The Foundation of Fillimet



World Motivation

I want to build Fillimet to explore everyday life in a fantasy setting. How do citizens perform their jobs and enjoy their leisure in a world where magic is commonplace and easily accessible? Character interaction and development is also important to me, so I plan to add plenty of opportunities to explore the dynamics of character and organizational interactions and how these will also shape lives and histories.  

My Payoff

I have three goals in creating Fillimet:
  1. Re-engage with my joy of writing.
  2. Build a world where I can write short stories and novels.
  3. Allow for many areas for TTRPG adventures that play into the world on varying scales. Most of these are intended for family-friendly adventures with my young daughters, and some will tie into my story writing.


Magic is readily accessible to almost everyone, from all walks of life. This sometimes has unforseen consequences.  





Player Experience

The world feels larger than the players, with varying locations providing different experiences and cultures. Focus is on the everyday and ordinary lives of the inhabitants of the world, with glimpses of the unknown underpinnings of the world to elicit feelings of wonder.  


Bright, throughout most of the world. Even at the darkest moments hope is within reach.  

Player Agency

Players are a part of the world. Their actions have consequences to help change their part of the world, but they are not the answer to everything. The world is bigger than they are, and it is up to them to find their place within it and build their own sphere of influence.  

Recurring Themes

  1. Magic is synonymous with Technology.
  2. Any individual can make a difference, from the most influential to inconsequential. Hope can come from any source.
  3. Secrets, some wonderful and some dangerous, lie beneath much of the workings of the world.



Technology Influence

Magical use permeates everything and every profession, providing advancements in all areas, including efficiency and safety. Magic does come at a price, in the form of permanent changes caused by exposure to that magic.  

Agriculture and Trade

Trade across long distances is much easier due to the Portal Exchange, ushering in a new age of wealth and prosperity to all participating towns and cities by providing easy access to portal travel for everyone. Smaller towns and villages strive to obtain access to the Exchange through encouraged growth (to meet the requirements for their own portal) or agreements with neighboring towns.  

Arts and Culture Influence

Each location and nation has their own culture and ethnicity, influenced heavily by the history, technology, environment, and economic conditions of the area.  


  1. The town's and cities of the Northern Reach fall under the control of the Church of the Heathen Prophet. Some of these cities are enthusiastic supporters of the Church due to the prosperity brought by the Church's influence, while others are rife with malcontent as a result of the Church's drain on their resources and oppression of their people.
  2. Magic is readily available and used freely, but it does have a cost in the form of permanent changes caused by overexposure to that magic. These effects vary according to the type of magic.
  3. Pirates are once again becoming prevalent across the Blackguard Ocean.
  4. The fertile Andisol Valley is experiencing tremors and earthquakes. Magical attempts to calm the earth have failed and miners and others skilled in Geomancy have left the area, citing unrest from below the valley.
  5. The Portal Exchange's portal gate to Vishan has gone dark. Attempts at communication with the plane have failed, resulting in garbled communications in the best cases.

Rules of the World

Differences in Natural Laws compared to Earth

  1. There is magic.
  2. Magic is everywhere, forming magical fields similar to the magnetic fields of earth.
  3. With the exception of those suffering from Unattunable Disorder, anyone can tap into magic, although some are genetically Naturally Attuned and therefore have an easier time channeling magic.
  4. Spells resulting in a sustained effect require active casting, or Rune Magic to act as a battery to sustain the channel. Spells with permanent effects do not require this.


Formation of the World

Nobody knows how the world began, although many religions have theories. The Three Songs, for example, believe the world was formed by three sister Goddesses, representing permanence, change, and life, with the Goddess of Life holding the balance between her older twin sisters.  


Fillimet consists of an assortment of planets and pocket planes. The main planet of Fillimet follows geography similar to Earth's. Most other planes possess similar geographic features to Earth as well, although the otherworldly planes have their own sets of rules unique to them.

Special features of geography

Otherworldly plans have geography unique to them.  

Initial Size of Worldbuilding

The world of Fillimet plus various other planes.  

People and their History


Ancient Races

The world was once ruled by the Feral Dragons, Frost Fae, Redaxx, and other older species. As the younger species have developed to form their own communities many of the older species have retreated to more remote corners of the world rather than mingle with the newcomers, taking with them their knowledge and experiences including the secrets of Ancient Magic.  

Feral Dragons

The Feral Dragon are not feral at all, but highly intelligent dragons with little interest in the affairs or survival of the younger races. They are split into three ethnicities, each prioritizing a different type of treasure as the most valuable. The Soulfire believe in hoarding and sharing knowledge above all, while the Tlaxxi value strength and the Lurienne prioritize community and companionship.  

Frost Fae

The Frost Fae are delicate and small, with large Imperium resources and a Naturally Attunement towards powerful magic. Their settlements and existence are secret to all but the ancient races or explorers who have stumbled upon them. The frost fae of the Lonely Peaks launched a pre-emptive centuries-long attack against the younger races of Arcturia by enraging the wildlife of the Winterwood Forest, due to fear that the expanding nation would discover their civilization and threaten their way of life. Their dispute now resolved, a small population of frost fae now reside within the nation of their former enemy, although they still strive to maintain the secret of their existence from outsiders.  


The Redaxx are the direct ancestor to several of the newer species, most notably the Dracoling. The unique telepathic adaptations of the Redaxx are believed to have led to their extinction, as locating willing partners amongst the other sapient species of Fillimet became much easier than forming procreative romantic bonds with their own kind. Samplings of their genes are carried within most of the younger humanoid races.  

The Newcomers

Fillimet is a world of diversity, where ethnicities rather than species is more likely to dictate the beliefs of an individual. Currently I have a few ethnicities written with more intended as I expand my world.  


The Rol'nara are inhabitants of the plane of Rol'na. In many ways they are becoming my idea of how the world should work - accepting of individuals and their quirks and ideas, welcoming to outcasts, non-judgmental of others and their struggles, and above all very community-based. They can afford to live this way because of the powers they control through the Portal Exchange, essentially allowing them great economical power over the rest of the world.  

Andisol Valley

The Andovians belong to an organized and allied valley of city states. Their world revolves around the fertility of the land, and mutual respect due to mutual military might. Their lore and beliefs hint at the supervolcano slumbering beneath the Andisol Valley they call home.  

Northern Reach

The Reachmen and Heathens are constantly at odds, locked in an epic struggle between government and the wills of the people. The Reachmen struggle for economic independence from the Heathen Church and its oppressive ways, while the Heathens follow the Church and its teachings, regardless of their personal beliefs, because complacency is more comfortable and the status quo is good to them.  


The Arcturians are battered after the centuries-long War of Generations against their local wildlife, courtesy of fearful Frost Fae. Overcome by the Heathen Crusades shortly after the end of the war, they were able to negotiate a favorable treaty to preserve their way of life. They are now focused on rebuilding, both their cities and the wildlife populations of the Winterwood Forest.  


The Jannadan people believe in harmony with nature, which is largely reflected in their marvelous cities on their home plane of Jannada which combine natural architecture with technological prowess. Their plane was recently polluted due to the actions leading up to The Refuse War, so ecological repairs are their highest priority. The Jannada do not often mingle with the other ethnicities of Fillimet.

Cover image: Nature Forest Trees by jplenio


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