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Every significant faction in the country and how they interact with each other.What lies beyond the sea or the mountains far to the west.The name of the king in a neighbouring country.The most relevant deity in your starting region, and how it is worshippedĪ list of things you probably don’t need to know right now:.The name of the local innkeeper and some other important NPCs.What monsters lurk in the woods just north of town.The overall theme or genre (high/low/dark fantasy, steampunk, etc.).What you need is a playground for your players’ first few adventures.Ī list of things that you probably need to know right now: It might or might not develop into a world but for starters let’s concentrate on what you need rather than what you might need in the future. We could call it a “campaign environment”.
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It might start out as just a small town and its immediate surroundings. A typical adventuring party in a quasi-medieval D&D campaign won’t visit every far corner of the world, and even if they do this is not something you need to plan out years in advance.Ī campaign world isn’t necessarily a “world”. Not only does “starting big” risk draining your inspiration, it is also (most of the time) unnecessary. If you create a huge world map and then try to fill it with everything that could possibly exist in a world you tend to either overwork yourself and lose interest, or stretch your imagination too far and end up with something quite bland “like butter scraped over too much bread”. In my opinion the biggest mistake many worldbuilders do is biting off more than they can chew. My core worldbuilding philosophy: start small and expand I hope it will help you by making worldbuilding more inspiring and less of a chore. In this guide I will do my best to outline my method of building fantasy worlds. A wonderful and inspiring part of the roleplaying game hobby is worldbuilding, however many dungeon masters feel it’s a daunting task to create their own campaign world.