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<blockquote data-quote="BookTenTiger" data-source="post: 9032541" data-attributes="member: 6685541"><p><span style="font-size: 26px"><strong>The Wilderness</strong></span></p><p></p><p>Before I get into specifics about the town or dungeon, I'm setting up general descriptions. This will help me tie together NPC's, settings, and interesting features of the dungeon later under united themes.</p><p></p><p>After coming up with a general description for the town, I moved onto the Wilderness. This was a short one, but if you want to skip ahead to the good stuff just scroll down to Step 3.</p><p></p><p><strong><span style="font-size: 22px">Step 1: The Template</span></strong></p><p>[spoiler]</p><p>I wanted to make sure there were interesting Exploration opportunities as the characters traverse the area between the town and the dungeon, so I set up this template:</p><p></p><p><strong>Description and Theme</strong></p><p>In between the town and the dungeon lies the wilderness. It used to be inhabited by an ancient peoples (language) renown for their skill (proficiency) and who shared a belief (ideal), but fell to a flaw (flaw).</p><p>[/spoiler]</p><p></p><p><strong><span style="font-size: 22px">Step 2: Rolling for Features</span></strong></p><p>[spoiler]</p><p>As I'm rolling this up, I'm noticing certain features repeating, giving me some fun themes to work with. We've now got a lot of repetition of community / loyalty vs isolation, and a lot of sailing and navigation. Good stuff!</p><p></p><p><strong>Description and Theme</strong></p><p>In between the town and the dungeon lies the wilderness. It used to be inhabited by an ancient peoples (Armond DeMontan: Dwarven) renown for their skill (Bella Gull: Navigator’s Tools) and who shared a belief (Durv Dabbler: People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.), but fell to a flaw (Corva Cloudsong: I don’t take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.).</p><p>[/spoiler]</p><p></p><p><strong><span style="font-size: 22px">Step 3: Interpreting the Results</span></strong></p><p>This was a pretty easy one! We've got Navigating Dwarves who are loyal to each other but don't like an outside community that already lives here. I felt like this practically wrote itself!</p><p></p><p><strong><span style="font-size: 22px">The Ruins of Clan Ordram</span></strong></p><p>[ATTACH=full]286307[/ATTACH]</p><p></p><p>Surrounding Kraken’s Folly are a series of islands once inhabited by Clan Ordram, a seafaring empire of dwarves. They had been master mapmakers and navigators, understanding deeply the movements of the currents and the winds. In fact, they would build island settlements in the arrangements of constellations, so that each clan member knew where they were, and where the next Ordram island community could be found. It is said that a Clan Ordram dwarf could find a home and a hearth anywhere across the many seas of the world.</p><p></p><p>However, Clan Ordram was also highly isolationist. They rarely allowed outsiders into their island holds, and even limited trade with other peoples. This policy brought them to war with the empire that would one day become Brightstar. Clan Ordrum lost, and now all that remains of their island homes are scattered ruins. It is said that in the years that followed the war, the city-state of Brightstar was built with pillaged Ordram stones.</p><p></p><p><strong><span style="font-size: 22px">Reflection</span></strong></p><p></p><p>I like it! As I posted above, I'm enjoying seeing certain features and traits repeat. It's creating some nice themes for the characters to explore. And again, it's playing into the strengths and weaknesses of the characters. Armond is going to be interested because these are the ruins of dwarves. Bella will want to learn of their navigational arts. Corva will probably start to really dislike Brightstar. And Durv will relate to Clan Ordram's loyalty to their own people.</p><p></p><p><strong><span style="font-size: 22px">Next Steps...</span></strong></p><p></p><p>Next I'll be creating a general description for the dungeon. Then we will start to delve down into the dungeon itself!</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 9032541, member: 6685541"] [SIZE=7][B]The Wilderness[/B][/SIZE] Before I get into specifics about the town or dungeon, I'm setting up general descriptions. This will help me tie together NPC's, settings, and interesting features of the dungeon later under united themes. After coming up with a general description for the town, I moved onto the Wilderness. This was a short one, but if you want to skip ahead to the good stuff just scroll down to Step 3. [B][SIZE=6]Step 1: The Template[/SIZE][/B] [spoiler] I wanted to make sure there were interesting Exploration opportunities as the characters traverse the area between the town and the dungeon, so I set up this template: [B]Description and Theme[/B] In between the town and the dungeon lies the wilderness. It used to be inhabited by an ancient peoples (language) renown for their skill (proficiency) and who shared a belief (ideal), but fell to a flaw (flaw). [/spoiler] [B][SIZE=6]Step 2: Rolling for Features[/SIZE][/B] [spoiler] As I'm rolling this up, I'm noticing certain features repeating, giving me some fun themes to work with. We've now got a lot of repetition of community / loyalty vs isolation, and a lot of sailing and navigation. Good stuff! [B]Description and Theme[/B] In between the town and the dungeon lies the wilderness. It used to be inhabited by an ancient peoples (Armond DeMontan: Dwarven) renown for their skill (Bella Gull: Navigator’s Tools) and who shared a belief (Durv Dabbler: People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.), but fell to a flaw (Corva Cloudsong: I don’t take kindly to some of the actions and motivations of the people of this land, because these folk are different from me.). [/spoiler] [B][SIZE=6]Step 3: Interpreting the Results[/SIZE][/B] This was a pretty easy one! We've got Navigating Dwarves who are loyal to each other but don't like an outside community that already lives here. I felt like this practically wrote itself! [B][SIZE=6]The Ruins of Clan Ordram[/SIZE][/B] [ATTACH type="full" width="487px" alt="1685270337906.png"]286307[/ATTACH] Surrounding Kraken’s Folly are a series of islands once inhabited by Clan Ordram, a seafaring empire of dwarves. They had been master mapmakers and navigators, understanding deeply the movements of the currents and the winds. In fact, they would build island settlements in the arrangements of constellations, so that each clan member knew where they were, and where the next Ordram island community could be found. It is said that a Clan Ordram dwarf could find a home and a hearth anywhere across the many seas of the world. However, Clan Ordram was also highly isolationist. They rarely allowed outsiders into their island holds, and even limited trade with other peoples. This policy brought them to war with the empire that would one day become Brightstar. Clan Ordrum lost, and now all that remains of their island homes are scattered ruins. It is said that in the years that followed the war, the city-state of Brightstar was built with pillaged Ordram stones. [B][SIZE=6]Reflection[/SIZE][/B] I like it! As I posted above, I'm enjoying seeing certain features and traits repeat. It's creating some nice themes for the characters to explore. And again, it's playing into the strengths and weaknesses of the characters. Armond is going to be interested because these are the ruins of dwarves. Bella will want to learn of their navigational arts. Corva will probably start to really dislike Brightstar. And Durv will relate to Clan Ordram's loyalty to their own people. [B][SIZE=6]Next Steps...[/SIZE][/B] Next I'll be creating a general description for the dungeon. Then we will start to delve down into the dungeon itself! [/QUOTE]
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