Premade settings are alright. Ravenloft is nice, but perhaps constant darkness is a little much. Maybe the Forgotten Realms has too much to keep track of and not enough flex. Waterdeep just doesn’t have the natural world aspect for your group. Well my friend, allow me to introduce you to perhaps the most honoured tradition of every DM: making it all up.
1) Don’t Be Afraid To Rip Someone Off
I have before and will again steal. I’m a criminal of the worst variety. I’m a pirate. And I’m in no way ashamed of my piracy. Mostly because it’s not really piracy but I pretend it is to justify my eyepatch and poofy hats. It’s also the reason I use the word “avast.” But, I digress. There’s no shame in taking inspiration from other works of fiction or other people’s games. Absolutely none. (At least not when you’re writing for friends, and not for profit.) Take characters and plots and big bads from all over the place if you want. There’s a lot of beautifully written characters, monsters, and settings out there. My friend Scott used a monster idea from the Netflix Castlevania anime - that being the petrifying cyclops - in one of his games and I didn’t find out about it until well after we played. (Also, I highly recommend that show. I’m not much for anime, but it’s witty, heavy, and brutal in all the right places in my humble opinion.)
Even if your players recognize what’s happening, you can account for that and change some things accordingly. Rip everyone off if you want. Call your MacGuffin the Singular Ring. Call your character Luke Windwalker. Call your bad guy Baldimort! No one can stop you! You’re the DM!
2) Don’t Rip Everything Off
This seems to run counter to the previous point, you may say. Well, you see, if you make everything the same as the thing you’re ripping off, then you might as well just go and experience the thing. There’s no real point in making your plot the exact same as the plot of Lord of the Rings, because the players will all know what to do. You have to mix things up. You have to make things up, typically on the fly. Which for some people may be very difficult. But don’t despair, my friend! There is a solution.
There are hundreds of “what if” ideas out there. What if Gandalf kept the One Ring? What if Alduin never came to return during the Skyrim civil war? What if Anakin didn’t fall to the dark side? Etcetera. I’m sure even you have some. Use them. Or rather use the equivalents. Don’t just rip off NPC names unless you’re making everything up. This brings me to my next point.
3) Need A Name? Combine Two Things
“Welcome to Bladeburrow. My name is Baldr Silverhand. This is the Valor Hall inn where we serve our world-famous Black Beer.” Boom. Easy. Made that all up in less than thirty seconds and all I had to do was mash a bunch of words that came to mind in a way that made general sense. The rest is just world-building and that’s where the real fun (or perhaps the real difficulty) comes in. This is perhaps the most time-honored worldbuilding tip for DM’s and GM’s that I am personally aware of. Give it a name and you’d be surprised how easily everything else can fall into place. Sometimes genius strikes after you make a name, and a whole campaign can spring from a single idea. Sometimes you make a name and it falls flat. It’s even a little awkward to keep using in-game so you give the thing a nickname and slowly phase out the original name. No issue. Other times, Fartsberg will never fall into obscurity. No matter how hard you try. Burn it to the ground and the players will just dedicate the rest of the game to rebuilding the damn place.
But the important thing is that even the dumbest of made-up-on-the-spot names can make for a memorable and enjoyable gaming experience. These games are often at their best when something stupid happens or is said or in the case of Fartsberg, exists. Don’t be afraid to give something a stupid quality when you’re making everything up. Stupid exists in the real world and that’s something a lot of worldbuilders overlook in my experience. Just think about allergies. Then think about the fact that cats can be allergic to humans. This simple fact is incredibly dumb.
4) Become the Description Master
This is a pretty obvious tip that’s easy to account for but hard to master. Learn to describe things masterfully. I find that in order to do this, you have to have a very clear picture of what you’re trying to describe in your mind. The next most important thing is to include stupendous adjectives. “The stone tablet glows slightly” is very different from “The smooth stone tablet glows with an ominous light.” Another thing to consider is color. Color is an often overlooked but critical part of the descriptive process. There are a hundred different articles online to teach you how to be better at describing things during writing, but a tip that I find to be the most valuable is to imagine yourself in front of the thing or in the room, or meeting the person in question and ask yourself what would stand out to you personally when inspecting that. Lastly, always try to stimulate all 5 senses when really getting into the description.
You walk into a large decrepit room. As the door opens, the cracked stone bricks around the frame sprinkle rocks onto your shoulders. You look around and an overwhelming feeling of dread fills you as you notice the large pile of slimy bones in the corner. The pale white of the bone is intermingled with the yellow stains of time and rot. A gentle dripping can be heard, but you’re not sure from where; there are no obvious leaks in the ceiling. As a wafting smell of rotting meat suddenly hits you, the realization that there is more to this ruin than meets the eye sets in. What do you do?
I hope this supplied a mix of ideas for new worldbuilders and new as well. Have fun with your games and don’t be afraid to mess up. Because you will. Repeatedly. Borderline constantly. Fartsberg taught me that.
Jarod Lalonde is a young roleplayer and writer whose passion for both lead him here. He’s often sarcastic and has a +5 to insult. Dungeons and Dragons is his favorite platform. Although he’s not quite sure if it’s Cthulhu whispering to him in the small hours of the night, or just persistent flashbacks to the Far Realm.
Picture Reference: https://assetstore.unity.com/packages/3d/environments/fantasy/medieval-world-creation-kit-36555
You have built your world; you have included continents, mountains, oceans, rivers, lakes, forests and other terrain features. What do you have to do next? Simple: civilization. This article continues our world building discussion with how civilization has affected the developing world.
1) What Is The Basic Unit Of Civilization And Where Can It Be Found?
The basic unit of civilization is the city; a hamlet, village, town, city, or megalopolises all are groups where people come to live, work and trade. There are cities; then there are special buildings, monuments, and roads. Most herd animals are migratory so for the first few thousand years so was mankind. It wasn’t until the development of agriculture that mankind literally put down roots and built cities.
Cities were first built in fertile areas near sources of fresh water: lakes, rivers, and streams. With the invention of agriculture there came in the invention of engineering to bring the water to the crops and irrigate them. Some of the earliest recorded civilizations were founded in the Middle East; Egypt is one that survives to this day, albeit greatly changed.
Cities were built all up and down the Nile river and were later unified into the Egyptian Empire led by the Pharaohs, the God Kings. The Egyptians built massive tomb structures and an entire city devoted to the art of embalming: Karnack. The three greatest known structures of the Ancient World are the three Great Pyramids of Egypt. Buildings whose height was not equaled until the invention of the skyscraper. After construction the three massive tombs were covered in white marble so that they became blinding monuments to the Egyptian Pharaohs. Their cities were built all along the Nile River valley and every year, when the rainy season came to the tropics of Africa, the Nile would flood. During this time fertile soil was carried over the crops as well as water. People couldn’t work the fields, so they participated in huge civic projects like the construction of the pyramids, Karnack and the Great Sphinx. The ancient Hebrews may have been Egyptian slaves, but it was not slave labor that built the Pyramids. Slave labor was regulated to the cities that served the builders and the fields that fed them. The first civilizations were founded close to supplies of fresh water, because literally, water is life. Only later with engineering could cities be built in less hospitable regions.
The Seven Hills of Rome is a protective ring of hills with walls built on and in between them to found the city of Rome. Rome was founded on the Tiber River, but the rivers that fed it were not enough to feed the megalopolis that Rome became, instead huge aqueducts fed the fountains and bath houses of Rome. The aqueducts were so well built that they can drop only an inch over thousands of feet. They used sheer gravity to carry water to Rome from miles away. These were unique special structures that were only built on their grand scale by the Romans. That is because in the Dark Ages the knowledge of concrete was lost and it wasn’t rediscovered until the Industrial Age. Nowadays we have aqueducts from Lake Meade feeding the thirsty mouths of Los Angeles and Los Vegas.
When cities were founded on sources of water, that water proved to be a natural highway for trade. Later cities were built along the coastline to allow for transportation up and down the coast, usually at the mouth of a river or in sheltered harbors and bays. Look closely at the coastline of the state of California and you will find few islands offshore. Look closely at the shorelines of Texas and you will see that 90% of the coast is protected by barrier islands. These barrier islands prevent storm damage because the storm surge and the force of the storm spend itself on the barrier islands before going onshore. When Hurricane Ike came though Galveston Island was totally submerged, it is after all a barrier island, but the damage to Houston was minor. It wasn’t until the follow up hurricane that hung around that Houston was drowned by flooding. When Hurricane Katrina came ashore the old French Quarter of New Orleans hardly flooded. It was the lower ninth ward built on low ground between a lake and the sea that flooded. To this date over 75% of the world’s population lives along the coast because that is where their ancestors founded cities.
What size cities do you have in your world? Do they run to the small hamlets or closer to the megalopolis? The biggest thing preventing a city’s growth is access to water. That is why the aqueducts of Rome were so revolutionary. Magic can make water easily available to your huge cities; imagine a fountain with a Decanter of Endless Water buried at its core. That could supply fresh water to thousands of people.
2) So Where Else Were Cities Built?
They were constructed on top of resources; like gold, silver, tin, iron and coal mines. The first mines were narrow and dark as the tunnel followed the vein. Modern mining techniques dig up vast amounts of the ground to sort out the few valuable bits of ore. That is not how mining was done throughout the majority of human history. Mines were shallow because below 30 feet water would start to seep in and no pump system existed that could handle the amounts of water that came in. That is, not until the Industrial Age and the Age of Steam. First an efficient pump was invented that could operate just by the heating and cooling of a piston, not by the labors of men and beasts of burden. Those methods worked, but only on a small scale. It wasn’t until James Watt took the piston pump and improved it by using pressure and steam power that digging below 30 feet became possible. Strip mining was also an option and it was used in rock quarries to provide marble and limestone: two of the favorite stones of architects.
There are cities around the Great Salt Lake and the Dead Sea because of the salt that could be harvested easily. Also, bathing in saltwater is reputed to have healing properties. Some people with heavy allergies or asthma vacation at the Dead Sea because only there can they breathe freely. The extremely arid air supports few molds or spores so their allergies can calm down. Salt and minerals weren’t the only resources found by ancient man. Wood was a major resource and once again the proximity of the river to the forest is what made logging a viable trade. The trees could be cut down, dragged to the river, and then floated downstream to the sawmill, which would also be water powered to cut the logs up into lumber.
The best engineers, as far as water is concerned, are the Dutch. When I was in grade school there was a large body of water known as the Zider Sea. It lay off the coast of the Netherlands (Holland to the layman) and was protected by a series of barrier islands. The Dutch put in walls between those barrier islands and pumped out all the saltwater. By the time I had graduated college the Zider Sea was no more, and the Netherlands had expanded their country by almost a third. When Venice was being flooded the Dutch Engineers were consulted and they created the world’s first tidal gates that are elevated during times of storm or when the New Moon brings about an unusually high tide. Now the Marco Polo Square is not flooded. London and Rotterdam soon followed their paths with tide barriers of their own. Super Storm Sandy proved that New York may have to go down this road before much longer. Ancient peoples tried to be careful in where they founded their cities to prevent storm or floods from destroying them. Of course, that didn’t always work; look at Pompeii that was overtaken by the volcano Vesuvius. Cities are built on and near volcanoes because volcanic soil is extremely fertile. In your world where are your cities built?
3) What Are The Special Buildings Of Civilization?
I have touched on two of the major special buildings: monuments and protections against water. Almost every great leader has wanted to have a magnificent tomb to make their mark upon history. The biggest one outside of Egypt was the crypt to the unknown Chinese Emperor who united China and had the Terracotta Army built and entombed with him. We are not sure what all the loot was that was buried with the great Egyptian Pharaohs, as the tombs were long looted before we could find out, probably within a few generations of the death of the Pharaohs. All we know is the later Egyptians were burying their Pharaohs in secret, in the Valley of the Kings. We were only able to find one of those tombs unlooted: the tomb of Tutankhamun. His tomb was probably unlooted because he was a very minor Pharaoh who died at the age of twelve, and yet he had millions of dollars in gold and jewels buried with him. What monuments have your past kings, queens, and empires left?
4) What Comes After Tombs?
Dams, monuments, shrines, temples and monasteries are special buildings that were constructed by ancient mankind to serve as special structures. The shrine was a roadside structure devoted to a god and visited by travelers, with rarely more than one family maintaining it. Temples had entire staffs of people devoted to them and later developed into the soaring churches of the Middle Ages, like Notre Dame Cathedral. These churches were a revolution in architecture where the glass was put into the walls to flood the cathedral with light. To support all the weight of the building the builders created the flying buttress which built the walls on the outside, at a distance to the cathedral and connected to it with arches.
Dams are methods to control water to prevent flooding downstream. In the age of electricity, the dynamo was invented so that water power could provide electrical power, but dams had been used for thousands of years before electricity were generated from them. The great Nile river was tamed with the Aswan Dam to prevent the annual flood. The Chinese built the greatest dam in the world, the Three Gorges Dam, to tame the Yangtze River and therefore harness its hydroelectric powers and prevent its hazardous annual floods. Humanity didn’t invent the dam, beavers did, but once humans saw what wonders a dam could do, they built a lot of them. Have your civilizations built dams and the resultant lake behind them? Are their lost complexes that can only be accessed by those who have water breathing powers?
Monasteries (Abbeys are special forms of monasteries) were built to devote the inhabitants to a special work. From the famous Shaolin Temples to the great monasteries of Europe. The Shaolin Monks became errant knights traveling the countrysides of China righting wrongs. The monasteries of Europe varied in their purpose, from making fine beers and ales, to creating new bibles. Mendel, the first genetics professor, did all his work at a monastery. The Jesuits were the most studious of monks, and from them came great philosophers and scientists. Does your world have great monasteries? If not, where do monks come from? Are your monks in the tradition of the Shaolin Temple, traveling warriors, are they retired samurai, or are they the scientists and researchers of their day?
Monuments have been made for ages to celebrate victories, to place over graves, or to show devotion for a ruler or for God. The biggest of these monuments might be the huge statues of Buddha created in Hong Kong and India. Washington D.C. is a city devoted to monuments: from the Washington Monument to countless statues to important figures from American history to the Marnie Memorial and the Vietnam Wall. Two of the greatest monuments to the industrial world are the Eiffel Tower and the Statue of Liberty, both with framework built by Gustave Eiffel, out of wrought iron. These were built before steel became a standard building component. In fact, cold is another term for wrought iron. Iron heated and bent is wrought iron, it remains cold in that it was never melted. Iron that is melted combines with carbon and becomes steel. Today India is at work on a monument to dwarf the Empire State Building and the Statue of Liberty if they were stacked on top of each other. Monuments are markers that are entered into the historical record and are meant to exist for the ages. The World Trade Center was attacked by terrorists because they saw that as a monument to capitalism. What monuments were created in your world, by past and present civilizations?
5) What’s The Biggest Contribution To Travel Created By Humanity?
The answer to this question is pretty obvious: roads. The Roman Empire was built on roads and it used roads to send its legions around and all across its empire. Early roads were made of dirt and when it rained, they became an impediment to travel. However, the Romans perfected the construction of roads and some of those roads are still used today. These cobblestone roads had a slope and ditches on the sides to drain the rainwater. They became permanent features of the land. The Romans even invented a machine that could be mounted in a cart and traveled behind the engineers counting out the leagues of road so that road marks could be posted at each league. Roads bound society together for thousands of years and still do today. The train track is just a special form of road, as is the monorail, the highway, and the hyperloop. What roads exist on your world and how well are they built?
6) So, What Does This Mean For Our World Building?
You need to put cities on your world and cites don’t spring up in the middle of nowhere for no reason. They are planned and happen at points of commerce, along trade routes, at the intersection of rivers, along the rivers, and at river outlets, in bays and harbors. The early city was a walled structure to protect from raiders. The ultimate in this was reached with the castle which usually presided over a walled city, with a walled courtyard inside the city and a fortified keep inside that walled courtyard. Castles and forts proved to be the pinnacle in defense technology until the invention of the cannon. Siege engines could be used to tear down a castle’s walls, but the most common method to take a castle was to wait for their food to run out by laying siege. Cannon were built to be the ultimate in siege engines and in World War Two we proved that cannon could breach fortresses by mounting them offshore and pounding German positions. Where are the castles and forts in your world positioned, and what do they protect?
Capitals were usually the largest city, but this isn’t always true. Large cities grow because people came there to trade and from the services created to help facilitate that trade. Boats made great methods to cross small seas like the Mediterranean or sail along the coast and later ships grew mighty enough to circle the world. When traders went to the Far East, they did so first on land along the trail blazed by Marco Polo. The Italians had a monopoly on trade with the Far East, so millions of dollars were spent to break that monopoly and shipping technology developed to enable man to sail around the Cape of Africa and reach the Far East. In another attempt to reach the Far East, the New World, the Americas, were discovered. The Spanish exploited this and flooded into the void left by the Incas and solely destroyed the Aztec Empire; that is why Spanish is spoken in every country in South America except for Brazil. The pope tried to stop Spain and Portugal from arguing and taking Europe into war, and since he was Portuguese he divided the world in their favor running the dividing line right through the Americas, which were unknown at that time, saying that Portugal got all non-Christian lands to the east while Spain got all non-Christian lands to the west. The Pope thought Spain got the raw end of the deal, but after the Americas were discovered he was proven wrong. The reason why Brazil speaks Portuguese is because the Pope’s dividing line runs through Brazil. How have nations and religions divided your world? Have those dividing lines changed over time, if so, how?
Rivers and oceans were the superhighways of their time. Horses need to stop to eat and sleep, boats don’t need to stop traveling and can run all night, thus making them a faster mode of travel. The Ancient Greeks had explored all of the Mediterranean Sea’s lands and islands and when they fell from power the Romans slipped into that void and claimed the entire civilized world. Of course, India and China would argue with this statement. China refers to itself as the Middle Kingdom, the oldest source of civilization. India and the rest of Southeast Asia also had major empires, that were later dominated by the European Colonialists. So, the final force that civilization creates to dominate the world is the Art of War. War hasn’t changed the actual lay of the land that much, but it has redrawn the borders of nations time and time again. It has sent people on migrations around the world and across its oceans. With the invention of weapons of mass destruction like the hydrogen bomb we finally have the capability to remake the very landscape itself; like Bikini Atoll. If man does this or not will depend on our ability to get along with each other in an increasingly crowded world. Magic serves as an equivalent power: at its strongest it may summon Outsiders to walk the Prime Material Plane, it can unleash earthquakes, and it can remake entire nations with plagues, diseases, or magical calamities. War is almost a constant state with humanity. The Game of Thrones series is loosely based on Europe’s 100 Years War. So what has war done to your world? Has it raised and dethroned civilizations or has it spread religious practices? And what about the migrations that war creates? How have people moved across your world and why? Humans started in Africa, and they have spread to every corner of the world. Humans are usually the most numerous race in a fantasy world with enclaves of other races mixed among them. Where do people live in your world, where are their racial centers and where are they the strongest?
You need to ask yourself what civilized forces are at work in your world. What great cities have they built or brought down, what rivers were tamed with dams, what major monuments were created, what fortifications exist, and what roads were emblazoned upon your world. How has civilization affected or effected your world? How many civilizations have risen and fallen in your world and what undiscovered wonders lie in their ruins? This can be the root of adventure and the source of stories and legends, just as they have been in our world.
Daniel Joseph Mello is active under that name on the Facebook d20prfsr.com and Pathfinder Gamemasters forum. Feel free to login to Facebook, on of these groups and drop him a line. He has been involved in D&D since 1981 and by the 5th game he was the DM. He has gamed in the Army, in college, and at conventions. He has written tournament level modules for gaming conventions and has been writing about D&D on Facebook for over 3 years. He’s also a budding fantasy writer.
Picture Reference: https://www.deviantart.com/araiel/art/Fantasy-City-115035048
This is an introduction to how to build your very own campaign world. In it I hope to introduce you to some world building concepts and ideas that you can use or chose to ignore when designing your own campaign world.
There are a lot of campaign worlds out there, but nothing is as unique, and as well known by you, as your own campaign world. There are lots of ways to build your world, but the best way, in my opinion, is to model off of our own world. After all it is the world we know best and the only world that we know can support intelligent life, at least for now.
1) Start With The Macro Scale
Is your campaign world even a planet and if so, what shape would it be in? A spherical world is common and the result of constant gravitational effects on assembled particles. It is theorized that dust was formed when the Sun, Sol, was born and out of these dust clouds the planets coalesced. Then the asteroids that formed clumped together or fell to the planets and some became moons. Most though were absorbed by the planets and evolved into the round balls we know so well. Well, what if your world is flat (it sure would be easy to map)? What if it were a toroid or square, or some wild shape? The intervention of magic can do a lot, so could a planar gate with connections to other planes either outer or inner. The majority of worlds will be spherical and resemble earth, but that doesn’t render the rest of this discussion different if you chose a different shape for your world. What shape will you choose for your world?
2) What Is The Density Of The World And Its Organization?
Jack Vance, the science fiction author, invented a big world in one novel. It was the size of Jupiter and had a low density. Its size allowed it to hold its atmosphere, but its huge size allowed for vast land areas and huge continents. The only problem was that metal was rare, most of it came from the occasional meteor that crashed into the planet and those deposits of metal were very valuable. Nations would go to war over them. Philip José Farmer invented the Riverworld; it was a unique world designed for unknown reasons to hold the afterlife of all humans who died before sometime in the 21st century. The world was one Mississippi sized river bordered by mountains that wrapped around the entire planet in a loop. Along its shores everyone who had ever been born got to live again. The first and best novel in the series centered on Samuel Clemens (Mark Twain) and his quest to build a great steam powered riverboat that could circumnavigate the planet in a goal to find out why Riverworld existed and what the motives of its creators were. Along the way he had to work with evil King John (out of Robin Hood) and he read about the journeys of Richard Burton who was able to explore the world and find its headwaters.
Larry Niven wanted to invent a world, so he took a blue ribbon, laid it on its side and stuck a candle in the middle. Then he expanded the world into his famous Ringworld and the candle at its center became a small sun. One DM I knew invested heavily in Judge’s Guild maps and modules and he strung them together side-by-side to create a ringworld for his home world. Which world will you build, how will it be unique, and what will it have in common with standard D&D worlds?
3) Choosing The Right World
Your choice of a world and its shape should be determined by the kind of campaigns you want to run in it. In a massive world you can fit a whole lot of continents and civilizations, monsters, and everything else. But travel across this world would be a difficult deal, especially if you have to go a large distance. Remember that Teleport only has a 500 mile per level range. If you want a world were all the past people have come to life, then you can do Riverworld. If you want a huge world that is science fiction in origin you can create a ringworld. You could also do a torus (donut shaped) or one of Larry Niven’s early ideas: Diskworld. On Diskworld the sun is at the core the world is flat and there are huge mountains at the outer edge to hold in the atmosphere. As you go closer to the sun you had deserts and hotter people like magma men, as you got further from the center you got colder lands and arctic creatures. You had a huge area to adventure in and that was only counting one side of the world. If you wanted, you could make the outer planes on the flip side and the elemental planes as zones on the disk. Most people will want to stick to a standard spherical world. How will your campaign design shape your world? Do you want to bring back all the famous people of history, do you want a huge area to explore, do you want to have your players discover new lands or do you have something even bolder in mind?
4) What Makes Up A Spherical World?
Most are plates of crust that sit on a molten core. These tectonic plates float on the sea of magma and move around. They may have started as Pangaea, but they have moved around before. Australia has been a past neighbor to India, South America used to be a neighbor to Africa and so on. Currently, the Pacific Ocean is shrinking, and the Atlantic Ocean is growing wider as the plates slowly drift. Half of California and the San Andres plate is shifting north and half of it is shifting south. If you have a world it is theorized that a dynamic ecosystem is due to volcanic action releasing heat and gases into the world which interacted with lightning to create the building blocks of life and went on to form life in the seas. Now it is true this is a theory, no one was around to witness the early earth so we can only make theories about it. This theory is one that is almost universally accepted by the scientific community, but it doesn’t have to be true for your world. Did your world have a more biblical creation by the god(s)? Did they get together and forge the planet out of their imagination? Or do your peoples just believe that? It is your world so you can do anything, and you can make any arguments about how it was formed. Is your world actually a liquid world with floating islands on it, or is it a huge gas world with floating continents moving around in the air cylinder (I once had a world like this and the natives used massive ships that would sail between floating continents). If you use tectonic plates then where they split oceans will form, where they clash mountains will form. Where they rub against each other earthquakes will happen, and where they are thin volcanoes will form. This action will be the major land and sea forming method on many worlds.
5) Water Runs Downhill
This simple and obvious statement is how most of the Earth has been formed, but the action of wind, wave, and running water. Water carved the Grand Canyon and its action has weathered down the mountains. The lack of water causes deserts and where there is too much there are rainforests. Water will always try to flow to the sea and often it dives under the earth and comes to the surface as springs and the headwaters of a river. Both the mighty Columbia River and the Thames River start as small creeks and streams that come together to become a big river that runs to the sea. The Nile river is sourced in Victoria Lake and starts coming across some of the greatest falls in the world, Victoria Falls. It was a major expedition to reach the headwaters; you could plan a similar campaign for your group. Most life and civilizations occur where land meets water. Water is an inescapable need of every living creature (but not always of aberrations or outer planner creatures). Water also makes a great way to travel, you go slower by most river travel, but you can travel 24 hours a day, so you can go faster than if you travel on horseback, and both forms of travel are faster than walking. Bodies of water were early highways for civilization and spread limestone to Egypt, Portuguese merchants to as far away as China and Japan, allowed the colonization of Easter Island, Hawaii, and Australia, and the great English Empire was built on their mighty warships and trading fleet. How will the forces of magic and nature shape your world?
6) Similarities Among Worlds
Most fantasy worlds will develop along similar lines. Most fantasy worlds work in a time period from Hellenistic Greek to Ancient Rome, to the Dark Ages, to the Middle Ages, to the Renaissance, to even the early Industrial Age. When will your time period for your world be set? Hellenistic Greeks and Ancient Rome had bronze plate mail, as steel wasn’t invented until centuries later. Centuries after that gunpowder was invented. When I ran an Ancient Roman World, glass was very rare, so potion vials were clay. On Pacific islands metal was not that common so clubs lined with shark teeth made great weapons. Different time periods and different locations had different technology. It took the Chinese to develop gunpowder. When they did, they used it in everything from life prolonging potions to fireworks. It took the more militant Europeans to develop guns. How would this affect the technology of your world and what equipment is available to the party?
7) The Flow Of History
Why were the Europeans more militant and driven more to explore than the Chinese? A big part of it was their world view. The Chinese called themselves the Middle Kingdom. Once they had united their nation they were happy and didn’t see much of a reason to go out into the world exploring. The Warring States Period was when China tried to unite itself, often under different nations and by different rulers. Sun Tzu lived and wrote during this period and his book on tactics is still studied to this day. The Chinese fought to form one nation as did the Japanese. Over in Europe there were various tribes of barbarians and primitive people. Many of those people were, at one time, ruled from Rome. Rome was comprised of the literal descendants of the Ancient Greeks. In Europe the competing tribes of barbarians took over various lands and used their own language as a basis for those lands. That is why there are so many languages in Europe and their constant rivalry was a bitter issue. The European barbarians first held Rome to ransom and then sacked it. Most Roman statues had their heads cut off and disfigured by the Vandals. That is the root of the world Vandalism. When the Roman Empire fell the Vandals turned their savagery on other tribes and eventually founding Germany and the other nations of Europe. Europe was almost constantly locked in a war of some sort as the various rulers tried to take over or hold onto their lands. This constant competition became a source of great scientific development as well as great human horror like the Black Plague and the Crusades. These two forces had global consequences from trying to oust the Islamic from the Holy Lands to the rise of the middle class. The Islamic Revolution has its roots in the Crusades and the Black Plague finally made the labor of one skilled man valuable and those craftsmen were higher paid and became the merchants, skilled labors, and builders of strong economies. The biggest event in the Forgotten Realms was when the Gods walked the planet and some lost or gained their divinity during this time. The imprisoning of Rovaug, the crash of the spaceship Divinity and the death of the God of Humanity, Aroden were all major events in the development of Golarion. What forces were at work to shape the history of your world?
8) Populating Your World
Now it is time to get down to the smaller scale; where are your various races sourced? Where do they live, where do they come from and where do they want to go? Are humans the most common race, as D&D assumes? Do dwarves come from an underground civilization, are the orcs their rivals and hated foes. Are there Drow in your world? With the light of the Elves should come the evil of the Drow as a counterbalance. What about the dwarves, do they duergar (evil slaver dwarves) exist? Is there an evil counterpart to the gnomes or just the good deep gnomes? Do you have halflings in your world or an evil counterpart to them? Races are the core foundation for civilization and the formation of countries, but humans are rarely allied just by race so often they work against each other, this keeps the humans from taking over from the other races or from exterminating them. Humans are more interested in killing off each other than other races. In Tolkien's world Halflings were jovial people who ate second breakfast and were isolationists. It is not that they didn’t like the biguns of the world, it is just that they thought they lived their lives too strangely, too fast, and with too much magic. Bilbo broke the mold when he became a thief and an adventurer. What are the races of your world and what are the forces; political, racial tensions, or the fight between good and evil that are at work in your world? Don’t feel you have to include a race just because it is in the handbooks and don’t feel that you can’t create an entirely new race just because you want to. What are the politics of your world?
9) What Adventures Are Available?
Now that you have gotten down to this scale you can start to think about what you want your player characters to do. Will they form a hearty band of adventurers on a noble quest like the destruction of an evil relic or are they on the search to restore a kingdom? Or will your group be aimless adventurers gathered for no particular purpose, coming from no particular area, and only going on missions you send them on to kill monsters and get paid for it, by robbing their corpses? This creates a group of murder hobos; people who shiftlessly move around and get rich through petty crime sometimes verging on the felony. Now there is nothing wrong with doing this, if this is what your players want to do, but most DMs have a nobler quest in mind, if not in the vein of Tolkien, then something similar to it. If you create a fantasy world with a new land to be discovered, then you can have your players be either conquistadors or be members of the primitive tribes trying to fight the incoming Europeans. Will you have an Europe analog or a Oriental analog? Most of the character classes are drawn on European models, but monks with a flurry of blows, ninjas and samurai are from an Eastern world and if you don’t have that world represented in your setting, then you will disappoint those players who want to play those type of characters. Of course, the Bard and the Skald came from Scottish and Irish tales and heroes, yet we apply them to entire continents. There were monks in Europe, but they were far more scholarly than adventuring. The monks of the Shaolin Temples were both; keeping vast temples full of records from clay tablets to written books. They also adventured across China as righters of wrongs; dispensers of wisdom and justice. What type of campaigns you want to run will have a major influence in how your form that world, so how do you form your world? What goals will you have in mind for the party and for future parties?
10) Detailing The Histories
A well developed world has history to it; that lends it gravitas, dignity and power. I know a DM who has had the same world for over 20 years, and he brings in changes made by players into each campaign. If you play with him in several games then you learn certain features of his world, what exists and where, and even some things you and get away with in certain areas. I have played in wide ranging games in his world from the pocket dimension to safeguard civilization to an exploration of the catacombs under a megalopolis, to the crushing of a slave uprising. He has a rich developed world with a lot of NPCs both weak and powerful and institutions that have a long history. There are parts of his world that are ignorant of other parts and even pockets that are near impossible to escape from. They use pocket dimensions to house the town’s population and feed and clothe them. Undead can become recognized citizens. There are a lot of unique factors in his world because of his development and because of what he has added to the world over the years that he has been playing.
Golarion has a well developed history because a full team of writers have worked on it. There is an analog to Egypt, China even America. There is an evil empire, a lost world ruled by a demon ape, a crashed spaceship, a Norse analog, a barely restrained demonic invasion, and a crusade against it. There are a lot of factors going on in their world. In contrast Greyhawk had only a little development, because most of it was in mind of Gary Gygax and he didn’t want people to copy what he had done, but to do their own creative work. The Forgotten Worlds was mostly in the mind of Ed Greenwood and so there wasn’t a lot written about it without his approval or permission. He had a limited world because he had a small staff working on it; himself. He was using the world he had developed from his own game, and he just spread it to the larger world. Eberron and the Spelljammer universe were well developed, but aside from the Dragonlance chronicles little went on in the Dragonlance world. I have read about all these campaign worlds and more.
When you build your world, you should take examples and inspirations from other worlds and use it in your own. You can take what you like, ignore what you don’t like, change things around, and be unique all on your own. Happy gaming and happy world building.
Daniel Joseph Mello is active under that name on the Facebook d20prfsr.com and Pathfinder Gamemasters forum. Feel free to login to Facebook, on of these groups and drop him a line. He has been involved in D&D since 1981 and by the 5th game he was the DM. He has gamed in the Army, in college, and at conventions. He has written tournament level modules for gaming conventions and has been writing about D&D on Facebook for over 3 years. He is also a budding fantasy writer.
Picture Reference: www.shutterstock.com
This is a slightly updated version of the article that appears in my Nuggets #1 zine.
I've been creating a new world seven hexagonal spaces at a time. Here is the beginning of that; an area for your player character to explore around a small village. It is written system agnostic and is easily adapted to any edition of old school role playing games. The village, Victoria's Tower, was built around and is named after a the wizard's tower at its center. There was an accident and the sun is frozen at dusk for 20 more days (totalling a month). The village and its surrounding hexes are stuck out of time. Anyone can travel back and forth, but no time passes naturally until the end of the month. Spells and other magical effects work normally.
1) Plains And Village
A mage, Victoria, lives in a tower and a village has evolved up around it. Victoria built here because of the magic contained in the burial mounds from a long dead civilization. The village provides reagents from the sea in exchange for protection from the wizard. Victoria has frozen herself and cannot fix this. Her tower is protected with glyphs of warding and arcane locks. There are about 20 small crates filled with enchanted fish (see 12) here waiting for Victoria to open her door.
2) Plains And Farms
Mostly farms and the location of the ancient burial mounds, these plains feed the village. There is an underground tunnel connecting the mounds to Victoria’s tower. If the twelve mounds are explored, four are connected to the tower and found emptied, four more are silent, and the last four are haunted by undead. One contains a flail, Beast Render, that smells of patchouli and deals +2 damage to beasts.
3) Plains And Lakeshore
A body of water where fishermen catch gillies and stuff them into enchanted scarecrows on the shore. After four days the fish are removed and delivered to the wizard. There is also an island where reagents and medicinal herbs are grown. Barren mothers (unknowingly cause by Victoria’s experimentation with ancient magics) come here with their husbands to tend the area while the men fish.
4) South Tower Hills
A well traveled road has signs of a fight and two dead worgs killed by a piercing weapon. There is a woman nursing her wounds under a small rocky overhang away from the road. Lune, an elven warrior, is armed with 2 short swords. She stands her ground if threatened, but seeks to be left alone. She is bringing the remains of two humans to add to the scarecrows in area 3. Once a month the scarecrows need to be refilled with fresh kills. Only Lune and Victoria know of this dark deed. Lune will not let players know about this unless her life depends on it. She will say that the remains she carries are from her family and she is making a pilgrimage to the lake to bury them at sea.
5) Moonlit Hills
These tree barren hills hide a duchess, Lady Em Winter-Borough, waiting under the moonlight for a clandestine meeting with one of the clerics, she is dying and has a book of secrets to trade for a cure. The players will not recognize Lady Em, as she is from a kingdom far away. She claims to be Dass Whitehall, a noble from a nearby kingdom and is waiting for her slower coach, with her luggage, to catch up. Her coach is hidden here and can be found if players search the hex. If the players search within the coach they can find a diary and a contract that reveals Lady Em’s true identity and the fact that she is dying. Her family made a pact with a devil that has cursed her with disease. She is looking to find a cure or a loophole in the contract.
6) Ogre Hills
An ogre, Rockgrinder, make his home here in an out of the way cave that players can find if they search this hex well. He hides if seen and has promised a raven (actually Victoria) to keep the town safe. Rockgrinder has a ring that lets him talk to animals and uses them for information. In addition to hunting predators, the raven leads him to food, but has been absent for over a week.
7) Plains Of Dissonance
The wizard’s apprentice stays with a group of traveling men. These are clerics of an uncaring god and they seek to destroy the wizard because she is tampering with ancient magics. The clerics have no names. The apprentice can locate all the wards in the wizard’s tower and is being charmed by the clerics to give them the information. The apprentice has not entered the tower in eleven days for fear of accidentally setting the wards off.
Richard Fraser has been roleplaying since the early days of Dungeons and Dragons and started with the red box in the eighties. He currently prefers to DM fifth edition D&D, though reads a lot of OSR and PbtA. He currently has podcast, Cockatrice Nuggets and maintains a blog, both of which can be found at www.slackernerds.com.
Picture Reference: Provided by the author
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