100 fantasy writing prompts and plot ideas, from quests to twists

100 original fantasy writing prompts: quests, costly magic, court intrigue, creatures, secrets, first lines, twists and settings, and how to turn one into a novel.

By Strokes Team · · Prompts · 14 min read

Key takeaways

  • A useful prompt is a situation with the problem already inside it. Take a trope readers love, change one thing, and write the opening scene for twenty minutes without planning.
  • Give magic a rule the reader can follow and a bill someone has to pay. Give every court faction a reasonable want and only one prize to share.
  • Pick the twist first, then plant two or three clues in the opening chapters so a rereader finds them.
  • To make a novel of it, write a logline naming protagonist, goal, obstacle and stakes, then outline five moments: opening, inciting incident, midpoint, crisis and climax.
A winding road of unrolled parchment climbs through a moonlit purple night past a sword, an open treasure chest and a glowing potion, up to a castle with a crown on its tower, a dragon coiled around it and a giant pen nib as its spire.
A prompt is a picture with a problem in it. The story starts when you decide who is inside the castle and what they want.
On this page
  1. Quest and journey prompts
  2. Magic prompts with a price
  3. Kingdom and court intrigue ideas
  4. Creature and monster prompts
  5. Characters with secrets
  6. Fantasy first lines
  7. Fantasy plot twist ideas
  8. Fantasy settings with a rule
  9. Turn a prompt into a novel
  10. Frequently asked questions

A useful fantasy prompt hands you a situation with the problem already inside it. Most of the 100 fantasy story ideas below start from something readers love (a quest, a dragon, a cursed heir) and change one thing, so the trope arrives with a story attached. Pick one that makes you want to know what happens next and write the opening scene for twenty minutes without planning, or choose a number at random and commit to it.

Quest and journey prompts

The object of a quest can be a pure MacGuffin. What matters is how the road changes the person walking it.

  1. A cartographer's apprentice is paid to map a road that appears only on moonless nights. Halfway along she finds her missing master's map of it, with her own name at the end.
  2. Seven pilgrims carry a dead god's heart to the sea for burial. Each night it beats a little stronger, and one of them is praying it wakes.
  3. A retired knight is sent on one last quest: to recover the sword he threw into a lake to end the last war.
  4. Two rival thieves are hired to steal a crown from a city that walks. The client has paid for only one of them to come back.
  5. A prophecy names a boy as the dragon's slayer. His older sister fits it better, and leaves in his place before dawn.
  6. A caravan crosses a desert where the dunes replay every footstep at dusk. On the third evening the sand replays someone leaving camp at midnight, and every bedroll is still full.
  7. A healer must walk her sister's ghost to the gate of the dead before the first snow. The ghost keeps trying to lead her home instead.
  8. The search for the last unicorn succeeds on page one. The story is getting it home through three kingdoms that each want it dead.
  9. A courier carries a sealed letter that will end a war if delivered and start a worse one if opened. Everyone she meets on the road offers a fortune to read it.
  10. Twenty years after saving the world, an aging band of heroes reunites: the villain they imprisoned is dying and wants to confess.
  11. A disgraced sailor finds an island that was not on any chart last year. Every morning it is a little closer to his ship.
  12. A princess must escort her own executioner across the mountains to the court that will try them both.
  13. To lift a curse, a farmer must return a stolen bell to its town, which has spent a century casting his family as the villains.

Magic prompts with a price

Every prompt here gives the magic a rule the reader can follow and a bill someone has to pay.

  1. Every spell the court mage casts ages someone in the kingdom by a year. For eleven years she has believed the victims were random. They are not.
  2. In a city where names hold power, a scribe who sells nicknames to the poor accidentally gives a beggar a name stronger than the king's.
  3. Fire magic burns on grief. The army's best battle mage has finally stopped mourning her brother, a week before the siege.
  4. A hedge witch mends anything broken by pouring the damage into a clay doll in her cellar. After forty years, the doll has started to walk.
  5. Magic is borrowed from the dead, who expect to be repaid. A young necromancer inherits her grandmother's debts.
  6. A truth spell makes lying physically impossible for one day. Someone casts it over an entire royal wedding.
  7. Only children can work magic, so every army is led by twelve-year-olds and their nervous advisers. One general turns thirteen on the eve of battle.
  8. A drought-stricken village hires the cheapest rainmaker it can find. He is cheap because he has never stopped a storm he started.
  9. Each spell a translator speaks in the old tongue costs her a word of her own language. She is down to her last few hundred.
  10. A magic academy takes the power of every student who fails and gives it to one who passed. The top student learns whose power she has.
  11. A field surgeon cures any wound by carrying it in her own body for an hour. An assassin brings her one that kills whoever carries it at sunset.
  12. A blacksmith forges blades that cannot miss. He has refused every commission since the first one found its way to his son.
  13. A license to practice magic costs one true sentence about yourself, written in a public ledger. A forger starts selling false ones.
  14. Spells work only when two mages sing them in harmony. After a purge, the last pair alive have hated each other for years.

Kingdom and court intrigue ideas

Give every faction a reasonable want and only one prize to share, so the reader can argue for each side.

  1. A queen dies without an heir, and by ancient law the crown passes to whoever holds it at sunset. The castle has six hours and four claimants.
  2. Two kingdoms sealed a peace by swapping their infant princes as hostages. Twenty years later, each is the other kingdom's favorite son, and both old kings want war.
  3. The royal food taster has survived nineteen poisonings and knows who sent every one. She decides to sell the list.
  4. One seat on the council that elects the emperor has belonged for forty years to a voice no one can see. This year it nominates a stable boy.
  5. A conquered city's last scribe is ordered to write the official history of the invasion. She hides the true account in the first letter of every line.
  6. A tax collector reaches a mountain village missing from every royal ledger. It has governed itself, rather well, for three hundred years.
  7. The king's spymaster is a nine-year-old the whole court takes for a scullery maid. The new queen has started to watch her.
  8. The rebellion wins. Its leader, a former bandit, now has to collect the taxes he spent ten years stealing.
  9. A city-state chooses its ruler by lottery every year. This year's winner is the assassin hired to kill last year's.
  10. A dying king names his jester regent, because the jester is the only courtier who has never asked him for anything.
  11. A border fortress has changed hands so often that the garrison simply stays and swaps flags. The new commander intends to hold it.
  12. The kingdom's founding treaty with the dragons expires next spring, and no one alive remembers what the kingdom promised.
  13. The capital's only aqueduct belongs to two guilds: one owns the stones, the other the water. It is cracking, and neither will pay for repairs the other profits from.

Creature and monster prompts

Treat these as beings with plans of their own, not hazards with teeth.

  1. The last dragon wants to die and has chosen the village coward to kill it. Whoever does inherits its hoard and four centuries of its enemies.
  2. The troll under the bridge now charges its toll in true stories. A traveler who has lied her whole life needs to cross tonight.
  3. A shepherd realizes the wolves raiding her flock are being driven down the mountain by something they fear more than her dogs.
  4. Griffins choose their riders at twelve. One has chosen a sixty-year-old innkeeper and refuses to leave his stable.
  5. A dying kraken washes up on a city beach, and half the city has plans for the body. Its mate is coming.
  6. A changeling raised by humans learns that the child it replaced is alive, grown, and the fae queen's champion.
  7. A village pays a forest spirit a tithe every autumn. This year the elders forgot, and the spirit has sent a polite, very patient letter.
  8. Unicorns are real, and they are predators. A naturalist's expedition is the first to come back from their valley, one member short.
  9. The bear in a traveling circus is the missing prince under a curse. The beast tamer knows, and knows the prince asked to stay in the cage.
  10. A stone guardian still patrols its walled quarter of the city two centuries after the last family left. Now a family has moved in.
  11. Merfolk who have traded peacefully with a harbor town for a century arrive one spring, armed and carrying the contract its founder broke.
  12. A dragon hatchling imprints on the knight who killed its mother.

Characters with secrets

A secret is a plot in miniature, and whose point of view the reader shares decides when it breaks.

  1. The kingdom's most famous hero never fought the battle that made her name. The soldier who did is being released from prison.
  2. A high priestess who hears the goddess daily has never heard anything at all. A novice now claims to hear the goddess too. The goddess, she says, is asking for the priestess by name.
  3. The dark lord's chief jailer has been quietly letting prisoners escape for ten years. Someone has finally checked the numbers.
  4. A beloved bard's songs carry coded orders to the rebels. Invited to sing for the king, she receives the song they need her to perform.
  5. The village healer who ended the plague also started it, by accident, years ago. A traveling physician has traced it to her well.
  6. The crown prince has always known he is a foundling swapped in for the dead heir. Now he learns the dying queen knew all along.
  7. A knight sworn to poverty and celibacy has a wife, three children and a farm two valleys over. His order is sending a new squire to live with him.
  8. The old wizard who protects the town died a year ago. His apprentice still walks the body through the market weekly, because the bandits in the hills fear only him.
  9. The thief who joins the heist crew knows the vault better than anyone, because she owns it.
  10. Since they were children, the queen's twin has ruled in her place every other day. Now one of them wants to marry.
  11. A famous dragon slayer has never killed a dragon. He has an arrangement with one, and they split the bounty.
  12. A London locksmith has spent thirty years fitting locks to doors that open onto other worlds. Her new apprentice has started keeping copies of the keys.
  13. An oracle's prophecies always come true, because she spends every night making sure they do.

Fantasy first lines

Use one of these as your first sentence and write the second without stopping. Each implies a world and a voice, and most hide a problem.

  1. “Everyone agreed the dragon was dead, so no one could explain the smoke.”
  2. “My mother sold my true name when I was four, and I have been saving to buy it back ever since.”
  3. “The king's funeral was going well until he sat up and asked who had poisoned him.”
  4. “On the morning the sun failed to rise, the lamplighters' guild called an emergency meeting and voted itself a raise.”
  5. “There were nine of us when we entered the labyrinth, and there are nine of us now, but one of them is not who they were.”
  6. “Magic was outlawed on a Tuesday, which is why Tuesday is still the best day to buy it.”
  7. “I was the third son of a third son, so the prophecy was supposed to be about me, and it very much wasn't.”
  8. “The map was wrong, which was the first good news we'd had in a week.”
  9. “Grandmother kept a storm in a jar on the kitchen shelf, and we were never, ever allowed to dust it.”
  10. “By the time the witch arrived to curse the baby, the baby had already been cursed twice.”
  11. “The gods left on the first day of spring and took nothing with them but the rain.”
  12. “Every house in Varrow has one door that no one opens, and last night someone knocked on ours from the other side.”

Fantasy plot twist ideas

Pick the twist first, then plant two or three clues in the opening chapters so a rereader finds them.

  1. The prophecy that names the hero was forged by the villain, who needed someone exactly like her to make it come true.
  2. The magic sword can be wielded only by its maker: the old woman who has been cooking for the party since the first chapter.
  3. Deep in enemy territory, the heroes find the enemy's history books. In them, the hero's grandfather is the monster.
  4. The mentor did not die. He faked his death to avoid the final battle he knew he would lose.
  5. The curse the heroine is trying to break is the only thing keeping her alive.
  6. The dragon was never attacking the city. It was attacking what lives underneath it.
  7. The hero and the villain both want to close the gate between worlds. They disagree about which side to stand on when it shuts.
  8. The chosen one was chosen by lot, and the gods have just noticed they drew the wrong name.
  9. The ally who betrays the party halfway through did it on the hero's own orders, given before the hero lost her memory.
  10. The wards around the kingdom were never meant to keep monsters out. They keep the people in.
  11. The narrator is the dragon, and it has been lying about how the hero died.
  12. The spell that saved the kingdom a century ago did not banish the demon. It made the demon queen, and she has ruled justly ever since.

Fantasy settings with a rule

Each place below has a rule that shapes daily life, and most come with the moment it breaks. If one takes hold, build it out with the worldbuilding template.

  1. A city built on the back of a sleeping giant, where earthquakes are dreams and priests compete to interpret them. Lately the giant has been dreaming about waking up.
  2. An archipelago of drifting islands, where neighbors change every season and feuds are settled by waiting. One island has stopped drifting.
  3. A valley kingdom where it has been dusk for three hundred years, and every law, crop and prayer is built around the half-light. This morning the sun moved.
  4. A library so large it has weather and nomadic clans of readers. One clan finds a book describing the outside, which everyone knows is a myth.
  5. At the edge of the map the land is unfinished, and whatever settlers describe aloud out there becomes real. The frontier town has strict laws about what may be said.
  6. A monastery built on a glacier has traveled a hundred miles in a thousand years. This spring it reaches the sea.
  7. A port city where the dead stay on in the lower districts, still working and paying rent. The new governor wants them evicted to build a harbor.
  8. A forest whose trees remember every word spoken beneath them. The crown employs foresters as spies, and one has just overheard her father plotting treason.
  9. A market town where the weather follows the baker's mood, so the whole valley takes a keen interest in her happiness. A week before the harvest fair, her fiancé calls off the wedding.
  10. A city of ten thousand people that lives on wagons and never stops moving, because whatever it fled is still following.
  11. An inn where the roads of the fae, the living and the dead meet. The innkeeper's one rule is no bloodshed under her roof, and tonight all three courts have booked rooms.

Turn a prompt into a novel

A prompt is only a situation. These four steps turn any of the fantasy plot ideas above into something that can carry a novel.

  1. Write the logline

    Rewrite the prompt as a logline: one sentence naming the protagonist, the goal, the obstacle and the stakes. If you cannot fill one of the four, the prompt needs another decision.

  2. Build the character from the pressure

    Ask what kind of person this situation would hurt most, and make that your protagonist. Give them a want beyond the plot goal and a flaw the plot can press on.

  3. Find the conflict on three levels

    Name the conflict with the world (armies, weather, magic), with other people (who wants the opposite and why), and inside the protagonist (what they must give up). Strong scenes press on at least two at once.

  4. Outline five key moments

    Sketch the opening, the inciting incident, the midpoint, the crisis and the climax. Five sentences are enough to start writing. The rest of the outline can grow as the draft does.

Prompt 9, worked through

Logline. A courier with a perfect record must deliver a sealed peace letter to the enemy queen before the armies meet, while everyone on the road tries to read it or burn it.

Character. Maren never asks what she carries, and has delivered terrible things because of it. Her younger brother is a soldier at the front. The story will make her ask.

Conflict. World: a winter campaign closing the roads. People: officers on her own side who want the war to go on. Inside: the letter is the first thing she has ever wanted to open.

Outline. Opening, inciting incident, midpoint, crisis, climax:

  1. Maren delivers a sealed crate to a border fort without asking what is inside, as always.
  2. A dying general gives her the letter, and his own officers ambush her that night.
  3. The seal cracks at a river crossing. She could read it now and no one would know.
  4. Her brother's regiment is ordered to storm the city where the letter must go.
  5. She reaches the enemy queen, and has to decide whether to hand it over or read it aloud to both armies.

In Strokes, a book can be one project folder on your machine, with the logline, character notes and outline beside the chapters. When the outline is done, add it to a chat with the AI Assistant and ask which of the five moments costs the protagonist nothing. For the longer road, read how to write a fantasy novel.

Frequently asked questions

Can I use these fantasy prompts in a story I publish?

Yes. They were written for this page and are free to use, with no credit needed. Change whatever you like. By the time a prompt becomes a finished story, most of it will be yours anyway.

How do I make a fantasy prompt feel original?

Change one element and keep the rest: shift who holds the power, move the story somewhere unexpected, or give the familiar trope a real cost.

Are these prompts for short stories or novels?

Both. Prompts with one character and one choice, like most first lines and twists, suit a short story. The quests and kingdoms, with factions and long roads, have room for a novel.

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