Worldbuilding - The Green Vale
As I mentioned in the show, I used a supplement to build my latest location. the Green Vale, a lost valley of lush greenery hidden in the Great Wilderness, and occupied by refugees from the Provinces and beyond.
The idea for this location came completely from the supplement 'D12 Locations' by Ways Unseen Games, who are based in Norfolk, UK. You can find their website at Ways Unseen. I love their design work, particularly the very cool isometric and top-down dungeon maps they produce, as well as regional and outdoor maps.
You can download D12 Locations here: D12 Locations by Ways Unseen
I decided on a whim to use this supplement for my game. The concept is simple: roll a D12, pick the location corresponding to the number there, and further flesh it out with character generation rolls.
I firstly rolled a 2, which gave me the location of 'The Wall' with some associated background, which I felt fit very well into the direction I had been travelling - the idea of a lost civilisation that once inhabited the Great Wilderness. Was the wall built by the same people who constructed the Citadel? I'd say it was pretty likely.
For the population, I rolled a '3' giving the character of 'Wild Thom'. Now, in the supplement he is described as a stablehand, but the name conjured up a connotation of Tolkien's character Tom Bombadil - a wise, peace-loving fellow who lives in a comparative safe haven surrounded by more dangerous regions. I therefore decided to mould him more along those lines, as a peace-loving leader of a small community thriving away from the dangers of the Wilderness and the Provinces. However, as those of you who have listened to episodes 32 and 33 will have heard, things aren't quite as rosy as they seem.
So these two rolls on a single supplement, combined with my use of Mythic GM Emulator, have managed to generate enough storyline for 3-4 episodes. The joys of solo roleplaying!
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