One of my Legends of Alba groups has just started their second foray into one of the realms of The Otherworld. I’ve been refining my process for creating these realms since their first one, so I’ve recently had the opportunity to put the latest version to use. I quite like where it has ended up, so thought I’d share it here, and walk through the process to create a brand new realm in this very post!
Here is the Otherworld Creation process I’m following. Let’s get started!
Step 1. Name and Describe the Realm
Results: Hope, Decay*, Whispering, River
OK this is quite interesting. I like having hope and decay both in there, those are quite contrasting ideas. Is this place the River of Whispering Hope? Maybe the Whispering River of Decay? I think I’m going to go with The Whispering River of Hope. Though it runs through a dying land, those souls who have lost hope might seek the river to hear a whisper of the truth, so their journey may continue.
* I originally rolled Roots for the nature element, but chose to re-roll this result because the realm I’ve just created for my players is called The Heath of Hateful Roots. I'd like to have something with a different natural element. It’s totally fine to re-roll or ignore results from these tables in pursuit of a spark of inspiration.
Step 2: Create Locations
Results: The Reaper’s Table, Mossy Stairs, Afflicted Tunnel, Infested Tower, Speaker’s Court, Pristine Barracks
The Reaper’s Table - how sinister! A place for a gathering or a feast? A rotten banquet laid out on this table would certainly emphasise the decay aspect! Perhaps the Reaper is willing to impart information to anyone who joins them in their disgusting feast.
The Mossy Stairs - I’d change the name to The Green Stair, but keep the fact that they are covered in moss. That suggests they are very old and seldom trod, so it’d be a challenge to climb them and claim the treasure that lies at the top.
Afflicted Tunnel - Probably a dangerous place, maybe the source of the affliction is a real problem in this realm?
Infested Tower - Another dangerous one I'd say! Is the owner of the tower still around? Maybe they are stuck inside, or they could even be the cause of the infestation.
Speaker’s Court - A source of power in the realm. What sort of proclamations does this Speaker make? Being known as a Speaker contrasts nicely with the river being said to whisper.
Pristine Barracks - This is a decaying land, so the presence of an order of warriors at a pristine barracks is interesting. Why are they pristine? Is it a mark of strict discipline? Are they magically so? Or perhaps they’ve never actually seen combat… I think these are good candidates for a wildcard faction, so whether they're enemies or allies would be up to the characters.
Step 3: Populate the Realm
Results:
- Beast - jaded goose
- Fuath - lizard, loch, laughter, strangling roots
- Sith - merry princess, stardust, must marry a mortal
Jaded Goose - I normally think of geese as being noisy and aggressive, so the idea of a fed up, sulking goose plays against this expectation. A couple of things to think about though - like why are they so jaded? And is this one goose or a flock?
The Loch Lizard - Fuaths make great adversaries because they are driven by hatred, so they can be manipulated by the characters, or fought without inviting too much of a moral quandary. This giant reptile has scales like sodden bark, and claws that are gnarled and twisted like tree roots. It lives in a loch, perhaps a corrupted offshoot of the River that runs through this realm. If it hears so much of a hint of merriment it attacks the source, choking the life of it with its strangling root claws.
The Merry Princess - I’ll admit I had to have a little think about this one. ‘The merry princess’ gives a clear description of a character but sounds lame as a title. I googled the etymology of merry, which led me to the old English word ‘myrige’, which sounded like it could be a name. So this character is instead known as Princess Myrige, The Unburdened Heart. Her skin is as the night sky glittering with starlight, and she seeks a mortal spouse.
4) Create Magic Items
Results: Vagabond’s, barbed, bow, wisdom
Mashing these around I came up with:
The Barbed Bow - arrows fired from this bow sprout barbed vines to entangle their target; and
Vagabond’s Wisdom - bottle of strong, magic liquor, consume it to get drunk but you are guaranteed to find your way to a warm bed tonight.
I made another round of rolls to get a third item:
Results: Thief’s, whispering, flute, sight.
That led me to:
The Flute of Whispering Insight - appears to make no sound, no matter how hard you blow. But play it somewhere you’ve never been before to have it whisper a truth about your surroundings that only you can hear.
5) Make Connections
This is the “Draw the rest of the f***ing owl” step of the process where everything magically fits together. I like to start by writing a heading for the realm. Then the locations beneath it. Then I can start placing inhabitants and magic items in the locations based on a combination of idea fragments, intuition and (if all else fails) randomness. So I get something like this:
The Whispering River of Hope
- The Speaker’s Court
- Jaded Goose - why not have a goose in charge?
- The Pristine Barracks
- The Tunnel of the Afflicted
- Princess Myrige, The Unburdened Heart - maybe the afflicted are sort of a cult that worships her?
- The Infested Tower
- The Loch Lizard - this is a tower on an island in the middle of the loch
- The Barbed Bow - the barbs sort of tie in with the Lizard's strangling roots
- The Green Stair
- The Flute of Whispering Insight - not sure what this is doing here but I'll think of something
- The Reaper’s Table
- Vagabond’s Wisdom - it's liquor, so goes with the feast
From here it gets a bit harder to walk through the process. I jump around between locations, characters, factions, zoom in and out to consider locales and the realm as a whole. The aim is to get to the point where the realm ‘emerges’. I should be able to picture it clearly when I think about it. Everywhere should at the very least have something interesting going on for the player characters to get involved with. You should feel free to make changes to your results, discard results or generate extra ones to help you reach something you can imagine more clearly.
Here's where it got to when I decided to call it done.
The Whispering River of Hope
A wide, deep river runs through a stinking bog. Folk cower in waterlogged shanties, half-sunken amongst rotten trees and spongy moss. The river itself is clear and pure, and said to whisper truths that inspire hope in those who need it most.
The Speaker’s Court
Once a power in this realm, the old goose has gone deaf. Many years have passed since she last heard the river. Much of her time is given to silent sulking, indifferent to the tawdry depths of scandal and intrigue into which her once-proud court has sunk.
- Her Eloquence The Speaker, jaded giant goose, wants to be left alone.
- Vapid goose courtiers, want to know what everyone else is up to.
The Immaculate Barracks
A fortress of white stone. Knights in white plate mail practise archery and swordplay. They await orders from The Speaker. They have been waiting for some time.
- The Immaculate Knight-Captain Arnol, forgetful, wants the best for his Knights
- Immaculate Knights, constantly fussing over their weapons and armour, want to be in a real fight
- Erudite squires, not enough to do, convinced this will change when they finally become knights
The Tunnel of the Afflicted
The Afflicted are those blessed by Princess Myrige, whose beautiful laughter issues from the bowels of her dank tunnel city. Her subjects are immortal beyond the bounds of flesh, their rotting bodies host to myriad invertebrate life and mycelia.
- Princess Myrige, The Unburdened Heart. Her skin is as the night sky glittering with starlight. Light hearted, laughs easily and often. Refused her coronation and never looked back, wants to bless as many as she can so others can share in her freedom.
- The Afflicted. Content in their loyal service, tenacious in their search for a mortal spouse for their beloved Princess.
The Infested Tower
Long ago the island sanctum of a forgotten druid was swallowed by the loch that once protected it. Now it is the lair of The Loch Lizard, infested with its filth. The vile Fuath offers The Barbed Bow to whoever puts an end to the Princesses insufferable mirth.
- The Loch Lizard, Strangleclaw. Scales of sodden bark, claws gnarled and twisted like tree roots. Hates the sound of laughter.
- The Lizard’s Filth, reeking mud clumps, vaguely sentient, hungry for mortal flesh.
- The Barbed Bow - arrows fired from this bow sprout barbed vines that entangle the target.
The Green Stair
These stone steps once led to the seat of coronation, where the Kings and Queens of the realm were crowned. Forgotten by most and engulfed by moss, the seat at its peak lies empty, a strange flute is all that remains of the crown jewels.
- Engulfing moss - deadly hazard to anyone climbing the stair
- The Flute of Whispering Insight - appears to make no sound, no matter how hard you blow. Play it somewhere you’ve never been before to have it whisper a truth about your surroundings that only you can hear.
The Reapers’ Table
A spoiled banquet moulders on a great rectangular table. There are some empty seats, the rest filled by Reapers. Stymied by the longevity of The Afflicted, they recoup what they can from the souls of the bog folk. They offer a bottle of Vagabond’s Wisdom if their gratitude is earned.
- Reapers, tall crow-headed soul collectors. Having grown tired of one another, the only thing they love more than their rancid grub is sharing it with good company.
- Vagabond’s Wisdom - strong, magic liquor, consume to get drunk but you are guaranteed to find your way to a warm bed tonight.
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