doctorbadwolf
Heretic of The Seventh Circle
I always start by thinking about the kind of world, genre, and setting, it is, and what non-humans are most prominent in the region we will start in. Then I just spend a lot of time thinking about things like what sort of wonders exist, what magic is commonplace vs rare, who the gods are, what the most prominent faiths are, etc.
My worlds never ever have universal human pantheons like in FR, but are more like Eberron, with different faiths that see the divine very differently, and generally cross any lines of race. “The elf gods” is a very unlikely thing to exist in my games. So, I have to spend a decent amount of time thinking about faith.
Then i I generally decide what basic themes and quicks the starting town and “kingdom” will have, figure out some factions and locations, and then the rest of world building starts when players meet what exists of the world and start making characters.
“What are Goliaths like here?” Generally sparks my imagination and I come up with some notes on local Goliaths, and ask what they would want from playing a Goliath. What do they like and dislike about the standard presentation, etc. In one world, Goliaths and Firbolgs are one people, are deeply connected to the land, and believe that their Dawn Callers literally cause the sun to rise every day (and a fun bit of secret lore is that they’re right.) We comepletely ignore the whole “leave the wounded to die” aspect of the Volo writeup, but their sense of fair play is intact, bc a player’s preference lead that way.
From there, I’ll have random ideas like “humans are new to this region of the world, and are thus a minority”, and, “once rival clans of halflings and kobolds in the mountainous islands to the south formed a federation decades ago that now includes a few Goliath tribes, and about 20 years ago they invented airships. This nation is called The Cloudlaw. Most airships still come from them.”
Someone wants a new take on Dragonborn? Okay, they’re seminomadic fisherfolk, tortles are dragon-turtle Dragonborn, and they have a Polynesian inspired culture.
Deep gnomes? Lose rocky terrain stuff and gain swim speed and ability to hold breath for twice as long. They’re nomadic divers who live in sea caves.
NPCs, new locations, etc, get improvised as they come up, most times.
My worlds never ever have universal human pantheons like in FR, but are more like Eberron, with different faiths that see the divine very differently, and generally cross any lines of race. “The elf gods” is a very unlikely thing to exist in my games. So, I have to spend a decent amount of time thinking about faith.
Then i I generally decide what basic themes and quicks the starting town and “kingdom” will have, figure out some factions and locations, and then the rest of world building starts when players meet what exists of the world and start making characters.
“What are Goliaths like here?” Generally sparks my imagination and I come up with some notes on local Goliaths, and ask what they would want from playing a Goliath. What do they like and dislike about the standard presentation, etc. In one world, Goliaths and Firbolgs are one people, are deeply connected to the land, and believe that their Dawn Callers literally cause the sun to rise every day (and a fun bit of secret lore is that they’re right.) We comepletely ignore the whole “leave the wounded to die” aspect of the Volo writeup, but their sense of fair play is intact, bc a player’s preference lead that way.
From there, I’ll have random ideas like “humans are new to this region of the world, and are thus a minority”, and, “once rival clans of halflings and kobolds in the mountainous islands to the south formed a federation decades ago that now includes a few Goliath tribes, and about 20 years ago they invented airships. This nation is called The Cloudlaw. Most airships still come from them.”
Someone wants a new take on Dragonborn? Okay, they’re seminomadic fisherfolk, tortles are dragon-turtle Dragonborn, and they have a Polynesian inspired culture.
Deep gnomes? Lose rocky terrain stuff and gain swim speed and ability to hold breath for twice as long. They’re nomadic divers who live in sea caves.
NPCs, new locations, etc, get improvised as they come up, most times.