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Saturday, October 20, 2018

Random World: Having some fun with a randomly-generated setting!

I'm sure it's been done too many times for me to bother searching who else did it but I've decided to take a randomly generated fantasy map and just make a short, bullet-point description of the setting. Why? Just for fun. And for the sake of flexing some creative muscles, I suppose. While this is going to be relatively system-neutral, I'll be going with the core assumptions of D&D-derived tabletop rpg. Beyond that anything goes.

The simple, bullet point style is inspired by Tritan Tanner's 'Condensing Ravenloft' series and the complete document can be found here.
This is the map, which has been randomly generated from here. I could have sworn I saw that generator somewhere else.

Rather than flesh an entire world in a single post, I've decided to start with a single region which would make a good starting area for player characters, with two major settlement with a strong connection to magic allow Magic-Users to have enough support to research new spells, find a mentor and help pawn off the various magic trinkets their party have found for the right price and not get ripped off (too much). Likewise, these cities are defended and provide a quick origin for Fighters who want to be part of some former group (city guards, maybe?) while the cities are full of greedy and cunning and corrupt individuals: the perfect breeding ground of Thieves.

Two cities with magic presence, a wasteland and implied orc-infested wilderness,

The Orcfen

Shadowmoor Swamp by Warren Mahy.
An expanse of swamp and forests and the breeding ground of Orcs, the horrible minion and children of antediluvian Witch-Trees. The Orcfen is an area of wilderness inaccessible to the civilized folks, dotted with the ruins of past and forgotten civilizations and the hideout of bandits, thieves and criminals who dwell at the very edge, either avoiding the orcs or striking deals with them.

  • Wilderness of murky swamp and dark forests, full of monsters.
  • Ruled by ancient Witch-trees, progenitor of Orcs and other horrors.
  • Orcs are small, wiry (yet fierce and strong) monsters made of a mixture of flesh, mud and magic. They look like misshapen, waxy humans with skin which can be the color of mud or green/blue/sickly yellow. They have little to not individuality beyond their allegiance to their progenitor.
  • A few orcs become truly sentient when they eat the flesh of powerful and strong-willed individual or of magic-users. These beings are a threat to Witch-Trees but some manage to coerce them to continue their service in exchange for greater privilege in their horde. A few are rebels and lead rebel band which are enemies of Witch-Trees but no friend to men.
  • The terrain is difficult to navigate due to the thick underbrush, tangles of moving roots, fetid pools and more.
  • Settlements come in three types: isolated swampfolks (Helpful/Neutral/Hostile), Bandit camps (Neutral/Hostile) and Orc dens (Always Hostile).

The Mystical City of Caldbrygg

Ravnica Forest by Yeong-Hao Han.
Last heir to a mostly-fallen culture of mighty warrior, kings and mages, the city of Caldbrygg is one of the last true bastions of civilization in the area around the Orcfen. Mighty walls and a network of rune-stones protect it from monsters as does it's knights, who ride giant birds. Caldbrygg is split in rulership between the ancient royal lines and the Mystics, which are a caste of Sorcerer-Priests who are privy to the last secrets of their forebears.

  • Walled city, with ramparts of stone and giant trees with magical (albeit slowly failing) defenses.
  • Tug-of-war of rulership between the Mystics and the royal line.
  • The inner circle of Mystics are masters of the secret arts which maintain Caldbrygg's defenses. Other forms of magic are slightly more democratized among lesser guild, cabal and sects who can exchange information and knowledge...for a price.
  • Has orders of armed nobles/knights who maintain the aerial defenses. A possible origin for a Fighting-Man is to be a lesser noble, too poor to afford to maintain a mount who goes on adventures to gain riches and status.
  • There is a black market where people trade items acquired from the demons to the south. The Mystics have ensured the city guards are suitably bribed to keep these exchanges going.
  • The main rival to Cryham.

Cryham, City of Spells

Crystal Street Market by Sandara Tang.
Where Caldbrygg tries to stick to tradition when it come to magic, Cryham is the complete opposite: in Cryham all are free to practice magic and learn of it's powers and gifts provided one has the resources. The city is a thriving market of goods, magical or otherwise, full of ambitious upstart competing with one another to acquire more power and prestige.

  • Market city, where money, power and magic is all that matters.
  • Magic is for all....provided you can afford it. The city is rife with magical barons with too much gold just as much as it has upstart magicians with big dreams, ambitions and maybe the talent to get the recognition and market share they desire.
  • Slavery is legal in the sense you can sell yourself. Slave contracts usually are defined by the number of years one is selling themselves.
  • A goldmine of opportunities not only for magicians but also warriors of all stripe who can work as sell swords and bodyguards. There's always stuff going on in regards to the jungle to the south anyway.
  • Full of drugs and wild orgies.
  • The main rival to Caldbrygg.

The Furnace Waste

Mirrodin Plain by Marc Tedin.
Separating Caldbrygg and Cryham is the Furnace Waste, which true to it's name is a really really scorching place and is the birthplace of many earth, fire and metal elementals upon the material plane. While the outside appears to be desert-like the core of the wasteland is increasingly more alien, with nothing but rock, glass, jutting metal and the sudden eruption of volcano which grow within years only to eventually simply collapse from the shift in elemental energies.

  • Magical fire-and-rock wasteland.
  • Alien place where the core is more like a metal and stone world.
  • Full of elemental creatures, most of them hostile. A few of them can be tamed as beast of burden or war: it's always nice to have a giant metal beast that breathe fires in your army.
  • Main sapient inhabitants are the Furnace Men, which are made of living metal and procreate by forging new bodies which are then infused with life. They can be helpful, neutral or hostile depending on the tribe.
  • Frequently invaded for those looking for a newly sprouted metal seed, which grows into a metal-tree which produce renewal metallic ore. However more than a few cities have exploded from reckless attempt to grow one.

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