Nimue
Auror
I have this world/story idea that I'm germinating while I work on my main project, and I'm trying to take a couple steps outside my comfort zone with it. My fantasy worlds tend to be small in scope and the magic systems aesthetically rich but conceptually simple (the system for my main project is pretty stolidly Celtic/Pagan, for instance.) With this I'm trying for something slightly more epic & high fantasy. And because this setting is really just a daydream at this point, I thought I'd ask for some worldbuilding input/suggestions/brainstorming.
The setting is a northerly one that I'm calling Valegard (all names are placeholders...and probably recycled) and the first part of the magic system is the Wind, a supernatural storm that blows down from the arctic at intervals and devastates all living things in its path. Rather than rain or snow, it glows with phosphorescence like the aurora. The Wind touches nothing inanimate, but causes living things to burn up with magic. Only magical organisms can survive it--I'm imagining that the land where the storms are worst, channeled there by the mountains, would be a weird wasteland with lurking magical creatures and lone eldritch trees. Moss and short grasses might recover in the months between the storms.
Since the Wind can't penetrate solid rock, or a thick layer of earth, humans in this world live either in mountain valleys or in ancient stone citadels. Possibly some fringe settlements living in earthen homes or barrows. Population would be greatly reduced. (The storms began between 1000-500 years ago due to a cataclysm/environmental disaster I won't go into, so there would be impressive ruins from before that period)
Questions I'm trying to find answers to:
- How do they feed themselves? Herd animals could be brought into shelter, but crops are still at risk: even in deep valleys some magical wind could kill entire fields. In that same vein, grazing might be hard to come by. Would root vegetables work better than grain crops?
- How would trading and/or warfare work? If these northern routes were such a huge risk for traders, why would they go there? Some precious resource, or maybe the market is insanely lucrative because of how scarce resources are... As for warfare, what could reasonably be risked? A strong valehold could be worth fighting to conquer.
- Imagine a Scandinavian or Russian setting where wood was far scarcer--the great forests have been leveled. How would architecture, tools, and art change? Could something stand as a replacement for wood? Bone, clay, other materials the Wind would leave behind...
- (Alternatively, I might go with a scenario where the Wind harms humans only, and leaves the environment unscathed. I do like describing forests.)
Now, for the second part of this world building mess--the magic system proper. The valemen call it the Wyrd, and while it was once revered as a mystical power, it is now highly rare and greatly feared, because of the likelihood that it will destroy a wizard's mind. While that is part of the risk of this magic, the danger has been greatly exacerbated by the isolation of the valeholds. The Wyrd wakes in a person's soul only when they have been exposed to magic. Long ago, children would have been tested at birth, and that waking would have been gentle. Then the cataclysm/war mentioned above killed many Valegard wizards, and the Wind rose and the fear of magic grew, and now most people in the valeholds have never been touched by magic in their life. The only possible contact beside the Wind--which is tantamount to death--is through warfare with the magic-wielding steppe and arctic peoples (shall spare the detail on them). When adult warriors are awoken, the Wyrd goes through them like a lightning bolt, sending them into berserker madness. If they are not killed in battle, they wander out into the Wind and are lost, or even if held captive, the magic burns them up from the inside.
That context aside, during this hypothetical story the main character and others learn to harness the Wyrd, with help from the other main character, from the steppe/arctic peoples. The key aspect of this magic is that it only interacts with life force, not matter (like the Wind), and all the powers stem from that. Empathy is a huge part of it, not only perception but projection. Healing, but also superhuman strength. Anything that could be conceptually tied to greater energy. But it's limited to the extent of a wizard's aura (need a better word for that), so nothing over great distances or projectiles--and again, it can be blocked by stone or earth. All magic is personal. The great appeal of this for me is the sheer potential for drama--not gonna lie--and the contrast between control or repression and expression of an emotionally-keyed power that can be both extremely harmful and greatly beneficial.
Things I'm trying to figure out here:
- Are there other powers that could fit in here? I need to stretch my brain here and figure out interactions and implications. However, I'm not looking for traditional psionic powers like telepathy or telekinesis--too technical and possibly overpowered.
- What would battlemagic look like in this world? I'd like to stay away from just draining life-force, but that might creep in there. Rather, I'd imagine combat magic involving pouring too much power into a person--burning them up like the Wind. Most of all, wizards would strengthen and boost morale of the warriors around them. Variations on that?
I'm not very good at world-building stuff, so I appreciate any suggestions or comments. Anything and everything could be changed at this point. Regardless, it definitely helped just to write this all down. Hope it makes sense.
The setting is a northerly one that I'm calling Valegard (all names are placeholders...and probably recycled) and the first part of the magic system is the Wind, a supernatural storm that blows down from the arctic at intervals and devastates all living things in its path. Rather than rain or snow, it glows with phosphorescence like the aurora. The Wind touches nothing inanimate, but causes living things to burn up with magic. Only magical organisms can survive it--I'm imagining that the land where the storms are worst, channeled there by the mountains, would be a weird wasteland with lurking magical creatures and lone eldritch trees. Moss and short grasses might recover in the months between the storms.
Since the Wind can't penetrate solid rock, or a thick layer of earth, humans in this world live either in mountain valleys or in ancient stone citadels. Possibly some fringe settlements living in earthen homes or barrows. Population would be greatly reduced. (The storms began between 1000-500 years ago due to a cataclysm/environmental disaster I won't go into, so there would be impressive ruins from before that period)
Questions I'm trying to find answers to:
- How do they feed themselves? Herd animals could be brought into shelter, but crops are still at risk: even in deep valleys some magical wind could kill entire fields. In that same vein, grazing might be hard to come by. Would root vegetables work better than grain crops?
- How would trading and/or warfare work? If these northern routes were such a huge risk for traders, why would they go there? Some precious resource, or maybe the market is insanely lucrative because of how scarce resources are... As for warfare, what could reasonably be risked? A strong valehold could be worth fighting to conquer.
- Imagine a Scandinavian or Russian setting where wood was far scarcer--the great forests have been leveled. How would architecture, tools, and art change? Could something stand as a replacement for wood? Bone, clay, other materials the Wind would leave behind...
- (Alternatively, I might go with a scenario where the Wind harms humans only, and leaves the environment unscathed. I do like describing forests.)
Now, for the second part of this world building mess--the magic system proper. The valemen call it the Wyrd, and while it was once revered as a mystical power, it is now highly rare and greatly feared, because of the likelihood that it will destroy a wizard's mind. While that is part of the risk of this magic, the danger has been greatly exacerbated by the isolation of the valeholds. The Wyrd wakes in a person's soul only when they have been exposed to magic. Long ago, children would have been tested at birth, and that waking would have been gentle. Then the cataclysm/war mentioned above killed many Valegard wizards, and the Wind rose and the fear of magic grew, and now most people in the valeholds have never been touched by magic in their life. The only possible contact beside the Wind--which is tantamount to death--is through warfare with the magic-wielding steppe and arctic peoples (shall spare the detail on them). When adult warriors are awoken, the Wyrd goes through them like a lightning bolt, sending them into berserker madness. If they are not killed in battle, they wander out into the Wind and are lost, or even if held captive, the magic burns them up from the inside.
That context aside, during this hypothetical story the main character and others learn to harness the Wyrd, with help from the other main character, from the steppe/arctic peoples. The key aspect of this magic is that it only interacts with life force, not matter (like the Wind), and all the powers stem from that. Empathy is a huge part of it, not only perception but projection. Healing, but also superhuman strength. Anything that could be conceptually tied to greater energy. But it's limited to the extent of a wizard's aura (need a better word for that), so nothing over great distances or projectiles--and again, it can be blocked by stone or earth. All magic is personal. The great appeal of this for me is the sheer potential for drama--not gonna lie--and the contrast between control or repression and expression of an emotionally-keyed power that can be both extremely harmful and greatly beneficial.
Things I'm trying to figure out here:
- Are there other powers that could fit in here? I need to stretch my brain here and figure out interactions and implications. However, I'm not looking for traditional psionic powers like telepathy or telekinesis--too technical and possibly overpowered.
- What would battlemagic look like in this world? I'd like to stay away from just draining life-force, but that might creep in there. Rather, I'd imagine combat magic involving pouring too much power into a person--burning them up like the Wind. Most of all, wizards would strengthen and boost morale of the warriors around them. Variations on that?
I'm not very good at world-building stuff, so I appreciate any suggestions or comments. Anything and everything could be changed at this point. Regardless, it definitely helped just to write this all down. Hope it makes sense.