Fictional Superstitions
Superstitions are folk-beliefs often thought by non-believers to be antiquated or illogically based around the supernatural. However, superstitions have been an integral part of human culture for centuries, shaping the way people perceive and interpret the world around them. Fictional superstitions can help add depth to a world and allow designers to explore the beliefs, customs, and rich traditions of their inhabitants.

Synonyms: folk beliefs |
Example Mythonyms: the Dark Omen, the Superstitions of the Amuni People, the Old Beliefs |

Designing Fictional Superstitions
Metabuilding
Worldbuilders may want to explore and create fictional superstitions for a variety of reasons. It may be a way to create more nuance in a culture. These superstitions, as with many real ones, may have their roots in explaining and understanding the world and narratives may use superstitions to expose something true, either about ourselves or about the fictional world itself. And, as in the case in many fictional worlds, these superstitions may be associated with prophecies, magic, ancient knowledge now forgotten, and other forces present in the world.
NOTE: Identifying something as a superstition can be pejorative. Caution when designing or adding a superstition to a world may be warranted.
Overview
Superstitions can be divided broadly into things that bring about or foretell good luck, and those that foretell or result in bad things. From there they can be further divided into superstitions associated with animals, numbers, celestial events, the weather, good and evil spirits, or objects.
Animals
The sighting of rare animals (black cats, white stags, elusive water dragons) often serves as the basis for superstition. These sightings may foretell good things to come, a spout of bad luck, or that death is close at hand. Animals performing certain actions (howling at a red moon, returning to their burrow) can also be an omen. World designers should consider how the creatures and fictional creatures of their worlds may underly folk-beliefs.
Numbers
Numbers can take on an identity of their own and specific numbers (4, 13, 666) may be considered lucky or unlucky by a population. It may be worth considering what numbers, if any, hold significance to a fictional population as well as the history behind how it came to be that way.
Celestial Events and Objects
Celestial events and objects can form the basis for superstitions. Worldbuilders should consider rare events like planetary alignments, meteor showers, auroras, eclipses, and what these events may mean to those that witness them. They may be good or bad omens. In addition, celestial objects, like fictional moons or constellations, may be considered good or bad luck.
Weather
Many superstitions pertain to the weather and how it can be manipulated in someone’s favor. Certain actions (sacrifices, dances, prayers, etc.) may bring about good weather for growing crops, or launching ships, or making a journey.
Good and Bad Spirits
Inviting in good spirits while keeping away bad ones is another opportunity to create fictional superstitions. Consider what actions may need to be taken to ensure that bad spirits are chased, scared, or ushered away while good spirits are welcomed.
Objects
Certain objects, both natural and crafted, can be the centerpiece of a superstition. Some may bring good luck, others may help bring love, while others will bring nothing but ruin. As with animals, rare objects (perhaps an opportunity for a fictional material or plant) may be more likely to be associated with a superstition.

