About A World
About A World
INDEX
A WORLD TO LIVE ............................................... 5
MAGIC ............................................................................ 8
CITIES ............................................................................. 38
NPCS ............................................................................. 50
CREATE A CHARACTER .......................................................... 52
ELEMENTS ................................................................... 56
TIMELINE .......................................................................................... 56
DEITY .......................................................................................................... 57
5
WHERE TO START
It can be difficult to set a starting point; yet, any will do.
For this and other choices, Keh, a tiny supernatural entity,
lover of worlds and eternal traveller, can help us:
6
Choosing where to start to set up your world, even if you
don’t have a rough idea of it yet, is always fun as well as in-
teresting. Literally any choice is valid, but when in doubt,
just use the little scheme below.
First step:
Roll a D6 or choose where to start among:
rock - water - tree - metal - sand - brick.
Now that the first step is decided, there are only two
things left to do: give it a name, and start taking a look at
everything else!
7
How to explain or decide a wonderful and irrepressible
force capable of acting directly on reality? Whether it is
omnipresent in your world or a silent and veiled echo, it is
good to outline it as one of the very first elements. The con-
cept of magic rotates and often changes according to the
media used to experience one’s world, each setting or RPG
tends to give it its own personal key, adapting its rules and
operations, and with them limitations or needs to avoid it
becoming too unbalanced an instrument within the setting.
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Magic Tips
- When you create a spell or an enchanted item, ALWAYS
ask yourself its worst possible use, not necessarily to use it
as a limit. In fact, some enchanted items can have hilarious
or very unique implications if left to a player’s imagina-
tion. But still, that’s something the master wants to know
before anyone can use two twin vacuum bags to generate a
particle accelerator and try to defeat a god with it.
- While magic can have fascinating implications,
antimagic can do even better, throwing dismay and terror
even among the most seasoned. It simply occurs in an area
or situation where magical influence is partially or comple-
tely denied. It can be a very powerful spice when added to
the right situations, be it a fight or a puzzle in a trap-ridden
dungeon.
- Create and carefully choose the magical powers of any
enemies, especially if they play a decisive role in the plot.
The fact that the opponents have the same choices as the
players, except in cases of enormous power difference,
adds a sense of realism that will make the actions even
more impactful. Always ask yourself, beyond the scenic
scope of an action, how this can really be achieved!
- What influence can magic have on everyday life? From a
general point of view, even the current human technology
can be seen as a form of magic, sharing our knowledge
through small fragments of mirror composed of magical
lenses, able to show the most distant worlds thanks to a
technique refined over the millennia. Always consider its
direct impact on the surrounding world!
In the next two pages, you will find the real map of your
world, always ready to consult for any eventuality!
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3
1
2
Seas and Oceans Habitats
Except for extremely arid Natural environments are
worlds or surreal ones, life among the most complex
requires a fundamental in- and richest aspects to be
gredient: water, lots of wa- developed. While it’s true
ter. Vast expanses of liquid, that a good story can be
sometimes deep enough such even with a simple,
to become abysses where standardised background,
even the light cannot reach, creating a solid, natural sce-
able to unite every coast of nography where the cha-
your world; what will you racters can roam around
name them? What details, gives that extra edge to the
such as ship and island whole. Habitats can provi-
routes, legends or huge sea de depth, or simply make
monsters, are you going to a setting more realistic and
place among those waves? help those who live this ad-
venture to immerse them-
selves deeper in the situa-
tion. Like all aspects of
worldbuilding, an environ-
ment must meet two main
requirements: consistency
and layering.
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Consistency Stratification
It is useful to keep the You can easily place the
suspension of disbelief con- characters in a forest and
sistent, and not add discor- that’s it.
dant notes that can make re- But an ecosystem is made
aders/players turn up their up of several elements that
noses and interrupt their interact with each other,
experience in the adventure and that’s what makes it
you are weaving for them. interesting. Don’t be afraid
Studying the types of natu- to dive into details; is the
ral environments will help forest a labyrinth of tall
you create a well-structured coniferous trunks, dotted
scenography. If you’re crea- with moss-stained boul-
ting a fantasy setting, don’t ders, or is it an intriguing
fret: the real, actual world is tangle of bushes, rotting
richer in absurd places than logs and broad-leaved tre-
you might think! es? Is it inhabited by do-
However, inconsistencies cile creatures with bright
are not forbidden; quite colours, or is the predator
the opposite! They can give lurking on the shy and elu-
that extra bit of interest and sive prey? Are there placid
charm. For example, adven- and silent lakes, or noisy
turers might come across a streams?
swamp in the middle of the
desert. How is it possible? In the next pages, there are
How was it formed? a series of questions you
Perhaps it’s what remains can ask place yourself
of an ancient, failed spell, when you are creating your
which aimed to repopula- setting.
te the desert. It wouldn’t
hurt to investigate… But
we’ll talk more about the
surreal environments later.
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- What is the climate of the
place? It’s very important
to determine what elemen- - Who is the apex preda-
ts and weather adversities tor? Again, a good piece
the characters will face. At of advice is to study real
what height is the habitat habitats and how the food
in question? Does it rain chain works within them
often? Do adventurers risk but (especially if you are
serious illness if they are writing a fictional work)
not properly equipped? don’t be afraid to indul-
ge yourself; the apex pre-
- What are the natural dan- dator in question could
gers that the characters be a plant. Immobile, but
can run into? Are the high, whose insidious and vo-
rocky walls of the moun- racious roots travel fast
tain prone to collapse at the underground for miles.
slightest stimulus or vibra- Be careful not to overdo
tion? Does the red mist pre- it, however, if you want to
vent you from breathing, keep the suspension of di-
making the paths of Mor sbelief intact. A predator
deadly? Is the desert dotted that is too big, too strong,
with quicksand? too voracious, too numerous,
would lead to the collapse
- What plants and creatures of the local fauna… or you
inhabit the area? How are might be aiming for that,
they affected by their sur- letting your players enter
roundings? How do they an area where the natural
interact with each other? balance has been broken.
Do they pose a risk to the
characters?
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- What resources can the
characters encounter?
What will they need to travel
the region? Will fresh and
drinkable water be abun-
dant thanks to the nume-
rous and clear streams? Will
they risk collapsing under
the scorching sun? Or will
cold and hunger put them
to the test? In any case, the
equipment must always be
taken into account and, with
it, rations of food and water.
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To help you get an idea of the types of environments to
take advantage of in your story, here is an essential and
simplified list of the biomes present on our planet:
Tundra
The tundra is an expanse of pe-
rennial ice, where trees are absent
and the vegetation is represen-
ted by herbaceous plants, mosses
and lichens that grow during the
partial summer thaw. The annual
temperature is below zero, with
freezing winters and short, cold
summers with little rainfall.
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Surreal Environments
So far we have explored known environments, mirrors of
a life very similar to our planet. But what happens when
the unknown, magic, or some external force changes these
landscapes? Floating mountains, lakes of fiery lava over-
flowing with creatures capable of adapting to them (such
as the renowned cast iron fish of the Loustrar), or climbing
ecosystems in immense chasms that, feeding on the solar
energy coming from their rocky walls, ended up forming
the endless vertical forest known as The Long Well.
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The charts’ task is to guide you in taking note of the world
(or worlds) that you create, allowing you to form a set of
precise and always available data.
On the opposite page, you will find the chart for creating
natural zones within your world.
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1
4 5
7
TIPS AND SHORTCUT: CONCISE DEFINITION!
Help yourself by trying to define your world (or what
you would like it to be) in two or three sentences.
Regions
The region is a giant set of places, habitats and cities.
It’s a territory that can extend from a few hundred km
or become half of a continent, holding an equally large
amount of environments in it.
24
It’s also an extremely important “glue” during the creation
of a world, as it helps a lot in its particularization and is
able to spontaneously form as you define more and more
areas, paths and lore!
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1
5
6
7
Of rock and stones, beaten by ancestors and merchants or
discovered by the player, able to connect places from any
distance, and often the scene of the most central part of a
journey: here are paths and roads, and their paramount
importance in your world!
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The best way to prepare for memorable. We are talking
this part of the journey is to about a movement from
have your compiled scheme point A to point B, but it’s a
on hand, so you can track great opportunity to insert
the road the characters are small detours, offer more
following. Mark the possi- controlled exploration choi-
ble paths, consider possible ces to the players, seemin-
derailments from it due to gly superficial encounters
the attack of a monster or or plot nodes (how many
a player’s madness and do would expect to stumble
not get lost (and don’t lose across a powerful demon
the thread of the narrative!). king on a country road?).
Let’s take three different
travel examples:
A short trip
Brick or dirt, from a nearby
town or through the wo-
ods, a few days or hours to
A child might have lost
actually enter the walls or
their friend in the nearby
get to the nearest tavern, to
forest or, at sunset, our
rest your bones or do a little
heroes may spot the
exploration - you can easily
torches of a distant party
be tempted by the shor-
and decide to take a
tcuts, focusing on the desti-
look. Being able to ma-
nations. Try to take advan-
nage a path more slowly
tage of this time instead:
can help enrich it! Here
let the path crossed be
is the beauty of moving
actually experienced, with
in a living world!
brief descriptions of the
landscape or of an event
that will make it more
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A journey between two - Throughout the journey, let
distant places them observe the places you
pass through. Make sure that
Here we get to one of the
detours, efforts and clues
most-faced scenarios by a
interact with the daily life
party moving across a
of the party. The time spent
country (or continent):
together is also an excellent
a quest. Always keep in
glue for group relationships,
mind the environment our
or useful to sharpen the ba-
heroes will have to go
lance. Facing a long journey
through, and the likeliho-
together day after day neces-
od of a consequent chan-
sarily forces interaction, if
ge of path. The ability to
the master creates the right
make a choice, recurring
scenarios!
in all games with a narrati-
ve component, is an incre-
dibly fun tool, and taking
advantage of this type of
path brings up the best of
it! So, give your players
more options after prepa-
Moments of travel can be
ring multiple courses:
an opportunity for a cha-
racter to tell a flashback
- Before leaving, show
or a personal anecdote!
them different itineraries,
with their pros and cons.
One road might be faster These paths can present
but more exposed to thre- themselves in an almost infi-
ats; another might be sa- nite number of ways, requi-
fer, but the longer time to ring you to change transpor-
walk it could be crucial, or tation means multiple times
even just a waste. and search for clues. But once
the main routes and, above
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all, the environments crossed Players will have to pre-
have been defined, it will be pare themselves in order
much more intuitive to crea- to face certain roads, find
te new and alternative roads, the right way and face the
integrating them with one outside world in all its vo-
another. Help yourself by racity.
using the Map scheme. In this dynamic you can
also experience the thrill
A long journey into of gradually discovering
the unknown your own path or putting
together a map of the di-
One of the most captivating scoveries along with the
experiences in many games players, if you prefer a
and stories is the feeling more laid back approach.
of actually discovering so-
mething for the first time.
At some point, whether it’s a
good game or a good script,
an indissoluble bond is cre-
ated between characters as
well as players. A very distant
land, perhaps only heard of It’s also an excellent
in legends, an unknown goal opportunity for the
beyond one’s means, or the Master to actually
sole desire for total freedom. test the limits of their
This type of path can be mo- world and go fur-
dulated similarly to the one ther, describe absurd
between two simple distant ecosystems, test its
places, but it shines with its nature or very distant
own light if split into pha- civilisations.
ses, alternating actual travel
sessions, moments of arrival,
and plot development.
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From here, we can review a key element of the itineraries:
actually living and perceiving the surrounding world,
a topic that will often come back as the backbone of the
experience. As you build your roads, remember that long
distance travel environments tend to change often.
Bridges, rivers, stone paths and dark roads in the depths of
the earth; moving around a world can require you to take
advantage of all these alternatives, putting a strain on the
resources and skills of our adventurers.
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Mounts
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Travel time division into play
It’s very important to decide, even if only indicatively, the
length of a path based on the time needed to travel it.
It might seem obvious, but you can easily lose the rende-
ring of distances by moving narratively through a world.
Thinking about the distance in time, we will also know
what kind of route to prepare or how complex to make it!
34
The roads and paths remain a great, unique tool to give
life to the most extreme corners of our world and, if used
properly, they will fill the minds of every single player and
reader with vibrant memories.
35
The routes’ chart is designed to give you more choices of
paths to analyse and compare them with each other.
You can also use this to propose it to your players, so that
they can decide their path in complete autonomy.
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5
4
Receptacles of society and history, cities mark the begin-
ning of something beyond simple civilisation.
They represent an idea, a desire for union (not always in a
positive way) and some form of control and social balance.
Urban agglomerations are the mirror of a set of elements,
mainly those who live there and the conditions in which
they are placed; but they’re also the result of recent history,
the economic management or neglect by those in power!
Figuring out how these mechanisms work and if they’re
balanced allows you to know your city and better outline
it. Speaking of social nests, however, we must, first of all,
distinguish the different types.
Let’s see some examples:
Village
Whether between five and fifty houses or up to a thousand
inhabitants, simple settlements born from a small immi-
grant community or gathered around a founder, villa-
ges usually need a lot of labour from their inhabitants to
support themselves.
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Where they shine
It particularly stands out when you let the players observe
the villagers; whether they are a secret and possessed cult
or a small community dedicated to frugality, villages cre-
ate the perfect scenario for sessions of investigation, dialo-
gue or discovery of a terrible secret held by the elders.
Hamlet
A set of intertwined roads that shape a medium-sized
borough with houses often built close to each other, the
hamlet can have a few thousand inhabitants and usually
relies mainly on the geography and resources of the area,
such as fishing, agriculture, hunting or manufacturing.
At its defence there’s almost always a group of guards,
often on quiet patrols or simple watch duties, and one or
three people are recognised by the community as promi-
nent members.
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Small town
Medium in size but largely dependent on trade with other
communities, small towns are able to offer more a speciali-
sed variety in a specific sector of commerce.
The small town setting is useful for those who visit it
for more specific exchanges or materials.
It has a leading figure such as a mayor or a vicar of power
mandated by the crown, flanked by a small council and
major defence forces able to protect the assets sold and face
any threat.
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Commercial city
Large in size, commercial cities are metropolises split into
several areas, well organised and with specialised cen-
tres for sales such as markets and fairs. Sometimes they
are marked by a bellic context, such as iron metal-produ-
cing, guerrilla-ridden cities. A considerable bustle fills the
streets and alleys, allowing a greater stratification of social
levels or the existence of castes. It’s often the guilds that
manage these cities directly, sometimes associated with a
neighbouring kingdom and other times completely free.
They have a small army and a system of ranged guards,
particularly specialised against thieves.
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Capital
The beating heart and nerve centre of a bigger power, the
capital exceeds in relatively chaotic areas and larger and
more specific buildings. Its creation, like in the example
we will see shortly, embodies the management of a very
solid (or very exploited) commercial apparatus, but with a
much more evident social identity. Usually, it’s the head-
quarters of kings and emperors or whatever the country’s
form of government is, with enormous armed forces and
offensives.
42
This titanic form of society is quite rare in itself due to the
difficulties of narrating and managing it, but it’s always
very fascinating for the unique level of depth that can be
reached in its exploration.
Now that we have outlined the basic focal points of size
and complexity of a human settlement, let’s analyse the in-
dividual parts that will go into building its real soul.
Structure
Here we’re going to choo- erected, what threats or cli-
se the architectural compo- matic phenomena it may face
sition of the place, whether or have faced. Houses and
it’s low houses with tall roads built on the mountains
chimneys, underground will have different characte-
dwellings dug among ristics from the downstream
mines or floating circles ones; intricate villages foun-
among the clouds. Defi- ded on elevated stilts will
ning the structure of a pla- require an evacuation plan
ce means composing a real in case of recurring floods;
map based on the actual some towns will be protected
places and spaces that you by thick walls to avoid at-
will describe. Especially in tacks from ferocious beasts
the case of agitated action, or divided into labyrinthine
having a structure that’s streets to defend themselves
solid, (mostly) consultable in the event of an invasion.
and freely manageable, A place always changes de-
really comes in handy! pending on where it stands!
Consider the environment
in which a city has been
43
The luxury and perfection of an aesthetically radiant
area may require a high price from some of the citizens,
or might have required the help of neighbouring peoples.
Creating a structure helps make everything more
realistic and gives the story more to tell.
Age
All the categories men- Appearance
tioned so far, while diffe- Having a picture that’s as
rent, share one characte- clear as possible in your
ristic: they started with a mind is very helpful! What
first step, and from there, materials is the city made of?
the succession of even- What colours enliven it and
ts and people over time what lights shine on it?
have gradually created It is useful to ask, in short,
larger and more complex “What’s the aesthetic that my
structures (even if it mi- city wants to convey?”
ght happen to find a spar- While deepening its lore,
se but millenary village). one can also ask themselves
about the whys: high walls
Always ask yourself the suggest the will to defend the
age of an urban settle- settlement from something,
ment to help outline its or keep something trapped.
current state and history,
and think about its for- Society
mation. While going back The true core of any place is
in time to trace its ori- its population, and wherever
gins, be clear about its there are social interactions,
values over the narrative there’s also the concept of tra-
timeline. des, interactions and power.
From the animal kingdom to
the divine realm, from crea-
44
tures to monsters, each ag- Power
glomeration of beings pro- Everywhere you go, the-
duces automatically, or by re is a handling of internal
imposition, some dynami- balances. It’s always good
cs! Ask yourself about the to identify a core in the sy-
dynamics of the social core stem that is going to be cre-
of your city and, along ated, be it one single indi-
with it, what makes them vidual or a whole class that
possible. holds the sceptre of power.
An important question is: Are there princes driven by
who is thriving in these noble ideals or terrible ul-
places? Who lives in the terior motives, enlightened
worst conditions? Why? councils, complex bureau-
What are their conditions cratic labyrinths, or draco-
due to? What inequalities nian despots? Ask yourself
do the people who live who bears this heavy bur-
there encounter and how den, and above all, how
do they present themsel- (by whom is this allowed?)
ves? or what factors it depends
The social framework, on (how did it get to this
whether it is an egalitarian point?).
community or divided
into unfair social ranks of
power, is vital to take into Also ask yourself how
consideration, since it’s a accustomed they mi-
theatre where everyone ght be to foreign visi-
performs, including your tors. How the people
characters. perceive and frame the
Also, ask yourself the re- travellers will be criti-
action that your protago- cal for the atmosphere
nists might have to the that will be created!
values that they’re going
to meet.
Economy portant nonetheless: the
How does a place work? places where you can
What goods does it produ- restock your backpack.
ce? What does its existence Quaint and chaotic ba-
stand on? You might en- zaars capable of hiding
counter a city entirely de- small treasures, or gigan-
voted to the cult of the Blue tic shops with rows of re-
Monkey that only comes back fined and perfectly classi-
to life one week a year, or a fied potions. Players tend
village that has been erased to love the shopping fac-
from the maps because it has tor if you give it the right
been isolated in the moun- amount of space! Create
tains of Xol for two hundred options that are imagina-
years. Whether they are co- tive or that adventurers
dependent villages from the might not expect; rarities
surrounding world, or for- or supplies for the battle
ced to rely on themselves and the journey to come;
alone, the population might give clues about items to
have needs that, if not met, search for, or just make
will generate situations of interesting and temporary
imbalance, ghettos and so- shifts in the dynamics of
cial failings - in one word, the group. Also weapons,
suffering. The most valued clothing, books, amulets
thing in one place may be or specialties of the place
gold. In another, a promise where you are!
made long ago. In a city of
faes, a memory. Cooking
This is something that can
Shops reveal rather amusing or
Here’s a dynamic that is even simply interesting
often unbalanced but im- details about an area’s cul-
tural background: food.
Whether it’s a restaurant
46
run by draconian triplets, decorated with ash and burnt
wood, or a tavern inside a huge mushroom where a kappa
named Koko serves fermented drinks in hollow branches,
describing dishes and drinks is an excellent creative exer-
cise and is often appreciated as an interesting insight. Food
always speaks of the land in which it was made, even when
eaten on the other side of the planet. Include ingredients
that are out of this world or simple and common raw ones.
Give it bright or bizarre colours and spend a few words
to describe the taste and texture of the food. The more we
tell, the more that taste will be perceptible. Everything tells
something, but food always says a little more!
The city sheet is useful for understanding how to move
around it or where and which key points to position, as well
as to better fit it among the ones that make up your world.
1: The map of your city, where to mark the places of inte-
rest like taverns, shops, etc. thanks to the symbols you’ll
draw or cut out from the “City Key” card.
8
2
7
5
Citizens
Normally, they’re the ca-
tegory of characters you
tend to interact with less A city where jovial
in depth. Often represen- laughter and melodies
ted as “normal” or more echo in the crowd will
ordinary people, they tend certainly be more wel-
to become a background coming than one where
fog in the description of a whispers and tired looks
scenario, which ends up dominate the scene!
relegating them to a more
marginal role in the narra-
tive. However, citizens can Also, interacting with ci-
be a unique resource to en- tizens, whether through a
rich the atmosphere of a quest or even just overhea-
place, whether it’s with cu- ring a conversation, can tell
stoms, behaviours or even and give depth to the hi-
just shared feelings. story and reality of a place
and further diversify your
adventure.
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Travellers Important Characters
Free spirits, fortune se- Those around whom one or
ekers or those with a more plot events revolve are
specific task to follow, the important characters;
adventurers with whom they may have vital informa-
to share part of the road tion to continue the quest, a
or sworn enemies, fall problem that moves our he-
into a completely unique roes to pity or they may be
category of characters, hiding terrible secrets. Out-
made up of people who lining these characters in the
can face the outside best possible way helps us to
world on their own. In- paint a picture with more in-
teracting with a traveller teresting and interactive nar-
can provide details on rative dynamics than a basic
distant places, critical exchange of information.
help in times of need or
an opponent who was Shopkeepers
only waiting for the ri- Retired heroes, now innkee-
ght opportunity to catch pers of immeasurable power
your heroes off guard! who have chosen for a well-
deserved and peaceful retire-
ment; avid collectors of very
Seeing a friendly face in rare ingredients or little tra-
a different place helps vellers with huge backpacks
you feel like you’re in on their shoulders; shop ma-
a real world, where not nagers represent an emotio-
only the characters live, nal range of differentiations
but where everyone is and distinct personalities.
on their own personal If in a fantasy world you
adventure! decide to sell coloured am-
poules or dangerous items,
you may have seen more
than you might think.
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Power keepers
Kings, lawmakers or centuries-old undead looking for so-
mething – always take into consideration the actual abili-
ties of a character. Power tends to change the very structu-
re of the brain and thought process; the way one thinks
has to be seen in the context of one’s position, which ends
up overlapping with their personality itself, whether it is
deserved or not. What are these characters in power really
capable of? How do they expect to be treated and why are
our characters interacting with them?
Create a character
Let’s observe exactly how to build
a character in practical action:
Aesthetics
Whether they look like a simple
wayfarer followed by seven ca-
naries or a black knight whose ar-
mour emits a subtle purple light,
the first thing we perceive of so-
meone is usually their appearan-
ce. This might be their real form
or a disguise, but the aesthetic is a
central point of the perception of
others. Therefore describing so-
meone’s clothing and look as ac-
curately as possible, together with
the sensations that may give off in
that moment, is vital.
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Be generous with details, whether they are relevant clues
to the character’s role in the story, purely aesthetic trap-
pings or even just simple signs and ways of doing – a well
characterised character will be easier to remember!
Key questions
“Who?” would be the most obvious question, but to de-
termine it we must first of all determine a “How?” and a
“When?” The dynamics of what brings a person to a cer-
tain point are just as important as the identity of the person
itself, as well as justifying their existence. Also ask yourself
the origin of that character: “Where did they come from?”
and “What really motivates them?” will be their most inti-
mate and crucial core.
Give them personal dynamics, faces and peculiarities, and
more than anything else, a past and a reason.
Farewell or Stay
Sometimes, during particularly long stories or campaigns,
it might happen that others will join the main party, but
over time their actions or role decreases in importance and
they risk being forgotten. Before this happens, the choice
must always be made: the actual permanence or not of cha-
racters within your story.
Each character has their own time of existence in a story, be
it that of others or their own. It is important to find the ri-
ght moments in which to separate the paths. Someone may
have fulfilled their oath and finally want some well earned
peace of mind; others may meet a more dramatic end or
set sail for new, distant adventures – and perhaps, you will
meet them again somewhere else in the world tomorrow.
In any case, giving space to these moments allows you
to perceive all the weight and the actual reality of the
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scene, and helps in the representation of a fluid world ru-
led by dynamics beyond your control.
On the other hand, even making sure that two characters
choose to share the entire journey of life, promising they’ll
be there for each other at all costs, tying their stories to-
gether, is a legitimate choice! But always as long as you
choose or adapt: do not allow your characters to become
transparent within the events or the bonds in which they
find themselves. Always leave them a margin of action,
and when this does not occur, that character is perhaps re-
ady for a new phase of their personal adventure.
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1
6
9
Timeline
Ages of explorers and won-
ders, or terrible eras marked
by plagues, phases of extin- Seeing a place for the
ction or rebirth; the division first time and then
of time allows you to add an seeing it after ten, a
additional creative and nar- hundred or a thousand
rative medium! years is no small show
Give it a name and decide (and an excellent
the historical period in whi- narrative exercise!).
ch you create an element.
Always ask yourself what a
given time cycle might entail,
as well as its actual duration.
It’s not mandatory to have
a clear picture at the begin-
ning, but in the creative pro-
cess it will allow you to have
a general idea of the events
in your world.
A millenary empire can de-
populate and turn into ruins
full of monsters to fight in
a few hundred years, or by
studying an ancient dungeon
you will discover that you’re
walking in what once was
home to a family of giants.
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Cosmology of real concepts such as dre-
What’s in the night sky of ams or creatures reincarna-
your world? ted to new life, by chance or
How many moons, if any, by fate, created or self-ge-
can you glimpse? nerated in a cutout beyond
Rings of Saturn-like de- time. Or, they can be ephe-
bris, or perhaps a rare pla- meral entities, less than a fe-
net formed between two eling, light as a particle able
twin suns, giving way to to be in any place but not to
a short, warm night. alter the balance.
Each of these elements Outlining their existence and
changes your world, the their possible limits and/or
traditions within its ends, divisions into ranks allows
and even the division (or us to better define places on
existence) of the seasons. which they may have a di-
There is nothing wrong rect impact, such as valleys
with a simpler world with broken by the arrival of an
modest satellites and a angry god or prosperous ci-
star that allows life, but ties erected around the fa-
wondering what our cha- vour (real or not) of a divine
racters see looking up and creature with the appearance
how this affects your cre- of a majestic black whale.
ation allows you to give Here’s a convenient subdivi-
even more attention to sion:
certain aspects. Local divinities - Aspects or
elements of natural environ-
Divinity ments, they reflect the place
We can define deity as in which they manifest.
something with a dispro- Demigods - Crossbreeds of di-
portionate impact on the vine and human blood that
surrounding reality (or embody more deadly weak-
even just one aspect of it). nessesand powers of the di-
Deities are embodiments vine side.
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Minor deities - Supernatural creatures with powers limited
to a single aspect of the world, natural or physical (mani-
festations of lightning and thunder, cultural aspects of a
civilization etc.).
Greater divinities - Higher beings in abilities or powers,
immortal or nearly so, with powers and control over an
entire area or more of the world itself, often at the head of
a parallel reality that reflects their character and powers.
Incarnations - Living embodiments of one of the pillars of
reality. Creatures without real limits except those of their
own domain; creatures such as time, death or life.
Absolute or narrator - Believed to be myths by the gods
themselves, omnipresent creatures, omniscient or nearly
so, able to manipulate the very fabric of everything that
exists at will. You could be referred to as such, if you ever
found yourself walking in the world you created.
The deity sheet helps you keep track of some of the wor-
ld’s most unpredictable forces, along with the powers and
traits they possess.
1: The name by which they are known.
2: A concise description of their behaviour.
3; The type of divinity they are.
4: The domain of reality or the natural world it represents.
A thunder goddess? Or maybe a representation of pain?
5: Their weak point, an adversary domain in which they
have no powers or an Achilles’ heel.
6: The abilities of a god can be a lot, but the most pronounced
ones that define them can be summarised in a few words:
as teleportation, immortality or incredible resistance.
7: Their anthropomorphic form, assuming they own one.
8: Their real appearance, be it creature or monstrosity.
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1
7
A melody that echoes everywhere comes to an end, fading little
by little, while the last two people hug each other tightly, leaving
a desolate and snow-covered land last.
There are countless reasons why a world can meet its end,
as many as the events that can be told within it. There is
a peculiar taste in seeing everything end and go towards
immobility, a common point of all that’s known, but we
can break down the different types of ends into these sets:
Chaotic
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feelings during these events. Some try to save what can be
saved, others might flee among the throes of mass hysteria,
many give up and throw themselves into prayers and ho-
pes while everything ever seen collapses. Make the most of
such a dynamic scenario! These scenarios stand out as big
events, campaign closures, endings or high-risk one-shots!
Quiet
Denial
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Multiverse
Not every end is a definitive end, some are just “one” end.
If you are very fond of a world, or if you think its time has
not come yet (despite the situations that may have chan-
ged it forever), explore the concept of parallel universes,
where in different worlds different things have happened,
maybe linked to the actions done by your adventurers.
Play with the alternatives, ask yourself what would have
happened if the other side had won that fight, or if a cer-
tain historical event had never happened, creating more
mirrored versions of your world.
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And so, here we are on the last page.
We sincerely hope you have found some interesting ideas
in this handbook, but above all, that you now feel closer
to building a world that’s unique in every corner, a world
made by you where you can experience dozens of adven-
tures, dramas and cross astounding scenarios. Never stop,
and most importantly, remember to have fun!
That’s all with us, but Keh will stay with you in every pos-
sible world, jumping from a stone to the inn, ready to ob-
serve the multitude of an endless journey, so take care of
him!
Hey, ready to go
and visit some other place?
My hat won’t fit from
the excitement!
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