Category Archives: World Building

How to Create Plants and Animals for Your Fantasy Setting

In another blog, I discussed whether you should create plants and animals for your fantasy setting.  Assuming you’ve decided to do it, here are tips for doing so.

New Ideas

If you already have ideas, you can just write them up according to a template like the one I’ve provided here:

The Template

Animal/Plant Name:

Type: (animal, plant [tree/flower], bird, fish)



Uses: (products, forbidden uses)

Earth equivalent: (is this based on something from Earth?)


Item Name: Big Cat Name Here

Type: animal, mammal, feline

Description: this big cat has four legs and a long tail.  They are up to ten feet long including tail and 700 pounds. They do not have a mane and are often darkly colored with lighter spots.  Males are larger than females.  Both live 30 years.  They are loyal to their owner once bonded.

Habitat: they are found in all kinds of forests and mountain ranges and often hunt in open plains and grasslands.  They eat horses, animal 1, and animal 2.  Humanoid species are also prey items, but not if armed.

Uses: they can be used as personal guards and trained in battle to assist their owner or as a group like cavalry.  They will wear armor and can be trained to attack and defend armed opponents. They are sometimes pets, but rarely.

Earth equivalent: this is a large tiger, but it is like dogs for trainability and wolves in that they are pack animals.

Getting Ideas

Start with Earth

The bright leaves of the venus flytrap (Dionae...

The bright leaves of the venus flytrap (Dionaea muscipula) attract insects in the same way as flowers. (Photo credit: Wikipedia)

If you need ideas, start with Earth animals or plants and begin modifying them.  I suggest several modifications for each one you create.  A horse with only six legs to make it different isn’t that interesting.

Some items to change are coloring, number of appendages, whether an animal is trainable or not, and how the animal can be used by your humans and species (if at all).  You can simply reverse some of these things, like making cats who obey like dogs.  In fact, many Earth things are different than you might expect.  For example, in America we’re used to only seeing red tomatoes.  You could create yellow ones, thinking you’re being different, when in reality yellow tomatoes already exist here.  This is where research can help.


Google any plant or animal that you want to start with and read about it, making a list of interesting attributes or things you could mention when writing.  It becomes interesting if you say a character sees an animal name you made up and describe it like this: “A large, four-legged, tame herbivore with huge tusks, they mostly graze or eat leaves and other plants.  Their tusks are prized.  They can be tamed and are often used as pack animals, either carrying the load or pulling it.”  On the other hand, if you call it an elephant, it’s boring.

That’s mostly stock information, but it becomes interesting when you change details.

The Art of World Building

Create a List

There are so many things you could create that having a list helps, particularly if you’re starting with Earth animals and plants.  Then research each for the details and start altering them to create your plant or animal.  For example:

Mammals: boar, deer, bear, cow, goat

Fish: shark, whale, stingray, plain old fish, flying fish, dolphins

Lizards: snake

Birds: vulture, pigeon, falcon

Flowers: rose, night shade, lilies

Trees: oak, weeping willow, pine, maple

Vegetables: corn, tomato, potato

Other Plants: wheat, rice


These plants and animals will result in products made from them.  Goats are used for cheese, for example.  Potatoes make chips and fries.  Wheat makes beer and bread.  Grapes make wine.  Trees are turned into all sorts of products and have typical uses depending on the tree.  Research an oak tree and how it’s used (and why), and then give it some different properties and similar uses and you can write something like, “He poured tree-name syrup on his wheat-name pancakes.”


Creating new animals and plants can give your fantasy world and stories a uniqueness that keeps readers coming back for more – if you do a good job!  It can be fun and easier than you might expect, but beware of spending so much time doing it that you stop writing.

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Should You Create Plants and Animals in Your Fantasy Setting?

When world building, I used to think there was no point in inventing animals and plants for a fantasy setting.  After all, they’re often just variations on real Earth animals, in which case, why bother?  For example, maybe you have a horse with an extra pair of legs, or a tomato that’s yellow and poisonous, or a smarter lion.  You call the first a horse, the second a tomato, and the third a lion, but people will forget you altered it in some way unless you keep reminding them, which is unnecessary exposition and feels like housekeeping (for you and the reader).

Direhorse Avatar Six LegsIf you have to keep calling it a “six-legged horse”, that encumbrance isn’t much better.  If you don’t call it a horse, but describe it in such a way that people think, “Oh, it’s just a horse with two more legs”, is that really an improvement?

More importantly, unless the alteration matters in some way, why do it at all?

For these reasons, I resisted for many years, but then I changed my mind.  Below are some considerations that could help you make a decision for your fantasy setting.

Creating a Different Feel

If you create a variety of animals and plants, each with its own name (you can read more about creating names here), they can give your world a different feel.  By contrast, many fantasy books seem to take place in medieval or Renaissance England, for example, but with elves, dwarves, and dragons thrown in, plus an odd creature or two, usually fairly standardized, too, like a hydra, ettin , or giant something-or-other.

This is good for giving the reader the sense of comfort that familiarity brings.  It keeps them focused on your story.  But maybe you (and they) want something a little different.

How Often You’ll Use The Setting

If you’ll only write one book in this fantasy world, is the extra work worth it?  It takes time and you’ll only have so many opportunities to describe things.  If you’ll be writing many books there, it becomes more attractive as an investment that pays off for longer.  An excellent example is the Gor Series by John Norman.  At last check he had over 25 books on Gor, an extensively developed planet.  There’s no denying that all of his effort produced a very unique world.


It takes time you may not have to create unique plants and animals.  There’s no getting around this unless you invent things during writing.  Doing so is fine, but one thing to watch out for is creating items that lack depth because you haven’t thought them through or done some research.  You can make a note to yourself to come back to that later and touch it up if necessary, giving you the option to invent on the fly as needed and fix any conceptual details during editing.

The Art of World Building

If you want your creations to be inter-related, such as your animal eats your plant or they fight each other, it may help to create ahead of time.

Also, inventing at the time predisposes your creations to “window dressing”, meaning they are sprucing up your setting and story but are probably not integral to it.  This is fine but limits such work and might make you decide it isn’t worth it.

Do Your Creations Matter?

They might matter to you, but do they matter to your readers?  More importantly, do they matter to the story or world?  Some people love lots of new things while others are put off by them because they can distract from a story, or the reader has to constantly remember what something is.  This is where having an artist draw something for you can really help, if you have the option to include pictures within your book.

Making them matter is one reason to create things prior to writing your story, then incorporate their unique features into that story.  This is a natural way to bring attention to what’s unique about your creations so that readers don’t mind or struggle to conceptualize.  By contrast, if it’s “window dressing”, they are likely to just ignore it.

Harry PotterSuperficial usage is not the best thing, and if done, should be kept to a minimum.  For example, in the Harry Potter movies, there are sometimes scenes that seem to serve no purpose other than showing how different the world is.  This is a waste of exposition and poor storytelling.  On the other hand, the quidditch game is part of the plot.

Using the six-legged horse as an example, it might make sense to keep the “regular” kind of horse and then add the new variety.  This allows you to specify that that those two extra legs make those horses faster or have better endurance because the work load on their legs is spread out – and maybe your characters have to go a really long distance so that this matters.  You don’t even need to explain why there are two kinds of horses because we often have such varieties here and “mother Earth” has not provided us an explanation, though scientists will invent a theory.

How Much?

How many things are you creating?  Just a few plants and animals or dozens?  Will nothing be familiar about your world except humans?  Where do you draw the line?

For example, let’s say you create lots of animals but keep the standard horses.  Do the horses then stand out as something we have here while we have nothing else from this world of yours?  Do you care?  Will your readers?  You could conceivably call nothing by its usual name because you’ve altered everything, but then your book becomes bogged down in this stuff.  Taken to extremes, your work becomes virtually incomprehensible.

My Approach

I’ve found that I seldom want to mention my plants and animals while writing, which begs the question of why do it at all?  I most often mention them when describing a meal, in which case I can easily toss off names of veggies, meat, and rice all in a row without going into huge amounts of detail.  The question is whether I’d even bother describing the meal if I wasn’t using alternatives, and the answer is likely that I wouldn’t.  However, I find two sentences to be a small “burden” on the reader that likely adds vividness to the scene.

I also mention animals and plants while my characters are traveling through the wilderness and encounter them.  Again I use a sentence or two.

Then there are the times when my animal or plant is virtually a character, such as a leech plant I have that attacks people.  Or a plant that someone must go on a quest to obtain for whatever reason.  These are the times to go into a paragraph about it.

Another great use is products the characters use or encounter.  A descriptive clause here and there adds depth and color to your setting.

One thing to avoid is mentioning things simply because they exist, unless this is kept to a minimum.  As an author the goal is always to tell a story.  If you spend the time creating lots of things, it might be good to let time pass before you write a story using them so that the temptation to write a lot about them diminishes.


If you’ve decided to do it, another blog provides some tips.

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Creating a Fantasy City, Part 2

Below is the template I use when creating a fantasy city during world building.  Feel free to adapt it your purposes. You can read Part 1 here.

Download the PDF or Word template.

City/Town Name



Independent city or part of a kingdom?  Allies?


Symbol and Banner:

City Colors:


Famous For

What comes to mind when people think of this place?


What continent?  Nearby land features?  How accessible?


Terrain?  Forests, mountainous, desert, plain, sea/river port?

Relations with Other Settlements and Places

Town 1

Town 2

Elven Forest 1

Important Features in Town

Is there a distinctive land feature?  City layout?

Notable Religious or Magic Sites

Other Special Sites



Is there a wall around it? How many gates?  Well guarded?  Ever breached?


Where is it and what condition is it in?  Ruined or intact?  What’s it made of?  How many towers?  Mote?  Ever been destroyed?

Local Lore

Any legends or mysteries about the place?


This depends on geography.  Very useful when writing stories as you can refer to wine, for example, from a certain city or region.


Year Founded:

What events are important in the formation of this settlement?



Outcome?  Who attacked them?  Or did they attack?

The Inhabitants

Attitude toward magic?  Gods?  Supernatural?  Races?  Strangers?


What sort of government is there and who is currently running it?

Who’s Really in Control

Is some organization really in control of the city?


The overall population count and which races live here.  How do they get along?  Are they segregated?  What are they afraid/proud of?


Race 1

Race 2


What religions are taught/tolerated/shunned here?

Armed Forces

Is there an army?  Garrison?  Just local guards?  Militia?  Knights?

The Local Guards

How many?  Well trained?  Well equipped?  Who’s in charge?


Important People



Are they in town or nearby in a tower?  Is magic tolerated?  Feared?  Can wizards cast spells in public or only in secret?  Are they a rare/common sight?



Nearby Monsters/Creatures

Good or bad?  How many of what kind?  What is the effect on the inhabitants and fortifications?

Public Places and Occasions

Religious Temples and Sites

Festivals and Holidays

Taverns and Inns

Are there any?  Curfews?  Are they friendly/hostile to strangers?


Equipment Shops

What kinds of items are available for purchase or trade here?  Is this place famous for making anything?  Two-handed swords?  Full plate armor?  Silk tunics?  Strong ropes?




General Gear

Special Considerations

Supernatural Phenomenon


Are there are any secrets about this place, whether known to a few or not?

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Creating a Fantasy City, Part 1

Without cities, towns, and villages, no fantasy world building project is complete.  In part 1, we’ll look at some things to consider.  Part 2 will be the template I use for creating a new settlement.

Location, Location, Location

No settlement stands alone.  A city has towns nearby, and towns have villages nearby.  However, when drawing a map, you don’t have to draw the latter and might choose to focus mostly on the larger towns and cities.  Still, you should consider whether nearby places are friend or foe.  Even places farther away might be an enemy that this settlement needs to fear – or wants to attack first.  Some places will be allies, too.

Nearby land features (forests, mountains, etc.) might be home to hostile races or creatures.  This is one reason to draw a map first and then start deciding what your city is like and what the residents have to contend with.  Are there any important land features inside the town?  This includes magical and supernatural places, or maybe a religious site.

All of these will determine what sort of fortifications you settlement has, from a castle to walls, archery towers, moats, and gates (number, type, and location).  It also determines if the settlement expects to be attacked and has cleared land around it of forests an approaching army can hide in.  Have there been any major wars or battles involving this place?  Has the city or a castle within been destroyed and rebuilt?

The number and type of armed forces are also affected by location.  Is there only a local militia, cavalry, knights, or a garrison for an army?  Are there enough wizards to aid in a defense?  Is the average person trained in how to use a sword just in case or are they sitting duck peasants that will get wiped out pretty easily?

Water Supply

Don’t forget that there must be water for your citizens.  Your basic options are a river, lake, or well.  The latter will significantly impact how big your settlement can get (forget about a city).  You don’t need to comment on this much in your writing but avoid putting your settlement somewhere that doesn’t have water.  An ocean doesn’t count as that water can’t be consumed without making people sick.

The Art of World Building

Races and Species

Which non-humans are living in your city?  Elves, dwarves, and even dragons might be welcome and have special quarters designed for them.  Or they might be shunned.  If there’s an elven forest or dwarven mountain nearby, this will affect how often that race is seen and what the likely attitude toward them is.  People tend to be more tolerant of something seen more often, unless there’s been conflict, of course.

Are “evil” races there?  Are they known to be there or do they generally sneak around?  Is the city overrun by them and all the decent races are the ones who must skulk around?

Who Rules

Authors often overlook what type of government runs a city, but you should have some idea, whether this has any direct effect on the stories you want to tell or not (it can just be a backdrop or something you decide not to mention at all, though that’s easier to get away with if your story/characters only pass through).  Equally important is whether someone else is truly running the settlement.  You might have a city council as the nominal head but a clandestine organization is really in power, whether through bribery, intimidation, or violence.  This can add a nice level of intrigue.

Important People

Your settlement probably has people important to either it or your story.  This can be the obvious city leaders to heroes, villains, warriors, and wizards.  When creating such a character, try to think of some reason they are either from here or living here now.  Is there something about this settlement that triggered their personality or drew them here?

If someone’s a villain, maybe they want to live somewhere out of the way to work in secret.  Or maybe they want a big population to do evil experiments on with a missing person being less noticed.  If you don’t find a reason, you’ll soon realize it’s no fun creating these people at all and you’ll just skip it.  This can be fine if you’re creating many cities.  Just fill in these people later when you feel like it.

How It Is Known

Every settlement tends to be known for something, such as a product.  Do they make great wines?  Weapons?  Are their knights amazing?  The wizards?  Or is the place just run down and a haven for bad people like pirates?  The reputation can help you craft an overall viewpoint that really adds character to a settlement.


Figuring out what secrets your settlement has can be a lot of fun.  This can include catacombs, weird supernatural phenomenon, evil organizations, races, monsters, or people no one knows are there.  You can create the secret and then have your characters be the one to discover the truth, which is all the more fun if the truth is horrible and right under everyone’s nose.

How Many Places to Create

You may need to create a variety of settlements, but the number and type will depend on your intentions.  I decided long ago to create one setting and really go into detail, intending to set most of my novels there.  As a result, I made over 50 cities and towns.  When creating such a large volume, it makes sense to create certain items in bulk.

For example, I created the major product of every settlement at once.  I did the same with banners, city colors, and symbols.  This helped ensure variety.  I did this in a spreadsheet and then just copied the info over to each city file later.  If creating many, decide which cities have the biggest populations and which ones are oldest/newest.

Remember that products will have much to do with land features nearby.  A lake town will not be building a ship-of-the-line (you wouldn’t sail such a ship on one unless the lake is huge).  A mountainous town isn’t likely to be known for its horses (there’s nowhere flat for them to run).  A city not near a forest is unlikely to export furniture due to a general lack of wood to build such excess; it will instead be a place importing it from somewhere else.  This can even be a conflict, where the only available, suitable wood is near another city laying claim to it.


In Part 2, I’ll provide the template I use for creating a settlement.

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How to Draw a Fantasy Map, Part 2

In Part 1, we looked at where to start and basic continent considerations for drawing a fantasy map.  Now we’ll look at some geographical considerations.

Remember Geography

Having a basic sense of geography is important or your map won’t make sense.  Some of this is obvious but is still worth pointing out.


For example, rivers flow downhill and generally toward the sea eventually.  Avoid randomly drawing rivers going in various directions without a mountain, rolling hills, or possibly a lake as a starting point.

Similarly, rivers often feed lakes, which typically drain out their lowest side as another river.

English: Map of the course, watershed, and maj...

English: Map of the course, watershed, and major tributaries of the Mississippi River. (Photo credit: Wikipedia)

Lakes form in a low area surrounded by higher areas, even if we’re only talking less than a hundred feet of difference, so where you choose to have the river exit the lake means that area is lower.  As you draw, you are implying the general rise and fall of the land in an area.

There will be many more rivers than the ones you put on the map, so when it comes to drawing the map, we’re talking about the big ones here, like the Mississippi River.


For mountains, remember that they tend to form a rough line, such as east to west, because two tectonic plates are at odds with each other and those plates have an area of conflict at their edges.  Mountains appear above this.  A line of mountains can be very thick, as in 20 miles wide, but generally, they are still in a line, as opposed to a circle, for example.  You could have a mountain range that is 20 to 40 miles east to west but forms a rough line 500 miles north to south.  There are no mountain ranges that form a figure eight, for example, and while that would be interesting, it would also be ridiculous unless you have a good explanation.

Some mountains are volcanos and you can put an isolated mountain anywhere because of this, but they often aren’t isolated.  If you have a volcanic range, the same “line” idea tends to be true.  The Hawaiian Islands are a good example.

If you have two mountain ranges on your continent, each is probably being caused by different tectonic plate activity.  Both don’t need to be north to south, for example, but if they’re 90 degrees to each other (one is north-south, the other east-west), avoid putting them next to each other because nature doesn’t generally draw an L-shaped range.

Other Features

Forests are everywhere and are a kind of freebie in map drawing in that you can put one anywhere, in any shape.  They stand alone, have rivers cutting through them, and go up mountains and over rolling hills.  For that reason, consider drawing them last.

Grand Canyon, Arizona. The canyon, created by ...

Grand Canyon, Arizona. The canyon is 277 miles (446 km) long, 4 to 18 miles wide (6.4 to 24 kilometers), and attains a depth of more than a mile (1.6 km)

A desert is caused by lack of rainfall and/or water, so don’t draw a river and then put a desert around it, unless you’re modeling it on the Grand Canyon, where there’s only green vegetation at the bottom near the water.

Don’t forget roads, whether solid ones that stand the test of time or dotted lines indicating it’s a road less well-kept, maybe due to being farther away from civilization or because it goes somewhere hazardous; either way, it’s less well-traveled.

Drawing When You Can’t Draw

I can’t draw to save my life.  Fortunately, I don’t really need to.  In fact, being bad at drawing might help because we’re not trying to draw land features with straight edges – that’s not how nature works and it doesn’t look good on a map.  Embrace your inability and exaggerate it to form gently flowing edges to land features.

Initially, I typically don’t draw individual trees or mountains, just oddly-shaped ovals (or whatever shape) to indicate the boundary.  These shapes ultimately give your continent or region its character as they accumulate.  Don’t sweat over it at first, either, as making it more artistic is usually a matter of tweaking.  If you draw a rectangle with rounded corners and call it a forest, you can make it look less like that shape be extending a corner or two, or “cutting out” a section.  You basically want malformed shapes that seem sort of organic.

The Art of World Building

One tactic is to take an existing continent (or island) and try to draw it while purposely changing various things about the coastline so people don’t automatically think, “that’s Africa,” for example.  Turning them upside down or sideways helps.

Drawing By Hand

You may want to first sketch ideas on unlined paper, using a pencil so you can erase often, because it’s easier than getting into a computer program from the start.  One drawback is that if you like the result and want to digitize it later, you’ll have to redraw it with a mouse.  If you can actually draw for real, this may be your best bet because it looks authentic.

Map Generation Software

Lorynn KingdomA quick internet search will turn up several options for drawing maps.  I’ve only used one (Campaign Cartographer), but one thing to keep in mind is to save your work often as you go along.  It’s also a good idea to save a new file each time so that you can go back to a previous incarnation.  Let’s say I’ve saved it ten times, after ten major changes.  Then I decide I don’t like the last three and wish I could go back to version 7.  That’s impossible if I’ve been overwriting the same file every time.

You’ll want to add lots of names, including kingdoms, settlements, and those of land features like forests and rivers.  I’ve found that I can include more names without the result being ugly if I use a different style or font for each type.  I usually did this in a separate program like Photoshop, but your map making software might allow it, too.


While some of these reminders are obvious, it’s easy to start drawing a map without thinking it through and end up with something nonsensical. If you have any tips, please add them in the comments, especially if you’ve used other map generation software.

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How to Draw a Fantasy Map, Part 1

One of the fun aspects of fantasy world building is drawing maps. This blog provides some ideas to keep in mind and tools to help. Some of this is kind of obvious but worth mentioning anyway.

Where to Start

A good working unit is the continent.  Despite the term “world building”, fantasy authors usually write stories on a single continent.  Even if your story will take place in a smaller region, it helps to know what is around it.  You can add additional continents later.

English: Eurasia (orthographic projection)

English: Eurasia (orthographic projection) (Photo credit: Wikipedia)

Even with a continent as your working unit, you may want to start with a few settlements (villages, towns, or cities) and a forest, river/lake, and a mountain range to go with them.  If you start by drawing the entire continent edge, you might later regret it when trying to fill it in with land features that you might not have room for without changes.  A good strategy is to draw a single coastline near where you are starting, then work outward and around.

Keep a list of what you want to include, such as a desert, jungle, bays, cliffs, volcanoes, and anything else less common than the standard mountains, rivers, lakes, and forests.  You’ll want to make sure you leave a place for them.  Nearby islands can be added any time.

When creating a continent, there will always be many more things on it than you can actually draw, whether rivers, forests, or settlements, because it would look too crowded.   For example, a map of the United States, which isn’t even a whole continent, is so big that only the largest rivers are shown.

Which Hemisphere is It In?

Is your continent above, below, or overlapping the equator (and by how much)?  Or is it directly over the north pole?  This will help determine where a jungle, glaciers, swamp or deserts are likely to be, if they exist at all.  Obviously a glacier is toward the poles.  Jungles are often tropical.  A desert can be almost anywhere, really.

This may affect what areas are accessible by ship during winter.  If creating sea and land creatures, their typical range will be affected.  If you’ve lived in the northern hemisphere all your life but are creating a continent in the southern one, remember that colder areas are south, not north.  An expression like “heading south for the winter” would get reversed.


Historically, people build near water to have a steady drinking supply, to dispose waste in, and for transporting goods.  The biggest cities tend to grow from a particularly useful spot on a river, lake, or by the ocean.  You can’t drink ocean water, of course, so such port settlements often have a river emptying into the ocean there, too.

The Art of World Building

Of course, you don’t have to explain to readers where everyone gets their water from, but if you plop a settlement near a water source but not right next to it, people will wonder why; similarly, the oldest part of your city will be the one next to the water.  The size of that water source will also help determine how large a settlement can grow.  Lakes and large rivers support more people than a stream.  Since you’re drawing major rivers, put cities and towns by them.

Remember that any city will have smaller towns nearby, and the towns will have villages near.  You don’t need to draw everything, however.  I typically skip villages altogether when drawing a continent-sized map.  It’s only for a close-up that I might add them.


In part 2 we’ll look at some basic geography considerations.

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How to Create Fantasy Races or Species, Part 3

In Part 1 we discussed the physical aspects of creating races in fantasy books. Part 2 covers the mental.  Now we’ll look at a downloadable template you can use as a starting point to aid your creative writing.

Download the PDF or Word template.

The Template

Fantasy Race/Species Name Here

Nicknames: “”

Famous For

General Description

Overall Appearance

Include voice, posture, impression, sleep and eating habits.

The Head

Eyes, brow, ears, chin, jaw, nose, lips, hair styles (and colors), tongue.  Heart-shaped, round, square.  Bearded?

The Body

Discuss height, stocky/thin, details on hands/feet, athleticism, stamina, strength, common ailments.  Can include clothing.


Anything unique about them.


Which gods created them, influence them, or are worshiped by them?  How does this affect them?










Specific Accomplishments

Wars Won and Lost

Inventions and Discoveries

World View

Culture and Customs

Do they work every day?  Take lunch naps?  Includes marriage, death, challenges.


Do they build cities?  Scavenge or farm and hunt?  Live in tribes?  Marriage?


Do they have an oral or written language?  Which languages do they typically know?

Relations with Other Races


Race 1

Race 2

The Supernatural


Can they do it?  What kind, how powerful, what limits?


Where a race lives determines many of their characteristics.


Where do they originate from?  Land with rolling hills?  Mountains?  Plains?  Forests?  The sea?


Hot or cold?  Temperate?

Settlements (Towns/Cities)

Name important ones and develop them using my template for creating cities (check here for that blog:


Where are they located?  In trees?  Underground?  Underwater?  How are they laid out and protected?

Styles & Materials

What are their homes made of?  Wood?  Brick?  Straw roofs?


Do they fight at all or run?  How do they fight?  With what weapons and armor?  Do they use cavalry, dragons?  Any typical battle formations?


Mating, birth


This is the template I used when creating the seven original species for my main fantasy setting. Check the home page of this blog or my site for news of my first publications using them, probably in 2015. In the meantime, good luck!

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