WIP Godsbarrow poster map, 13th anniversary of this site

Work on my first proper multi-region map for Godsbarrow continues apace. All of the settlements and roads are in place, I’ve tweaked a bunch of coastlines and island shapes and whatnot, and the center third has its mountains, fields, and most of its forests done. I also dialed the white back by 90% in the […]

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Middenglum, part 1: overview, geography, nations, and gods

After roughing in the map and concept for my fifth Godsbarrow region, Middenglum, I tucked into doing proper write-ups Name the region. Middenglum is the colloquial name for a region which encompasses the lawless, sparsely populated western hinterlands of Ahlsheyan and Myedgrith, which in turn bleed into territory claimed by no nation — Middenglum proper,

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Zooming in to the province level: Sanχu, a caθna in eastern Brundir

I’ve reached the kingdom creation step in Worlds Without Number (paid link), and decided to zoom in on one caθna (province) in Brundir, Sanχu. (WWN notes that “kingdom” can mean anything you want it to in this context, from a city to a stretch of wasteland to an actual nation.) If I were about to

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Godsbarrow: Sou gnomes and Tamosi, the lingua franca in Dormiir

After finishing my region-level work on the Unlucky Isles, I zoomed in on one area of Brundir — Sanχu, one of its eight caθna (provinces). While working on the “place ethnic groups and demihumans” step in Worlds Without Number (paid link), I realized that this was the first time I’ve had to think about language

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The Unlucky Isles, “The Region,” part five: relationships and wants

I’m closing in on a fully developed region of Godsbarrow now — and honestly, this is the first time in 30+ years of gaming that I’ve had this much of a world developed to this extent. It’s an awesome feeling, and Worlds Without Number (paid link) continues to deliver. Not only that, but five weeks

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Building the Unlucky Isles: “The Region,” part four

Over the course of working through Worlds Without Number‘s steps for developing the Unlucky Isles as a region, I’ve thought a fair bit about national boundaries and how to make them interesting fuel for gaming. Worldographer’s snap-to-hex borders require a million little points and clicks, and I always fuck something up — so I went

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Building the Unlucky Isles: “The Region,” part two

This morning in the shower it hit me that in a region called “the Unlucky Isles,” with six kingdoms, only three of those kingdoms were fully contained within the Isles (the other three stretch off the map) — and one of those is “fantasy Switzerland.” Would that generate enough local conflict to fuel adventures? But

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Building the Unlucky Isles: “The Region,” part one

In yesterday’s post I sketched out some high-concept stuff about Godsbarrow, and having finished Worlds Without Number‘s “The World” steps I’m moving on to “The Region” — the slice of Dormiir called the Unlucky Isles. As with the first Dormiir post, large portions of this one are pretty raw — more or less straight from

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