I thought I'd my two septims, since this is a subject very close to my heart.
I've actually spent the last two years doing very thorough world-building (for a series of books I hope to one day get published... now in the polishing stage, knock on wood!). Yes, that's right: two
years. Granted, I'm trying for a professional level of world design, but that's still illustrative of just how intensive world-building can be.
That said, it is also a lot of fun, and very fulfilling. It takes a lot of creativity, vision, and research to do it right, but your own imagination is the limit, so there's no reason to hold back.
The basic pointer I can add, on top of Darkom's and Verlox's posts is this:
do the research.
Granted, a fantasy world generally has a lot of leeway, because of the whole 'magic' aspect, but that doesn't mean that you can throw two pancakes together and call it a continent (no, that didn't make sense: that's the point). In order to make your world relateable, you need to follow two general guidelines: the laws of physics and the rules of human nature.
Physics: Generally, fantasy worlds are free to take the laws of physics and play hacky-sack with them. Giant lizards can fly and breath fire. A band of gold can control peoples' minds. People can come back from the dead, relatively intact (or not). But magic is, at its base, the exceptions to the rules, and you'd do well to figure out how far those exceptions go. How powerful a fire can one man conceivably conjure? Can people travel through time, and how reliably? How far away can Luke's lightsaber be before his Force powers are unable to retrieve it?
Because, under all that magic and hocus-pocus, there are still general rules that govern the world. A desert will generally form in warm climates that are geologically blocked from major water sources. A planet under a cerain size won't be able to retain an atmosphere. Certain animals will evolve in certain areas, from certain other animals.
Basically, you need a decent theoretical grasp on a lot of scientific fields (geology, biology, physics, chemistry...) in order to create a realistic world. Granted, most readers aren't scientists, and therefore won't notice that the ocean currents are not moving in realistic directions. Nonetheless, a good general understanding of the way the universe works will definitely help you to make a world that makes sense.
Human Nature: What makes fantasy work, despite all the wonderous and frightening things that happen in fantasy books, is the fact that the people are just like us. We connect to the characters on a personal level, and are therefore able to suspend our disbelief about the world around them. Therefore, it is in your best interest to make the populations of your world as human as possible, not matter what race or species they may actually be.
Study real historical civilizations, as Darkom said... but I'd even take it a step further. Study the general
theory of civilizations: sociology, psychology, archaeology. Learn what tends to happen to people (both individually and in groups) and why. What makes an empire rise and fall? What resources does a city-state need to thrive and become a nation? What happens when two grand empires find one another: do they trade or fight, and why? What governments work when, and why? There are all sorts of complex questions that you can ask, and answering them will give your world that much-needed detail.
That said, that's all probably rather intimidating, especially to someone who's just starting. For you, my suggestion for research is a bit simpler: read a lot of fantasy. How does Tolkien handle language? How about Robert Jordan? Terry Goodkind? How do the Warcraft games handle the history of civilization? How about the Star Wars movies? What did all of these creators do to make their worlds unique? What sorts of conflicts were built into each of these settings?
Just take your favorite fantasy books or games, and start picking them apart. If you compare and contrast enough worlds, you'll begin to see the basic building blocks that make them up.
I tend to take a top-down approach to world-building, as you can probably see. I started with a general idea of what I liked in a fantasy world: a brainstorming session with just a pencil and a notebook can do wonders for this. Allow your vision to guide you; you can hammer out the details later. (iirc, I wanted elemental and psychic magic, a magocratic empire that was sort of Romanesque, and a bunch of warring cultures in close proximity. Because--let's face it--conflict is interesting.)
Once I'd picked the general things I wanted. I outlined what rules of magic I wanted (make sure you do that; limitless magic has no challenge to it, and is therefore boring!) and a general history. From there, I eventually created legends, historical figures, a detailed timeline (as far as the current scholars know, anyway
), cultural and religious trends, and, yes, languages.
I find it helps to really focus on only one geographical area at a time; no need to go all out for every island on your planet until you've thought up a story that takes place there. I have an entire continent on my world that I've currently labeled as simply "steam-punk", and left it a mystery beyond that.
As for the language issue, I find the general idea is to "make the narrator's language english," no matter what they might actually be speaking. You can describe accents, but steer clear of describing your own language over-much...
unless the pov shifts to a different character who speaks a different language. Then, suddenly they speak english, and the original pov character now speaks "the Imperial Common Tongue," a grating, backwards language with hard vowels. Keeping the illusion that the pov character speaks the same language as the reader can add to the relateability of that character, and avoid possible confusion. That is purely personal preference, of course, as is everything else in this post.
So yeah... like I said, world-building is a very in-depth project. But it is also fun and rewarding, and there's no need to do everything at once. Come up with your general ideas, then play around and experiment. Write a couple snippets about life in your world during whatever time is "current." Remember that this is
your world; do what you like, and see what personal flair comes of it. There's no pressure to be perfect, as long as you enjoy yourself.
Just my two Septims. :twirl: