The below is my proposed World Overview for a homemade world and I'm querying if there are there obvious questions that aren't answered by this? (i.e. things I've somehow missed that players would likely ask straight off). There is other DM-only lore but that mostly relates to the unknown history and NPC secrets rather than up-front information.
I've tried to keep it light on World Building so it can be fleshed out more as needed but still supplies the players with sufficient information to understand the world and make characters. And also gives them general information about the starting location along the lines of what a traveler might know already. This is the first time I've tried designing my own world.
World Overview
The land in which the adventure unfolds is known as Verdant Echoes, a place steeped in history and mystery. The Blackthorn Kingdom occupies the majority of the continent and was founded over five hundred years ago by intrepid travelers from a distant land, these brave souls sailed across the vast, deep ocean in long-ships, leaving behind their homeland of "blood and iron" and forsaking their old ways. As they set foot on this new land, they planted the seeds of a new civilization, determined to shape a different destiny. The continent is a diverse and sprawling landscape that holds remnants of the past alongside the vibrancy of the present. Ruins of an old civilization lie scattered amongst the lands - their origins forgotten and mostly unexplored.
Willowbrook Village, where the adventure begins, now occupies the deconstructed remains of a once-great city. The reasons behind the city's abandonment have been lost to time, leaving only whispers of ancient glories and untold tragedies. The village itself emerged from the ashes of the city nearly a hundred years ago, breathing new life into the forgotten stone and cobblestone streets.
The village is a testament to resilience, with its buildings constructed from the reclaimed materials of the city's ruins. Moss-covered stones and aged timbers speak of both the passage of time and the determination of those who persevered. Narrow alleyways wind between these structures, leading to hidden courtyards and unexpected nooks where secrets may lie dormant.
Fellwood Keep, the residence of the local Lord of the Land, oversees this region of the kingdom. Squads of soldiers travel the local roads and maintain peace through the region, although they rarely venture off the well-established routes into the untamed wilderness.
To the far north of the village lies the bustling, multi-cultural, and multi-racial capital city named Aurelia, where it's likely the adventurers embarked on their journey. The city is filled with spices, gold, and jade, as traders from across the kingdom exchange their wares for more exotic goods and strange magics.
This cosmopolitan hub serves as a stark contrast to the rustic villages and ancient ruins they'll encounter. Travel between this city and the village is via a mountain-pass, bridging the gap between the adventurers' past and their present quest.
As the adventurers explore, they'll encounter landscapes that range from lush forests and rolling hills to serene lakes and craggy cliffs. The land is now a patchwork quilt of cultures, as the descendants of those first travelers have spread out across the region. Communities with their own unique traditions, languages, and ways of life have emerged, creating a vibrant mosaic of diversity.
Verdant Echoes is a land of exploration, where the past intertwines with the present, and where each step holds the potential for discovery. Its history is as varied as its landscapes, and its mysteries are waiting to be unraveled by those bold enough to seek them out.
Notable things to know of Willowbrook Village:
It is a pastoral farming community of about half-a-thousand residents, known for its well-kept and clean appearance. Its distinctive blue roof-tiled houses make it particularly notable.
Mayor Edrin Swiftwind manages the daily affairs of the village, while the local region is overseen by Countess Elara Ravenshadow, an esteemed Lord of the Land, after Baron Peregrine, the False Wolf was removed from the position amongst scandal. Each Lord of the Land governs a region the kingdom and is, in turn, ruled by High King Thrain Ironheart. Technically an elective monarchy where people in good standing can be given titles and then the Council of Lords votes on the non-hereditary position of High King when needed.
In times of trouble village can muster a small civilian militia, and a handful of soldiers stationed here from the keep, led by Sheriff Maelis Thornbriar, who also deals with justice within the village.
Basic supplies are readily available from Selene Nightshade at The Black Pony Trading Post. While other goods may be available from infrequent traveling traders of The Iron Council merchant consortium.
The village contains a few small shrines and a local interfaith church, Lightbringer’s Haven, overseen by Sister Thalindra Moonwhisper.
The local inn is The Gilded Rose, famed for its hospitality, spiced potatoes, and the well-stocked honeyed mead of Orin Sunshadow, it's proprietor.
Willow rooks seems nicely developed. I always like seeing the smaller towns fleshed out.
As for things I’d probably ask if I was a player:
- Why haven’t the ruins been explored? I think this is particularly important because it seems like delving into the ruins will be a major part of the campaign.
- What am I likely to run into walking from place to place?
- Is the Blackthorn Kingdom at relative peace, or is there some crisis developing there?
- You said Lightbringer’s Haven was an interfaith church. What are some of the faiths in Blackthorn Kingdom? Are their teachings’ compatible or mutually exclusive?
The out of game answer about the ruins is that if they weren't unexplored then the players would likely have no reason to explore them. The in world answer is that there is a general culture of not questioning things and staying with the comfort zone.
No current conflict or crisis. They are the only kingdom in the continent, although may be some self governing cities. There is a local issue with the previous lord of the land.
For the gods it's the Dawn War gods from the DMG. The in game and out of game answer is that it's easier than having a bunch of different churches in a small village. The priestess is supposed to be neutral (non-domination?) and help others but has her own personal faith. There is probably a better way to describe it.
Hi,
The below is my proposed World Overview for a homemade world and I'm querying if there are there obvious questions that aren't answered by this? (i.e. things I've somehow missed that players would likely ask straight off). There is other DM-only lore but that mostly relates to the unknown history and NPC secrets rather than up-front information.
I've tried to keep it light on World Building so it can be fleshed out more as needed but still supplies the players with sufficient information to understand the world and make characters. And also gives them general information about the starting location along the lines of what a traveler might know already. This is the first time I've tried designing my own world.
World Overview
The land in which the adventure unfolds is known as Verdant Echoes, a place steeped in history and mystery. The Blackthorn Kingdom occupies the majority of the continent and was founded over five hundred years ago by intrepid travelers from a distant land, these brave souls sailed across the vast, deep ocean in long-ships, leaving behind their homeland of "blood and iron" and forsaking their old ways. As they set foot on this new land, they planted the seeds of a new civilization, determined to shape a different destiny. The continent is a diverse and sprawling landscape that holds remnants of the past alongside the vibrancy of the present. Ruins of an old civilization lie scattered amongst the lands - their origins forgotten and mostly unexplored.
Willowbrook Village, where the adventure begins, now occupies the deconstructed remains of a once-great city. The reasons behind the city's abandonment have been lost to time, leaving only whispers of ancient glories and untold tragedies. The village itself emerged from the ashes of the city nearly a hundred years ago, breathing new life into the forgotten stone and cobblestone streets.
The village is a testament to resilience, with its buildings constructed from the reclaimed materials of the city's ruins. Moss-covered stones and aged timbers speak of both the passage of time and the determination of those who persevered. Narrow alleyways wind between these structures, leading to hidden courtyards and unexpected nooks where secrets may lie dormant.
Fellwood Keep, the residence of the local Lord of the Land, oversees this region of the kingdom. Squads of soldiers travel the local roads and maintain peace through the region, although they rarely venture off the well-established routes into the untamed wilderness.
To the far north of the village lies the bustling, multi-cultural, and multi-racial capital city named Aurelia, where it's likely the adventurers embarked on their journey. The city is filled with spices, gold, and jade, as traders from across the kingdom exchange their wares for more exotic goods and strange magics.
This cosmopolitan hub serves as a stark contrast to the rustic villages and ancient ruins they'll encounter. Travel between this city and the village is via a mountain-pass, bridging the gap between the adventurers' past and their present quest.
As the adventurers explore, they'll encounter landscapes that range from lush forests and rolling hills to serene lakes and craggy cliffs. The land is now a patchwork quilt of cultures, as the descendants of those first travelers have spread out across the region. Communities with their own unique traditions, languages, and ways of life have emerged, creating a vibrant mosaic of diversity.
Verdant Echoes is a land of exploration, where the past intertwines with the present, and where each step holds the potential for discovery. Its history is as varied as its landscapes, and its mysteries are waiting to be unraveled by those bold enough to seek them out.
Notable things to know of Willowbrook Village:
Willow rooks seems nicely developed. I always like seeing the smaller towns fleshed out.
As for things I’d probably ask if I was a player:
- Why haven’t the ruins been explored? I think this is particularly important because it seems like delving into the ruins will be a major part of the campaign.
- What am I likely to run into walking from place to place?
- Is the Blackthorn Kingdom at relative peace, or is there some crisis developing there?
- You said Lightbringer’s Haven was an interfaith church. What are some of the faiths in Blackthorn Kingdom? Are their teachings’ compatible or mutually exclusive?
The out of game answer about the ruins is that if they weren't unexplored then the players would likely have no reason to explore them. The in world answer is that there is a general culture of not questioning things and staying with the comfort zone.
No current conflict or crisis. They are the only kingdom in the continent, although may be some self governing cities. There is a local issue with the previous lord of the land.
For the gods it's the Dawn War gods from the DMG. The in game and out of game answer is that it's easier than having a bunch of different churches in a small village. The priestess is supposed to be neutral (non-domination?) and help others but has her own personal faith. There is probably a better way to describe it.