Worldbuilding Wednesday - Tumblr Posts
Happy Worldbuilding Wednesday!
This is your opportunity to talk about your favourite bit of worldbuilding in ANY of your WIPs!
Happy Worldbuilding Wednesday! I’m an obsessive worldbuilder but my favorite part would have to be coming up with traits for my clans. Like which powers do they have? What are their physical characteristics? Which other clans do they get along with? Which clans do they dislike? How does dialect differ between clans? That kind of stuff. Thanks for asking!
Happy Worldbuilding Wednesday! What are some of your favorite elements of world building? Tell us something cool about the worldbuilding you've done so far. Use the tag #worldbuilding wed asks and see who else wants to chat this fine Wednesday :)
"Happy Worldbuilding Wednesday! What are some of your favorite elements of world building? Tell us something cool about the worldbuilding you've done so far. Use the tag #worldbuilding wed asks and see who else wants to chat this fine Wednesday :)"
Thank you for this ask!!
My favorite elements of worldbuilding are definitely magic systems, creatures and culture creation. One of my favorite things to do is to take a funky oddball concept and try to built it into a world in a way that makes everything connect. Stuff like "blood made out of bees" or "there is a canyon full of teeth that controls the weather" etc etc, and then build a whole story and world around it 8)! I love trying to make completely out there concepts work in a way that (hopefully) makes someone go "hmm, yeah! That could make sense."
And uhh as for what I've done so faaar...I'm pretty excited about the whole "portals in some special people's blood" thing, and how all funky blood portals lead to the ocean. Or how the in the world of Voidwalker (tentative project name) different aspects of the main magic system correspond with the different parts of the now deceased gods. Stuff like their hair, blood, bones, eyes, etc. Their corpses are kind of corrupting the ocean at the moment in various stages of decay, and it's causing the world to flood. Gross! :D
I'm hoping to make little brief worldbuilding cards like this one in the future to explain a little more, I just have a really hard time because I'm always refining/rearranging things.
Hi and happy Worldbuilding Wednesday! ✨
In a world of your choice, what is considered the worst possible crime that a person could commit? How is it punished?
Have a nice day! 💕
~Mimi
hi mimi! happy WBW! ironically, in my world, the worst possible crime is child and family slaughter. which benton's mother did... but she's a terrifying leader that keeps everyone on a tight leash, so no one says anything.
but, if someone that's not the head royalty does it, the usual punishment is a slow, painful death. and the reason is: when you die, your soul meets the one's you've killed in your life time.
Happy World-Building Wednesday! How do you think your own culture influences your world building? Yours dearly, @catinthesun2
Happy World-Building Wednesday!!! I think I'm going to actually look at my campaign world for this because I write a lot of more urban fantasy/generic medieval fantasy (in the case of Queer Storylines TM)? But Tirisea is my campaign world and I grew up in a very rural region of the central US, and I think that's why I'm specifically attached to city-states in my worlds as opposed to full nations? When there's only one big city within 100 miles of you, and that big city isn't actually all that big, the world feels very local, and I really really like my Regional Flavor because I do identify so strongly with the region I'm from, even if I was not encouraged to embrace it during my upbringing.
Also, being from the US, I have a special hate in my heart for capitalism, and that tends to make an appearance in my antagonists!
Thank you for the ask!!!!!! (i don't know if i need to tag you if you were tagged in the ask but @catinthesun2)
'Tis Worldbuilding Wednesday!
How did major cities come to be in your world? What are some places of interest?
Happy Worldbuilding Wednesday! Thank you for the Ask, @jasperygrace!
How did major cities come to be in your world? What are some places of interest?
Well, long ago - and this means like, millennia ago, thousands of years - the first civilizations of Agrannor were formed from formerly nomadic human tribes, which created the kingdom's first cities, which soon thrived into massive kingdoms. This gave rise to an Era known as the Old Legacies/First Dynasties, which lasted for centuries. Many of the cities during the beginning of the Old Legacies period were Elven, and the elven folk were a thriving empire amidst the recently settled humans, and they were allies. The alliance between Humans, Elves, and Mageborn (as well as other sentient beings of Agrannor) allowed the small cities to quickly thrive into vast kingdoms known for splendor and knowledge.
That period was known for its thriving lands and for the birth of many of the kingdoms that still exist on Agrannor today (Kestrall, Adrellios, and Nethilor are especially ancient).
However, the start of the Ancient Wars - along with the emergence of the Secret Court - brought a swift end to that era, but the kingdoms that were created in that period still remain to this day on Agrannor. Most of the Elven kingdoms fell during the Wars and did not rise again.
Happy WBW! What kind of houses exist in your world? Mansions? Cottages? Single family? Duplexes? Apartments? Castles? Space ships?
Happy Worldbuilding Wednesday! Thank you for the Ask, @writernopal!
This is such a cool question!
What kinds of houses exist in your world? Mansions? Cottages? Single-family? Duplexes? Apartments? Castles? Space ships?
IN THE LAST WRATH:
In Agrannor, the types of houses available tend to vary a lot - depending on many factors, including the social status of the person buying the house and the kingdom's own characteristics (such as weather, geography, culture, and architecture).
Let's start considering more widespread/common architecture between the kingdoms and then continue on to the more specific cases:
"Mainstream/Common" Architecture throughout most of Agrannor and its availability: (As in, the similar housing aspects that can be found almost anywhere in Agrannor)
One or two-story houses, often built out of wood and stone, are very common almost anywhere in Agrannor (with exceptions of course), for most of the population, especially the middle class. The most well-off often live in bigger, more intricately built houses, made of more expensive/rarer materials, usually with more rooms and better insulation. Meanwhile, those belonging to the lower classes often have to make do with single-room cottages/small houses. In some kingdoms, affiliation to a certain order or academy often comes with provided housing (for example, while living in Liranthis, after being accepted in the Liranthian Academies, Zephyr and Jamie were given a single dorm room provided by the academy), if the person is lucky enough. Most times, people buy their houses already done and properly built by talented stone masons and carpenters, but some opt to build their homes themselves.
NOW FOR CASTLES!
Castles, Palaces, and Estates are often only owned by the wealthiest and most powerful families in a kingdom, usually by those with a noble title. (E.g. Innara Renfelli grew up in the beautiful Spring Palaces of Nethilor because her father was the head of the House Regent and thus rightful ruler of that kingdom). They're usually very unique to the kingdom, each region's architecture and values shining through strongly in each detail of the castle/palace/estate.
In Kestrall, we would see mighty fortress castles carved straight out of the cold and unyielding mountain stone, deep into the hearts of the mountain and spiraling into mighty towers above. Dragon Spires can be found nestled high above the palaces, lit up by giant torches to lead the way for riders flying through blizzards.
In Vellamere, beautiful sandy-colored seaside palaces can be found nestled atop the high coves/inlets/bays, with long pilasters held high and colorful silk curtains flowing in the salty breeze.
In Etaruze one would find marble castles overlooking the shining city below in all its glory. Spires and delicate towers are paramount, thought to almost reach the clouds above.
Nethilor holds some of the most ancient palaces, built out of grey stone and colorful wood, with its marvelous gardens with the rarest and most beautiful flowers in all the land, something that grants them the name of "Spring Palaces".
Adrellios and its golden palaces and castles never fail to impress, the gold-plated walls shimmering like a jewel on the desert sun, lighting the city like a beacon even miles away.
The Forgotten Palaces of the Guild of Assassins, though - as the name might suggest - strategically hidden from the world, host some of the best architectural designs around, built for might but also practicality - with so many escape routes and hidden passages that it's said that one can never know them all. Plus, they're meant to test you, and some places within it are meant to be deadly, so good luck!
The Imperial Palace is made out of pure marble and plated in silver and gold engravings, but is also inspired by/reminiscent of (some aspects) IRL ancient Roman royal architecture. It is meant to highlight the might of the Emperor and his name, statues of the empresses and emperors of times gone by being a strong presence in the important halls of the palace. It is said that this palace was first built right after the end of the Ancient Wars, to house First Empress Seraphina herself, and it was conquered - and reformed - by orders of Draskhan Morosyn centuries later.
And so on!
Now for the overall architecture of some of the kingdoms:
In Vellamere, you will find many different kinds of houses, some built of carefully carved wood and painted with colorful paints made of sea Kraken shells, while others will be built out of stone and bricks. Often, establishments are decorated by sails, ropes, and helms of important ships, and handmade crafts are also an important part of their decoration. Most people choose to leave by the sea and near the port, where most of the bustling commerce and thriving businesses can be found, overlooking the colorful stone piers and the shimmering waters below where ships are anchored to the shore. Some people, sometimes, leave in their own boats/ships (especially if they are seafaring merchants), and make it their own traveling home.
+ which means that, in Vellamere, one might live in a boat-house (or a mighty ship), just as well as they might live in one of the carefully built colorful seaside buildings.
In Kestrall, much like the palaces, most of the houses are carved into the mountains themselves, built of pure stone and petrified wood from the trees of the Riven Pass. Due to the cold climate, the hearth or fireplace is an important part of the home, its architecture being centered around it so that the house is properly insulated from the cold, and some people sleep as closely to the source of warmth as possible, sometimes having multiple fireplaces across the house - if they can afford it. The furniture is often rustic and made out of pure wood, though it holds a certain beauty to its intricate carvings. Also, the house of a Forgebearer (a mage working under the employ of the crown or the army to make runic weaponry in Kestrall) always has its own forge.
+ in Kestrall, one might live in a stone-carved house, or any other kind of building, as long as it is carved into the mountain.
In Meruvvon, the Maze City, the houses are cleverly built to enhance the city's natural tendencies, creating an artificial maze of streets that can only be navigated properly by those who know it by hand. Blue and gold decorations, mixing with striking white walls, create a beautiful scenario, with most houses being built out of stone. For the style of the houses, Meruvvon's architecture is faintly inspired by Ancient Greek cities, but with a twist.
+ In Meruvvon, one would easily find themselves living in a white stone house with colorful highlights.
Midtaren is a forest kingdom, built in the heart of the most ancient woodland areas in all of Agrannor, where the trees grow as tall and large as towers. The houses, made out of pure wood, are often nestled onto the trees themselves, connected to each other by an intricate network of bridges, ropes, and branches as wide as streets. The Palaces are held by the strongest, and most entwined branches of the most ancient, and enormous trees, like a gigantic spider's web. The trees are so high and so unbelievably wide, that one can go their entire lives without truly seeing the extent of the forest floor and the spirits beneath.
+ Literally living in an incredibly mighty version of tree houses!
Adrellios is a desert city that strongly values beauty, grace, and secrecy. The houses are built to reflect that, but they're also built with the intention of keeping out the unrelenting heat of the desert sun. These two characteristics combined make for a truly intriguing city, with houses, apartments, and mansions built to keep a gentle and cool breeze flowing within and the sun shining outside. Using local materials - and a bit of magic - Adrellian buildings are able to keep out most of the unrelenting heat while giving off a sense of mystery and secrecy, with its silken ornaments and colorful paintings.
+ one could just as easily live in a sandy colored "apartment" within the heart of the city, or in a desert stone house near the marketplace
Etaruze and Faravvia are "twin cities" - as in they were originally one kingdom, but split into two a few centuries ago. As a result of this, its architecture and housing styles are intrinsically similar, but subtle changes are undeniably present. Etaruze is a city built around a series of freshwater canals that flow within it, with houses that prioritize open spaces and winding gardens. Meanwhile, Faravvia - while much similar - feels much more closed off and busy, an aspect that reflects strongly on its architectural choices.
+ a marble house next to a flowing canal or a wooden building above a busy street, where colorful paper street lamps hang down.
And so on!
About the other cultures of Agrannor!
Mageborn housing is very similar to human housing, and since they've lost most of their kingdoms a while back (plus in the Free Realms both kinds tend to live in harmony), they tend to take up human customs too, though their home decor varies distinctively depending on what kind of mage culture they follow.
Elves used to live in mighty forest kingdoms with beautiful houses within their homelands, some - the ones lucky enough to have reached the Hidden Cities - still do, but most have taken up a nomadic lifestyle to avoid capture within the Empire or choose to live within the human and mageborn cities the Free Realms.
Speaking of nomadic, there are plenty of nomadic human tribes in Agrannor, with ancient and respected cultures! Due to their nomadic lifestyles, their homes need to be portable for whenever the group moves on somewhere else, so beautiful tents are mostly the norm here.
Merfolk lives deep in the sea, their cities being a mystery to all humans - since they're completely out of human reach. Some say they live amidst the corals, others that they live deep within the shores near Sharpskull Bay, but little else is known about their home.
Faeborn used to live in cities within most of the forests in the Borderlands, in unison with the nature their magic came from. However, when the Morosyn Empire wiped them out, their entire civilization - and so most of the remains of their housing and architecture - was lost.
Important Detail (when it comes to housing in Agrannor):
Homelessness is - unfortunately - a very common situation in Agrannor, especially after conflicts like the Agrannorian Civil, and many characters of the main cast have - at least at some moment in their lives - lived either on the run or on the streets. The most notable characters to have gone through this are Zephyr & Jamie (who were street kids for most of their lives after fleeing the Fall of Eldon and only recently have managed to get a chance at a better life), Fabian & Luciya (they were orphans who had to become petty thieves to survive, living on the run through the many forests and backwater villages of the Morosyn Empire, and due to this, it wasn't rare that the two siblings found themselves on the streets on lean months) and Myrah Faron (before fleeing to the Free Realms she never truly had a home, though she almost always had a place to hide in, it was always a matter of moving away the next week or so, always running from place to place with her friends, trying to avoid being killed by the Radiant Hunts).
Happy WBW!
What would the world of your WIP look like in a hundred years?
~ @tabswrites
Happy Worldbuilding Wednesday! Thank you for the Ask, @tabswrites
What would the world of your WIP look like in a hundred years?
This is a very interesting, and complicated question.
Let me explain:
The continent of Agrannor has been torn by multiple wars and conflicts for the past few centuries, especially the Agrannorian civil war which was especially damaging (I mean, the Kingdom of Eldon was literally destroyed by the end of it, there was nothing left when the war ended) and the persecution magical folk have faced ever since the rise of the Morosyn Dynasty has also caused serious consequences. The Continent's development - though the kingdoms still thrive in most places - has slowed down considerably, and that is only bound to get worse with the approach of the War of Prophecy in the current events of the story.
This means that, by the time the current story of The Last Wrath ends, most kingdoms (be it Imperial, Free Realmer, or Borderlands) have some serious rebuilding and reestablishing to do, before development and technological growth can even begin to take place.
This is important to know, because such a halt on the continent's development and the aftermath of such brutal wars, means that at least the first half of those 100 years will be spent recovering and rebuilding what was lost, as well as changing unhealthy prejudices and helping those who were once hunted down find a place to safely restart their lives. That is a lot of work, even with the kingdom's efforts combined with the new magical and tech discoveries. Some semblance of technological development should start to be noticeable by the middle and the second half of the coming century.
And that's where the answer to your Ask comes in!
After the continent is done rebuilding, the kingdoms would likely use the magical and technological advancements learned during and after the War of Prophecy, and use it to make their lands thrive. Better housing, more advanced road systems, and expansion of trade relations with new kingdoms and even other continents (which the growth of dragon rider academies - who can fly long distances - and also the creation of better, faster sailing techniques, with the Storm Isles making an alliance with the continent once again)
SPOILERS BELOW THE CUT ✨
Some key political changes also happened during those years, especially in the aftermath of the War of Prophecy, after which the Morosyn Dynasty fell and their lands became once again the Seraphian Empire, with the lost heir of the First Empress being crowned as ruler, and the re-establishment of a friendly relationship between the Imperial lands and the Free Realms, with the Empire stopping its efforts of conquest and the crooked ways of the Temple of Radiance being outlawed for good (a temple should be a place of peace and diplomacy and not a horrifying monstrosity that hunts innocents for their magical blood).
The Hidden Cities of the Elves began to thrive once again, no longer having to live isolated from the world, and trust between human and elven rulers slowly began to rebuild. More importantly, with the end corruption of the ancient magic sources, the elves no longer found themselves ill or cursed by the effects of forbidden magic and were able to live their long lifespans to the fullest once again.
The lost enclaves, where the last Faeborn that managed to survive the Hunts lived, reappeared for the first time in almost 30 years, with the support of the kingdoms to be free to return to their ancient territory. The Faes then shared much of their magical knowledge with a few selected human and elven individuals, who went forth to use said knowledge to try and improve the lives of everyone in the lands.
As for the Free Realms, much of their current structure and political systems remained the same. The kingdoms remained independent and free to thrive as they pleased, without the threat of Imperial Occupation. The Free Realmer lands conquered during the Agrannorian Civil War and the War of Prophecy were restored to their rightful kingdoms, and given independence by the Seraphian Empire. When it came to important decisions and diplomatic solutions, the rulers were once more united in the Primordial Council (which gathered every five years or whenever should it be summmoned, to discuss important matters), which had fallen millennia ago during the Ancient Wars and was reinstated after the end of the War of Prophecy, a century ago, by request of Queen Ellinor and the Dawn Knight. This was meant so that a conflict of such magnitude could be avoided in the coming future.
Due to all of this, a growth in the presence of magically talented populations grew, now that their lives were no longer in danger. Many more people became interested in learning arcane magical arts, and the old sorcerer orders and academies were reopened (both in the Empire and the Free Realms) to train those interested in following a sorcerer path.
Of course, not all was beautiful, nor fun, and games, and the kingdoms still suffered through many minor conflicts and harsh times to get where they would be 100 years later.
(Since the world of Agrannor was heavily inspired by some aspects of IRL late Ancient Times and early Medieval Times - and considering the halt in the fictional continent's development mentioned earlier - in 100 years, it would likely be very medieval-coded but more developed)
Thank you so much for the Tag, @thetruearchmagos!!!
I'll go with the worldbuilding from Tales of Wilted Flowers for this one, because I talked about The Last Wrath's worldbuilding in this light a lot in other posts!
When it comes to organizations (or organization-like communities) in Ravaryn, the main ones that come to mind are the Starthread Coven, the dryads of the Whispering Forests, and the pirates from Fleetspire.
Starthread Coven -
A renowned witches coven, the Starthread were respected far and wide across all of the lands of Ravaryn. Their ranks were strict yet open to all, inspiring the flourishing of the magical arts and those talented in it. They were entrusted with a secret - and ancient knowledge - which they swore to protect with their lives, which - for generations - they had succeeded in. Until Lord Eldryc came along, dealing a critical blow to this ancient organization, and changing it forever.
Usually, the witches accepted newcomers through trials that would test their spirit and magical prowess, determining whether or not they would be worthy of learning the knowledge stored in their vast libraries. One could also be born into one of the many witch clans and Houses throughout the land, though they would attend the ritual trials all the same, they would be considered a witch by birth - though not an official member of the Covens. Arista Bryar - a half-vampire girl - grew up within one of the most powerful strongholds of the Coven.
The Starthread Witches view the world as an open book, considering knowledge and progress as the ultimate goals a society should strive for, as well as having strict codes of honor. They were very proud, especially when it came to defending their beliefs - and King Tieran considered them a threat when they refused to bow to his orders.
This organization was formed many centuries before the main story, when the First Witches were gathered, and swore to protect the new lands born after the defeat of darkness. They swore to uphold the old ways and maintain the magical barrier between worlds holding strong. To this day, such was their sworn goal. Some say the first witches were demigods - descendants of the fallen goddess who created the lands, others that they were the first faeries. Both stories could be true, or both could be false, as records of the origin of their magic have been lost in the sands of time, even to their highest leaders.
They view all races and species as equal, though some of their members consider some cities more civilized than others. Warfare is abhorred in their culture, but not ignored.
Dryads of the Whispering Forests -
In Ravaryn, Dryads are the more dangerous "cousins" of common faefolk, living deep in the untamed lands of the Whispering Forests - a place where the woods came alive as one living, breathing being. They are protectors of nature, considering themselves to be one with it - which is quite true to some extent - and they rarely ever leave their hidden kingdoms within the Forests. To protect their home and keep themselves alive, dryads often resort to drastic measures, not being the most diplomatic of all folk, and isolating themselves from the world outside their forests. Some kingdoms consider them "human-killers" due to their strict no-outsider policies when it comes to their territories, but dryads are not always violent - only when it's the last resort (when a human blatantly disrespects their territory/threatens the forest/hurts them). But usually, they merely urge outsiders to leave, sometimes aiding them, if need be.
They are known for the arts of trickery and illusion, often using spells of said nature to ward off invaders and even other forms of magic itself that may come to cause them harm.
Dryads are a species/race, not an organization (though they have their own form of government, military, and religion). Being - as mentioned before- more in tune with the wilder side of nature and isolated within their forests, they rarely ever allow newcomers/outsiders to join their cities - it is even said that no living human has ever seen what a Dryad City looks like from the inside. In the books, however, there is one notable exception - Eiralis Corben, a human girl adopted by Dryads as an infant, after showing strange signs of connection to wild magic, and raised by one of the most prominent Dryad families as an official member of their society. One of her many adoptive siblings - her oldest brother, Kaellel - became an Anwireh (an important figure in dryad society, holding military and social importance, being similar to a commander of sorts)
Dryad culture was shaped into what it is today by many events throughout its history, being one of the most ancient societies currently living in Ravaryn, having come into existence along with the first forests. At that time, the continent was a place of fading light, governed by corrupt rulers - and an equally merciless goddess. Many wars took place in that time, but one was especially important to Dryad society - the Banishing War, where heroes of the land stood up against the crooked Deity that governed the lands, banishing her and the dark magic she brought into being. During that war, many innocents paid the price of the dying goddess' wrath - but Dryads were hit the hardest, being almost wiped out by the Deity's last attempt to remain in power. When she was defeated, their numbers had already diminished significantly - some dryads blamed their alliance with humankind for their misfortune, believing to have been betrayed like lambs to slaughter, which led them to isolate within their last stronghold - the Whispering Forests - adopting many of their current beliefs.
Pirates of Fleetspire:
The "kingdom" of Fleetspire is located in a rocky seaside cove and is home to some of the most cutthroat and renowned pirates there ever was. They're feared by most of the kingdom's navies, especially so in the Lydean Sea.
For many years, the pirate overlords were led by one Pirate King, the mysterious young captain Meridian Grimshail. He upheld a strict code of honor, making the dangerous waters of the Lydean Sea safe for civilians and foreign merchants alike, but a nightmare to King Tieran Kallasen's navy officers. Meridian's ship was known as the Scourge of the Crown, for this precise reason.
Fleetspire thrived under his rule, becoming one of the richest - and most untouchable - unofficial nations of Ravaryn. The pirates grew rich with his help, so their loyalty was unquestionable- for some - and when it wasn't, well, Meridian made sure mutinies were not easily tolerated. That is, until, he disappeared. No one knew what became of him - except for his daughter, the only one who found out he had been cursed.
Anyone could thrive in Fleetspire - if they were cunning and reckless enough to try. Pirate captains were always in need of new crew, as long as they proved they had what it took to handle the perilous journeys to the heart of the Lydean Sea. Meridian Grimshail insisted that anyone could be anything in the pirates' city. Over time, he commanded such a great number of ships and inspired such respect, that even foreign pirate lords and the King himself grew to hesitate picking fights with his fleet.
He was a good pirate - a former navy officer of the King himself - who fought for the good of his people, rebelling against his former liege. In the past, when he discovered the truth about King Tieran's rule, Meridian resigned from his position as a Crown Navy Officer, running away to the up to then backwater city of Fleetspire, where he rose in ranks until his name became a legend, and his fleet proved strong enough to face the King's. Many of his own crew had similar backgrounds, but many did not.
Pirates of Fleetspire are known for their prowess at sea, even being allied to the dangerous merfolk that lurk in their waters. Their knowledge of magic proved valuable, giving them yet another edge against the King's navy. They're also great strategists, their captains often being known for their daring and bold plans.
World building Wednesday!
Hey all! Arch here, back this week with another Prompt! Despite being really damn out of it right now, I hope it's useful!
I'd love to know more about some of the internal cultures surrounding various groups in your setting! How does the organisation handle newcomers into the fold, or changes in its goals or circumstances? What, or who, did most to shape this shared culture, and what do those within the organisation think of themselves and the group?
Tagging @athenswrites @caxycreations @dogmomwrites @hessdalen-globe @theprissythumbelina @writeblrsupport @lividdreamz @mysticstarlightduck @moonscribbler @thatndginger @username-cause-i-need-one and anyone else who'd like to take part!
In honor of Worldbuilding Wednesday... How do you present your worldbuilding to your audience without overwhelming or boring them? What techniques do you use?
Thanks for the ask! To be honest, it's not really a hard and fast rule that I work with. It's sorta just a vibe? But essentially "explain as I go". I don't reveal anything that isn't relevant until it is. For example, if the story is about a trek in a fantasy land, I don't need to mention the currency/bartering system until they're actively making purchases or bartering. And even so, I try to refrain from full-on explanations.
So instead of a scene like:
She pulled out a dalc- a round gold coin about 10 centimeters in radius with the previous queen's face stamped into it- and made the purchase. A dalc was the highest form of physical currency in their country, and the previous queen, Queen Annie XIII, was so renowned for her economic advancements that she'd usurped King John IV for the honor of her face on the coin. Cassie won this coin by yada yada yada
I'd instead do something more like:
She presented him with a round gold coin. "Would a dalc suffice, or is that still not enough for His Royal Stingy-ness?" It'd better fucking suffice. She doubted even Jack had a dalc to spare.
And just leave it at that. Frankly, none of the other bits of information means shit to a reader, at least not in that moment. So if it REALLY becomes important at some point, I'll just wait until that point to explain the rest of it. It helps to keep in mind that, while this is a book, and the reader is new to the world, no one else in the story is (unless you made a character just for that). While you still need to explain things to the reader, it's just as jarring for them if the characters act as if they're in an educational show for elementary school students.
If you made a character just for this express purpose of having someone else who also needs the world explained to them, I think a good measure to keep in mind is the kinds of questions you (or someone you know whose personality is similar to your character) would actually ask in this situation. Would someone drop-kicked into fae-land ACTUALLY give a shit about whose face is on that coin? Would they care enough to ask? Would it ever actually occur to them to ask how their irrigation system works, or how the monarchy was established, while they're on a cross-country journey to save the princess?
Yeah so that's it, lol. Long-winded, but the TLDR is "context only as context is needed." Thanks again for the ask!