
1279 posts
A List Of 100+ Buildings To Put In Your Fantasy Town
a list of 100+ buildings to put in your fantasy town
academy
adventurer's guild
alchemist
apiary
apothecary
aquarium
armory
art gallery
bakery
bank
barber
barracks
bathhouse
blacksmith
boathouse
book store
bookbinder
botanical garden
brothel
butcher
carpenter
cartographer
casino
castle
cobbler
coffee shop
council chamber
court house
crypt for the noble family
dentist
distillery
docks
dovecot
dyer
embassy
farmer's market
fighting pit
fishmonger
fortune teller
gallows
gatehouse
general store
graveyard
greenhouses
guard post
guildhall
gymnasium
haberdashery
haunted house
hedge maze
herbalist
hospice
hospital
house for sale
inn
jail
jeweller
leatherworker
library
locksmith
mail courier
manor house
market
mayor's house
monastery
morgue
museum
music shop
observatory
orchard
orphanage
outhouse
paper maker
pawn shop
pet shop
potion shop
potter
printmaker
quest board
residence
restricted zone
sawmill
school
scribe
sewer entrance
sheriff's office
shrine
silversmith
spa
speakeasy
spice merchant
sports stadium
stables
street market
tailor
tannery
tavern
tax collector
tea house
temple
textile shop
theatre
thieves guild
thrift store
tinker's workshop
town crier post
town square
townhall
toy store
trinket shop
warehouse
watchtower
water mill
weaver
well
wind mill
wishing well
wizard tower
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More Posts from Mysticstarlightduck
Tell me more about those snakes from The Frost 👀👀 or just The Frost in general lol
~ @tabswrites
Yay, now I have an excuse to rant about the Frosts!!!! Thank you so much for the ask, @tabswrites! (Sorry I couldn't answer yesterday, I was really tired. But I'm back now!)
Let's do this (:
The Frosts have an enchanted winter, that is everlasting (unlike the other regions of the realm which have regular seasons). The magic present in this winter is incredibly raw and wild, and much of the nature within the Frosts is untamed - this set of circumstances is said to have given rise to the first True Dragons and giant snakes, though that is uncertain, given that those creatures have been in the realm before humans even existed.
It is important to note why "True Dragons" are called that - in this realm there are some extremely rare shapeshifters, called Changers, who are able to turn into dragon-like beings. They're very similar in appearance and size to True Dragons, the key differences are:
True Dragons can live for eons, thousands and thousands of years if not killed by another dragon or an extremely lucky knight. Changers are humans with shapeshifting abilities, their lifespans are not that much longer than regular humans - they may life to 150 years maximum, if their magic is powerful.
True Dragons are nigh impossible to kill - their scales are thick and reflective, like reinforced gemstones, and their massive size and strenght make it nearly impossible to take them on a fight. They also have extremely keen sense and are terribly cunning and intelligent - sneaking up on one of them will not end well. Meanwhile, while Changers are incredibly strong and formidable in their dragon form, they're not nearly as undefeatable as True Dragons (they're slightly smaller, less instinctive and more liable to making human mistakes).
True Dragons are indeed sentient, but they do not speak like humans do. Instead, they communicate telepathically between each other. If they so choose, they may speak inside the mind of a nearby human, but they rarely do. Changers - because they're humans who turn into dragons - can speak in their dragon form and do not possess many telepathic abilities.
Now about those giant snakes!
Giant serpents/snakes are not dragons, and are their own, unrelated type of creature. The people of the Frosts consider those snakes as symbols of power and extreme intelligence, and they're considered guardians of the Frosts and those within it - still, they're extremely dangerous, and its best to not cross paths with them (they're not evil, they're a force of nature, like the ocean tides or the rain - they can be helpful, but also can cause deathly harm). They're extremely large, most of them rivalling True Dragons in size and strenght - the biggest serpent of that kind could possibly wrap around the peak of a small mountain - but they're not sentient, they're wild animals born of wild magic. Even True Dragons know to avoid them and respect them.
Fun Fact! The most powerful spymaster of the region - at the service of the five clans of the Frosts, and a personal friend of many of their rulers - Aesra Haell, has adopted the imagery of a giant snake as the sygil of his House, due to their unpredictability and role in protecting the Frosts. He was given the apt nickname of "The Serpent of the Frosts" because of this, and because of his reputation.
Some other important/interesting facts about the Frosts!
As you already know, the Frosts land is divided amongst five, proud, matriarchal clans. They do not wage war against one another, though they do not always see eye to eye, and cohexist in the Frosts through a harmony born of a strict sense of honor and a a warrior's code. They believe in strenght, might, intelliggence and adaptability - and above all things, a deep respect for the balance of nature.
The inhabitants of the Frosts are expert craftspeople, and with the rare, magical materials their land has to offer, their creations are often one of a kind.
Maryon 'Haell', one of the protagonists, is Aeras Haell's adoptive daughter. She was born somewhere along the borders of the Frosts and the other realms (it is hinted that her parents may have been traders from Orloch trying to make a voyage to the Frosts, which went very wrong, but nothing is confirmed. Either way she was very far from home). She four years old when was found wandering the frozen woods after trying to sneak into a caravan that was returning to one of the cities of the Frosts, where coincidentally Aeras Haell was. He saved the young child and decided to raise her as his own, perhaps as a successor in his spy network, if she one day so chooses that path.
I feel the need to clarify this - Changers are NOT necessarily native to the Frosts, they can be born there, just as they can be born anywhere else in the realm. Meanwhile all True Dragons are always born from the Frosts, and most choose to stay, with only a few migrating to other regions.
Some populations of the Frosts are nomadic travellers, but they always hail to a specific clan. Most, however, live within the underground cities and mountainous fortresses that pepper the snowy landscape of their land.
Their oceans have been - mostly - frozen for centuries.
I hope this was a good answer! I love talking about my worlbuilding, so always feel free to ask more! (:
Also, here, have some of the songs that inspired me aesthetically whilst writing about this land!
Frozen Heart - Colm Mcguiness
Battle Cries - Peyton Parish
Son of Man - Phil Collins (Peyton Parish cover)
Glitnir - Danheim
(@crowandmoonwriting just if you want to check this out! I know you love winter aesthetics!)
✨🌼❤️🌹✨ this is the you are amazing award! Send it to ten bloggers you think are wonderful or just take a moment to bask in your own awesomeness! ✨🌹❤️🌼✨
Thank you, thank you, thank you for this! You're awesome too!!!!!💜💕


Happy WBW! World map emoji - How many countries are there in your world? Feel free to dive into them as much/little as you want! 🍃 - How many seasons are there in your world?
Thank you so much for the ask, @pluttskutt! I'm sorry for the (very) late answer, these past few weeks have been a bit chaotic!
How many countries are there in your world? Feel free to dive into them as much/little as you want!
Since I'm working more on Of Starlight and Beasts I'll go with that WIP for this answer!
Well, the short version is... I'm not really that sure yet. What I mean by this is that I know the key locations where the story has taken place and will take place so far, but I also know that there's a whole continent of kingdoms, cities, and landscapes in the world the characters are in, and while those places exist in their world, they just haven't appeared in the actual story or been visited by the characters yet, but are mentioned.
Mostly, so far, the main countries/kingdoms that are extremely relevant to the story are the capital city of Tirawen, the former kingdom of Idraven (now conquered by the forces of the Crimson Queen), the provinces of Monbern, the vast landscape known as the Frosts, and the seaside city of Orloch - all which are part of the characters stories, journey and which hold the landscapes which are key parts of the trajectory of their quest. There will be more kingdoms and countries introduced later on, but these are the ones I've got so far!
Now, a little bit of quick lore about those cities:
Tirawen - This kingdom (whose capital city has the same name) rules over a large portion of the realm, its dynasty was known for upholding the current era of peace before the main conflicts of the book threw the world into chaos. Despite being a beautiful marble city known for being the melting pot of the realm, where different cultures could exist in harmony and where knowledge, arts, and magic could thrive, Tirawen also has a complicated/darker side. Beset by strange, ravenous beasts throughout the year, but most strongly during the dark winter months of the city, Tirawen's survival depends on the magic borders around the kingdom, which provide a defense system capable of keeping most of the beasts at bay. But the more distant from the capital, the less efficient the magic, since it is a limited resource - small backwater villages and faraway provinces are more at the mercy of the beasts, while the cities near the kingdom's heart/the capital rarely suffer great losses. But now, with the kingdom's protective magic waning - for reasons yet unknown, Tirawen faces the reality of a dire future that may put at risk its very survival.
Monbern - A duchy deep in the forests of the southern part of the kingdom. It was once one of the most powerful and rich places in the realm, nearly a sprawling merchant empire in a stone-built city, but when the ducal family was betrayed and the throne usurped, Monbern changed. It's sprawling merchant city gave way to one of the most infamous (and largest) black market trading outposts in the realm - with the crime lords being personal friends of the new Duke, having helped him come to power - and many loyalists to the former ducal family were either driven to exile or vanished (killed). The old city now lives under near militaristic oppression, with high taxes and threats, though those loyal to the "new duke" seem to suspiciously thrive. However, there's more to this province than meets the eye - underground, carved into the earth's stone, there are ancient fortresses and tunnels, where another city (reminiscent of the old Monbern) thrives right under the new Duke's watch, which is unaware of the existence of this secret part of the province.
Orloch - This city is home to the largest port in the realm, covering most of the kingdom's coast. It is ruled by a council of naval commanders who answer to the royal family of Tirawen, most notably to the King's sister-in-law, a former captain. It is responsible for trades between cities in the realm but also with cities beyond the sea. Many of the budding captains and commanders dream of reaching and exploring the mythical "Uncharted Lands" that lie beyond a sea of monstrous creatures and deathly enchanted fog that confuses the minds of sailors and drives them adrift forever.
The Frosts are an incredibly large expanse of land beyond the city of Tirawen, a frozen, landlocked desertic tundra in the heart of the continent. It is said that most non-humanoid dragons and giant serpents hail from these lands, and that magic is at its wildest here. The kingdoms within the Frosts are independent of Tirawen, though they hold diplomatic connections and trade relationships with that city, and its lands are divided between five matriarchal, ancient clans - which are said to be the only ones able to master the ginormous creatures of their land, and have existed long before Tirawen was even a village.
Idraven - It was once a "sibling kingdom" to Tirawen, before the two lands were divided into two, centuries ago. Idraven was a powerful kingdom with a warrior's culture and a strong connection to their kingdom's spiritual magic. It was separated from Tirawen by a vast mountain range and had cities nestled in the walls of the mountains and even within the rocks. After the kingdom politically "disappeared" two centuries ago it was said that Idraven fell to at the mysterious curse that was awakened and took hold of the mountains and forever locked Tirawen away from it. This is partially true, there was a curse, but Idraven was actually conquered and isolated by the forces of the Crimson Queen. Much of its population died in the brutal attack (either fighting against the Queen's forces or trying to run from it), and the ones remaining were enslaved by the Crimson Queen. It now looks more like the mix between a ghost town and a military outpost.
How many seasons are there in your world?
All my fantasy WIPs have the same Four Seasons as we do (mostly because that's a system that works and it would be too much additional work for me to great new seasons). At times, the length, characteristics, and strength of each season may vary in certain locations in each WIP, though!