Adive for n00b [Archive] - Wizards Community

Post/Author/DateTimePost
Ramrod_The_Wizard

02-24-07, 12:30 PM
Im currently trying to make a homebrew campaign setting, i've always wanted to and my group is currently on hiatus. I decided to build it from the top down and i already have the writeup for magic and the dieties, but im stuck when it actually comes to making the world. Any advice to help me make an interesting world?
Swordbreaker

02-24-07, 12:39 PM
I beleieve world building comes from 4 parts

-Maps
-Backround (religion, planes, magic, etc)
-History
-Personality

The 1st 3 take a while, so 4 maps, I suggest getting a "backup" suppliment like Slaughtergarde or something, and maybe using the D&D pantheon at first. Its hard to flesh them out until you really have it planned out.

However, personality comes with ease, cause its what makes us us. Just neevr lose heart, and even if it takes years, your campaign will come to life
Ramrod_The_Wizard

02-24-07, 12:51 PM
Thank you very much. Ive got the basic background worked out. After i finish the writeup im gonna try to create a general overview of some ideas of nations and then juxtopose them as i see fit.
Swordbreaker

02-24-07, 12:56 PM
No problem. In fact, I'm using a backup suppliment, SHattered gates of Slaughtergarde, for a bit of backround for my world. Personally, I think religion is easiest to build. So far, I mad 9 gods, each related to either birds or other flying animals (bat and butterfly)
chiaboco

02-24-07, 01:14 PM
well usually i make up the first adventure and then i build around that. to refrase that, start with the basics and then flesh it out as you go along. (saves you a headach and possiably early grey hairs)
Demarest

02-24-07, 01:21 PM
For maps, consider that in medieval history, the main form of quick transportation was water travel. So, you probably want to place towns/cities near rivers or major water areas. This also facilitates better areas for farms. Also, towns/cities were usually spaced 30 miles apart because that is the amount of distance which could be made by someone on horse-back. This could change depending on system, and of course, you don't need to even take this advice. But it does add to historical realism.

Good luck.
Ramrod_The_Wizard

02-24-07, 01:46 PM
Thanks for all the advice. Im trying to draw from as many cultures as possible, though i expect that the theme of the actual setting will be European. When i finish the writeup ill post the list of deities along with a general summary of the creation and how magic works. :D
Ramrod_The_Wizard

02-24-07, 02:47 PM
The Creation of the World

Eons ago there were three great adventurers, Ars Moriendi, Bhavacakra, and Aiodos who escaped a dying world and came upon a flowering world. All that existed was Mana, a mystical energy that suffuses the world. Aiodos, a great poet, began to sing and tell great stories as he shaped the world. As the world began to take shape the three travelers gained a divine spark and took the roles of governing the absolutes of the universe; life, death and change. As time went by and the empires of man rose and fell many great beings were spawned from the universe and are the deities revered by the mortal races. Some of deities were once mortals and these “hero-gods” are all very young and show that power can come to anyone.


Magic and the Multiverse


There is a mystical force that makes up everything in existence. It suffuses all that is, from the highest god to the lowliest insect. It is an unfathomable, inestimable force the forever twists and writhes through the multiverse. Mortals refer to this force as Mana. Some creatures are changed and warped by Mana (magical beasts, aberrations, and anyone with supernatural or spell-like abilities), and some are even made up almost entirely of Mana (outsiders). A rare few have learned to harness and tame the force of Mana, wielding its wondrous powers to create effects called magic as they desire. Mana is an eternal mystery. No one can master Mana, not even the gods. There is no limit to its power, and beings learn new things about it every day. Mana has existed before the great three divines, and will continue to exist forever.


Deities and Powers

Abarax (LN)- God of Protection, Defense, and Caution

Abarax is an incredibly paranoid deity, and his clerics reflect this neurosis. His clerics are almost always warmly accepted in areas because they are known to protect towns from great tragedies. Strong walls and battlements always adorn his churches and his clerics are commonly heads of town guards. Though his intentions are good, he can take his virtues to the extreme and sometimes trap his worshippers within their own fortresses.


Alec (LG)- God of Redemption and Memories

Alec was once a wicked mortal man. He was a great general in a hellish army that ravaged the land in eons past, but his cruelty led to his downfall. The only thing in his life he cared about was his wife, who could control his evil urges. One day he swiftly left without saying goodbye. His men lured him into a trap and slew him; his body was desecrated and tossed into a shallow grave. His soul would have been lost in eternity if it wasn’t for the urge to see the only thing he loved. Several hundred years later he was resurrected by a mysterious man and he did not remember his past life, except for his wife. As he quested to find her he found she was dead. After years of doing good and being a bastion of honor he had atoned for his sins and when he went to the land of the dead to be one with his beloved, he became a god.


Allion (N)- God of Despair, Tragedy, and Omens

Allion is the oldest of the gods other then the Creators. He was once the apprentice of Ars Moriendi, and has a similar dour demeanor. He teaches that one must be mindful of the future and that pessimism is realism. He is constantly mournful of the life he once lived, and wanders the planes in his desperation. He is a common patron of diviners, who look to him for portents of the future. He commonly takes the form of a raven and will sometimes signal great disaster.


Ars Moriendi (LN)- God of Death, Time, and Negative Energy

Ars Moriendi was one of the refugees that became the greater gods of the land. In the old world he was a great wizard and wrote countless tomes of power. He is a mysterious deity who is the patron of the afterlife. He teaches that death is simply a facet of life and is a necessary process for the continuation of the universe. We are all controlled by fate and one must accept the absolutes of existence. Though he is the patron of negative energy, he is by no means evil. Negative energy is the balancing force to positive energy, though it is more likely to be exploited for evil ends. In many cases he is feared because of his post, but he is commonly misunderstood because it is a basic instinct to fear death and what is beyond ones comprehension.


Aoidos (CN)- God of Knowledge, Creation, and Change

Aoidos was the deity that shaped the miasma of the birthed universe. He was a wandering minstrel that led the other refugees into the new world. In his great knowledge he sang and told great stories which shaped the universe. He believes that one must always seek to understand and learn more about the world around him. Change is an integral aspect of life and that the status quo is an inherently silly idea. To stay in one place as existence flows around you leads to disaster and ignorance. Always listen and take heed of others, even if you do not agree. He has taken many forms and is constantly walking in the world of men. A mysterious trickster who causes many to question what they perceive


Bhavacakra (N)- Goddess of Nature, The Cycle of Life, and Positive Energy

Bhavacakra teaches that all things have a place in existence. She was one of the refugees from the dying world. She was a powerful and wise druid who does not consider herself a single race, for she is all things and she is one with them. She created all life and tends to all creatures, but favors none. She is revered by countless races under many names. Positive energy is the force of life and healing, but she does not promote disruption of the natural cycle. She wanders the world in many forms and observes the workings of her creations. She is generally a distant deity and rarely intervenes in interspecies conflicts. Do not mourn the dead and do not consider the wilderness evil, for it is just a natural force.


Hecate (CN)- Goddess of Darkness, Shadows, and Secrets

Hecate is a primordial being spawned from the darkness that pervades throughout the universe. Known as “The Lady of Mysteries”, she is a mysterious deity who very little is known about. While not evil herself, her portfolios lend themselves to the primal fears of humanity. There is not an organized clergy of Hecate, though common themes do pervade. Most of her clerics are women and the masses are normally held under moonlight.


Kaldar (CE)- God of Fear, Decay, and Corruptions

Kaldar is the patron of the primal evils of the world. He was spawned by the dark corners of the cosmos that bred the unfathomable evils of the world. He evokes fear in all beings and represents the primal enemy of life. He is worshipped by deranged cultists and is widely feared and loathed by the outside world. He teaches that all things are weak and vile beings and that one must only look after oneself. This selfish dogma corrupts the souls of those who delve too deep into the mysteries of the universe. The only beings that genuinely revere him are aberrations and creatures that cause decay and corrupt the natural world.


Kargen (CE)- God of Slaughter and Suffering

Kargen is a malicious and single-minded deity. He is the incarnation of the pain that comes with war, and brings pain to all those who cross him. His clerics are commonly terrorists who wish to bring society to its knees and scour the land. He does not value the life of anyone, and will send followers to their dooms on a whim. He has been manipulated by Radasiel in the past, but now they are bitter enemies and they symbolize opposing ideas of evil. One symbolizes control and manipulation of society, while the other wishes to destroy and ravage.


Lucierin (NG)- Goddess of Light, Hope, and Peace

Lucierin is a motherly figure who is known to bring hope to the most dismal of situations. She teaches that there is always good to be found and that one must not sink to the level of his enemies. Her clerics wander the land a bring peace and in many cases help villages in dire straights. Pacifism and healing are the basic tenants of her faith. Her symbol, the rising sun, is a common portent on the battlefield and signals that peace will soon come.


Radasiel (LE)- God of Betrayal, Intrigue, Manipulations, and Assassins

Radasiel was once a mortal tiefling. Rumors claim that he was descended from Asmodeos, but they have not been proven. He was a master assassin and shrewdly manipulated his way into countless political organizations. Wars were waged by powers he controlled, and his influence pervaded throughout the planes. After becoming the lord of the sixth layer of hell, he began to extend his influence into the deific domains. The nature of his ascension is unclear, but many powers conveniently “disappeared” around that time. He is the patron of assassins and shrewd politicians. He rarely lies, but twisting the truth can be far more convincing.


Sormiel (N)- God of Exploration, Discovery, and The Cosmos

Sormiel is a mysterious and distant deity who is the patron of wanders and those. His followers say that he guides travelers with the constellations of the night sky. Very little is known of him, which is strange considering his nature. There is not an organized clergy of Sormiel, but they can be found wandering the multiverse and work as guides to those who are lost. They are often aloof and care little for the workings of politics.


The Unnamable One (CN)- God of Chaos and Madness

The Unnamable One goes by an infinite amount of names, but all are universally understood. It is a mindless mass that is more of a cosmic force then a god. It is constantly in a state of flux and is everywhere at once, but at the same time it is nowhere. It does not have a dogma and it is interpreted in an infinite amount of ways. Clerics of this patron are rare, and never work in any form of hierarchy. The only common theme is that change and chaos are the most important forces in the universe, and they are commonly scorned for the anarchy they spread.


Wolfgar (LG)- God of War, Glory, and Honor

Wolfgar is the brother of Kargen, though they despise each other. They symbolize the dual nature of battle. Wolfgar symbolizes the virtues, glory, and the good that can come from battle. He preaches that one must have compassion for ones enemies and that ends do justify the means. His clerics are great military leaders and are constantly battling the forces of darkness. He is a staunch ally of Alec and he believes that mercy should be used when possible.
Ramrod_The_Wizard

02-24-07, 03:49 PM
Opinions and/or critiques would be greatly appreciated. :D
taradusis

02-24-07, 10:10 PM
You may want to consider which racial gods you're going to include.Consider what size the PCs homebase is going to be(if they have one!).Consider which evil race/organization is going to be the main foes of the PC's?If you allow nonhuman PCs do they have a homeland the PCs can visit and adventure in?RANDOM THOUGHTS.
Ramrod_The_Wizard

02-24-07, 10:28 PM
Im going to be keeping the main racial gods, such as Moradin and Corellian. I may have to tweak their stories a bit, but not much. Right now im just trying to figure out some ideas for nations/regions.
taradusis

02-24-07, 10:38 PM
An unexplored fantasy equivelent to the bahamas?The bahamas has 700 islands 80 of which are inhabited year round.Just make a chain on the edge of a map and then generate each island in your spare time if you decide to run an exploratin campaign?It's easier to explain a weird culture or race that lives on an island than one that has civilised neighbors.
Ramrod_The_Wizard

02-24-07, 10:52 PM
I was thinking about that, but decided it wouldnt be realistic. Then i remembered its DnD, its not supposed to be realistic. Thanks for the idea.
taradusis

02-25-07, 10:51 AM
I have a thread titled "random aquatic notes"over at the D+D general board.I occasionally put on a brief synopsis of a fantasy island.You can check it out for inspiration.
Herecgunina

02-25-07, 04:38 PM
Your gods are decent, though I have a suggestion on the basic level of formatting. It'll be easy to refer back to the list later if you put them in alphabetical order.

As a classicist, I find it interesting that your three 'original' deities consist of a Latin (Art of Dying), a Greek (Singer) and a Sanskrit (Wheel of Being) word.

I assume that your deities are Faerunian rather than Eberronian? (IE, they definitely exist, interact with the world in meaningful ways, etc. rather than being distant and mysterious).

Important questions to ask with a top-down approach:
In a broad sense, what do you want this world to be?
What kind of adventures do you see taking place most often in this world?
What is going to make this world different from other worlds?
Ramrod_The_Wizard

02-25-07, 06:25 PM
Im trying to make them a little less involved then the Faerunian deities, but not as much as in Ebberon. Im trying to make a pretty generic seeting, where is can logically (as much as possible) exist, but stil have a very fantastic feel. I want it to be lower magic then Faerun and Ebberon, such as in travel. I've never actually played Greyhawk, but i assume it would be a good medium.

Im not fully sure what "feel" i want quite yet. I want magic to be a tad more, well, magical. I want it to be a forced used, but not fully understood. My current worry is actually creating a map. I have plenty of ideas for nations/regions, but i want it to be coherent and im not a very good artist.

With the alphabetical order problem, i fixed it in word, but forgot to change it here :P
Herecgunina

02-25-07, 06:39 PM
I assume you are using core races, classes, etc?
Ramrod_The_Wizard

02-25-07, 06:50 PM
Yea, I'm designing it around the core rules, but I will allow the expansion material. Some of my players are more familiar with the expanded rules, so im making this so it will be able to be used by everyone.
Herecgunina

02-25-07, 06:50 PM
My current worry is actually creating a map. I have plenty of ideas for nations/regions, but i want it to be coherent and im not a very good artist.

In this regard, there's not much to be done except to grab a sheet of paper and just start doodling. Draw general blobs of land first, don't really worry about having nice craggy coastlines on the first go-round.

Then, after you have a rough idea of where you continents/major islands are, go back and draw a second copy, this time putting in more definite coastlines instead of 'blobs of land'. None of this has to be artistically beautiful - as long as your hands don't shake a lot, it'll look alright.

Then, start figuring out where your nations are, and then you can put your landforms in.
Cornell_Magunatis

02-25-07, 06:54 PM
I beleieve world building comes from 4 parts

-Maps
-Backround (religion, planes, magic, etc)
-History
-Personality

The 1st 3 take a while, so 4 maps, I suggest getting a "backup" suppliment like Slaughtergarde or something, and maybe using the D&D pantheon at first. Its hard to flesh them out until you really have it planned out.

However, personality comes with ease, cause its what makes us us. Just neevr lose heart, and even if it takes years, your campaign will come to life

Those four things are the basics of what you need to cover. Below are moe specific details that need to be addressed

Races
Classes
Religon
Polotics
History
Transportation
Culture
Magic
Main source of currency

Also, it is a good idea to find a way to add conflict into your campaign without having major nations war, I have taken a liking to Vikings. You should take a small look at viking history and their beliefs (I am not talking about horn wearing hammer smashing Vikings you see in fantasy). I also tend to take ideas from real world history, government, and religon because it gives you a solid feeling and a infiite source of ideas. When you are using real world ideas try not to take a whole idea, try to take seperate parts and ideas and make your own. The Eyewitness books are good (the books that have a lot of colorful pictures, and they aqre about all kinds of subjects).
Hope that helps.
Herecgunina

02-25-07, 07:11 PM
Also, even if your goal is a fairly generic setting, I do encouage you to try to add some elements of a more 'unique' flavor as well. These sorts of things give your players a reason to want to use your setting as opposed to, say, Greyhawk or Faerun.

These don't need to be gimmicky, they could be something as simple as:

*Lots of cities, meaning more urban adventures than dungeon crawls.
*Gunpowder has been introduced on a wide scale and is used by many people
*The area of the campaign setting is heavily nautical

etc. Just something that sets your world a little apart.
Ramrod_The_Wizard

02-25-07, 07:14 PM
Well, one idea that was stated above was a large archipelago. That could be an interesting series of adventures, maybe for some sinbadesque adventures. A few of my friends have ideas for nations, which will be helpful. I was tossing around the idea of having one region having limited steam power (boats and such), but i dont want the entire setting to be that way.
Ramrod_The_Wizard

02-25-07, 08:08 PM
Well i came up with an idea for a nation, though i dont have a name for it yet. It would be a turkish/arabic nation that is on the southern end of the large gulf, which is more akin to a sea. On the coastline it is a very fetile region and as you get farther inland it becomes more mountainous. The mountains are full of precious minerals, but also have an unexpected resouce, its natural geysers/hotsprings

The cities are known to have very strong defenses and the sturdy walls are made of the sandstone which is common in the region. The capital, which I do not have a name for at the moment, is nestled deep within the mountain range. It is built ontop of one of the most potent spring, which is used in many ways in the city and surrounding area. The city is tierd on the mountains and at its peak is the grand sultans palace. The two passes that lead to the vallies below are blocked by massive stone walls and are heavely defended. The griffons native to the region are commonly tamed and ridden as messangers and used for reconasaince. The verdent vally is dotted with small villages and farms.

The country is primarily humans, but dwarves are also quite common. Income comes from trade and their mining industries. They are known for thier swift navy, which uses stange technologies to outmanuver thier enemies. There are many privateers which pillage rival countries trade ships on occasion.

The southern reaches beyond the mountains is primarily arid and populated by bandits, only the edges are under full control. Thought the nation claims to control the desert, for the most part it is autonomous.
Ramrod_The_Wizard

02-27-07, 03:18 PM
:bump: For Great Justice
taradusis

02-27-07, 06:17 PM
Consider a fantasy staple like an amazon nation?Pick an oddball race like minotaurs,yuan-ti,formians etc. and give them a well developed nation.
taradusis

03-02-07, 08:58 PM
Sinbadesque country?Draw up a sphinx and prepare some riddles?Create an order of druids whose wild shape ability is converted to an earth elemental or sand form ability?Isn't there a map of a pyramid dungeon in one of the divine books?How about a sand racer,a sort of sailboat that races on land?Some sort of djinni in a bottle,maybe a bottle that makes you trade places with whoevers in the bottle?Does this country have a paper currency?Suppose this country was ruled by a mummy?RANDOM THOUGHTS.
Ramrod_The_Wizard

03-06-07, 04:53 PM
Hah, those ideas are pretty good. I may incorporate the sandskifs into the southern desert and the bandits use them. Ive worked on the setting quite a bit and its really starting to take shape. Thanks for the help everyone :D
taradusis

03-09-07, 03:23 PM
How about some oddball governments like a plutocracy,magocracy,democracy,theocracy ,anarchy,ETC.?
Ramrod_The_Wizard

03-09-07, 05:11 PM
Well i seems so far i have a monarchy, a republic, and a fueldal state. My current problem is naming, but thats only a small hurdle.

The Northern kingdom was united by a great hero, but he had no heirs. It sill exists in name, but it is basically just a fuedal region with various lords feuding among themselves. Ambitious men wish to hold the throne in Evingard.

The republic is on the inner coast of the sea and it has a flavor and climate similar to italy. The country is run by a council of senetors who are the rich and powerful of the country. This is a land of opulence and intrigue. The riches generated by thier prime trade routes and thier luxuries make it a prosperous region, but in wealth there is greed.

The southern nation is a fairly normal monarchy. The Sultan is the final law and he rules from the captial. Fairly generic, but nice.

The only nation that lacks any form of governance is the eastern archipelago. This idea was created from a previous post. It began as a land of high hopes and adventure, but has degraded into anarchy and piracy. The various ports are controlled by various factions and there are mostly independant villages. This is only true on the outermost islands. Most have not been searched, and those who left never returned
taradusis

03-09-07, 08:53 PM
Consider another nation of poleis or city-states similar to ancient greece?Each city-state could control a valley in a mountainous land?This way players can screw up and move on to a new jurisdiction?
LadyAlaria

03-10-07, 12:42 AM
The top-down approach to world-building is immensely satisfying, but let me warn you of the consequences. I have hundreds of pages of maps and notes, with copious descriptions of pantheons, planes, kingdoms, cities, villages, hamlets, and hovels. 99% of which has never had the slightest relevance to my players. But I do it anyway.

But the other thing I do is I write up a document on each of the major races - both the player races and the main non-player races. I outline their deities, geographic distribution, favored (or allowed) classes, and political and social characteristics. Just a couple paragraphs, really. But they are the most important part of your world, because that's what the players need to know to start their character.

I also find it helps in the rest of the design, as it tends to expose whatever key elements you might have forgotten.
taradusis

03-10-07, 09:59 AM
Draw up 3X5 index cards listing preistly duties.When to pray.When to sacrifice.What to sacrifice.Sacred animal or plant.Color of robes.Hair styles or adornments.When to tithe.Authority of church.Favorite weapon.Enemy/freindly faiths.......These will make good handouts for the PCs.