My world is full of celestial beings which are the gods and there are lots of kings and leaders who kill to get there way. There are thick rainforests surrounding the world there are also massive oceans, forests, deserts , tundra's , and many other biomes. The world has 3 supreme races which are the races that have the most population which are elves , humans , and dwarfs. But there are many races and I need ideas for them. Some of them are Mousefolk, gnoll, myconids, whalefolk, and many others. But there are also amazing kingdoms with amazing building. There are airships that are used to travel the world. There is much more i need so pls give me some ideas for biomes,races,building,characters,monsters, and anything else.
I think you should probably take a couple steps back and think about what you want to do first. Based on your post, you seem to have a "throw everything at the wall and see what sticks" approach, listing pretty much every conceivable biome, a half dozen races, and general concepts for cities. Perhaps it might just be the somewhat frenetic nature of your thread, but there does not appear to be much direction at this time and that likely is causing you to feel overwhelmed and need ever-more ideas.
When making a homebrew, the first thing I come up with is the theme of my campaign. You seem to have two overarching themes--a world where divine beings walk and there is a series of (mostly monocratic) countries.
I would try and reconcile these two ideas before going much further. Are there a large number of gods who each patron a kingdom? A small group of gods who are permissive of the murderous nature of the rulers? Are the gods present and not active in the world, merely serving as observers and providing the occasional boon?
Once you have your theme, everything else should be built around that. You have two principle things to build, which you should try to think about simultaneously: Geography and politics.
Starting with geography, you do not have to build an entire world--a single continent is a good place to start, since it will be much easier than building everything at once (then you can set different campaigns on different continents in the same world, fleshing it out more). This will also limit your biomes some. If you built a continent based on Old World Europe, you would have temperate forests, some grasslands, tundra closer to the poles, swampland, and mountains. You would not necessarily need deserts, for example.
Your countries should be living entities with their own identity and motivations. Think about what they might do for trade, how their leadership is set up, what their racial makeup is, what their goals are, what their religion is. Also consider their relationships, particularly with their neighbors. Are two countries bonded because they share a religion? Or perhaps they share a god but disagree on how to worship that god, and that leads to greater tensions.
Your countries should be informed by your geography and your geography should be informed by your countries. Take natural barriers, such as rivers, dense forests, and mountains into account when determining your countries' relationships--two nations separated by large mountains are going to likely leave one another alone since logistically it would be too difficult to wage war across mountains. This cuts both ways--if you want two nations to be rivals, place them in areas where geographically it would make sense for them to be rivaled to one another.
That will give you a good start--you will know what you want to do in the campaign, have a general idea of the setting. Everything else can be informed by these traits. You now have your geography and politics--you can use the biomes and animal socialization habits (pack animals, solitary, etc.) to inform what types of races should go there. This might cause you to adjust some of your politics, etc., but that's fine--each of these elements play off one another and you can adjust as needed until you find a balance you are happy with.
I'm new to D&D so feel free to ignore, but for my characters I've been taking inspiration from all of my favourite fantasy books, a little greek myth, a few of my favourite films, some comedy, all sorts of things. In terms of worlds of war and death the Empire trilogy from the Riftwar cycle (Janny Wurts / Raymond E Feist) might be good for your inspiration board, especially the politics.
Caerwyn_Glyndwr made an excellent post that I love and lots of good points that also might help me as well, as I am once again trying to make a homebrew world after being inspired by my DMs creation.
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A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
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Ive been working on a homebrew world that has new races and mysterious monsters.
My world is full of celestial beings which are the gods and there are lots of kings and leaders who kill to get there way. There are thick rainforests surrounding the world there are also massive oceans, forests, deserts , tundra's , and many other biomes. The world has 3 supreme races which are the races that have the most population which are elves , humans , and dwarfs. But there are many races and I need ideas for them. Some of them are Mousefolk, gnoll, myconids, whalefolk, and many others. But there are also amazing kingdoms with amazing building. There are airships that are used to travel the world. There is much more i need so pls give me some ideas for biomes,races,building,characters,monsters, and anything else.
I think you should probably take a couple steps back and think about what you want to do first. Based on your post, you seem to have a "throw everything at the wall and see what sticks" approach, listing pretty much every conceivable biome, a half dozen races, and general concepts for cities. Perhaps it might just be the somewhat frenetic nature of your thread, but there does not appear to be much direction at this time and that likely is causing you to feel overwhelmed and need ever-more ideas.
When making a homebrew, the first thing I come up with is the theme of my campaign. You seem to have two overarching themes--a world where divine beings walk and there is a series of (mostly monocratic) countries.
I would try and reconcile these two ideas before going much further. Are there a large number of gods who each patron a kingdom? A small group of gods who are permissive of the murderous nature of the rulers? Are the gods present and not active in the world, merely serving as observers and providing the occasional boon?
Once you have your theme, everything else should be built around that. You have two principle things to build, which you should try to think about simultaneously: Geography and politics.
Starting with geography, you do not have to build an entire world--a single continent is a good place to start, since it will be much easier than building everything at once (then you can set different campaigns on different continents in the same world, fleshing it out more). This will also limit your biomes some. If you built a continent based on Old World Europe, you would have temperate forests, some grasslands, tundra closer to the poles, swampland, and mountains. You would not necessarily need deserts, for example.
Your countries should be living entities with their own identity and motivations. Think about what they might do for trade, how their leadership is set up, what their racial makeup is, what their goals are, what their religion is. Also consider their relationships, particularly with their neighbors. Are two countries bonded because they share a religion? Or perhaps they share a god but disagree on how to worship that god, and that leads to greater tensions.
Your countries should be informed by your geography and your geography should be informed by your countries. Take natural barriers, such as rivers, dense forests, and mountains into account when determining your countries' relationships--two nations separated by large mountains are going to likely leave one another alone since logistically it would be too difficult to wage war across mountains. This cuts both ways--if you want two nations to be rivals, place them in areas where geographically it would make sense for them to be rivaled to one another.
That will give you a good start--you will know what you want to do in the campaign, have a general idea of the setting. Everything else can be informed by these traits. You now have your geography and politics--you can use the biomes and animal socialization habits (pack animals, solitary, etc.) to inform what types of races should go there. This might cause you to adjust some of your politics, etc., but that's fine--each of these elements play off one another and you can adjust as needed until you find a balance you are happy with.
thx for the info that i think will help me
I'm new to D&D so feel free to ignore, but for my characters I've been taking inspiration from all of my favourite fantasy books, a little greek myth, a few of my favourite films, some comedy, all sorts of things. In terms of worlds of war and death the Empire trilogy from the Riftwar cycle (Janny Wurts / Raymond E Feist) might be good for your inspiration board, especially the politics.
Caerwyn_Glyndwr made an excellent post that I love and lots of good points that also might help me as well, as I am once again trying to make a homebrew world after being inspired by my DMs creation.
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.