Creating your own world... and mine! Have you? [Archive] - Wizards Community

Post/Author/DateTimePost
Walls

12-11-06, 01:58 AM
I am in the process of initial ideas for a new gaming world. Why? Why not! I am a level 9 nerd like that. :) Thought it might be fun to do something. Have any of you done a detailed world yourself? What did it entail? Hell, Ebberon became a world and likely made someone money so why not try myself.

I am in the VERY initial stages of planning. Here is what I got so far.

MAGIC: Trying something different where sorcery is almost completely dominant over wizardry. As a matter of fact "book magic" is quite taboo and almost non existent in the world. This is due to a huge disaster that nearly destroyed the gnome race and turned a portion of the world into a wild magic danger zone. Gnomes were tinkering with technology and wizardry and blammo, something bad happened. Basically magic from within: sorcerers, bards, clerics, etc are common. Wizards not so much and those that DO exist are shunned.

DEMIHUMANS:
1) Halflings: Doing two distinctive lands for this race. One is the typical Tolkein-esque shirefolk. The second is a sea faring land of halflings. Sailors and pirates! They live on a coast with a ton of islands off the coast.
2) Wild Elfs: Taking from real life, I am taking out the more feral/back to nature wood elfs and replacing them with a nomadic prairie version ala the Indians of the prairies. Nomadic tribes scattered over a wide grasslands.
3) Gnomes: No land for these folk, not many left and those that are around have taken on a more pious life. Gnomes, in this world, lean more towards clerics and monkhood (not to mention several famous paladins!) They are a much more quiet, dour folk then the typical D&D gregarious technologists. Refuse to use sorcery or illusion magic (known to be their forte in most other settings). Their old lands is a dead zone. Everything is destroyed, very little lives. Magic is wild. I'll likely convert the 2ed Wild Magic rules from the Time of Troubles for it. Since Magic is so unpredictable I am thinking several mind flayers now rule the area with their armies of thralls. Of course, all the usual mutants and evil and craziness abound. Poor gnomes :(

Still working on the other races. Have an idea where there WAS an underdark at one time but it collapsed and where it was is a land of deep valleys with mountains in them. This could be where the dwarves live as well as orcs and other goblinoids and giantkind. Might add another uncommon race as a more common race in this world since there are no underdark races and very few gnomes. Was thinking minotaurs but that's a Dragonlance thing. Maybe a flying race? Lizard Men? Ideas? Elves do exist as well, but may take out the split between gold and moon and only have one race.

NO KNOWN UNDERDARK!: Yup, no known, wide expanse of an underdark realm. _NO_ DROW! No duergar or svifnerblin either.

So yeah, that's the ideas I've conjured up thus far. Humans will likely be last. I may draw a crude map of the known world as well and convert to PDF for others to see. If you have ideas for me, please, PLEASE shoot them my way either on here or through PM. Feel free to show me your worlds as well!

Thanks in advance.

Walls
radioactiveman

12-11-06, 02:21 AM
In terms of maps, I am finding games like civilsation to be a god send. the terrain editor for Civ4 for example, will generate a complete map to your general principles and you can modifier it yourself and put rivers and deserts and mountains and the like.

Whats good about it as well is you can actually put in towns and villages as well as cities (of different nations), fortresses and farms and mines etc.

you might want to think about it.
Walls

12-11-06, 02:26 AM
Very cool idea! I guess I could save a screen shot of it for a map too! I got Civ 4 (hate it and refuse to play it btw) so should give it a whirl.
Seeker95

12-11-06, 09:40 AM
I cheat and steal as much as I can. I would have said cheat lie and steal[/i], but the world-building process does not lend itself to lying.

When I see a city outlined / detailed in a product, I add it to my world. Change the name to match an existing town or city I have not fleshed out.

When I see another issue of the Waterdeep News or the Sharn Inquisitive, I change the location, adjust the names to fit my flavor, and BAM! -- a new potential adventure hook!

Got an adventure made for the Realms? It is now in my Greyhawk, with minor tweaks.
Warforged of Eberron? Awakened golems. (Not available as a PC.)

But as for changing rules all over the place -- I do not reinvent the wheel. Too much work for too little return.
DwarfPcfan

12-11-06, 10:50 AM
I use real world history and real myths to build my worlds, very effective...
greyhaze

12-11-06, 11:03 AM
I created my own world. It becomes really hard after a while to keep the players restricted, if you have certain criterium.

For instance. In my world knowledge was supposed to be sparse, creatures are supposed to be mythological. You might have seen a goblin or giant spider, but you definately had not seen a dragon, let alone know what different coloured dragons do, their age categories/sizes, alignments or combat styles. So, of course, one of my players decided to become a lore master, and pimped out his knowledge skills. Needless to say I had to make his rolls -20 to keep him within the restrictions. It wasn't fun, and it was rather difficult.

I love building the worlds/modules, but hate running them.
Yorath_theWolf

12-11-06, 11:51 AM
hmmm, well I go one of 2 dirrections, take something exsisting, rename & rehistory it for the most part... or as I'm not to proud, take an exsisting name and run with it if the 'it' isn't terribly fleshed out already.

or mainly from the ground up. generally held up by stalling points. I have a world that has extencive notes... it lots of different notebooks saddly. the elves have long since fallen, there are scattered groves around now, but elven civilization has become a thing of the past(They reached astounding arcane heights in their Magecracy and well became decedent and overly dependant on their huge populations of slaves, both for their armies as well as handling day-2-day drudgery). where the height of elven civilization was is now a nation HUGELY anti-arcane goblinoids, headed and lead of course by hobgoblins. and other than the major human nation, very roman-esque and quickly becomeing the power of the day, which saddly I dn'na rember the name of... well that's all I can rember of what I have started.
SephDragoon

12-11-06, 07:06 PM
I created my own world, though it has been a journey of near 7 years now. I started out just writing, and have only recently put it into D&D terms. It takes a long LONG time to get everything right.

BTW, I'm a level 10 geek, wanna party up?
Walls

12-11-06, 07:29 PM
Two geeks? We'll need a nerd to round things up.

Adding two more aspects to my world, likely, both human nations. One will be an anti magic country, where magic is actually banned. However, their own laws allow clerics and paladins, basically faith based magic. Another will be the more typical human country, created by a stable of adventurers.

I have another idea for an island country where EVERYONE is welcome. Basically a giant open market. Violence is not tolerated and severly dealt with by well trained security of various races. I actually got the idea from Atlantis in the Rifts game.

Would love to hear ideas on what I have so far.
SephDragoon

12-11-06, 07:35 PM
I thought you WERE a level 9 nerd :P.

Anyways, in my experience, the people make the world. One of the things that have helped me make my world complete, is the multitude of characters and their backstories. Finding reasoning for their backstories, their abilities, etc etc, I was able to learn more about the world they live in.

My suggestion is to start writing, coming up with history, and specific events.
Walls

12-11-06, 07:39 PM
Oh, duh! Such a nerd I can't remember what I typed. I guess my INT is low. :(
Tharivol

12-11-06, 07:57 PM
The second is a sea faring land of halflings. Sailors and pirates! They live on a coast with a ton of islands off the coast.


*Gasp*
You stole my halflings! *Shakes fist*

Unfortunately, my world-building moves (extremely) slowly. I have lots of ideas in my head, but I'm very bad at getting around to doing that writing-them-down thing. I do, however, claim (as inaccurate as some may call it) to be working on building my own setting.

I started with religion--the basic premise is somewhere between the standard and Eberron, and the pantheon is unique but more like real-world mythologies than the standard pantheon. Each deity represents a concept or thing, and the gods are related to each other and interact very much (in stories anyway, they don't directly interfere, if they even exist at all).
Seghan

12-11-06, 08:25 PM
Very slowly. I am way too cool to put a lot of work into it. :cool:

Right now the geography looks suspiciously like middle earth and the maps from the belgariad. I'm looking to work with that.
GEOGRAPHY: It all takes place along an inland sea with major rivers running off. On west side are the civilized lands. On the east are steppes and swamps that are wild lands.

DEMOGRAPHICS: Among the heartland countries, intended to be where the setting is focused, humans are almost all (~99%) of the known population. All the others are half-elves who are misidentified as humans. Amongst the people of the lands, humans are the only sentient beings knows. There are vast forests ruled by elves, but to humans the elves are unknown outside of myth and wild claims of woodsmen. They are considered evil in these myths, but they really ain't. On the eastern steppes mostly exist all manner of D&D creatures, but these are rather unknown lands.

MAGIC: Underground in human lands, again considered myth. Any magic seen by people is subtle, and looks like faith healing and magic tricks look to us. There are some powerful wizards and sorceres, but they live in secret.

RELIGION: A variation of the standard pantheon will be created. The main point is a monothestic religion I have been creating. It is loosely based on Christianity, and is divided into a number of sects. THe mainstream belief is intended to fit monotheisim into a world where the pantheon exists, its attributes are beyond this thread.

These are some of the important aspects that I am creating this world around. Sorry for the length of the post!
Trollkin

12-11-06, 11:49 PM
I'm working on my own homebrew setting right now. I'm not using any of the core dnd races or classes other than humans and rogues really. Well, they're pretty much human at least. And the game's hardly medieval I should say.. It's sort of a mixture of the age of exploration, industrial revolution, and the jazz age. No magic other than alchemy.

It's more just d20 than DnD, but I use mostly DnD mechanics and sourcebooks for my rules and references.

Anyone here ever just taken the DnD out of their d20 settings?
TheChilliGod

12-12-06, 12:25 AM
Yep, I'm making my own homebrew setting.
The name of the world is stolen (from Sovereign Stone), the names of every city in 1-1/2 countries in one continent, and the name of another continent is stolen (Dragonlance), a third continent itself is stolen (Another homebrew), the main theme of a forth continent is stolen (Eberron & Rokugan), the world history is stolen (Dragonlance) the entire pantheon is stolen (Greyhawk), and the majority of behavior patterns of well-known races is stolen (Greyhawk & FR). Even a few of the plot hooks are stolen (FR).

What is not stolen is any mapwork, any NPC's (excepting their names), and the theme of any particular city or country (At least, not knowingly).

I have put almost everything I ever thought up of about my world into my head. I'm too much of a procrastinator to bother with getting my ideas down, and I never forget the ideas anyway.

For those who care, my campaign is all about different cultures, different ways of life among many different species and races; the different elements (there are 13 of them!) and how they interact with each other. But most importantly, it is about the conflict that arises from difference, and the difference that the conflict leaves behind. World-shattering wars to petty civil battles all have a place, and peace is only dreamt about in the minds of the ignorant.
Label

12-12-06, 12:26 AM
I did created my own world. And I used Civ3 (Civ4 wasn't released at the time) for the global map.

I made some prestige classes, modified some races, and even modified the paladin class to become some religious fanatics with Smite Infidel instead if smite evil, and they are hunted down by authorities for persecution and other crimes.:D
(Some of my players have commited crimes but masceraded it to look like it was done by some paladins... so they were not accused. For some time...)

Dwarves are nomad, horse riders divided in small tribes in the plains (much like the Huns).

Halfling are money-loving, hard merchants and it's not seldom to hear of one that has selled his own mother only for commercial expansion.

Drows are living in the all-year-cold plains in the north, and are actually imprisonned in concentration camp, for the crimes they had done in the last war. (I said "actually", because some of my players are planning to free them.)

After the last war, all the main races/nations regrouped on an island to build a new, cosmopolitan city, where all races can live side-by-side, and where a Counsil is held (a kind-of United Nation Organisation... or at least the Security Counsil). The island is always protected by a large spell similar to Sanctuary.

This world is used in a game that runs for more than 1 year for now... and my players loves it!
Walls

12-12-06, 12:37 AM
OH HO! I love the smite infidel idea! Mind if I use it?
Label

12-12-06, 03:34 PM
OH HO! I love the smite infidel idea! Mind if I use it?

Have fun :D

In my game, the concept of alignments is inexistant.
It's not a Good vs Evil game, more a Change vs Status Quo game.
So all things like Smite Evil, Detect Evil, Protection Against Evil and all those variant are obsolete or adapted.
Walls

12-12-06, 04:41 PM
Ahhh, cool. My idea was to have a totally xenophobic, racist country but ruled by a paladin king with a court of other knights, paladins and clerics. Racism isn't inherently evil or chaotic (study philosophy, this is a major underlying theme in many topics) and therefore could very well work in a society that thinks this is right and needed. This works with the anti wizardry theme in my world, where this land has abolished all magic (including sorcery but minus "religious magic"), has a fear of other races due to the fact it was another race that caused the strife (gnomes) not to mention outside wars against whomever I decide. They are a human, pious, god fearing nation.

I figured the smite infidels works excellent in this context.

(PS: Not condoning racism by a mile! Racism in the modern sense is hideous)
Manyfist

12-12-06, 04:45 PM
My campaign is in my sig. no one but me likes it. :weep:
Chippy_the_Devourer

12-13-06, 01:17 AM
I've been working on a campaign world for a few weeks now. In my campaign, the Pantheon is very strange. One or two deities make themselves known often, while the rest only interact at all through granting spells to their clerics.

Orcs and ogres are largely the same, although there are massive, powerful clans of both races that have managed to keep their land secure from humans and the like.

Elves are somewhat rarer than other races. Only a few houses exist, and most of them are somewhat small. Half-elves are a slightly more numerous, and are mostly accepted in society. Dwarves are numerous, although they seem to have few lands of their own. Gnomes have brought about guns and cannons, as well as basic trains and aircraft. Assisting the Gnomes are Halflings, who are every bit as smart as Gnomes. The joint efforts of the two races have brought about some great technological advances. Half-orcs are less common than Half-elves, although more common than Elves themselves. Half-orcs are only partially accepted, as most of them have yet to have done anything very great.

The map is all laid out, There are 4 main continents, as well as a few archipelago strewn throughout the oceans. Because I have come up with so many bizzare locations, there are several underwater temples and strange, spherical fortresses.


... Why did I just explain a campaign I only have half done?:confused:
Chrono Nexus

12-13-06, 02:06 AM
I started with a map, and made sure it was as detailed and well constructed as I could do (with gimp). After that I just based societies and locations off of climate. It was all very intuitive, but I'm happy with what I've done so far.

My setting is currently being hosted by the RPA.
(Check this out! It's good stuff I tellya!)
Kingdoms of Illuria (http://www.rpalliance.net/miniman/pages/illuria.htm)
Mini, the web designer, made a few small errors with it, and it is largely incomplete, but this setting is pretty good anyway I think.
Note: This is my setting. If I find any of this in a published setting later on, there'll be hell to pay- or just money, preferably.
greyhaze

12-13-06, 10:24 AM
... Why did I just explain a campaign I only have half done?:confused:

Because you're excited. ;)
hida_jiremi

12-13-06, 04:35 PM
Cripes. At this point, I've fully written up six or seven campaign worlds, and gotten to run two of them. I figure by the time I work through the rest, I'll have written that many more again, since I have the basic concepts for another dozen or so just sitting in my notes, collecting dust. The ones I have so far are:

The Orrery: A flat world where the sun rises and sets at the middle of the "disk", all humanoid races are related to the six elements or their dark mirror reflections, and reality is defined by concept and desire. The old empires of Center must find a way to stay relevant in the rise of the young races of Edge, while humanity stands poised between them all.

Espiritus: In ancient times, gods walked the world, until a mortal race killed most of them, and the rest were destroyed by infighting. Now, the material world and the spirit are separated by a veil, which is threatened by a terrible demon empire that has thrown the noble orc and dwarf races from their ancestral lands.

Age of Iron: A campaign setting inspired by mythical Greece and Rome in the same way that Greyhawk is inspired by medieval Europe. The five major player character races are all human, based around Hesiod's Five Ages of Man.

Omnia: In the wake of the Godswar a millennium ago, powerful god-kings now rule the shattered remnants of Earth. These living deities from every period of human history, and some that gained immortality during the war itself, have sworn to never make war again but politics and intrigue have become the order of the day. And on the horizon, a new Godswar brews at the hand the fallen gods who seek to destroy the Pax Consilium.

Silent City: Every city that has ever existed or will ever exist is part of an eternal city, a spiritual reflection of the urban ideal. This metropolis, usually just called The City, lurks at the edge of human consciousness. Only a few gifted folk, called Tweeners, can travel between the two, bringing aid and supplies as well as news of home to the inhabitants of The City, called the Lost. Mercenaries and heroes, Tweeners are caught between two worlds in more ways than one.

Western Baronies of Marikuhl: The powerful Empire of Marikuhl has recently opened its western territories for development, causing a land rush of settlers, prospectors, and treasure seekers. Unfortunately, the natives of the west have not been consulted in this endeavor, and they provide a constant danger to the newcomers. The setting is inspired by a combination of the American Old West and the Chinese wuxia genre.

Distant Stars: A science-fantasy setting, and the one I've done the least actual work on. The one really unique thing I've done with it that I like is that human culture is based around the creation and distribution of media. When slower-than-light colonies were founded with FTL communication, the only thing uniting human civilization was its culture, defined by media and entertainment, so the concept of the "cultural economy" was developed.

And those are the ones that are either fully or mostly fleshed out. I don't know when I'm going to get to run them all, but I occasionally enterain vague ideas about publishing one or more of them, or at least offering them up to a publisher.

Jeremy Puckett (Hida Jiremi)
aotrscommander

12-13-06, 08:28 PM
Unless I'm running a module I always run homebrew worlds. Over the past seventeen-odd years, my world building skills have improved from merely maps at the start to my latest project, Dreemaenhyll.

I shall attempt a run down of the ones that qualify for actual world-building:

Myelrd, the first map I created, a generic fantasy-type world. It was eventually stuck on a sheet of A1 card in little A4 bist, though I did attempt a re-design at one point, but that really never got used. It had racial nations and place names, but really little other detail.

Caranda, the first major world, (created in 2nd Ed) is a mid-sized continent about 1200 miles wide. The map is hand-drawn on A2 paper. Caranda, while it had a great deal more detail (roughly aboout 40 pages of Word documents) was mainly designed as the backdrop for an Epic Tolkien/Eddings sort of game (though actually, it has ended up more Belgariad than Lord of the Rings). It has a minimal timeline, a small pantheon (but one suited to the task at hand) a calender and so on. A lot of the pages comprose the encouter tables and about a half the bestiary, which was required as an update during the switch from AD&D to 3.0; also, many of what were originally Caranda-only spells have been co-opted and revised and added into the later ones.

Veyohiesh is a small world I came up with, based on the premise the world flooded and the largest land mass was an island (I got this idea while on the annual trip to the headland near Aberdaron in north Wales). It's a sort of piratey-typ campaign (which predates Pirates of the Carribean, by the way) with some modification to existing character classes and a couple of new ones. I use it periodically, but it's merely okay. However, the map is computerised (actually a modified satelite photo of said headland!) It has only a single deity (for world-specific reasons) and no timeline, since much information was lost during the flood.

Dreemaenhyll, my lastest world, is by far the greatest. I have spent literally years working on it (between writing for the two Caranda parties!) It is designed from the ground up, entirely compuerised, as taking full advantage of the 3.5 system (like psionics, which until then, were never really integrated into the worlds). I have carefully crafted each aspect, starting rom ground level, and trying to base it is as much reality as possible (so it's got a huge amount of versimilitude before I start waving magic around).

It is designed to be a bit more Tolkien in flavour, while maintaining the capacity to go a bit anime with special effects. I accomplish this by having areas of background magic 'radiation' which means that in low-magic areas, magic wroks, but recharges only slowly, and spellcasters do not arise commonly, and high-magic areas, where all the cool stuff happens.

The map was created using Civ 3's map editor (as I have yet to find any map tools capable of generating a random map) and then screenshotted through into a CAD package, where I draw over it to make it more 'natural'. I have added resources and place names and so on as different layers I can hide or edit. The resources, along with judicious addition of rivers, have allowed me to place cities in somewhat less random positions.

I have a large pantheon (though only two of which have actual names as yet!), which will be divided into sub-pantheons for the various nations. The main area of Dreemaenhyll is about that of roughly North America, so it is much bigger. I have several nations of the 'big four' races Humans, Dwarves, Elves and Halflings, which I am trying to make varied cultures. So far, the major one, and the only one I've actually done in detail, is very much a Roman-style one, and other humans nations are styled after various other historical cultures. I have gone to the extent of calcualting population sizes and numbers of manors and castles and so forth (form various sources).

There is a technoligcally accurate timeline over what is a realistic timescale (10,000 years from the early stone age), whcih actually ties into the Caranda tmeline as well); the accuracy of development is largely due to dear old Civ 3 again, which is a good basis (Wikipedia has also been a massively useful resource).

The rules have been extensively altered in that there are several new character classes, a full list of what classes and PrC are available and a rehaul of the magic system (which may itself be overhauled again in due course), the expansion of the elements from merely Fire, Cold and Electricity (and lesser Air, Water and Earth) to a total of nine elements (complete with editing to existing spells for new element types), a new cosmology, and the most extensive work I've done so far; the bestiary.

The bestiary has been the most work, since I tossed the MM(s) over my shoulder and said, 'back to first principles', and started from mythology and got inspired from there. I made a list of about 200-odd mythological things, and I've done about sixty so far (which also includes prehistoric animals to fit in with the fauna of the wolrd, approximatly 1-2 millions years ago in South/north America). That alone takes up about fifty pages; this doesn't count the fact that many of the races (even nonhumanoid ones) have a monster class as well.

Oh, I've played one one-shot in it so far...but it's still very much a work in progress.

Assuming anyone is still awake, if any of the above is of interest, I can elaborate (but be warned, what I have done is fairly extensively detailed!)
OctoberRaven

12-13-06, 09:19 PM
Not only have I made my own setting, I made an alternate reality to it.

Basically, the Kingdom of Aurona is this ancient nation that had fallen under the rule of the Church of Hextor (and closed borders) for 150 years. Elves were driven to near extinction (one of the slaughters of the elves making one of the forests permeated with a bloodlike mist) and other nonhuman races were used as slaves to the Church of Hextor. All other churches were persecuted except for that of Wee Jas (because they performed a valuable service, i.e. gravetending.)

The first campaign was set while the Church was deciding on a new king. The villian of the first campaign was Mathias, who brainwashed a friend of the party and turned him against them, killed his political rival's daughter, slaughtered a village of refugee elves for a book on Lichdom, attempted to assinate a vampire friend of his (via the aforemention brainwashed friend), tried to kill his political rival during his daughter's funeral, and planned to use a staff with the power to raze cities to enslave Aurona for his true master Mephistopheles.

Hey, I needed a villain who was evil.

Well with the help of their friend (who was saved after one of the party members knocked him out in a duel), they defeated Mathias and his enemy revealed himself to not be allied with Hextor and got what's basically the Jedi Order of the world in the borders to establish a new world order.


In the alternate reality, the brainwashed friend was killed in the duel with the party member, and he came back permanently turned evil (torment in the Abyss will do that to you), he slaughtered both the party and Mathias making himself king, then razed the Capital with the staff to establish his rule. He rules through fear and a secret strike force, banning all religion because to him, the Gods are all a facade.
SilverFoxKnows

12-13-06, 11:09 PM
I've been working on my world for going on twenty years. I'll take a break and play FR or another game system then come back to it. Some of the gods and kingdoms have stood the test of time and are fairly detailed. Others have been redesigned and tweaked, or moved around. Each time I come back to it I change it less than the last time. But there are still gaps, lands I haven't mapped, pantheons that are still missing something. I'll probably fiddle with it till the day I die. As it stands I've had a lot of fun playing there.
Demarest

12-14-06, 12:16 PM
Created my own world? Well, I've certainly been working on it. I haven't mapped out the whole thing yet, and in fact, I've only mapped out one kingdom and placed cities on the kingdom map. I've been tinkering with that Kingdom for the past seven or so months. But considering I've been playing D&D for only about ten months, that's not too bad.

I like starting small, and I take personal delight in figuring out the details. I have a few towns mapped out and one of my cities I have complete mapped out (all maps are done by hand) on four pages of 8 1/2 x 11" graph paper. (That map's in color too, and it looks pretty cool!). :) Anyway, to me, starting small is the way to go. And because I don't have the whole world plans, I can keep joining kingdom maps together and the world literally grows as I work on new parts of it.

I also like making interesting NPCs. They're not villains so far, but rather recurring NPCs who would inhabit the cities and areas of the kingdom I've been working on. I keep them in a journal, and will have, by the time I start my second campaign (the first one was also based in this same world) about thirty recurring NPCs for that particular city I'm working on (a port city).

I use the generic pantheon found in the WoTC D&D non-Eberron, non-FR books. I guess that's considered the Greyhawk pantheon.

Anyway, my advice is to start small, but that's just my personal opinion.
anki

12-15-06, 03:44 AM
I started working on my world for about a year ago(and still tweaking it).I made a 7500x3500 full color map which 70% of it was made in MS Paint,the layering and minor cosmetical effects where made in Paintshop Pro,but before that made 3 A4,pencil drawn maps and scaned them.I has 3 continents (but for some freaky twist of fate looks a lot like Europa and Asia).I made some general details about the kingdoms,cities and places.Made a custom pantheon consisting of 4 factions:
Ur Gods-the evil bunch
The watchers-the lawful deities.Don't mess with mortals,but watch over them in case the Ur gods start making trouble,hence the name.
The Gods Of Chaos & Entropy-All female chaotic godesses.They like to mess with mortals on a regular basis,but rarely doing anything major,only minor blessings(or curses,depends how good you stand with them).
The Elemental Gods-your standard neutral aligned elemental gods worshiped by most of the folk.
The funny (and disturbing) thing is that these gods WORK.One of my players rolled 5 times in a row a 20,each time praying to one of the gods,while the other guy first prayed and got a 20 then he said there is no such thing as gods and got a 1.Which realy freaked us out...Anyway i also customized a few races,but these are mostly house rules rather than world related.
Ok enough about technical details,here comes the background story:
Once there were 4 continents.The 1st being a home to dwarfs,dragons,elves and orcs,the 2nd where the old kingdoms ruled,the 3rd a desert continent where a mighty Egipt-like empire rules over most of the continent and the 4th wich was a beautiful land of green fields,rolling hills and magnificent cities.The later had an immortal ruler who was in love with the godess of magic.As all good things come to an end,so did the ruler and his continent.The god of corruption manage to trick the ruler into sacreficing the godess of magic,telling him that he would become all powerful and he could control the world.But the newfound power was overwhelming and created a cataclysm that destroyed the continent,shattered the coast of the 3rd continent,made tidal waves drowned most of the 1st continent and turned the green plains of the orc homeland into an arid desert.The few survivors setteled on the 1st continent,forcing the elves to retreat to the forests and the dwarfs deep into the mountains.And thous creating the Young Kingdoms...

I think that about wraps it up.:D
Gilean

12-16-06, 10:34 AM
I start with a vision of play, something I want to be part of.

After that I decide what RPG I want to use for it, or if I want to do a new one.

After that I start building the setting so that it fits with both my vision and the rules I selected.


I do have one setting which I probably will be converting to numerous systems, but that is somewhere in the future.