I'm doing a worldbuilding challenge. The story so far:
Gygax 75
Week 1 - The Setting
Week 2 - Carving out the Valley
Week 3 - Into the Mines
Week 4 - Hitting a Wall
Week 5 - Divide and Conquer
Week 6 - Closing up the Cadaver
Week 7 - Building Irontown
Week 8 - The final week!!!!!!
Last week of the challenge! Let's have some fun :-)
Week 5 (8) - design the larger world around the starting region. you don't need a detailed map of the whole world, but you should know the other regions that can be reached from the current one (either by overland or magical travel) so that you can start writing rumors to entice your players to travel to them.
I've been doing a lot of mind-mapping, interweaving all the settings and factions. Consider this more of a victory lap than something set in stone.
Far Off Lands
Most of the worthwhile setting stuff is inside the dungeons, under the valley. TBH the rest of the world is still recovering from the last apocalypse, but there's at least three places worth mentioning:
Gnosc. To the north. Dark wizard military. Their artilleromancers have artificially elongated skulls, and long brains to match. The "menhir" shape aligns their neurons, magnifying sorcerous output like a psychic railgun (see: forehead lasers).
1. Trepaning Dart: as dagger, +1. +1d2 psychic damage, save vs mental mutation. For each point of psychic damage dealt, the target gets +5% chance to miscast.
"The tools of dragon hunters long outlasted their empire. These crystal daggers were designed to subvert the dragon's most potent weapon; their minds."
2. Monologue: spell for wizards, copied from long stone tablets. 1d6 radiant damage in a 60ft beam of screaming light, +1d6/turn up to a cap. (Gnomen start at 3d6) For as long as you concentrate, you can spend your turn sustaining the beam, only turning your head up to 90 degrees at a time.
"Throughout history, the shape of power has been singular; a straight line, unbroken. The Gnomen are aware of this, and have learned to shape the mind into a rod of sovereignty."
Nemea. To the east. Merchant-berserker empire. They wear ward-mail, an interlocking pattern of protective runes painted directly on the body. Their wizards often fight in the nude, in close quarters, bare-fisted.
3. Imperial Howdah: sized for an elephant, can be carried as a palanquin. Seats 2. Those seated within are protected from the elements.
"Commissioned by the Carmine Lord on his campaign to the City of Mirrors. The second seat was reserved for his future wife, and is decorated with chains of red brass."
4. Four-Point Nemean Rune: ritual for clerics. 160gp of golden paints in a 10-inch radius runic circle. Everything inside the circle is invulnerable. The paint flakes away after four hours, or after twelve minutes of vigorous combat.
"The Isles of Nemea bleed gold. Nemean warmages do not fear copycats, as no other school boasts the funds to reduplicate their methods."
Lands of Ashen Rain. To the west. Nascent warlords and their gunmetal.
5. Rustic Handcannon: tool of a stalwart defender. 3d6, 3 rounds/reload, blows up in your face on double damage dice. The spiked handle is designed to be driven into the earth and absorb recoil.
"The oldest of these weapons were forged in starlight, which soothed the fearsome temper of black powder. Today, the tradition is shirked by desperate smiths."
And the countless ruins. Old Paradise. Spagyros. The Moon. Traces of these remain, but the greater halls have vanished into the earth.
To expand on last week's base-building thingy, representatives of the Sorcerer Kingdoms will make contact with the valley as Irontown's prosperity makes it harder to ignore [some sort of town HP related "heat" mechanic]. I envision players bribing scouts to keep their iron trade a secret, at least until they've amassed the man/firepower to withstand a proper army.
I don't have a hexmap for the region outside the valley (yet), but if I did it would have a nearby asshole faction led by a minor warlord who wants to snatch the valley for himself. Like defend-your-town training wheels.
I'm probably overthinking this.
The White Tiger's guns are one defensive option; plutonium is another. The Dungeon provides.
Long Dead Gods
Also here's a few gods. I named four in the last post:
The Lion Sun. God of prosperity, the civilized world, and restrained ferocity, patron to serfs and bankers. "To shade the sun" means to hold back one's emotions. A popular fable details how the Old Sun chose his heir, and what became of the Lion's many siblings.
The Old King. God of stone, the body, and language, patron to surgeons and miners. The Old King owns everything beneath the surface world; thus, all excavation is barter. His names are Hazog, and Kanek, and Burmanon II, and others.
The Black River. God of understanding, drinking, and death, patron to thieves and poets. If you drop something into a river, you have relinquished it, and anyone who fishes it out is its rightful owner. All rivers can speak; the Black River speaks like an explosion. "Everything ends up downstream."
The Moon. God of traveling at night, the natural world, and secrets. Actually two gods, the Nemesis and the Lover, worshipped as one. Mentioning one to the other is taboo. More than one fable begins with the Moon fooling a creature into calling it by the wrong name, as an excuse to punish them.
Here's some more, all dead, buried, or worshipped secretly.
The Pilgrim Tree and The Beast Tree. Rivalrous sisters cut from the same branch. Both fear the Gray Saint.
Hal'i, The Scaleless Mother. Mother of the second generation of dragons.
The Wyrm. Last metastasized in ancient times.
The Unspeakable Corpus, also called Ur-Lich. Fragments of the Corpus litter the world like scraps of ash.
Leviathan. Ghost-devouring whale, Lord of the Eternal Sea.
The High Warden, also called Belos, Askadion, and Eyoch. King of Hell.
The Line. Yet unbroken.
The Iron God. Worshiped by the depraved: first demons, then the Centipede Lord.
The Frog Pope of Spagyros.
The Dragon At The End Of Time. Foretold. Forewarned.
Long Lost Relics
I wrote 5 item/spell descriptions above. Here's 15 more:
6. Constellant Blade: a blacksnake weapon made of glass and stars. As glaive, +1d6 radiant damage, save vs mutation on 6s.
"The original architects of the Stellar Furnace were a race of noble giants, who could pluck the stars directly from the sky."7. Flensing Sword: a long, curved sword of bone. +2 vs ghosts.
"Whales once ruled the surface world's seas, but departed. The sailing tradition of paying tolls to the sea continues to this day."
8. Ghost-Rotting Pot: a large urn of debased ghosts; scraps of former scraps. When smashed or imbibed, 2d4+2 cold damage in the splash radius (heals undead).
"The dead must be managed, lest decay set in. Bodies may be burned, but spirits must first be reduced."
("Yes, very good, but how does it taste?")
9. Syncretize: golden city sorcery, encoded in florid poetry. For 1 hour, two creatures understand one another and only one another.
"Thousands gathered amongst the roots of the Capital Tree. Dreams flowed like water beneath its arcing boughs, and the barriers between men eroded until they stood as empire."10. Dark Sun Knight's Set: blackest plate eclipsing golden trim. +1/piece to save vs gravity. As a complete set, grants resistance to all forms of gravity damage.
"Mad Knight Narn surrendered his humanity to walk with the stars. The Dark Sun knights worship his new form as heretics."11. Ring of Crawling Cruelties: an iron ring depicting a centipede. Restore 1 HP when you harm someone who trusts you.
"The phoenix centipede bursts into flame at century's end, only to emerge anew from its ashes. Through observation of this cycle, the Carmine Lord learned the secrets of life and death."12. Chain of the Arena Beast: worn by the morningstar manticore, made of cold iron. You have an edge while riding or being ridden by a creature that despises you.
"Mad Knight Narn is widely credited with taming the sun, shackling it such that it marched across the sky."13. Clot: blood sorcery, written in rags. 1d6 piercing to yourself and target, ignores iron armor, no Save.
"Ancient sorcerers were confounded by the properties of iron, which their magicks could not affect. The first blood sorceries were developed to subvert those properties."14. Flagellation: blood sorcery, carved flesh tome. 2d6 piercing to yourself and everything nearby, ignores iron armor, no Save.
"Iron and Hell were alloyed in the earliest ages, when dragons yet ruled. Thus, many blood sorceries originate from demonkind."15. Plutonium Shard: scavenged by glass giants on the Eternal Sea. Socketed item deals +2d6 necrotic. On crit fail, everyone nearby saves vs mutation.
"When too many spirits occupy the same space, they condense into a dark, howling stone. The ancients witlessly harnessed this haunted stone for its sorcerous potency."16. Azure Missile: firmament sorcery, taught by the old red sage. Loudly declare the law; the first three creatures to break the law take 1d6 force, no save.
"Once, a philosopher thought the stars might grasp the keys to absolute morality. Thankfully, the law of stars is utterly alien to that of men, and is thus-wise soundly ignored."17. Corpus Fragment: a scrap of the Unspeakable Corpus. Burn it: on your next roll, 1-16 = crit fail, 17-20 = crit success. Read it: save vs mental mutation.
"A lich's madness, blackened indelibly. The Order of Censures will pay any price to keep these pages apart."18. Moonjuice: a jug of drug. Drink to surface an alternate personality, or create one if none exists. (A new alter has only as many memories as you wish.)
"The enigmatic Moon is actually two gods worshipped as one. Its highest priests, so often neglected, follow suit."19. Dragonscale Set: heavy stone plate reinforced with steel. +2 AC/piece. As a complete set, grants immunity to lightning damage.
"When told of the dragon's extinction, the Old King dismayed. 'What,' he cried, 'will we serve to the guests?'"20. Lens of the Giants: spotless black glass, two yards across, found in the deepest Giant Lookout. 1 HP. Reveals secrets unerringly.
"Having mapped and quartered the skies, astrologers turned their eyes to the earth, and found it rich with prophecies."
And that's the Gygax 75! My purpose fulfilled, I retreat beneath the waves from whence I came.