Category: Free Inquiry

This is the category to apply to your Free Inquiry posts.

Free Inquiry Reflection

This will be the final post for my free inquiry project. It has been a great experience. Normally, when prepping for a campaign, I’m quite disorganized. So it was great to look at some other tools that can make more sense of the chaos of creating an adventure. Obsidian was probably the most helpful of the tools I looked at for my inquiry project. You can check out the fruits of my labor down below.

A message I might give to a future EDCI 336 student as they begin thinking about their inquiry project is to choose something you know, like, and want to improve.

I’ve really enjoyed this project and hope to keep working on it in my own time. So thank you for following along. Forward into adventure!

Week 8- Adventure!

Fifth Post

So we have our town and its denizens detailed, now we can get to work on plotting the first adventure and planting our adventure seeds we developed from those NPCs.

First Adventure

When developing an adventure there are a couple of ways to do it. The way I have develop in my near 15 year long tenure as a GM is to think of what you’d like the pay-off or the climax to be and work backwards from there. This is called backwards design (very similar to lesson planning used in pedagogy). 

For our goal or pay-off, I’d like to resolve that conflict with the sheriff stealing artefacts and Art Driscol’s goal with detecting and dealing with some bandits. We established the forest will have some goblin bandits roaming around causing some problems. So we will make our first adventure focused on that and work our way from there.

Bandits

Our bandits are goblins, small green humanoid creatures with a propensity for mutation. In the past, works of fantasy have some creatures, like goblins, being labelled as ontologically evil. Recently there has been a change to how many creatures are presented. A more nuanced and morally complex approach to portraying these creatures and peoples has occurred. As such these goblins need a motivation for them being bandits that puts them at odds with the farmers of Myra’s Tower

So let’s make a bandit leader before we move on. We’re going to go back to our old friend UNE to make our bandit leader. We rolled “uncouth” and “mystic.” So we have an ill-mannered mystic, why is this guy a bandit? We can use the motivation table to get a starting point- “prepare myths.” This bandit was seeking out some kind of forbidden lore or something.

Let’s roll for a quirk to add some flavor. We rolled pyromaniac. Our goblin has a fascination with fire. Let’s extend that to the whole gang. 

For the name, I want something kind of vulgar to reflect their uncouth nature and a reference to their love of fire. Flamebreath sounds good. Their gang will be the Fire Eaters.

Hideout

Every villain or bad guy needs a cool headquarters, right? (not always the case- Hans Gruber from Die Hard was fine just raiding Nakatomi Plaza without an evil lair). 

So let’s design our first villains home. I want to push that post apocalyptic ruins aspect of our setting so let’s make an old ruin. Given we are in a more agrarian area, we’re going to make the ruins an old windmill with a cavern underneath.

For the name of this place, I think I’m going for a descriptive name for now. Windmill Cave.

With that we can start to make some encounters.

Encounters

In RPGs any challenge, combat, roleplay or exploration, is called an encounter. These encounters are scaled to the relative power level and competence of their. I won’t bore you with the mechanical minutia of creating a balanced encounter using the Pathfinder Second Edition GM Rules

Firstly, let’s assume the bandits have a fortified perimeter to their hideout. So one of the encounters we can have is the sentries on the palisade. Goblin bandits are tricky, they might want to project their strength and have some dummies on the wall to trick outsiders into thinking this palisade is an impregnable bastion. 

So let’s throw a couple of goblins like three on the walls. That’s one encounter

Maybe they have an outer patrol that goes hunting and warns the main camp about any intruders on their territory. We’ll put two goblin warriors riding on two goblin dogs (these are large rat-like creatures that goblins have an affinity for). 

Inside the palisade will be a small camp, this is where the outer patrol and the sentries stay. Let’s have a couple of goblins here that are watching the entrance and some goblins slacking off.

In the windmill, the goblins have made it into a watch tower and a prison, hoisting their hostages in cages rotating on the windmill’s gears. We can have some npcs that were kidnapped in the goblin raid to some stake and a moral reason to chase after the goblins. The jailor will be a bugbear, a tall, hairy, brutish kind of goblin. 

Inside the cavern we can have place where they keep their goblin dogs in a kennel and they’ll need someone to look after so that’s another encounter.

I also like the idea of the goblins having some food source beyond stealing. They might farm some rats or mushrooms. This also gives a chance for there to be a non-hostile npc in the caverns.

Next lets make a place for the goblins to relax and eat. We can have a group of goblins drinking and making merry alongside a bard. Bards are not only musicians but can be spellcasters, this will be a good opportunity to introduce the party to some of the spells enemies can throw at them. Since the goblins have been drinking, they will have a status penalty making them a little easier to deal with. 

Goblins need to eat so we have a kitchen. The new monster core includes a statline for a goblin chef. I’d like to include one alongside some assistance and maybe a meal that has gotten out of hand.

The goblins dispose of anything they don’t need by feeding it to an ooze, a living acidic jelly creature that lives in one of the cave’s shafts.

We’ll have a barracks or a sleeping quarters where some of the goblins are relaxing. If the party has been quiet in dealing with the other goblins in the cave, they might be able to take these goblins unawares. 

Before the boss’s quarters we have a hallway guarded by a pair of his chosen goblin commandos. These guys are a cut above the average warrior and wield long halberds giving them decent reach. I also want to put some pit traps that will trigger if someone heavier than a goblin goes across the false paneling. 

Finally we have Flamebreath and his bodyguard. Flamebreath has hired an ogre mercenary, a large gluttonous giant creature. This will be a climatic battle with a magical caster and a meaty tank.

After defeating the goblin bandit boss, the party can take part in the spoils of a treasure room. The Pathfinder Core Rules has a comprehensive guide on how much treasure to give, I generally like to tailor some of the treasure to the player character’s ability (e.i. Give the swordsman a cool magic sword). 


Among the treasure will be a note to the sheriff implicating him in the bandit raid. There will also be a magical artefact tied to the local forest spirits. When interacted with the artefact will present the player characters with a vision! The vision will be cryptic and demand that the horn be returned to the cradle lest woe betide the houses in the pinion’s shadow. (Visions are great ways to introduce curveballs). 

I’ve been making these notes in obsidian to make a flow chart of how the adventure can proceed and the general beats and encounter info we have. Check out this video to see more!

Making maps is a fun and interesting part of planning, I am going to reach that part later.

Getting the Party there

Very commonly, when a campaign starts the players make their characters and they start in a tavern. They don’t know each other and getting them to interact with each other can be a bit awkward. Then, to move things along, the GM will have one of three things happen: some stranger approach them and offer them a job; they hear a rumor or something that leads to the adventure; or, the classic, a bunch of [insert hostile monster or enemy] burst through the door and start a brawl. There is nothing wrong with campaigns that start this way, but I personally have been in enough campaigns that have started this way. 

Player agency is another thing to consider when thinking of the first adventure. Why is the player character deciding to go on dangerous missions. I have been in some campaigns where in the first session a player will say “This is not my problem! I am going to go to the bar and try to meet a cute guy.” Such cases are the result of a mismatch of GM and player expectation. Part of this can be remedied when we know who our players and their characters are. 


For the time being we can have the town of Myra’s Tower contact the player characters, asking for their assistance to deal with the growing bandit threat. The player characters arrive at the town and meet the council and are given their quest and directions. IF they want to pursue something else, the bandits might attack again…

Alternatively, we could cut the fat and just start at the adventure location (in media res), or just as they are departing to travel to the location. 

Wrapping Up

So we have a skeleton of our first dungeon, Windmill Cave, and the encounters. I have been trying to use obsidian as a way to track encounters. So next time I we’ll map out the encounters in obsidian and make an actual map. We can also start laying the seeds for more adventure for the party to partake.

Week 7- NPCS and Dramatis Personae

So we’ve created our town, Myra’s tower. An isolated farming community surrounding an ancient tower. Time to think about some of the personae dramatis that inhabit the town. One particular tool that is great for making up characters and personalities is the Universal NPC Emulator (UNE). UNE has a table that can help generate some ideas for NPCs. With two rolls of a hundred sided die (or 2 ten sided dice, colloquially known as a d100) we can generate a modifier and a noun to get the idea of the general character we are making. This provides a starting point for us to fill in the blanks with the context we create for our characters and can lead us to establish some connections we might not have been thinking about beforehand. 

Once we get a basic idea of our NPC we can flesh them out with a desire (short term goal), and an ambition (long term goal). I borrow and adapt these ideas from Game Designer Jason Carl, who described a similar process for making characters in his own game Vampire the Masquerade. 

Not all NPCs need goals, it can be exhausting to make ten NPCs with their own goals and backstories and the like. Instead, you can make them extras or players

Things like character appearance and name can be informed by these goals and the general traits. Sometimes I think about if this character was to be portrayed by an actor, which actor would we use. I used to surf the web for fanart and use those for my NPCs, but with the advent of AI art, I abstain from such a practice as I find the art uncanny and weird, (not to mention the ethical quagmire that surrounds such a subject.) 

Leadership

We established last time that the town was governed by a council of elders or elected officials, let’s put a name to that. Let’s make the council of officials three, that way we can get two different extremes and a moderate position. This is also a way to incorporate some of that intrigue into the first settlement. 

Malakai Red-Axe

For our first councilor, I have rolled pushy polymath (alliterative) on UNE. I want to show that dwarves are in our town so let’s make them a dwarf. So we have a dwarven expert who is pushy with their goals. This dwarf has some expert knowledge regarding smithing and engineering for the saw mill, making them a valuable asset. They could also be a leader for the local dwarves (in fantasy dwarves are often regarded as clan and family oriented). This makes them have quite a lot of leverage in the community and secured them their seat on the council. 

Let’s think about what this character wants and what they believe. Luckily UNE has us covered for motivations with a verb and a noun. We got “strengthen” and “resources.” Awesome. Maybe our councilor wants to scale up operations at the saw mill. This might fit into a short term goal for now. 

For their long term goal we rolled “attempt” and “old religion.” So, this polymath is researching some old forces to aid them, maybe they want to reconnect with their old ancestors that have been lost. I like this idea, it reminds me of the Hobbit and the dwarves trying to reclaim the Lonely Mountain. 

Lastly we need a name and an appearance that reflects their goals and personality. I like the name Malakai, it’s old and sounding. For the dwarven clan names I like to have a colour and an object, or a metal and bodypart or include “hill” or “mountain.” This time, I have decided to use the name Red-Axe.

 Malakai Red-Axe is an older dwarf with a greying red beard, a small pair of spectacles with different attachments for his various crafts. He is often puffed up and red in the face from getting into arguments with his fellow councilors


Occia Oak-Arrow

In contrast to our pushy industrious dwarven councilor, let’s make an elven councilor. Elves in fantasy are often seen as more connected to nature, forlorn and sensitive. 

Our role on UNE gives us “sensible” and “preacher.” Perfect, let’s make this councilor a local shaman or druid that preaches harmony between the villagers and nature. This puts them in opposition with the Malakai who want to expand further into the woods at the cost of nature.

For their short term goal, we roll have “operate” and “spirits,” perhaps there is something in the woods that they wish to commune with. A druid would have some kind of connection with the spirit world. This is a great seed for an adventure.

For their long term goal we have “undermine” and “allies.” I interpret this to mean that our councilor is trying to sabotage the expansion of the town. Maybe it’s to stop Malakai’s incursion into the forests. We got a kind of plot brewing here. 

For elf names I usually use names with soft sounds and vowels and references to woods and nature. I decided the name Occia Oak-Arrow sounded suitable for our druid.


I imagine Occia Oak-Arrow to be an elven female with brown hair with a headband made of brambles. Elves in fantasy often have a timeless and ageless appearance, appearing to never age well into multiple centuries of their long lifetimes. They wear a green robe with some embroidered trees and floral motifs. As a symbol of their position as a druid, they carry a staff of oak topped with some rare herbs. They are never seen without their shortbow made of magical wood in elven craft. 

Art Driscol

So we have two extremes of industry against nature (Malakai) and harmony with nature (Occia), we should make someone in the middle of the conflict. Let’s make our human councilor.

Humans in fantasy settings are often bland or “the adaptable and varied” people. I often disagree with this as other people should be seen as adaptable, but tropes and decades of fantasy have cemented some aspects of their identity as “humans but…” I think the thing that defines humans should be their lifespan in comparison to the multi-centuries of elves and dwarves and other people of fantasy settings. However, that is a conversation for another day. 

For our adjective and noun from the UNE, we have “optimistic” and “villager.” Let’s make this councilor a representative of the farming aspects of the community. Perhaps they are the largest farm owners of the town. And, as a human, they are maybe newer to the position after the last councilor passed away. 

For their desire, we have “detect” and “criminals.” There is a gang of bandits in the woods and our councilor wants them found.

For their ambition, we got “attend” and “moderation.” This councilor is supposed to be a balancing force on the town council between Occia and Malakai; they are actively seeking a resolution between the two. 

Another handy way to generate names is to look up names specific to ethnicities or cultural backgrounds. I use Fantasy Name Generators to help make names if I’m stuck.

I imagine Art being played by a Walton Goggins type, he brings a sort of folksy charm to most of his roles that I think would suit Art. I also like Walton Goggins as an actor.

Law and Order

So how does the town of Myra’s Tower keep safe while isolated in a dangerous forest. Given the tight knit nature of the small town, I imagine there is a high level of trust making the need for a large standing police force largely unnecessary. The people of the town have some arms to fight off any attacks on the town.

To deal with internal issues, let’s have a sheriff and a deputy.

Sheriff Underfoot

For our major characters in the town, we have had a dwarf, an elf and a human. The next major people we can represent are halflings (or hobbits, but legally distinct because of legal issues from the Tolkien estate against Dungeons and Dragons in the 1970s). 

We head to UNE and get “lazy” for the adjective, we already know the noun more or less so we’ll not roll on the noun table. A lazy sheriff, maybe not much happens in the town so the Sheriff takes to sleeping on their porch and having extended lunches at the tavern.

What does this sheriff want? 

UNE gives us “secure” and “alcohol” of their goal. Our sheriff just wants to get to their next pint and not bother with the goingson at the town. (I’ll need to be careful how I play this as I wouldn’t want to make light of a drinking problem or bring in something that hits too close to home for the players. This kind of issue will be revisited when we look at safety tools for roleplaying later in the campaign prep.)

For the sheriff’s long term goal we have “rob” and “spirits.” We could double down on the alcohol theme, but given we have established that Occia is trying to commune with the forest spirits, maybe our sheriff wants to steal from them. 

For the name, I look to the Lord of the Rings and the Shire for the names of our hobbit friends. They have names like “Underhill, Proudfeet, Brandybruck, Took” folksy names that seem lighthearted and descriptive. Let’s smash two of these names together and see what we get. Underfoot.

Sheriff Underfoot is a middle aged halfling with thinning blond hair and a great pair of mutton chops. He has a bulbous red nose and chubby, rosy cheeks. His rotund belly is often kept in check by his breastplate embossed with the symbol of his office. 

Deputy Kara Kathil

Aiding the lazy sheriff is his faithful deputy, let’s see what we get with UNE, there are a number of ways this could go.

We get “insightful” and “ranger.” This is in opposition to our lazy sheriff. This deputy works out in the forest and is inquisitive in their investigations and dealings with the law.

For their short term goal we get, “comprehend” and “animals.” This ranger is trying to understand something about the wildlife nearby. Another hook for the list.

For their long term goal we have “overthrow” and “laziness.” Our deputy does not like our Sheriff and will have ambitions to succeed him. On the list this goes.

I decide to make this person an aivureen or a half-elf, a person with some elven parentage that gives them some aspects of the graceful, long lived magical elves. This is kind of a staple of woodland warriors like Aragorn from Lord of the Ring who has that connection to the Elves of Rivendell and the ancient heritage of Numenor that gives him enhanced abilities compared to the “standard” human. 

For the name I like the name Kara and alliteration is alway fun so another “K” name with some soft sounding “elf sounds” would be great. I decided on “Kathil.” 

Deputy Kara Kathil is a half-elf that spends most of their time patrolling, giving them a rugged and survivalist appearance. They often wear their hide armor decorated with the teeth and claws of dangerous animals. Even in town they wear a camouflage cloak and hood, which obscures their features. Most people in town haven’t seen Kara’s face, leading to rumors about their true appearance and their past. They are never without their elven branch spear, a family heirloom used to fell beasts.

Religion and Faith

Previously we discussed that the major faiths of Myra’s Tower would be Erastil, god of farming and nature, dwarven god Torag and the elven god Ketephys

Gunter, Cleric of Erastil 

Erastil worship in Myra’s Tower is by far the most popular among the villagers. Erastil’s worship focuses more on deeds and reverence as opposed to ritual so we don’t need an elaborate church, instead we will have a small shrine in the village square where people might make offerings. Much like the places of worship, the clerics are more simple and “leading by example and serving in various capacities as needed by those that live around them. This can include helping in childbirth, building structures, overseeing fair trade, and blessing crops.(Mona et al, 2008)” 

Our priest of Erastil will be an old farmer and hunter. They do their best to help those living in harmony with nature in accordance with the example set by Erastil. Their goal will be to better the town without harming nature.

For the name we have a simple name like Gunter, suitable for a medieval style setting. 

They wear a fur cloak and robe with a symbol of Erastil on their neck. Their long wide beard hides the wrinkles on their face, earned from a lifetime of toil in the fields and forest. 

Aaron Bright-Hammer, War-Preist of Torag 

Torag is the head of the dwarven pantheon and is mostly followed by dwarves, however other peoples might worship him and his domains of protection, craftsmanship and wisdom. Since most of the dwarves are associated with the Red-Axe clan we can have a small chapel on the Red-Axe clan’s estate. 


For the priest we rolled “pleasant” and “warrior.” Our priest of Torag is not only a priest but a war priest. In fantasy, especially devoted members of a faith may take up arms to protect their fellow adherents and further their god’s agenda. 

For their goal we rolled, “uplift” and “the oppressed.” We have recorded that the dwarven clan here might have lost something from their ancestors. I’m going to borrow a leaf from Middle Earth and have the Red-Axe clan be refugees from their home, lost ages ago. Our War-priest seeks to uplift and galvanize these dwarves into finding a new home or reclaiming their old home. 

We could make this priest part of the Red-Axe clan, but maybe they just find a particular alignment with them because of their adherence to the faith. For the name we’ll take a step away from the Red-Axe clan and make a different dwarven name. I decide on Aaron Bright-Hammer.

Aaron Bright-Hammer, war-priest of Torag is a kind and friendly individual. This demeanor is betrayed by the armored robes he wears and the large hammer emblazoned with symbols of his dwarven god he carries on his back. 

Occia Oak-Arrow, Druid of Ketephys

For the worshipers of Ketephys, I think Occia fits best for being a priest of this faith. Occia might maintain a small shrine on the border of town. Maybe a lonely tree on a hillside overlooking the farms and the forest.

Services 

A town serves a function in a RPG campaign as a place to get quests, rest, roleplay and do some much needed shopping. As such, the shopkeeps and other services providers in town will be one of the party’s most interacted with NPCs. 

There are many services that a town would need to operate, but for our purposes I general focus on the things the party will need: weapons and armor (blacksmith); medicine and potions (healer); adventuring supplies (general store); mounts and animals for traveling (stable); and a place to eat and stay (inn). 

Blacksmith- Benjamin Red-Axe

We have established that a clan of dwarves live in the town and that Malakai is their. So let’s make another dwarf to fit into the role of the village blacksmith. 

UNE gives us the adjective “jovial” for our blacksmith. So in contrast to their relative Malakai, this person is in good spirits and friendly.

Since this NPC is a bit player, not a major focus, I’m going to give them one goal. If they become a more major player through the game, we can revisit and give them another goal.

UNE gave us “collaborate” and “the wealthy,” so our blacksmith works for the wealthy of the town. This makes sense, Malakai would have need for saw blades and metal parts for the mill and Art would need tools and the like for the farms

Great, as for a name lets look at something in the same name as Malakai. Malakai is a hebrew name so let’s grab one of those. A quick google search gives us Benjamin. Great we have Benjamin Red-Axe, the jovial dwarven smith. 

Benjamin Red-Axe is a male dwarven smith. He always has a smile peaking out from his large red bread decorated with rings and baubles of different metals. 

Healer- Old Lady Ulga 

Medicine and healing is an interesting area a fantasy and depends on the level of magic we want to include in the setting. A high magic setting might have disease and injury be trivial matters if healers can perform the right healing spell, whereas a lower setting might reflect medical practices of medieval times of our own world. I like a sort of in between where communities rely on folk remedies and non-magical physicians and magical healers are prized and coveted for their skills. 

Our healer will be some kind of wise or cunning folk, someone skilled in herbalism and folk remedies. 

For this person’s general personality, we aren’t going to use UNE, we can use a common trope to make a sort of grandmotherly hermit figure that lives on the edge of town. They might be a bit eccentric, but their skills make them a valuable asset to the town and the townsfolk swear by her advice. 

For their goal, I got “promote” and “love.” Our healer also wants to play match maker. To the list of adventure prompts.

For the name, I’ve been reading about Baba Yaga, an slavic folk tale character that is often depicted as an elderly magical old woman. So let’s give this elderly magical old woman an eastern european name like Ulga.

Old Lady Ulga is a hermit that lives on the edge of town rarely interacting with the townsfolk except to tend to their injuries or sicknesses. Despite her isolation from the town, Ulga is often cheerful and doting towards those that approach her hut. She wears a green headscarf and sheepskin shawl over blue robes. A belt of potion vials, herbs and animal bits is attached to her waist. 

General Store- Alexander 

For our general store, we can go any direction we like. We rolled “cultured” on UNE for our adjective. The shop has some fine tastes for the small town. 

For their goal, we have “institute” and “academia.” Our cultured general store clerk wants to educate the town. When they are not tending the general story, maybe they act as a teacher for the town’s youth or a scribe for town meetings and the like.

Names for our cultured shopkeep, let’s look at some regal sounding names, I like the name Alexander. As for their ancestry or what kind of person they are, let’s just default to a human. 

Richly dressed in fine fabrics and well groomed in styles more seen in the city, Alexander maintains a stock of goods made outside Myra’s tower. 

Stable- Ava Grey-Mane

The stable and livery would be an important palace for a pre-industrial society relying mostly on human and animal power. This is also a place where we can get some horses for our party.

For our personality we got Banal and adept. This person is relatively boring. Not every shop keeper has to have a fleshed out personality. This stablemaster is focused on their craft, they’re damn good at raising horses and beast of burden. 

For the name I gave them a pretty normal name and a family name that relates to horses.

Ava Grey-Mane is a middle aged human and stable master. She has a small scar running down their nose, a reminder from an accident with a bucking horse. Her family has been breeding and raising horses in Myra’s Tower since the village’s founding.  

Inn- Bertha’s Wheat and Chaff

Bar none the most popular place for an adventuring party to visit is the village inn, tavern, bar, etc. It also is a place where the party can rest, eat, drink and relax. 

I’d like to think that this inn also serves as a major social hub and the barkeep would be like an unofficial town leader or at least hold quite a lot of sway. They would know everyone and hear rumors about town and news of the outside world from what few travelers stop by Myra’s Tower. The bar keep will be a good information broker for our party when this starts. 


In the old days before widespread literacy, taverns and brewhouses would advertise their business with brightly colored and evocative signs and pictures that their mostly illiterate customer base would understand. This tradition continues in fantasy with the naming conventions of taverns and the like.  I like to put in oxymorons like the “Quiet Cockerel” or “the Beggar’s Trove.” Alternatively, I look up real British pubs and transplant the name for my own needs. To reflect the farming aspects of the village we will make the villages name something to do with farming. I chose “Wheat and Chaff.”

Bertha is a middle aged human that runs the local tavern and inn with her family. Three generations of her family work in to run the tavern, with her and her husband keeping the bar and kitchen, her sons managing the brewing of ale and her grandchildren serving and cleaning around the place. Bertha treats the whole town as part of her family, though has a habit of overstepping boundaries and being too nosy.

Recording 

As we make out notes, we’ll need a place to put all our notes. I recently was put onto a program called obsidian, which organizes notes into nodes with strings and pathways showing connections. I’ll input a node for Myra’s Tower and connect all the NPCs to the node. When I need to look up one of our NPCs I can quickly look and see which connections and relationships they have to places, objects, events in the setting and more. This is a game changer from the old notebooks and word docs I used to keep. Here is a screencast from what I have currently- (I have collated Myra’s Tower with another area of a previous campaign hence the extra nodes.)


Wrapping Up

So we have fleshed out Myra’s tower. The next step will be to organize our adventure hooks and get to work on laying foundations for the first adventure of our campaign. 

References 

Best, Z. (2014). UNE: The universal NPC emulator (rev. ed.). Conjecture Games. https://www.drivethrurpg.com/product/134163/UNE-The-Universal-NPC-Emulator-rev

Erik Mona, et al. “Chapter 3: Religion” in Campaign Setting, 162. Paizo Inc., 2008

Week 5- Process and the First Settlement

Last time we set our goals, tone, style and inspiration for our campaign and setting, so let’s put pen to paper (figuratively speaking), and get the setting started.

Top-Down or Bottom-Up or Inside-Out

Generally speaking there are two ways to go about worldbuilding, top-down and bottom-up. 

Top-down is working from the Macro- cosmology, planet, geography and so on down to the individual settlements characters, etc. Oftentimes, an RPG’s rulebooks will have some information regarding the bigger elements of its world like deities, people, magic systems and so on.


Bottom-up is the reverse where we start small and work our way up to the big stuff.

There is also Inside-Out building is where the world is only built insofar as it relates to the current situation that the players and the audience finds themselves in. More details about the world are added as the game progresses.

This video discusses these strategies in more detail and gives some examples.

https://www.youtube.com/watch?v=6FqYRx9uaqs


I am more comfortable going through the Bottom-Up and Inside-Out approach, but sometimes inspiration hits and I’ll make a choice about the macro systems of the world. For the most part I will be adapting the planar system, ancestries and deities detailed in the Pathfinder 2nd edition Core Rulebook, and put most of my attention into making a particular region. This is all made up, so it’s not like we need to be married to either approach. 

Tone and Setting

Previously we chose Nobledark as the general tone we were aiming for; evil had won at some point and is usually winning (Dark) but now the characters and individuals have the power to change that (Noble). This choice of tone does give us some information about the setting and its history.

Let’s detail how evil won in broad strokes and we can come back to it later. I like the idea of fallen empires and the world being built on the ruins of the old- a post-apocalypse of sorts. So perhaps the world is in a dark age with no overruling power. The last great power fell into ruin by some mysterious circumstances (this can be a question that can be answered later by the characters or perhaps the question is more important than the answer) leading to an age of monsters, strife and conflict. Now desperate petty kingdoms and city states fight for survival against the forces of evil (yet to be named) and each other (this is where we can put the Game of Thrones elements).

Our First Town

So with all this in mind let’s make our first town and work our way out from there. When making a settlement we need to get five things down: environment, economy, size, government, and culture. These five elements will all feed into each other and there isn’t an exact science or order. Let the vibes take it away

Environment

What is the world like outside the town? Think of the geography, the wildlife, the political landscape and how this will affect the people and the goings-on in the town. I’m going to place our town in some plains with a nearby forest. I also want to show the fractured nature of the setting, so the town is quite isolated with little contact outside the occasional traveling caravan. 

Why might the town be isolated? Monsters of course. Like every fairy tale tells children to stay out of the woods because monsters live there. What kind of monsters? There is a whole book we can use called The Monster Core which outlines a Pathfinder monster’s statistics, rules, lore, behavior. I think giant spiders are good as well as perhaps a cunning clan of goblin bandits. 

Economy

How do the people of our town sustain themselves? Size plays a role in determining the sophistication and feasibility of the economics of the town. A massive metropolis in a desert will have a different economy than a mountain village.

We’ve decided to put the town in some plains with a nearby forest, so we can assume the people of this place do farming and some logging. Great! We can get into more of the specifics later about how that ties them into other places but let’s put farms and a mill nearby. This might put them in conflict with the local wildlife and monsters that live in the nearby forest (we are already getting ideas for adventures when we start playing!). 

There might be a handful of artisans and secondary industrial workers that support and survive off of these primary producers. We also want to have goods and services for travelers and the denizens of the town. 

A blacksmith might make the various metal tools for the loggers and the. A miller might help process the grains. A butcher processes the animals. The economics of the town can be as detailed as we like.

Size

The population of a place can be dictated by its ability to produce the means to sustain people and is a contributing factor to the economy of a place. I want there to be a small town vibe for our first settlement, so let’s say there’s about a couple hundred people- like 500. Most of these people are going to be nameless extras and set dressing. We will detail the important characters and people later. 

Culture

People are often a product of their environment, so let’s detail what life is like in this small town of farmers and loggers. Given the small size of the town, it might be a tight knit community where everyone knows everyone, there is gossip all around and rumors can spread like wildfire. This small size might make them wary of strangers and outsiders, so we can establish a tone that most of the NPCs will take with the party if they are not from here. If the town is isolated, there might also be an element of grim self-reliance. 

I’ve wanted to make it post-apocalyptic, so how can we show that in our town? How about an old remnant from the previous times that the town sprang up from? Let’s say we have an advanced mage tower or something in the middle of town that has some strange power; perhaps superstition, or reverence, for the tower keeps most of the townsfolk away (again, we have another plot hook for the campaign). 

Demographics also play a role in determining the culture. In the worlds of fantasy, there are many different kinds of people: stout, stoic dwarves; tall grateful elves; magical and curious gnomes: and many other people. I like to have a mix of these different people to reflect a baseline and get the players familiar with the different people of the world. That way, an expectation can be set for future interactions. For simplicity’s sake, baseline humans will make up about 80% of the town will be human, about 5% dwarf, 5% elf and 10% miscellaneous people I will add later.

Why is there a cosmopolitan mix of people in a small town? I’ll say the last empire moved people around to settle borderlands and to establish control over areas. These people would not have ties to their homelands, but to the empire and the new settlements they created. It can be an interesting theme to explore during the campaign, or it can be a minor contrivance to fit with the vibes of the story we want to tell. 

Religion is also a massive part of the culture of places. In a fantasy world, the gods are active participants of the world and can be invoked to perform miracles. Given we’ve established these people are farmers and live, we can use the Pathfinder god Erastil as the primary deity of this community. We can also have smaller flocks of other denominations like a god of craftspeople or gods tied to a particular people, like the dwarven god Torag or the elven god Ketephys. Places of worship and priests can be another area we can detail further.

Governance

What does the leadership of this town look like? Given this is a small tight-knit community with a I’m going to say they might not be ruled by a feudal lord, but maybe a small council of community leaders. Maybe we will borrow a leaf from Monty Python and the Holy Grail and have  “an anarcho-syndicalist commune. [they] take it in turns to act as a sort of executive officer for the week, but all the decisions of that officer have to be ratified at a special biweekly meeting (Jones & Gilliam,1975).”

In all seriousness, a small town council of elected officials will be a good way to get some kind of intrigue and conflict into the first town. We will flesh out that conflict next time as we detail the personalities of the townsfolk and the personae dramatis.

Name

Naming things is one of the hardest parts of creating a setting. Again the curse of originality rears its head and you doubt yourself, or something you thought sounded cool is reduced to ridicule in an instant1. A trick I found works is follow real world naming schemes such as “something-berg,” or to throw two nouns together like “Frosthill,” an adjective and noun “Cold Town” or a possessive and a noun “Harlon’s Hill” and work from there.  Names will be a reflection of all the factors we have detailed so far. For this town, I like the idea of calling it “Myra’s Tower.” This makes reference to the tower, it creates a mystery of who Myra is. 

Wrapping Up

So we have created the town of Myra’s Tower, a small isolated agrarian town in the middle of the forest with an ancient ruined tower in the middle. This is a great starting point for a campaign. Next time we will start to populate the town and use a new program to help organize our thoughts.

  1. I remember a campaign set in the city of Kush. Kush, for those that don’t know, is a term for cannabis. This lead to every interaction with the denizens of the city devolving into a joke about smoking weed. As fun as it was for the group, the GM did not intend for this when they named the city Kush.  ↩︎

Week 4- Inquiry post- Setting and Style

As we start out on this journey to create a setting and a campaign, we need to set some parameters, limits and goals. Before making a setting and campaign for a game, I like to set four parameters. Goals, Style, Tone and Inspiration.

Goal

Firstly, the goal of our setting is to play in a campaign. This means that the world needs to be played in by a group of players and reflect their actions. With this goal in mind, we get some of our parameters, or rules we can follow. For instance, given that this is supposed to be a game, we only want to focus on the parts that the players will be interacting with. People, locations, histories, monsters and the like are all fair game (pun intended). While certain aspects of the world don’t need to be planned out—no one really cares in a game about fighting skeletons what the lich’s stance on private business taxes are!

Style

Secondly, we will be looking at the kind of game we want to run. This could be a whole post in itself, so I am going to do a quick and dirty rundown of style for a campaign. Style can be determined by two measurements: player agency and gameplay focus. 

Player agency is how much freedom players have to make decisions and pursue their own goals. A game with a low amount of player agency is often described (derisively) as a “railroad,” there is only one direction and that is forward. On the other hand, a game with a high amount of player freedom (which can have its own pitfalls if poorly managed) is described as a sandbox, for there are seemingly limitless options for the players to build their story (much like a child in a sandbox) I would like to give players as much choice as possible.

The other part of style will be what kind of gameplay we’d like to focus on. Games such as Pathfinder can be divided into three pillars of gameplay: combat, roleplay and exploration. Combat is when players engage against an opposition with their weapons, wits, magic and tactics to snatch victory from the jaws of defeat. It is the most rules focused part of the game with the majority of the rulebook being. Roleplay is when players engage with Non-Playable characters (NPCs) and each other as their characters (the players’ in-game personas). This is a more freeform and improvisational part of the game, but often leads to the most memorable moments in my opinion. Lastly, Exploration is the problem solving, investigation, interacting with the setting and environment. For the group of players I have in mind, I want to have a good balance of all three pillars, so that everyone has a moment to shine and enjoy. 

Tone

Next we need to set some basic aspects of the setting as well as the tone and taste of the world. I want to use Pathfinder Second Edition as a system for this game, which lends itself well to a more heroic medieval fantasy setting with its rules (focusing on melee combat, magic and fantasy elements). So the world we will be making is going to have some of those elements in its DNA. Next is tone and taste, I use this axis graph that I saw ages ago on a gaming forum (see image provided https://www.onelowerlight.com/writing/the-secular-cycle-of-grimdark-vs-noblebright/) 

The two axes: Noble and Grim;and Dark and Bright, reflect approaches and general philosophical axioms about the world. 
In short, “bright vs. dark axis describes whether the fantasy takes place in a world where good usually triumphs over evil (bright), or a world where evil usually triumphs over good (dark). The noble vs. grim axis describes whether the characters have the power to change the world (noble), or whether they do not (grim). (Vasicek, 2022)” 

I want to have a world where evil won, or at least succeeded a while ago, but the party rises to become heroes and face the forces of evil. According to Vasicek (2022), this would be a nobledark kind of setting. Nice! We’re being vague right now but it is important to set a tone.

There is also the kind of level of seriousness expected in this nascent campaign. A light campaign might be more comedic in tone, leading to impromptu characters like Jim Exposition, the friendly know-it-all. Conversely a serious campaign is to be treated with an air of gravity with players treating it like a stage production. I for one, like to strike a balance between all out silly and serious. 

Inspiration 

“Good artists copy; great artists steal”- Pablo Picasso

This quote discusses how we innovated and expanded upon existing ideas and appropriate them for our own uses (stealing) instead of merely mimicking existing styles. Many people struggle with originality and authenticity during creative endeavors and fear that what they create is merely just imitating what has been done before. I say we lean into that but try to expand, inspiration can come from history, movies, games, current events, songs, and myriad other sources. The originality is how we implement and remix them into our own. Apologies for this tangent but perhaps I feel the need to explain what I mean by campaign inspiration and how crucial this mindset is to creating a campaign setting (or any work for that matter).

Finally we are going to choose elements we want to develop, I usually like going off of inspirations and aping off of those elements. I want to have the pulpy adventure we see in things like Conan the Barbarian, or Indiana Jones– larger than life, death defying heroes getting into fights, overcoming challenges. I also want to include some aspects of political maneuvering and skullduggery like we see in A Song of Ice and Fire series. The Fallout TV series has also been on my radar with the release of its second season and I love it’s approach to a post-apocalyptic world and how people interpret the pre-war world. Though the genre is science fiction, we can borrow those elements for our own setting. Finally, I have fallen in love with the Elric of Melnibone series by Michael Moorcock of late. We have an anti-hero, fallen empires, destiny, demonic blades, weird sorcery; it’s like a nerd’s dream novel, and it was written in 1961!

Milius, J. (Director). (1982). Conan the Barbarian [Film]. Universal Pictures.
Spielberg, S. (Director). (1981). Raiders of the Lost Ark. Lucasfilm; Paramount Pictures.
Benioff, D., & Weiss, D. B.. (2011). Game of Thrones: Season 1. HBO Entertainment; Warner Bros. Home Entertainment.
Robertson-Dworet, G., & Wagner, G. (2025–2026). Fallout: Season 2. Amazon MGM Studios; Kilter Films; Bethesda Game Studios.
Moorcock, M. (2022). Elric of Melniboné: The Elric saga part 1. Saga Press.

I want to incorporate these themes and elements as we create the fine details of the campaign and the world. 

Conclusion 

So to recap, we want to make a Noblebright, semi-serious with lots of player freedom and a balanced gameplay approach. We have the inspirations in mind as we start getting pen to paper and fleshing out the locations and events that have shaped this world.

Join me for the next post as I start outlining the details of the setting itself.

References 

Benioff, D., & Weiss, D. B.. (2011). Game of Thrones: Season 1. HBO Entertainment; Warner Bros. Home Entertainment.

Milius, J. (Director). (1982). Conan the Barbarian [Film]. Universal Pictures.

Moorcock, M. (2022). Elric of Melniboné: The Elric saga part 1. Saga Press.

Robertson-Dworet, G., & Wagner, G. (2025–2026). Fallout: Season 2. Amazon MGM Studios; Kilter Films; Bethesda Game Studios.

Spielberg, S. (Director). (1981). Raiders of the Lost Ark. Lucasfilm; Paramount Pictures.

Vasicek, J. (2022, June 14). The secular cycle of grimdark vs. noblebright. One Thousand and One Parsecs. https://www.onelowerlight.com/writing/the-secular-cycle-of-grimdark-vs-noblebright/

Inquiry Project Learning Plan

For my EDCI 336 Technology Innovation in Education class, we were tasked with creating, implementing, and documenting a personal learning plan using the open inquiry model of learning.

I want to document my worldbuilding and campaign prep for running tabletop role-playing games.
Worldbuilding is a process where one creates a fictional space detailing and designing things such as creatures, history, geography and so on. This process can make worlds that are very close to real life or as wild and fantastical as the imagination wishes.

https://www.youtube.com/watch?v=ZQTQSbjecLg

Tabletop role-playing games are collaborative storytelling games using dice and rules. Often times there is one player designated as a game master, who acts as the referee, arbitrator, storyteller, all the non-player characters, etc. These games include things like Dungeons and Dragons, Vampire the Masquerade, Call of Cthulhu and many others. These games are divided into sessions (each time the group meets). A collection of sessions with the same group in the same game telling a serial story is called a campaign. Some campaigns can be as short as a single session or be decades-long epics. Check out this video for a summary on tabletop role-playing.

https://www.youtube.com/watch?v=XQz6agbJuHU


I’d like to try to get back into this hobby and design a new setting for a future campaign. Part of the inquiry will be outlining the steps I am taking, the tools I am using and the sources of inspiration I am drawing from. 

Follow along as I document my process as I create a new world full of peril and adventure!