zpires

Mutania

Mutania is a world in flux. Sapient creatures with many eyes are mutated by magical wormstone. Rivers are alive and imbue the power of necromancy to their most devoted disciples. The mountains speak to the living in riddles. Inland seas disappear and reappear according to the whims of fickle gods. Magicians fend off beasts from the astral realm.

Mutania is a worldbuilding project focused on xenobiology and cultural development. The planet is ex-industrial and pacifistic. Magic plays a role in the everyday lives of people across the planet: from the raw transmutational power of wormstone, to river magic capable of bringing the dead back to life, to the sound-based astral magic favored by medical magicians and ordinary people.

The predominant animal group on Mutania is the mammile, or a creature with mammalian, reptilian, and/or avian traits. Some traits are common across most mammiles, including three or more eyes and strange limbs. Multiple sapient species (or "sophonts") populate the world.

Right now, the primary setting is the continent we call Zige, home to different cultures and states that are beginning to engage within one another. In a world without mass conflict, peoples engage in respectful cultural exchange and develop with inclusive and good intentions. Not every culture is perfect, but systemic evil has no place on Mutania for long.

To get started engaging with the world, feel free to check out the World Codex (available by selecting the ☰ button) and dive into what seems interesting. The Raro, Yalisi, Kalora, and Kugma cultures, especially their religions, have the most development, but who knows what comes next? If you have ideas or questions, please feel free to leave a comment!

Note: this part of the website is a work in progress. Many links are broken while we migrate the content from World Anvil. If you're desperate to read more, you can do so there.

Meet the sophonts

Meta

The following provides context for how we engage with this world and how you might, too.

Scope

Motivation behind building Mutania

Mutania is a world filled with fantastical creatures and cosmological horrors. Four different sapient species thrive in diverse, richly developed cultures. Individual societies have expanded beyond their original borders, and their interactions with each other are being documented.

This project indulges our passion for human geography, ecology, biology, chemistry, linguistics, fantasy, science fiction, and classical history. We want to explore the edges of how societies function once we remove some of the worst manifestations of human psychology, such as genocide, slavery, and colonialism.

Mutania's unique selling points

  • Novel and interesting cultures in a pacifistic world.
  • Playful xenobiology, including mammiles, an animal group with a combination of mammal and reptilian traits. Mutation of these animal forms generates more chaotic arrangements.
  • Multiple modes of magic, from the academic studies of medical magicians to the freaky transformative effects of wormstone.
  • Science-adjacent geography and ecology of alien planets.

Goal of this part of the website

This is an ongoing worldbuilding project focused on realistic cultural development that will include stories about the people who live there. We want to entertain a fascinating thought experiment and create a lush world for strange creatures to live in.

Theme

Genre

This world is science fantasy with realistic fantastical cultural development. Cultures are ex-industrial and their technology level is low, roughly equivalent to the year 0 AD.

Recurring themes

  • Creatures with multiple eyes and fantastical limbs. Bodies are inhuman to start with and become more unstable when exposed to magic such as wormstone.
  • Cultures with unique social systems that play with gender, family, and government structure.
  • Magic manifesting differently and uniquely to a given caster. Everyone is capable of magic in some capacity, but responses to it vary, and it is notoriously hard to predict.
  • Evil at the individual level. Individual antagonists can be accounted for and brought to justice to effect the betterment of society as a whole.

Reader experience

This world has a grayglow tone. Protagonists and antagonists alone rarely make large or permanent changes to the world, but it's possible. The life of the average citizen varies from people to people, and the world is full of ups and downs. The general morality of the people are good. People can work together to solve problems that affect their world. Evil does exist, but the world itself works to stamp it out.

  • Full
  • Grotesque
  • Lush
  • Thoughtful
  • Thrilling

Focuses

Culture

Information that guides people that is transferred by teaching, including constructed languages that reflect and change how sapient people think, and roles and dynamics within and between cultures

Natural Science

The relationships that the natural world has with its components, what they're made of, and their evolution and history. Changes in thermodynamics and chemistry from our existing universe result from astral matter, made of astral particles, that react to the material world in various ways.

Individuality and self-expression

The inherent quality of persons to grow and change as they live their lives. The relationships they have with each other and how that defines who they are.

Drama

Something strange this way comes...

Vopa, the Yalisi Priesthood on the Yalisi islands is gaining power. They own the city of Yalisi, and thus the island. Their Empire has reached the Zige mainland where it is starting to take hold. Other religions have different goals and methods, but the Vopa are sure that they're the ones who are right. They have the power of Pemija, the great moon on their side.

Recovering after the Dry Age

The Kingdom of Raro thrived, died, and is now starting to survive. Their Golden Age was interrupted by a terrible period where their inland sea dried up entirely, the river that fed it magically unable to add water to the basin. The Dry Age eventually came to an end: the water has returned, and now they can strive to forge a new path.

The Rise of the Lords

The Veinlords of the Veinhouses squabble amongst themselves to the detriment of those who serve under them. The Veinhouses protect the powerful art of necromancy among their noble leaders, but they can undermine each other and threaten the safety of their people.

Hello? Hello? Hello?

Psychological disease is spreading from the mountains of Kugma. Neuroses are multiplying exponentially, moods have become impossible to articulate, and there is a breakdown in the relationship between body family members.

Scene

Laws of Mutania

  • Two universes overlap. Dark matter is their cross-section, and in these universes, "dark matter" is called astral matter. Magicians use astral matter to perform spells and rituals. Physically, sound waves are sufficient to move astral particles, but sometimes intent and gesture can be enough.
  • Magic and mutation are common, and they manifest uniquely.
  • Mutania is an Earth-like planet swollen from an extra hot sun.
  • On Mutania, instead of mammals or reptiles (including birds), there is an animal group called mammiles. Imagine otters with rattlesnake tails or ostriches with kangaroo tails. Mammiles have at least 3 eyes, often 4. Some can photosynthesize.
  • The world is in a state of peace. There is so much of the world left to explore.

Cosmology

Different people have different answers to this question. Many associate the birth of Mutania with the birth of its two moons.

Principal geography & features

Zige is a large continent mostly in the Northern hemisphere. It has very tall mountains in the center and a vast expanse of taiga to the North. Deserts claw at glaciers' shores and lush forests cling to the South.

In the shadow of old mountains and cold rivers live the Paban and Kaloran people. A river cuts through their taiga to the inland sea where the Kingdom of Raro has established dominance. In the middle of the continent, tucked behind fresh, tall mountains is the city of Kugmak , where the Kugma people live. On the other side, the Yalisi are conquering islands and jungles in the South.

Initial active setting

The Veins

A series of rivers to the far north that welcome farmers and fishers alike. Politics between the Paban and Kaloran Veinlords and their rugged agriculture dominate the landscape.

Lake Raro

The metropolis and seat of the Kingdom of Raro functions as a center for trade. The people of the lake survived its drought and are building a wet future.

Ghawle Duarchy

The mountain town Kugmak is filled with greenery and animals, and its cousin, Iwatik, sits in the plains in the south at the end of a river. Two different peoples dedicated to each other and their interconnected futures. The Kugma and Iwati people who live there are made up of body families, or groups of people inhabiting the same body.

Yalisi

A southern rainforest island home to the capital of the Yalisi empire. Magical wormstone mutates its Vopa priests, and the priests are eager for more converts.