As far as the Tolkien Route is concerned, I think writing a story like that takes an enormous amount of planning. For my story, I have three non-human races, Merfolk, Sylph, and Dragons. Now, for my story, none of these races are 100% like what you can find in a Google search. If you are curious about the specific details as the races are developed. Be sure to become a Champion of Seasafair at least.
You also have to think about history and lore. Every world has a past, present, and future. The World of Wayward Tides has multiple ages before the age the story takes place. For information on the world's history, become a Guardian of Marianous.
Since a lot about creating these worlds are perks for paying patrons, I can't really go into too much detail without cheating my patrons. That being said, I still want to help offer advice where I can. That's what I hope to do in this thread. Of course, have to limit myself for multiple different reasons.
Continuing with world building, you need to think about what your world has in it. Does it have Forests? Lakes? Mountains? Seas? Deserts? What are the cities like? Do certain races build cities while others don't build.
I can say that the Sylph and Dragons do not do a lot of building like Merfolk and Humans do.
How was your world created?
Do any of the races like or hate each other?
Merfolk are often wary of humans. Why?
Writing a good story takes time. You need to pace yourself and give yourself time.
A lot of these questions can be asked about merfolk in our world.
The nice thing about writing about merfolk in our world is that a lot of the world building is done for you. That really helps, but also prevents some of your own creativity unless you take certain liberties. Inside a world you create, you can decide on the natural order of things.
I will say that I get a lot of inspiration from certain stories and video games. There are some concepts that just give me ideas. I NEVER use someone else's ideas.
However, there are things like the lost boys from Neverland that represent children that never grow old. There's just something about that concept that helped me come up with a piece of what the Sylph are. The Sylph are essentially spirits. Their true form is similar to that of a human child. They never age and they have the ability to fly in their true form. Now, any Google search will tell you that Sylphs by definition are air elementals or spirits. The element of air is naturally associated with flight so it isn't me stealing the ideas from Peter Pan. The youth concept isn't exactly all about Neverland either. Sylphs are tricksters...
I could go on, but I think that is enough to give an idea about what can go into the creation of races like merfolk and etc.
It's important to think about what you want to create for the world you are making instead of using someone else's idea. My Sylph or Merperson might not be what your Sylph or Merperson needs to be.
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