Building my first world

Post/Author/DateTimePost
#1

merdok

Jun 27, 2008 23:11:19
Hello im new to DMing ran a few published adventures and now I am ready to build my own world. Iv already started but I just want to know if anyone here has any adivce to building a world that can be used in more than one adventure?

Yes i know I could read the boards but that is alot of information to file through I still plan to read alot of the boards here though

Yes i now its not the best idea for a new DM but I like the challenge and not afraid to look like an idiot so please dont give that advice.
#2

james_gaines_dup

Jun 27, 2008 23:55:42
Ok, I think an important first step is to establish some basic rules. For instance, are you using the world as presented in the DMG (Lots of ruins, points of light, etc), or are you changing a few things. Do you want guns in your world? How about magic? Is this a high magic, like Eberron, where it's become part of everyday life or is it low magic, where wizards are feared and warlocks are persecuted? Or do you want to go way out there and start altering the very universe? You could have a world set entirely underground, one set in space, maybe you want a world where gravity is relative. Do you want a basic theme in this world, like an asian feel or grundge?

I know these don't sound like much, but they really help establish the kind of world you want. The guns thing, for instance, implies that the knowledge of gunpowder and metallurgy is widespread and available for anyone.

Edit: A little more

Ok, a good way to create a world is to start small. Imagine a base of operations. Is it a small town, a city, or maybe just a place in the wilderness. From there decide on one or two dungeons or possible adventures, that'll establish a small radius around the town. From there you can start building bigger features.

So I'll lead by example. Let's have this be a middling-magic campaign (like in the DMG), but I want more technology. I'll let my rangers take guns instead of bows for the 'ranged' path. So technology implies knowledge, so there has (or had) to be some sort of large kingdom or empire where people learned this. I don't want them to start in a big city, so let's make this an outpost of this empire. Now, I'll stick it in the desert since it's supposed to be a far outpost. What's in the desert? I'll stick in some abandoned mines and a ghost town.

So now, by establishing a few basic rules, I've got the start of a Western-themed campaign. From there I can build outward.
#3

james_gaines_dup

Jun 28, 2008 1:08:46
As for using the world for more than one adventure, you should atleast name, if not design, a few other possible dungeons or adventures. Also, consequences work well. If they complete the first adventure, have it lead to the next. If they destroy a dam, reveal previously underwater ruins. If they clear out a nest of gnolls, who notices? Make some possible adventures, possible patrons and enemies, establish relationships that you can later exploit. You might never need to tell the players that the Duke of Dukedom really hates the Lord of Lordiness, but it might come in handy later.
#4

g-pa

Jun 28, 2008 1:28:52
Hello im new to DMing ran a few published adventures and now I am ready to build my own world. Iv already started but I just want to know if anyone here has any adivce to building a world that can be used in more than one adventure?

Yes i know I could read the boards but that is alot of information to file through I still plan to read alot of the boards here though

Yes i now its not the best idea for a new DM but I like the challenge and not afraid to look like an idiot so please dont give that advice.

Tell us what your initial ideas are so we can give you more targeted advice.
#5

merdok

Jun 28, 2008 2:13:03
Ok, I think an important first step is to establish some basic rules. For instance, are you using the world as presented in the DMG (Lots of ruins, points of light, etc), or are you changing a few things. Do you want guns in your world? How about magic? Is this a high magic, like Eberron, where it's become part of everyday life or is it low magic, where wizards are feared and warlocks are persecuted? Or do you want to go way out there and start altering the very universe? You could have a world set entirely underground, one set in space, and maybe you want a world where gravity is relative. Do you want a basic theme in this world, like an Asian feel or grundge?

I know these don't sound like much, but they really help establish the kind of world you want. The guns thing, for instance, implies that the knowledge of gunpowder and metallurgy is widespread and available for anyone.

Actually I do understand how those tiny little points can change the whole landscape of the world and how things work.

As for points of light, that is usually what my mind sees. Cities surrounded by wilderness maybe of a long since fallen society or reminisce of one with city’s and villages and such.

Id love actually to build a world that gives me the ability to do both urban and wilderness / dungeon adventures.

As for magic/tech level it probly will be more like ebberon where a high lvl wizard is a powerful man to be envied but only in cirten places it would be diverse different settlements and city’s having different views on how to live there lives some would be a sprawling technological wonder where instead of cogs and gears magical crystals and energy fields (look at screenshots for the bloodelf stuff) Others would be dwarven style industry others would be very simple single level agricultural towns in the basic since . Basically id love to have a very diverse world where anything is possible. Basically this works for a wide range of adventures and allow me to change things on the fly basically change things that don’t work or things that I find do not fit into the world after all

Edit: A little more

Ok, a good way to create a world is to start small. Imagine a base of operations. Is it a small town, a city, or maybe just a place in the wilderness? From there decide on one or two dungeons or possible adventures, that'll establish a small radius around the town. From there you can start building bigger features.

So I'll lead by example. Let's have this be a middling-magic campaign (like in the DMG), but I want more technology. I'll let my rangers take guns instead of bows for the 'ranged' path. So technology implies knowledge, so there has (or had) to be some sort of large kingdom or empire where people learned this. I don't want them to start in a big city, so let's make this an outpost of this empire. Now, I'll stick it in the desert since it's supposed to be a far outpost. What's in the desert? I'll stick in some abandoned mines and a ghost town.

So now, by establishing a few basic rules, I've got the start of a Western-themed campaign. From there I can build outward.

This was my plan and was going to be a question I posed just build the adventure per sector of the overall world map. Maybe there is no world map anywhere on the globe so its mentioned to them in that first adventure that it would be a good idea to keep notes on where things are . I like the idea of them exploring the land being written into the story actually.
#6

merdok

Jun 28, 2008 2:57:20
Tell us what your initial ideas are so we can give you more targeted advice.

Well basicly my idea is as I stated above kind of haphazardly to have a very diverse world whare there are many diffrent ways of doing things. Some work in a very magical way others industry some very mundane and a plethera of diffrent levels of those in between. The idea i had was to make it diverse enough so that you can do almost anything in this world. It is very much in the "Points of light" idea there is trade and commerce and diplomacy and such but there are ofcouse the kingdoms and towns and such who belive there way of life is best and might try to take over . Also you have the gods (using the base PHB panthion for now ) who would infulance things as well as other things form the outter realms . I am planning to have somethin though i havent decided what yet but there is going to be some kind of feel that something is wrong with the world such as creatures witch are normaly passive growing agressive mutations in the wild that have no real ryme or reasion . Creatures from the outterrealms comming to the world randomly weather to cause trouble or not just there being there says there is something wrong.


Thats what i have so far .
#7

james_gaines_dup

Jun 28, 2008 3:01:18
Cool, looks like you're on top of your game.

If you want a high amount of contrast in a relatively small area, there has to be a reason that the city hasn't expanded it's influence into the wilderness (after all, if you're living within a day's trip of a city full of electric lights and stuff, the technology would naturally bleed out). This could be cultural, the city doesn't want to expand, or natural. There could be a major geographic feature blocking the easy expansion of the city (such as a gorge or jungle).

My own campaign world is based of the Build-a-city thread's town. The town the character's starts in was founded by refugees who were fleeing from a magical disaster in the old city. The area is mostly unexplored, although they know there are a few other villages around. The old city is a couple days march away, filled with ruins and magical devices (I'll probably have the players go back during their paragon days).

Edit: I started typing before you had posted.

With the whole mutation thing it could be that, due to these new threats, the past ties have grown weak. You could be in an outlying town that used to be closely connected to the city, but due to the 20ft glowing green wolves commerce and trade and dwindled to a trickle. The city could be too corrupt or afraid to care about it's outposts, leaving their defense in the hands of the PC's.
#8

merdok

Jun 28, 2008 17:17:30
Cool, looks like you're on top of your game.

If you want a high amount of contrast in a relatively small area, there has to be a reason that the city hasn't expanded it's influence into the wilderness (after all, if you're living within a day's trip of a city full of electric lights and stuff, the technology would naturally bleed out). This could be cultural, the city doesn't want to expand, or natural. There could be a major geographic feature blocking the easy expansion of the city (such as a gorge or jungle).

My own campaign world is based of the Build-a-city thread's town. The town the character's starts in was founded by refugees who were fleeing from a magical disaster in the old city. The area is mostly unexplored, although they know there are a few other villages around. The old city is a couple days march away, filled with ruins and magical devices (I'll probably have the players go back during their paragon days).

Edit: I started typing before you had posted.

With the whole mutation thing it could be that, due to these new threats, the past ties have grown weak. You could be in an outlying town that used to be closely connected to the city, but due to the 20ft glowing green wolves commerce and trade and dwindled to a trickle. The city could be too corrupt or afraid to care about it's outposts, leaving their defense in the hands of the PC's.

well for my first adventure I was thinking of introducing them to the beginings of the deformation. They start out in a smaller town there home town . the group would be a mercanary band (realy just jack of all trades they will take any job weather its ploowing feilds or catching cattle rustlers as it where) The problem is they need to get there name out and thats hard to do from this small town especialy with the small group of Pallidians in the town keeping the peace on the magistrates behalf . Aparently they tryed to join up and help but the Pallidans all worshiping Bahamut, find the groups immoral tactics and actions to be apaulling . They have things under controol so ofcourse the noble pallidans decided agianst it. That very night (this woudl be whare the story begins) Some drunkin trader shambles in with his clothes ripped to ribbons and an empty bottle in his hand . He instantly Leaps up onto a table and begins babbling on about the near buy city of Spiral. The city is a large city even called a matrapolis and technoligicly advanced. As aposed to the small hamlet they are in now. Called spiral because of the odd street layout . 5 Mainstreets moving out in a curved spiral pattern in 5 diffrrent directions some say pointing to some mythical power points (this will come back later as a paragon mystery maby)

Aparently what they gather from the mans rambling though is that he saw some beast (what kind they really never understood what he said from the discription) walked into town and randomly began slaughtering people. He said it took 2 of the warforged gaurds (who are basicly warforged soilders strait out of page 261MM) to take this creature down and one of the gaurds was killed before they took it down. The trader himself said he ran away fast as he could but was caught by what he discribed as a bat the size of a man who swooped out of the darkness of the trees and ripped him to within an inch of his life only to have the bat let up when a vial voice called out form the darkness "RETURN"

After he reencacts the whole bat sequance The paillidans walk in to silence the man bringing him to the citys jail for disturbing the peace.


Now as for the one that took 2 lvl 4 warforged to take down I will have them find out later that that was exadurated (my group likes to be scared they work will with tension in the air.

As for the bat a shadow hunter bat (PG:27 MM)

the creature who called it back is an Imp(PG: 63 monster Manual)


But they wont know that . I chouse an imp for stories sake An Imp will take a mortal master only to manipulate him to his own ends from his master among the 9 hells this works well for future story hooks . I intend for the city of spiral to be central to a few of the higher up adventures as well.

Anyway Id like to get your feedback on this actualy because you are the first iv told of it really ...


As for the diversity I plan to do that because well the world is connected by trade only because it has to . Each political tie that is made stands on a swords edge and can fall off at any time. espeonoge and infighting are not things foren to this world so each city fights to perseve its way of life its ethics religion and whatever else they hold dear. Basicly im sighting stubborness and unwillingness to change as why the citys may be so diverse . It makes sense to me *shrugs*
#9

james_gaines_dup

Jun 29, 2008 1:32:21
Ok, a good next step is to establish a few relationships between the parties.

Ok, what's the relationship between the PC's and the paladins? Are the paladins likely to help the PC's investigate, or will they ignore the threats?

I assume the imp's master is what is controlling the beasts. Who is he? Why is he doing this? How does he control the animals? What would he do if no one opposed him? Could you give a general battle plan for him? Like: (Step 1) Release animals, (2) take over mines in order to get more resources, (3) kill any potential threats, etc. That might give you a good idea for a basic storyline and future adventure sites.

And once you have a basic storyline, you can start expanding the map. For example, if the BBEG needs ores, you know there has to be mines or merchants around, so you can add those to the area and go from there.
#10

merdok

Jun 29, 2008 20:30:17
As for the palladians and the party. I know my party they are a crude bunch some times (Oh how i rember one time when our dm had us mistaken for deciples of bane I was the monk and this was 3.5 so i didnt partake but the rest of the crew well there was a pile of spent women in our room when we got done. It was fun but ofcourse the Dm also gave everyone but me Fatigue effects as we fought our way out )
anyway the pallys in this town do not like our little merc band and will not help them . If asked they would say "Bring me proof i have order to uphold" (Im going with the stuck up zellous pally starieotype here because it works for the story at the moment. I would suspect the pallys to be about lvl 5 or 6 by time the adventure starts and they will be reacuring and growing with the overall story. Ill probly make full char sheets for them .

The Imp's master Is something that they do not have out in the 4th edition books yet one of the lords of the 9 hells (if they do please direct me to it) Overall his goal is to find a way to reactivate an acient eldritch machine built beneath the city of spiral (witch I forgot to add in the discription that spiral the entire city is on a gently sloped hill with the main buildings and roads emminating form the peak. ) This machine is something of an oddity something put there long ago before the magic plauge(the 4th edition lore reasion why magic has changed so much. something about the goddess of magic dieing and people having to relearn how to use magic) The machine was built at the behest of Moradin god of creation (Players Guide PG:22) It was a machine to be built by that times greatest artificers under the watch and protection of clerics and palladians . The machine was built to grant "the world" a great wealth of knoladge enough that it would cause a world wide rennsasaunce and change the direction that the world was headded.

The very day that the machine was to be activated Moradin himself took a physical form to personally energize the crystas witch would power the machine. something happend though. Each crystal was energised and set in its place but nothing happened the machine did not work. When no one was looking an imp under the command of Asmodeus stole one of the energy crystals (1 of 5) and took it back to his master . Moradin was angered by this and so he took up the remaining 4 stones and put them under the care of the Warforged pallidains artificers and Clerics who built the machine. He told them with these stones at the heart of this city build it into a grand place and hold its secreats dear untill such a time that you may retrevie my final stone and activate this machine. (this story about the machine wont be known for a while and they will pick up the things in bits and pices along the way .


The imp is under the command of Asmodeus who gave this one imp a wand of nature command. It allows you to tame creatures to do your bidding . You see asmodeus wants the information and everything inside the machine for himself thinking that it will allow him the power to dominate the outer realms of the plainar circles and then move in on the innermost realms including the primordials and the abyss.

This imp is only level 3 but he has human consort who callshimself the imps master (More of the imps power of delusion at work) This human was fed the storys of the machine and promised access to it when everything comes togeather. The human is a Warlock who was tricked into thinking that he summoned the imp to his side with an old summoning spell as part of the masters plan. (I plan to make a full char sheet for him too . Amatter of a fact Ill probly make a full character sheet for all of my Major NPCs so they are not just statblocks scribbled down infront of me . I like that a Major reacurring NPC acts and is able to act just like the PC with perks ofcoruse. )


As for the imps battle plan . The short lived attack on the city was just a fluke a distraction and something to draw posably more people (maybe a PC)
into his plan. he was acttualy hoppeing to pull the 4 pallys from the hamlet down the way actually. You see sense warforged do not age the same ones who built the machine and the city atop of it are still in power still up there and much much more powerfull than before. The imp cannot get himself because the city of spiral is aligned to Moradin tottaly . Because of this the good major clerics (who now set on the citys counsile unmatched sence the opening of the city the first time) Would sense something is amiss the moment a creature of evil like that imp entered the main halls of the small castle witch they rule from. The Pallidans who stood with them during the building of the machine still stand gaurd over that castle and the secreats within. The artificers work in a special factory witch they built themselves to produce more warforged to safegaurd the city (The city is basicly run owned and opperated by warforged and then others moved there slowly over time)

The Warlock holds a promonent busness called dark texts a shope witch specializes in old outdated and even unreadable texts looking more like a large library than a book store this place dose not atract many but those who do come pay a perty penny. The warforged leaders of this town do not like him but do apreciate the money he makes and the taxes he pays without complaint (fair taxes in this case) This warlock has been trying to get inside the castle for a full year now by diplomatic means but nothing has worked they just will not let him inside. The imp decides that he will have to find someone to join them more suited to the task someone with a much better reputation than a chaotic warlock who sells acient tombs form a dusty shop.

The plan will work like this
first the imp alows the warlock a copy of his wand and intensifies the wilderness attacks outside the city disrupting trade majorly (and ofcourse gathering resources and reluctant helpers in this way)

Then as the city sends adventuring groups out mercanarys even its own gaurds out to combat the problems slowly start disabling the warforged (sense without arms or legs they can still live and posably be reprogrammed mentally through the dark magic of the imp another atrabute the lord of the 9 hells imbued apon him although it is a ritual so not a combat cast ) slowly he would build an army of warforged at the abandoned stronghold in the forest about an houres walk from the spiral city entrance.

Then he would gather more and more warforged and send them back in as doubble agents who he hopes would be alowed entrance into the castle and steal the powerstones for him.
#11

umbralknight

Jun 30, 2008 12:36:25
I'm going to go ahead and suggest you read some of the articles on this site. Scroll to the bottom of the page and check out the ones under the heading "The World". World building is one of my favourite things about D&D, and I have found the content on this site very helpfull at times.

Edit: you won't find any 4th edition mechanics, but the stuff on world building itself is great irrespective of edition.
#12

cyberdrake

Jul 13, 2008 11:11:30
I didn't read the whole thread so some of my advice might have already been given but anyway here's what I have to say:

Depending on the time that you have to design your world you might design it from top-down (Gods view) perspective or a bottom-up (character view).

The top-down perspective is time consuming but will give you the big picture of the world early on but with very little details. You can make a world map showing the biggest towns and geology, you'll create your whole pantheon of gods, will place the different empires or largest kingdoms on the map and decide the general world status (economy, politics, wars, weather...). This option is good if you have a lot of time to design, want to publish your world one day or want a world that will hold itself together well.

The bottom-up perspective is the way described in the 4th edition Dungeon Master Guide. You might not know much about the big picture but you provide as much detail as possible for the starting location of the players and their first adventure. You can then add details to the surrounding areas as you start to play. This approach will make you ready quickly for the first few adventures but you might be left with some unanswered questions if the players ask about some far location in the world.
#13

agroplayer

Jul 14, 2008 21:32:06
I am a DM who uses the Forgoten Realms for a map and mix in alot of video game and movie points in. If all else fails use stuff you already know then as you feel more confortable start to make stuff up. I dont design alot before hand just a basic idea then wing it.