|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
GameMastery Guide
/
Creating a World
/
Detailing Your World
The Mundane Details
Source
GameMastery Guide pg. 143
Once you have the key heroic details figured out, you have a rough sketch of an adventuring world. Now you’re going to have to think about the run-of-the-mill folk who populate it. Some NPCs may be just a funny accent and a handful of stats, but they still exist independently of the heroes. Think about the sorts of things the player characters might ask the innkeeper or the town guard.
These details are often the things people think of first when they start building new worlds. It’s not a bad idea to have them in the back of your mind, but it’s also a lot easier to fill these in once you have the broad strokes already settled. None of this information is hidden or secret; as characters within the world, the PCs might know it, too.
Who’s in charge?
Who holds the reins of power? Consider what difference it makes to have a single monarch as opposed to a council of mages or a monolithic church. What do the citizens think about their government? How do neighboring nations or societies get along with this authority? Has it always been this way, or is the ruling power only newly ascended?
Who has the biggest army?
As a follow-up to the last question, who controls the military? Is there a standing army, or does the government send out calls to militias (or bands of brave adventurers)? Is there a legendary troupe of knights that leads the army into battle, or is the army made up entirely of clockwork soldiers? Deciding what the military looks like and who controls it not only gives your players somebody to fear, hate, or respect, but also seeds your campaign with hooks for higher-level play—as the heroes get sufficiently experienced, they might acquire armies of their own.
Who has the most money and power?
This is often connected to the first two questions, but it doesn’t have to be; indeed, it often makes things more interesting when nobility and wealth are not synonymous. Does your world have a merchant class? Are high-level adventurers the wealthiest members of society, or are they paid to do what they do out of the deep pockets of aristocrats? While you’re thinking about money, you should also decide whether to go with the gold piece standard or experiment with different economic systems.
Who maintains law and order?
What laws and regulations are in place in your world, and who enforces them? Some settings, such as wild and untamed lands of mystery and danger, might leave this task in the hands of rangers; others, especially those that feature high magic, should provide some explanation of how laws are applied to wizards and sorcerers.
How hard do poor people have it?
Nothing produces a cunning and ruthless population of scum and villainy—or heroic rogues and swashbucklers— like an impoverished background. How do the lower classes live? Is there any oppressed or subjugated minority or group that the average townsfolk look down on? The presence of multiple races, for instance, or a division of magical haves and have-nots, often suggests tiers of wealth or poverty. What if the elves were poor and orcs were their cruel masters? What about the other way around?
As in our own world, wealth is the chief producer of societal friction, and the way it moves through your society can inform everything from social norms and values to crime and military engagements, as well as provide unlimited seeds for adventure.
How do people travel, and how easy is it?
In some worlds, the open space between civilized areas is wild and untamed, making travel highly dangerous. Others feature enormous urban sprawls or patchwork villages and farms. The availability of magic also affects the manner of travel. Think about how travel works in your world as a result of these choices. Are horses and wagons common? Do people walk to their destinations, or fly on griffon-back?
What are the best-known landmarks?
You can bring a world alive through the use of extraordinary and fantastic locations, but they don’t have to be limited to the places the heroes explore. What’s noteworthy back in town? What can the average citizen of the world see out of his or her back window? Could your starting location be named after such a landmark? Consider what major institutions, legends, or heroes may have some connection to a geographical feature or ancient ruin nearby.
Why is everybody celebrating?
Holy days, feast days, and anniversaries are all essential world-building elements that you should consider sketching out when you’re working on your new setting. For more information on designing holidays, see page 162.
What do people do for a good time?
Give some thought to how the average person cools her heels at night when the day’s work is done. What form does entertainment take? Are there traveling minstrels, or bards appointed by the Emperor to mock his family? Do taverns and bars stay open all night, or do people spend their time reading books?
How weird does it get around here?
Memorable worlds aren’t made up solely of ordinary people living ordinary lives in ordinary towns. Does another plane intersect with the area somewhere close by? Do ghosts walk around carrying on their daily business? At times, your players should be equally surprised by the strange things locals have grown used to and no longer think about, or by the apparent lack of weirdness.