D&D General Witch World World Building

Andre Norton wrote a series of books collectively called the "Witch World". If it sounds familiar it's been mentioned a couple different times before this. I've actually worked a great deal on a website dedicated to it that was originally started by another fan who's since gone.

The series itself takes place over a pretty long period of time, and the world itself has an even more ancient, mysterious history. A bit too mysterious for my liking. It seems the folks on that world are absurdly incurious about their own pasts. It's also basically an anthology. Norton wrote a number of books, but she invited others to share in it which lead to some really interesting (though not always canonical) stories.

So where does the world building come in?

In the past the Old Race would both Gate in species and do the equivalent of genetic engineering. This led to new species coming into existence as well as new cultures being brought in from off world. Of course, they weren't the only ones who dabbled in Gates. Both the folks of the Dales and the Kioga making their own ways in--though it's a bit unclear whether or not those of the Dales didn't have some help from certain divine-like beings.

Primary aspect: Here you are one of those to bring in a particular species to help populate a world you and your cohorts are having fun creating! The PC species should be the primary focus, though any flora and fauna you find interesting could work. You can also genetically engineer a new species as per the krogan and keplian. For purposes of this, any PC species either brought in or created should have some ability to talk with others and also participate on adventures.

Secondary aspect: The Witch World, in the first two books, was a mix of scifi and fantasy, with the Power seeming more akin to Psychic Powers than the usual spell casting and bits of technology (seeming electric lights, complicated mechanisms to communicate with and through falcons, possibly nuclear generators). For here you can choose to create items and places of magic that fit in with the world at large or which you consider particularly interesting. Perhaps the species you brought in had some technology you particularly liked and wanted to preserve.

Tertiary aspect: Deities, features, et al. You, in fact, can be a deity or, at least, a spell caster powerful enough that the difference is blurred. Witch World had a primary goddess in the form of Gunnora the Goddess of the Moon, Grain, Harvest, Healing, and Women being particularly popular and the most mentioned. The Witch World has a really unusual amount of mountain ranges, some of which were formed as blockades. There are calendars in the Witch World, but not a great deal of history (which, as I mentioned, really bothers me). Anything else you feel like is needed to flesh in the world fits here.
 
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