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Rated: E · Fiction · Fantasy · #2350277

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.

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