September 3, 2026 · Writer advice

7 Essential Tips for Mastering Fantasy Writing

Fantasy writers are some of the most gifted procrastinators on earth. Give us one vague idea about a cursed prince or a girl who can hear dragons and, within forty eight hours, we have named six kingdoms, invented a religious holiday, decided what the royal family eats for breakfast, and somehow created a document called “important moon information.” Meanwhile, the main character has not made one decision. Not a good one. Not a bad one. Not even a slightly questionable one after two glasses of wine at a tavern.

I say this with love because I get it. Worldbuilding is fun. It feels productive. It is also incredibly easy to hide inside because nobody can tell you your fictional currency is wrong. You can spend an entire Sunday deciding whether people in your made up kingdom use silver crowns or moonstones, and technically you are still working on your novel. The problem is that a beautiful world is not automatically a story. A world becomes a story when it puts pressure on somebody who wants something badly enough to make a terrible decision about it.

That was the thing I had to learn about fantasy. You do not need to know every fact about your world before you begin. You need enough of the world to make your character’s life difficult. You need a person with a want, a reason they cannot simply have it, and a series of consequences that get increasingly rude.

Start with a character who wants something before the prophecy arrives

Before your main character is the Chosen One, the secret heir, the last dragon rider, or the only person in the kingdom who can touch the cursed sword without immediately becoming haunted, they need to want something human.

Maybe they want to leave their village. Maybe they want to be chosen for something. Maybe they want their family to finally take them seriously. Maybe they want to stay invisible because they have spent their whole life learning that visibility comes with consequences. Whatever it is, give them a desire that exists before the plot arrives and starts throwing furniture around.

This matters because readers do not connect to a prophecy. They connect to a person. “She is destined to save the kingdom” is information. “She has spent her entire life wanting to escape the kingdom, and now she is the only person who can save it” is a problem. Now she has something to lose. Now the fantasy elements are not just sitting prettily in the background wearing a cape. They are making her life worse.

A character can be mysterious, powerful, traumatised, beautiful, morally grey and capable of staring out a window like they are being paid by the longing, but eventually they need to want something specific. Otherwise they are not a protagonist. They are just a very expensive coat rack for lore.

Build a world that gets in the way

Your fantasy world should not only exist to look gorgeous on a map. It should make things harder.

If your main character wants power, what does this world believe about who deserves power? If they want love, what laws, traditions, rivalries or class systems make that love inconvenient? If they want freedom, what does freedom cost in a society built on magic, war, debt, religion or bloodlines?

This is where worldbuilding becomes useful instead of decorative. You do not need to explain every kingdom’s history in Chapter One. You need to know which parts of the world press directly on your character’s wound.

For example, if magic is inherited through family lines, that should affect who gets respected, who gets feared and who gets quietly treated like a curse with shoes on. If only wealthy people can train as magic users, that should create resentment. If dragons choose their riders, that should create jealousy, politics and at least one person who is furious that a giant flying lizard has better judgment than the royal council.

The best fantasy worlds do not feel alive because the author tells you every detail. They feel alive because the details keep ruining somebody’s plan.

Give the magic rules, then make those rules annoying

Magic is fun until it solves everything. The second your character can heal every wound, teleport out of every problem, read every mind and summon a glowing sword whenever the plot gets complicated, you have not created a magic system. You have hired an unpaid intern to fix the whole story.

Magic needs limits. More importantly, magic needs consequences.

Maybe using magic weakens the person using it. Maybe it exposes them to something dangerous. Maybe it has a social cost because magic users are feared. Maybe it works beautifully until it does not, which is honestly one of the more relatable things a magic system can do. Maybe every use of power gives your character what they want while quietly taking something else they did not realise they were spending.

The rule itself does not have to be wildly original. What matters is that it creates choices. If your character can use magic to save someone they love but doing so reveals their identity, now we have a story. If they can break a curse but only by hurting somebody else, now we have a choice. If the magic solves the problem while making the next problem worse, congratulations. Your magic has finally started earning its keep.

Fantasy readers do not need magic to be complicated for the sake of it. They need it to matter. They need to feel that every time your character reaches for power, something might reach back.

Make the big conflict painfully personal

“Darkness is coming” is not a plot. It is a weather report.

You need to know why this conflict matters to your particular character. Not the kingdom in general. Not the ancient alliance. Not the council of men with very important facial hair. Your character.

What do they lose if they fail? What do they lose if they succeed? What part of this conflict attacks the exact thing they care about most?

A war becomes more interesting when your main character has to fight for the empire that destroyed their family. A rebellion becomes more interesting when winning means betraying the person who protected them. A prophecy becomes more interesting when the character realises they are not meant to save the world but sacrifice the person they have spent the whole book trying to reach.

The most memorable fantasy conflicts are rarely just about defeating evil. They are about forcing somebody to choose between two things they cannot bear to lose.

That is where the story stops being “a girl goes on a quest” and becomes “a girl goes on a quest, discovers the quest is emotionally evil, and now has to decide what kind of person she is willing to become.” Much better. Much more inconvenient. Exactly what we want.

Let relationships make everything worse

Fantasy stories need relationships because no one should be allowed to save a kingdom in peace.

Give your main character somebody who knows them too well. Give them somebody they are trying to impress. Give them somebody who loves them for who they were before the magic, the title or the prophecy made everyone start looking at them differently. Give them a rival who is unbearable because they are occasionally right. Give them a romance that does not just exist for kissing in a moonlit corridor, although obviously we support that too.

The people around your character should make their choices harder. They should reveal blind spots, create guilt, trigger old loyalty and complicate every clean answer.

This is especially important if your plot is large. When there are wars, curses, political uprisings and ancient monsters involved, it is easy for the emotional centre of the story to disappear under all the smoke. Relationships pull us back to what matters. They remind us that saving the city is not just about saving buildings. It is about the people still inside them, including the one person your main character is desperate not to lose.

If a relationship could be removed from your story and nothing important would change, it is probably decorative. Pretty, perhaps. But decorative. Let it affect the plot. Let it cost something. Let it make your character say, “Actually, this is worse than fighting the dragon.”

Do not let the middle of the book become a scenic walking tour

The middle of a fantasy novel is where many beautiful things go to die quietly.

You start strong. Your character gets the call to adventure. Something terrible happens. A secret appears. Everyone gets dramatically separated from home. Then, somewhere around the middle, they begin travelling. They visit places. They receive information. They have one very long conversation in a campfire circle. You look up and realise your novel has become a guided tour through a world you made while the plot is sitting in the corner checking its phone.

The middle needs to get more expensive.

Every success should create a new problem. Every answer should make the situation more complicated. Every time your character thinks they have figured something out, the story should casually reveal that the solution has now made three other things worse.

They find the lost artefact, but now the villain knows where they are. They win the battle, but they lose the trust of the person they needed beside them. They finally learn the truth about the prophecy, but the truth means they have been helping the wrong side. They get what they wanted, and it turns out getting it has made them someone they barely recognise.

That is how you keep the middle alive. Not by adding more random obstacles because the book is only fifty percent complete. By making every choice create consequences that are harder to escape than the choice before it.

A good middle does not ask, “What else can happen?” It asks, “What would make this victory hurt?”

Let the ending change the person, not only the kingdom

Yes, save the kingdom. Defeat the monster. Break the curse. Throw the evil crown into the magical volcano if that is what the situation requires.

But when the dust settles, your character should not be exactly who they were at the beginning.

Maybe they get the thing they wanted and realise it was never enough. Maybe they lose the thing they thought defined them. Maybe they become brave, but not in the shiny, effortless way. Maybe they finally understand that bravery is choosing something while terrified, underprepared and very aware that this could all go badly.

The external ending matters because it shows whether the plot was resolved. The internal ending matters because it shows whether the story meant anything.

Your fantasy novel does not need to answer every question about the world. It does not need an appendix that could qualify for university credit. It needs to leave the reader feeling that someone changed because of what they survived, chose, lost and refused to become.

That is what makes a fantasy story feel bigger than its map.

You can build the rest as you go

You do not need to know the name of every river before you write Chapter One. You do not need twelve pages of dragon history before your main character has even made a mistake. You need a person who wants something, a world determined to make that difficult, and enough pressure that every choice starts costing them more than they expected.

The lore can grow with the story. In fact, it probably should. Your world will become more interesting when it develops around real conflict instead of existing as a very organised folder full of things nobody has argued about yet.

If you are currently surrounded by maps, magic notes, character names and seventeen different versions of a royal family tree, this is not me telling you to delete them. Please keep the dramatic family tree. We love a dramatic family tree. It is me telling you to look underneath all of it and ask one very simple question:

Who is this story going to hurt first?