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Worldbuilding - tell me about your world
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<blockquote data-quote="DrunkonDuty" data-source="post: 7909488" data-attributes="member: 54364"><p>I'm gonna spruik my<em> Beyond the Keep on the Borderlands</em> campaign setting.</p><p></p><p>1. When I create a setting I like to consider physical, geographical issues first.</p><p></p><p>The Borderlands have a very high level of volcanic activity and cover an area of some 4-5 million square km. Rift valleys sink deep into the crust and rugged mountains rise high into the skies, smoking volcanoes interspersed among them. There are great mineral riches and the deep volcanic soils produce a verdant landscape. The central region of the Borderlands are dominated by a vast plateau. In the north the plateau drops suddenly down into swampy, low lying taiga that stretches to the arctic wilderness. A north/south rift valley and the river that flows through it mark the Borderlands eastern boundary. A long line of mountains that run NE to SW mark it's western. Its southern coast line is long and rugged with many deep bays and fjords.</p><p></p><p>2. After I've drafted a rough outline about the physical I'll start to consider the social and economic aspects. I believe these are so heavily influenced by basics of a world's geography that I always do them second.</p><p></p><p>The rugged landscape makes travel between areas very difficult and has prevented the formation of large political units. The terrain likewise inhibits the encroachment of large political units from outside. This has left the peoples who live here to develop their tribes and cultures. Interactions among the tribes are sometimes peaceful, frequently not. There are a few places where people from outside (merchants, soldiers) meet and interact with the locals; these areas are either rich from trade, or war zones. One such point of contact is a certain keep that is itself the last (or first depending on direction of travel) bastion of "civilisation."</p><p></p><p>3. No hard and fast rule for number three. In this case I went with "an unusual feature."</p><p></p><p>The inhabitants of the Borderlands are the so-called "humanoid" races. goblins, hobgoblins, orcs, bugbears, ogres, giants, lizardfolk, kobolds, and grippli. I've detailed each of the tribal groupings and tried to come up with something distinct for each of them. For example the Bugbears of the Smoking Coast live in large tribes and go whaling in paddle driven <em>prahus</em>. The Yellow Face orcs live in an area with a lot of unpleasant natural gases, they wear plague doctor masks with special moss stuffed in the nose to act as filters, and use gas grenades. The Ogres of the Blood Bogs (named for the colour of the mud) are extremely poor with no local access to metal or arable land, but make surprisingly beautiful and robust pottery from the local mud.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 7909488, member: 54364"] I'm gonna spruik my[I] Beyond the Keep on the Borderlands[/I] campaign setting. 1. When I create a setting I like to consider physical, geographical issues first. The Borderlands have a very high level of volcanic activity and cover an area of some 4-5 million square km. Rift valleys sink deep into the crust and rugged mountains rise high into the skies, smoking volcanoes interspersed among them. There are great mineral riches and the deep volcanic soils produce a verdant landscape. The central region of the Borderlands are dominated by a vast plateau. In the north the plateau drops suddenly down into swampy, low lying taiga that stretches to the arctic wilderness. A north/south rift valley and the river that flows through it mark the Borderlands eastern boundary. A long line of mountains that run NE to SW mark it's western. Its southern coast line is long and rugged with many deep bays and fjords. 2. After I've drafted a rough outline about the physical I'll start to consider the social and economic aspects. I believe these are so heavily influenced by basics of a world's geography that I always do them second. The rugged landscape makes travel between areas very difficult and has prevented the formation of large political units. The terrain likewise inhibits the encroachment of large political units from outside. This has left the peoples who live here to develop their tribes and cultures. Interactions among the tribes are sometimes peaceful, frequently not. There are a few places where people from outside (merchants, soldiers) meet and interact with the locals; these areas are either rich from trade, or war zones. One such point of contact is a certain keep that is itself the last (or first depending on direction of travel) bastion of "civilisation." 3. No hard and fast rule for number three. In this case I went with "an unusual feature." The inhabitants of the Borderlands are the so-called "humanoid" races. goblins, hobgoblins, orcs, bugbears, ogres, giants, lizardfolk, kobolds, and grippli. I've detailed each of the tribal groupings and tried to come up with something distinct for each of them. For example the Bugbears of the Smoking Coast live in large tribes and go whaling in paddle driven [I]prahus[/I]. The Yellow Face orcs live in an area with a lot of unpleasant natural gases, they wear plague doctor masks with special moss stuffed in the nose to act as filters, and use gas grenades. The Ogres of the Blood Bogs (named for the colour of the mud) are extremely poor with no local access to metal or arable land, but make surprisingly beautiful and robust pottery from the local mud. [/QUOTE]
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