How to Create a Species/Race
Master a step-by-step process to create fantasy and science fiction races without overwhelm and indecision!
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This is the most comprehensive, step-by-step process on how to create an amazing, original species/race in 2 months or less, without being overwhelmed or unsure how to get it done.
Are You Ready To...
Become an expert in creating species and races?
Create ones that makes your audience LOVE your stories/games?
Eliminate indecision & get the work done with confidence, excitement, & purpose?
Be better at this than all of your competitors so your work stands out?
Become a Master Species/Race Creator
Get inspired, get motivated, get it done
In 2 months or less
Improve Storytelling
Your fantasy and science fiction stories can be improved with great, original species and races, Surprise audiences, take them out of their comfort zones, and keep them eager to learn more about your story world. Grip them from the start, and never let go, all with the power of invention.
Learning how to invent species we humans can relate to can elevate our work to literary stories that make people think, feel, and remember us and our vision long after they finish the last page.
Improve Gaming
Every gamer in the world has used elves, dwarves, dragons, and other staples. Why not create something they've never seen before, ones with capabilities nothing else has? Your world will be known for it - and your invention can't be used anywhere else, causing love and loyalty. Carve out a place in an increasingly crowded market with something brilliant, fun, and addictive to play.
Course Outline
Module: About the Course Module: Reasons to Invent Module: Names and Nicknames Module: When to call it a Species or Race Module: Determining Disposition Module: Their Source of Fame Module: Whether They’re Humanoid Module: Determining Their Habitat Module: Creating Humanoid Bodies Module: Creating Non-Humanoid Bodies Module: Determining Their Clothing Module: Determining Their Senses Module: Determining Physical Traits |
Module: The Sixth Sense(s) Module: Determining Mental Traits Module: Determining Their Gods Module: Language Considerations Module: Relations with Family Module: Creating Family Names Module: Determining Customs Module: Creating Civilizations Module: Relations with Other Species Module: Relations with Supernatural Module: Relationships with Technology Module: Determining Combat Skills Module: Creating History |
Testimonials
How to Create a Species/Race will jumpstart your worldbuilding! Randy Ellefson takes you step by step to success. Before taking this course, I felt overwhelmed and confused. Now I feel confident. The information, tools and template Ellefson shares in this course are indispensable in creating a species or race. —Cathy Robinson
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Course Background
This course is based on material in the best-selling book series, The Art of World Building, by course instructor Randy Ellefson. It's the longest and most thorough series on the subject and has sold thousands of copies to aspiring world builders around the world. Best-selling author Piers Anthony, and The Forgotten Realms inventor Ed Greenwood, have both praised the series.
He also runs a related podcast, with over 110,000 downloads, from which additional material for the course is drawn. The numerous Facebook groups and forums he frequents have also made clear the need for the step-by-step process he employs here.
Over six months were spent developing How to Create a Species/Race, based on the author's experience and feedback from thousands of readers and podcast listeners, as well as those who've taken his surveys, which are designed to reveal the pain points world builders hope to overcome.
A Letter From Randy
Founder of World Building University
When I first started inventing my own species or races, I had no idea what I was getting myself into. But I knew it was a big deal because I mostly write fantasy, where "the usual suspects," as I call them, of elves, dwarves, and dragons were going to be there right beside mine. That's some pretty serious competition. They've been around for decades for a good reason - they're all great ideas, refined by countless people. And audiences expect them.
What if mine weren't any good? The presence of standard races would make this especially apparent. Audiences can be pretty harsh today and the last thing storytellers or gamers need is someone finding fault with another aspect of our work. There's already so much we have to worry about.
I love to joke that I find it hard to believe that God created the world in six days and rested on the seventh, because it takes me forever. Wouldn't it be great to speed up the process? Since I've been inventing species and races for over 30 years, you can save considerable time by learning from an expert. You'll even get a blueprint for filling out a file of info on your species or race, but it's not a blank template - it has sample text all over it, so there's no staring at the dreaded "blank page."
Even if you disagree with some of my approach, you'll have learned from my experience to make that decision and strike out on your own. "Know the rules before you break them" goes the expression, but there are no rules. Just things to do, and things to avoid.
Mostly, there are many things to know. And that knowledge is now yours for the taking.
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Your Instructor
Author Randy Ellefson has been building worlds since the late 1980s and bring his extensive experience and passion to World Building University (WBU). His popular non-fiction series, The Art of World Building, is the inspiration for WBU and includes a podcast with scores of episodes.
While Ellefson has created multiple worlds, he's also spent 3 decades on a single planet, his main setting. In doing so, he's created seven unique species (in addition to humans), with multiple races of each. Few have his extensive experience or passion for world building, or take so much time out to teach others the art.
Ellefson has authored a half dozen non-fiction books, another six fantasy books, and over a dozen stories, three of which received Honorable Mentions in the prestigious Writers of the Future contest.
For support, you can email [email protected] and he'll respond to any issues you are facing. In some instances, he may have to refer you to Teachable's support (the platform hosting the courses), as some tech issues are on their end.
Frequently Asked Questions
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Detailed Course Outline
Module: About the Course
- The course goals
- How the course is laid out
- The count of video lessons, quizzes, and assignments included, and course length
- Who the ideal students are and what sets them apart
- About the instructor
- How the course templates and assignments are set up
- About the course bonuses and how to access them
Module: Reasons to Invent a Species/Race
- Reasons to invent our own species or race (this may include reasons you haven't thought of)
- Why our species will be compared to others
- What is mandatory to invent and what is optional
Module: Names and Nicknames
- What makes some names better than others
- Ways in which names can be worse than we think and how to avoid pitfalls
- How we can use names to associate a species with its races
- The impressions and traits of names
- Tricks for how to invent nicknames
Module: When to call it a Species or Race
- What a species is
- What a race is
- Why the amount of difference between two humanoids helps determine which word to use
- Why it matters if two lifeforms are from the same planet or not, regarding which term to use
- How dwarfism on Earth (among humans) is different from fantasy dwarfism
- Whether the ability to interbreed matters for our choice
- How using a hierarchy of both terms can promote understanding of our life form(s) and setting
- My recommendations on when to use each term (or both!)
Module: Determining Disposition
- Why "good" and "evil" is an oversimplification but why it's done on purpose
- What "good" and "evil" can mean
- The merits of one-dimensional dispositions
- Why having species that are uniformly good or evil is not the best option
- Why they might be uniformly good or evil
- Why more complexity in disposition is good
- Why a "good" species is more useful and how to make an "evil" species more comparable
- How to use races of a species to create more variety
Module: Their Source of Fame
- We'll look at some reasons our species or race might be famous
- The types of items they can and cannot use
- Travel considerations for non-humanoids
- The benefits of humanoids
- Pros and cons of non-humanoids
- How to combine them
Module: Whether They’re Humanoid or Not
Module: Determining Their Habitat
- What impact a habitat might have on a species, including underground, under water, flying species, and forests
- The impact of climate on development
- Whether they only live in settlements of their own or also in those of other species, and the impact this has
- How to fill out the habitat section of the template
Module: Creating Humanoid Bodies
- Whether races and species should bear some resemblance to each other, how to achieve this, and how to utilize this
- Facial features to choose from
- Terms we shouldn't use
- What aspects of the body we need to develop
Module: Creating Non-Humanoid Bodies
- We'll look at considerations for how to create the body of a non-humanoid
- How climate can affect clothing choices
- How attitudes about nudity can impact clothing
- Style considerations
- What sorts of items and accessories to think about them using
- Body modifications to consider adding
Module: Determining Their Clothing
Module: Determining Their Senses
- Sight
- Hearing
- Feel
- Taste
- Smell
- Sixth sense(s)
- And how to determine if there’s anything different about these based on what we’ve created so far, such as habitat and their bodies
Module: Determining Their Physical Traits
- Agility
- Dexterity
- Constitution
- Strength
- And how to determine these based on habitat and their body
Module: The Sixth Sense(s)
- Telepathy
- Clairvoyance
- Psychometry
- Precognition
- Mediumship
- And why a species may have one of these abilities, based on habitat, body, and lifestyle
Module: Determining Their Mental Traits
- Charisma
- Intelligence
- Morale
- Wisdom
Module: Determining Their Gods
- How traits can be used to chose or invent gods, including detailed examples
- The impact of already having gods (or not) on choosing ones for this species
- How to associate the species with religions
Module: Language Considerations
- Whether there's a common language and who it originated from
- Language proficiency levels and how we can leverage this
- Writing systems we can employ (alphabetic, logographic, pictograms, ideagrams)
- What direction a language is written in and why
- How to use species characteristics to determine what language characteristics
Module: Creating Relationships with Family
- How long a species lives and the impact on outlook
- Family size and its potential impact
- Child rearing and who participates
- Expectations of teenagers
- Whether military service or taking over a family business is expected
- Major milestones we can leverage
- Species attitudes about various family subjects like marriage, monogamy, and more
Module: Creating Family Names
- The difference between a given name and surname
- When, how, and why each is chosen
- How compound surnames work
- The flexibility we have in choosing name order
- Mistakes and clichés to avoid
- Techniques for creating names
Module: Determining Customs
- What customs are and aren't
- The effect of following or not following customs
- The types of customs we should invent as world builders
- Real world greetings and dining customs to leverage
- How to use your species characteristics, developed in an earlier lesson, to influence customs you invent
Module: Creating Civilizations
- The goals of governance so we can decide if our species desires this, and if they're capable of it
- Whether they create settlements and what they're like
- Whether they live in settlements created by others and how to decide
- Whether they form settlements with other species and how to decide
- Four major types of sovereign powers our species might form and the traits that would lead them to choose one
Module: Creating Relationships with Other Species
- How humans view your species
- How your species view humans
- How to do human commentary with your species/race
- When there are two races of a species, how to determine their interactions
- Techniques to creating relationships between species/races
Module: Relationships with the Supernatural
- How mental and physical traits impact a species' relationship with the supernatural
- What to consider when deciding how they deal with magic, phenomena, and gods
Module: Relationships with Technology
- Different technologies to consider in both fantasy and science fiction settings
- Which personal traits (mental and physical) impact the ability to both create and use technologies
- How species can acquire tech they can't create and the impact on relations between species
Module: Determining Combat Skills
- A look at what kinds of weapons are impacted by your body and which ones aren't
- How physical and mental traits can be used to decide combat styles
- What weapons act as equalizers, making the weak strong
- When weapons designed for another species can be used by this one
- Attitudes often shown about combat
- Natural weapons and defenses some species may have and how to decide on this
Module: Creating History
- Their origins and where else they've relocated to to understand which civilization of them is oldest and newest
- Government changes, why these happen, and the impact they have
- Wars between species, race, and sovereign powers
- Inventions and discoveries they've made
- Significant events and characters