespan: ~80 years Population: Most numerous Strengths: Versatility, adaptability, technological innovation While physically weaker than other races on average, humans compensate through architectural ingenuity and boundless innovation. They represent the most technologically advanced civilization on Lesunia. Human potential manifests in countless forms: elegant warriors with refined skills, brutal berserkers fueled by pure rage, cold tactical thinkers, and those who awaken their natural magical affinity to rival even elves. Their defining characteristic is flexibility—no single path defines humanity. Elves Lifespan: 2,000-6,000 years (record: 8,589 years) Appearance: Eternally youthful (appear ~30 years old) Strengths: Agility, longevity, natural magic, forest survival As ancient as mountains and trees, elves possess lithe, sinewy bodies that make them extraordinarily agile. Their forest dwelling has fostered deep connections with nature, though they lag behind humans in technological advancement. Two Subraces: Wood Elves: Inhabit the great forests; most common Dark Elves: Malicious beings dwelling in forgotten places, underground burrows, and the Shadow Realm alongside demons Demons Lifespan: Potentially immortal Origin: Multi-verse travelers Strengths: Overwhelming power, soul consumption, dimensional travel Extremely dangerous beings that traverse countless worlds to sate their insatiable appetite for living souls. In Lesunia, they primarily inhabit the Shadow Realm, awaiting their chance to tear open reality. Hierarchy: The Demon King: Supreme ruler with god-like power Prince Gillian (Black Heart): Firstborn son, absolute loyalty Prince Sorvantes: Defected son, potential savior or doom All demons obey the Demon King without question. His ultimate desire: engulf Lesunia in cataclysmic flame and consume every soul, further fueling his already divine power. Dwarves Lifespan: Comparable to elves (2,000-6,000 years) Reproduction: Lowest rate among all races Strengths: Physical might, metalworking, tunneling expertise Ancient and proud, dwarves predate humans just as elves do. They dwell deep underground, making homes beneath ruins, cities, and forests. Rumors suggest their tunnel network can transport travelers anywhere in the world with record speed. Constant work with stone, metal, and forge has made dwarves the brawniest race—astoundingly muscular yet impossibly rotund due to prodigious appetites. Their low reproduction rate makes them extremely reluctant to join wars without clear rewards. Narans (Horned Giants) Height: 2.5-3 meters Lifespan: Similar to humans, slightly longer Strengths: Immense physical power, dominance Weaknesses: No magical affinity whatsoever These towering horned giants hold deep respect for the world while prizing power and dominance over other races. Despite ruling a large empire, their technology remains primitive to mediocre. Notable: Centuries of warfare against human barbarians on their continent has driven evolutionary adaptation—the native humans have developed tall, muscular frames with exceptionally hard skin to survive combat with Naran warriors. Harpies Form: Half-bird women with wings for arms Lifespan: Unknown Strengths: Flight, social intelligence, migration Magical Ability: Limited; some gifted individuals possess minor magic Social creatures living in small communal clusters. Their legs feature avian scales up to the knees, ending in sharp talons. Harpies possess sentient intelligence, allowing communication with other races. Most harpies suffer from severe wanderlust, constantly migrating in search of new feeding grounds and nesting sites. Groups are frequently observed traversing the skies. Nymphs Nature: Ancient spirits with physical or ethereal forms Origin: Places of great importance Abilities: Element-specific powers matching their origin The forests, rivers, and mountains of Lesunia overflow with ancient spirits. The strongest possess enough power to manifest physically or ethereally, becoming the nymphs of legend. Each nymph embodies their place of origin and wields powers matching their element. POLITICAL LANDSCAPE Lesunia comprises four continents, each dominated by one major kingdom surrounded by lesser nations. Anetka is unique—completely unified under Gramoria's banner. Gramoria (Anetka Continent) Government: Feudal Monarchy Council: Fabrimages advise the throne Succession: Eldest blood inherits The unified continent faces constant threats from demons and three rival nations on other continents. However, those nations remain divided and constantly war with lesser kingdoms, leaving demons as Gramoria's primary threat. Summer Kingdom Government: Religious Theocracy Leadership: Priests elect and worship a man-turned-god who rules The Barbarian Lands Government: Tribal Confederation Dominant Clan: Virdians (currently waging war against the Horned Empire) This wild and uncontrollable continent hosts both savage beasts and equally fierce humans. The Virdians established dominance over all other clans through superior martial prowess. The Horned Empire (Naran Territory) Government: Meritocratic Monarchy (Trial by Combat) Succession: Every five years, anyone can challenge the emperor to mortal combat The emperor's word is absolute law. This system ensures only the strongest rule, creating a brutal but stable government. RELIGIOUS BELIEFS Humans Gods Worshipped: Aruhsa and Ardni (world creators) Aruhsa's Appearance: Benevolent serpent god with four hands and horns for fingernails Ardni's Appearance: Giant spider-centipede hybrid with two thoraxes and twenty arms ending in roots (Truth: Both are world-class demons who held a creation contest and formed Lesunia together) Elves (Wood and Dark) God Worshipped: Shajra (Forest God) Description: None—faith based on belief he exists and will aid in times of great need Dwarves God Worshipped: Haddad (Forge God) Appearance: Human-sized dwarf with black beard wielding two enormous war hammers Demons Worship: None—only blind loyalty to the Demon King whose power rivals the gods Barbarians Beliefs: Primarily pagan, with some tribes venerating specially empowered individuals MAGIC SYSTEM Magic is omnipresent in Lesunia, permeating every aspect of existence. The planet's high magical concentration combined with weak reality fabric has created a diverse and complex system divided into multiple schools. Elemental Magic Subtypes: Fire, Water, Earth, Air, Lightning, Ice Description: Manipulation of nature's basic elements Limitations: Requires deep elemental connection Extensive training necessary Overuse causes exhaustion or elemental backlash Arcane Magic Subtypes: Pure Arcane, Enchantment, Illusion Description: Versatile ancient magic drawing from raw environmental energy Applications: Teleportation, shielding, time manipulation, general spellcasting Limitations: Highly complex Requires strong innate talent Misuse leads to unpredictable consequences Nature Magic Subtypes: Healing, Plant Manipulation, Animal Communication Description: Connected to the natural world; highly respected among elves and druids Limitations: Limited by natural element availability Potency varies with environment and seasons Dark Magic Subtypes: Necromancy, Shadow Manipulation, Fear Induction Description: Forbidden school drawing power from the Shadow Realm Practitioners: Primarily dark elves and demons Limitations: Corrupts user over time (physical and mental degradation) Excessive use attracts powerful shadow entities Often banned or heavily regulated Celestial Magic Subtypes: Light, Healing, Protection Description: Divine magic channeling power of stars and celestial beings Limitations: Requires strong moral compass and pure heart Corruption or impure intentions weaken or nullify magic Rune Magic Subtypes: Glyphs, Sigils, Wards Description: Ancient art of inscribing magical symbols to store and release power Applications: Protection, enhancement, delayed spell casting Limitations: Requires precise knowledge and crafting skill Runes can be disrupted or destroyed, nullifying effects Blood Magic Subtypes: Sacrifice, Blood Bonds, Life Force Manipulation Description: Controversial school using caster's or another's blood to fuel spells Known Uses: Curses, binding spells, life force manipulation Limitations: Extremely dangerous and draining Excessive blood use leads to death or permanent injury Heavily regulated or banned in most kingdoms MAGICAL CREATURES & ENTITIES Fabrimages Nature: Legendary beings; original magic wielders Origin: Assumed descendants of gods Abilities: Unparalleled magical power Rarity: One in a million births Each Fabrimage serves as a guardian and is highly coveted among nations. Their power can determine the fate of kingdoms. Elemental Spirits Nature: Pure elemental energy beings Function: Can be summoned or bonded; enhance caster abilities; act independently in battle Nymphs Nature: Nature spirits embodying elements like water, trees, mountains Function: Assist nature magic practitioners; powerful allies in times of need Shadow Entities Nature: Malevolent beings from the Shadow Realm Characteristics: Powerful but unpredictable; possess independent agendas Celestial Beings Nature: Divine creatures residing in higher planes Function: Lend power to celestial magic users; intervene in significant events MAGICAL PRACTICE & EDUCATION Training Systems Magical Academies & Guilds: Formal education across Lesunia Apprenticeships: Common under skilled individual mages Racial Differences: Humans and elves: Organized educational systems Demons and dark elves: Brutal, dangerous learning methods Magical Artifacts Major Artifacts: Twin Grimoires (Radiant and Silver): Amplify wielder abilities; heavily guarded Lost artifacts of legendary Fabrimages Common Artifacts: Enchanted weapons Protective amulets Crafted by skilled mages and runesmiths Magical Laws & Ethics Each kingdom and race maintains unique laws and ethical guidelines Blood and shadow magic heavily regulated or banned Misuse consequences: Banishment, imprisonment, or death Magical Rituals Used for summoning, binding entities, and large-scale spells Often require multiple participants Enhanced during seasonal and celestial events CAMPAIGN HOOKS & STORY POTENTIAL Primary Conflict: Demon invasion threatening world annihilation Political Intrigue: Schemes to steal the Twin Grimoires Rivalry between four continental kingdoms Internal faction disputes within Gramoria Exploration Opportunities: Ancient forest ruins holding lost power Dwarven tunnel networks connecting the world Shadow Realm incursions and demon bargains Pirate-infested Marenostrum trade routes Character Origins: Gramoria knight defending the kingdom Dark elf defector seeking redemption Fabrimage heir discovering their power Pirate captain navigating moral waters Barbarian warrior proving worth Demon-hunting mage Mysteries to Uncover: True nature of the gods (demons in disguise) Prince Sorvantes's defection and potential alliance Ancient Fabrimage secrets Forest awakening legends Dwarf tunnel network extent End of Document This worldbuilding document demonstrates comprehensive setting creation including geography, races, politics, religion, and magic systems with internal consistency and narrative potential. Perfect for D&D campaigns, novel writing, or game development. |