Today marks a year since I started working on Godsbarrow. It’s been a consistently fun process, and even when I’ve banked my creative fires I’ve still done something to make forward progress every single day.
You can find links to all of my Godsbarrow work, loosely organized, on the Godsbarrow handbook page.
Here’s my first Godsbarrow map:
Still a work in progress (as I’m re-drawing four regional maps, adding a fifth, and unifying them all at once), but here’s the map covering everything I’ve developed over the past year:
It’s safe to say that without Worlds Without Number [paid link] and Wonderdraft, I wouldn’t have gotten anywhere near as far as I have this past year — nor had nearly as much fun.
Assuming I don’t forget to do some Godsbarrow work tomorrow, here’s to day 366 of my worldbuilding streak!
Last Wednesday, my Seattle group started up a new D&D campaign set in a friend’s homebrew world. She unveiled the map for her setting, and it was amazing — pro-level cartography, tantalizing and inviting and clear, both functional and beautiful. She mentioned in passing that she’d created it in Wonderdraft, a mapping tool I’d never heard of before, so after the game I asked her how hard it was to create a map that awesome using Wonderdraft.
Not that hard, she said.
Now, to me that sounded like Michael Jordan casually sinking shots from mid-court, one after another, without even looking, while saying “It’s not that hard.” But she gave me some benchmarks for why it wasn’t that hard, how it involved a lot of painting (a plus for me), and how much simpler it was than learning Photoshop. That last one was key, because I’ve dabbled with Campaign Cartographer and it 1) felt a lot like trying to learn Photoshop, which I found to have a cliff-shaped learning “curve,” and 2) made me want to give up my worldly possessions and go live in the woods as a hermit.
So I took the plunge, watched a couple YouTube tutorials (D&D Breakfast Club’s tutorial 1 of 4 and Icarus Games’ video on transferring maps to Wonderdraft), and within 15 minutes I’d determined that 90% of what I wanted in a professional Unlucky Isles map was something I could do in Wonderdraft — and, like my friend said, it wouldn’t be that hard.
TL;DR: The new map of the Unlucky Isles
This map took me about 20 hours to make (including time spent finding assets and learning how to use Wonderdraft):
And here’s its predecessor:
I was worried I’d have to create every map twice so that I could take advantage of Worldographer’s numbered hexes, a feature not found in Wonderdraft. But Wonderdraft has a robust user community, and that community has created a tool to give you numbered hexes. I also realized that while I always build my maps with old-school hexcrawling in mind, 99% of my fantasy RPG play has not been old-school hexcrawls.
In fact, 99% of that play has been in games that would benefit more from a Wonderdraft-style map than an old-school hex map. I’ve also found that I’m not taking advantage of one of Worldographer’s killer apps, which is the ability to map the same setting at the world, continent, and more local levels (with automagical terrain generation and child maps). And when I can drop a hex grid on my Wonderdraft map, run an addon to number those hexes, and have the best of both worlds (no pun intended), that really seals the deal.
Whoa, that’s too many cities! And too many people
Redoing this map — and expanding it — in Wonderdraft prompted me to name a lot more stuff. While browsing r/Wonderdraft I came across a comment on a user’s lovely map about there being too many settlements (not a universal truth, but a salient point for an RPG setting), and that plus my own mapmaking made me realize that I had too many cities in the Isles. I’ve wondered whether the Isles were too populous ever since I started ballparking the numbers, but this threw it into sharp relief.
So, a reckoning. I wiped out all the labels I’d created on my first big “map day” (after jotting down all the names for future use), rolled up my sleeves, and tucked into some revisions.
I’m leaning on two sources here, and moving WWN itself to the background (because those numbers skewed high): Medieval Demographics Made Easy (MDME), which the ever-brilliant S. John Ross has graciously made freely available with a very permissive license (and, as such, is now hosted here on Yore); and a Medium post by Lyman Stone looking at the same topic through the lens of Game of Thrones. They’re in broad agreement, which is good enough for me.
Let’s start with approximate hex counts, not worrying yet about what might count as wilderness (except in the lone very obvious case):
Arkestran Dominion: 215 hexes not counting the Wastes
Yealmark: 41 hexes
Brundir: 420 hexes
Rasu Miar: 165 hexes
Mainland Kadavis: 133 hexes of Kadavis proper on this map
Meskmur: 115 hexes
Ahlsheyan: 225 hexes on this map
I’m mapping in 6-mile hexes, which contain roughly 9 square miles. Ross and Lyman agree that a medieval (~1,000-1,500, more or less) population density of 100 people per square mile was an outlier reserved for only the most populous, arable nations. At 900/hex that’s 1,100 people/hex fewer than WWN posits — and most countries in the Isles will be well below 100/square mile.
Ross notes that 14th century England had about 40 people/sq. mi.
Lyman notes that if you average the figure from 1,000 to 1,500 CE, Scotland had about 4-8 people/sq. mi. (and, disagreeing with MDME, England comes out to 11-30 people/sq. mi.)
Whichever stat you use, the country I tend to treat as my benchmark for medieval population figures — England — has a lot fewer people/sq. mi. than my original estimates for the Isles. There’s also the whole fuzzy consideration that while the average medieval European country was just rotten with hamlets and thorps and whatnot, so dense with settlements that you couldn’t throw a stone without hitting the next one over, worlds designed for D&D-style adventuring need blank spaces.
Just to get the ball rolling, let’s say Brundir has 40 people/sq. mi. (420 hexes, not counting any as wilderness). That’s 151,200 people. WWN and MDME would both put about 5,000 people in Brundir’s largest city; WWN postulates about 15,000 in cities nationwide. The next largest would be 2,500. Both of those are pretty small cities — in fact, MDME doesn’t even consider a settlement a city if it has fewer than 8,000 people in it.
So how about Brundir with a population density of 75 people/sq. mi.? That gives Brundir the following stats:
28,000 in cities
9,300 in the largest city
3,780 sq. mi. of territory (420 hexes)
1,575 sq. mi. of which is farmland (175 hexes, using MDME’s formula of 1 square mile of farmland supporting 180 people)
That feels more right to me than my initial WWN-driven population estimates. I don’t need to delve any deeper for the time being, but when I do this is the route I’ll be following.
Two things that have really been making Wonderdraft sing for me are Mythkeeper, a free tool which automates adding new assets (symbols, etc.) to Wonderdraft, and the Cartography Assets site, which is chock full of free and paid Wonderdraft asset packs. I fell in love with symbols pulled from old maps, so all of the forests, mountains, etc. on my Unlucky Isles map are drawn from historical examples.
For the sake of my sanity — and so that, if you like, you can create maps in this style — I’m recording some of the Wonderdraft choices and options I’ve used to create this map. Some things, like the map textures, are visible on a finished map when you load it in Wonderdraft — but many are not. Which of the seven sets of mountain assets did I use? What brush opacity did I color them with? That’s what this list is for.
In general, I’m always using brush #3 (the blotchy spray), and varying scales but usually 50% or below. All the names (Vischer, etc.) refer to assets or asset packs on Cartography Assets.
Mountains: Vischer or Widman mountains, #976035, brush opacity 1.0
Snowcapped peaks: Just paint the tips #FFFFFF, brush opacity 0.5
Volcanoes: Van Der Aa mountains, AoA Volcanoes Pencil smoke, #976035, brush opacity 1.0
Snowbound mountains (as in the Ice Courts): Paint the tips #FFFFFF, brush opacity 1.0, then add light squirts of #976035, brush opacity 0.25, just to break things up visually
Barren hills: Ogilby hills, #C8AD93, brush opacity 0.5
Verdant hills: Vischer regular hills (which are grassy/overgrown), so far only painted as forests
Forests: Vischer or Van Der Aa assets, with individual Vischer trees mixed in, #74A035, brush opacity 0.5; usually I add a few squirts of #2E6020, brush opacity 0.5, for variety
Deep Forests: #2E6020, brush opacity 0.5
Dead trees: Mix of default dead trees and Zalkenai’s dead trees, black, varying scales, #828864, brush opacity 0.5
Marshes: Vischer wetlands assets, with a few Widmer individual trees mixed in for variety, #37835E
Scrubland: Mix of Ogilby and Vischer scrub, #BAB26D, brush opacity 0.5
Farmland: Vischer furrowed fields, #BAB26D with a couple blasts of #74A035 for good measure
Broken lands: Popple hills, so far only used in the Atrachian Wastes so they were painted as dead trees
Vineyards: Vischer vineyards, a few squirts of #735B79, brush opacity 0.25
Snow-covered terrain: #FFFFFF, brush opacity 0.1, applied in single-click “squirts” with the widest brush possible for the terrain, aiming for a light, blotchy whiteness
Ruins/mysterious towers: Vischer ruins and monuments mixed with Van Der Aa towers, with Popple scrubs thrown in until it looks right; #828864, brush opacity 0.25, with a few squirts of brush #1 around it for blending
Weird obelisks: Vischer ruins and monuments; colored #828864, brush opacity 0.5 (So far, only used for the Thefaine in Aaust.)
Settlements: Custom Colors assets (included by default), #00000
Cities: Circle with dot in the center, 50% scale
Capital cities: Circle with star in the center, 50% scale
Raise/Lower Landmass Tool for coastlines: Roughness 2
Labels: Gentium Book Basic Bold (included), outline #000000 thickness 1 (except for bodies of water)
Nations: #B93841, font size 48, curvature 0.15, always horizontal
Cities, capital cities, towns: #B9B4B4, font size 20, no curvature, always horizontal
Castles, forts: As cities, but font size 14
Ruins: As castles, but curvature -0.2 instead of horizontal
Large bodies of water: #7EABA1, font size 36, outline 770C232C, curvature varies but always curved, orientation varies
Small bodies of water: As large, but font size 14 or 24
Rivers: #B9B4B4, font size 10, curvature varies but always curved, orientation varies
Major geographic features: #B9B4B4, font size 24, curvature varies but always curved, orientation varies
Minor geographic features: #B9B4B4, font size 14, curvature varies but always curved, orientation varies
I also like to mix in squirts of brush #1 (spray paint), 0.5 opacity, to blend the transitions between painted areas (primarily the default “not arable” beige and “arable” greenish-brown).
Non-English letters in labels
I’ve found that it can be handy (on PC) to have the Character Map app open for easy cutting and pasting into Wonderdraft labels. Every character won’t paste, presumably because my Wonderdraft font choice doesn’t include it — but enough do for me to get the job done.
And on the language front, Lexicity is another awesome resource for dead languages. It’s not as straightforward as Palaeolexicon, since it curates links rather than simply presenting dictionaries — but it has a lot of resources to offer.
Wonderdraft isn’t as simple as Worldographer. For the purposes of creating a setting using Worlds Without Number (paid link), it is 100% Too Much Gun. When I’m working on a setting, creating a polished, beautiful map is a step that becomes a vast gulf between me and producing actual gameable content, and it leads to abandoned projects. It’s the antithesis of WWN’s highly successful “never give up your momentum, never stall out trying for perfection” philosophy.
But at this stage, with a full cycle of WWN’s region creation and kingdom creation under my belt (as in, I could run a game set in the Isles tonight), and as I’ve already moved on to a second region of Godsbarrow, making a pretty map of the Isles isn’t a roadblock of any kind. I don’t need it, and it’s not holding anything up; my Worldographer map is perfectly functional for play.
There is, however, no substitute for sitting down to play and having a gorgeous map in front of you — one that raises questions, makes you want to explore, and makes the setting feel real. If you’ve ever opened up an AD&D Forgotten Realms product and unfolded one of those glorious maps, you know that feeling. I want that for Godsbarrow, and I hope my map succeeds at that goal.
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 the quick and dirty route for now, good enough for all practical purposes.
I haven’t named most of the islands yet, but a few points of interest jump out from this map:
In the northeast, the Arkestran Dominion and Brundir each claim half of one island.
In the south, not only does Ahlsheyan rule two islands just off the coast of Brundir, the two nations also dispute Slljrrn Isle, the holiest site in the Unlucky Isles (with Brundir controlling the significant half).
In the east, while all of Rasu Miar is part of Kadavis (with its mainland in the far east), a north/south split demarcates the boundary of “Kidav Taur,” a region that lost its bid to secede from Kadavis but which still asserts its independence.
No one claims Deathsmoke Isle, because that place is fucking awful.
The rad thing about those points of interest is that two of them didn’t exist until I rolled them on the historical events table in WWN and gave them a bit of thought (Slljrrn Isle, the divided Rasu Miar), and a third was planned — the island disputed by Brundir and the Dominion — but evolved into something interesting because of a roll on that same table.
Just like heaving the Unlucky Isles into existence in part one, the raw creativity required while developing historical events is taxing (but fun!). That’s why it’s taken me several days to finish, as I’ve been chipping away at it little by little. Anyhoo, on to the next question in the section “The Region”:
Make a sketch map of the region.
Done! Like, a bunch of times in different ways. Here’s the current regional map without borders but with all of the cities, roads, and region-scale geographic features in place (from part three):
Assign two important historical events to each group or nation.
WWN includes a d100 table of historical events, and I love rolling for stuff this important and seeing where it takes me. I chose my first event — Diplomatic Coup, in Yealmark — but rolled the rest (often rolling a few times until I hit one that resonated). Several of the rolls matched up perfectly with something I already knew about the Isles, so I took them as opportunities to develop my half-formed ideas more thoroughly — which in turn led me in new directions, as any good roll-driven development process should!
Diplomatic Coup: Thirty years ago, in payment for a staggeringly large contract, Brundir granted the two islands that now form the kingdom of Yealmark to the Nuav Free Spears (buying Brundir an ally and a buffer against the Dominion — not a bad exchange, really).
Power Brokers: Thirty-five years ago, the Nuav Free Spears swung the tide of a conflict between Brundir and Ahlsheyan over ownership of Slljrrn Isle, the holiest site in the Unlucky Isles. Control of Slljrrn Isle cemented Brundir’s preeminence in the Isles.
Mortally wounded, Slljrrn crossed the middle of the island, his tears causing a forest to grow. On its northern shore, he pulled the horn of his slayer from his chest and thrust it into the earth, causing a mountain to spring up. As he died, he slipped beneath the waves; there he remains.
Even in a place called “the Unlucky Isles,” Slljrrn Isle stands out as an especially unlucky place.
Loss of Confidence: The last major push to expand the borders of the Dominion into the Unlucky Isles proper ran headfirst into the Brundiran navy. Ordained by the wraith-priests of the Dominion, the Falling Blade of New Flame (the name for this military campaign) involved many conscripts from the Dominion’s southern reaches. When Brundir utterly crushed their fleet, allowing the Dominion to gain only a small foothold (the disputed island between them), many southern Arkestrans began to question the sanctity of the wraith-priests and the divinity of the Dominion itself. This slow-burning rebellion is still afoot, and building up steam.
Terrain Change: When Slljrrn died, the coastline near what is now the southern extent of the Atrachian Wastes was a lush marshland. The waters of the now-unlucky sea leeched into the marshes, spreading Slljrrn’s curse to the land itself — and creating the Atrachian Wastes, which then spread in all directions.
Desolation: The pall of smoke from the twin volcanoes of Deathsmoke Isle most often drifts northeast, darkening the skies over Rasu Miar. Ash falls from the sky; crops wither on the vine, or simply never take root at all. There’s less smoke some years than others, but over time this phenomenon has made whole swaths of Rasu Miar all but unlivable. The Miarans rightly blame Meskmur for this, as the sorcerers’ prayers to their volcano gods ensure the smoke never drifts south.
Secession: Kadavis has been exiling its criminals, ne’er-do-wells, and undesirables to Rasu Miar for at least 200 years. Condemned to live in a desolate, inhospitable place of ashfall and smoke, the Miarans have never been fond of mainland Kadavis. But 50 years ago, the southern half of the island (anchored by the three cities around the Sculn Hills) seceded from Kadavis.
The Kadavan army crossed into Rasu Miar via the narrowest point in the channel, in the north, paying and conscripting Miarans to form militia units and accompany them as they marched south. They crushed the rebellion, but because Kadavan society revolves around displays of wealth and power, and losing the ports and access to the inner Isles would diminish Kadavis, the army was quick to retreat back to the mainland.
The rebellion was never wiped out root and branch, and many southern Miarans maintain that they live in the nation of “Kidav Taur” (“KIH-davv torr”). The divide between northern and southern Rasu Miar, loyalists and rebels, persists — and Kidav Taur’s government in exile still formally asserts the region’s independence from Kadavis.
Twist of Fate + New Rulers: Twist of Fate says to make a positive event negative and vice versa, but New Rulers is pretty neutral — so I just made up what interested me. Thirty-seven years ago, the majority of Brundir’s ruling class — the Silver Admiralty, whose members were determined by a mix of lineage, merit, politics, and skullduggery — died within the space of a few weeks. Many of the deaths were supernatural in nature, and speculation abounded as to why — was it the curse of the Unlucky Isles? Sorcery from Meskmur? An internal coup through magical assassinations?
The new government, the Red Admiralty, proclaimed that Slljrrn’s curse was to blame and declared war on Ahlsheyan to wrest control of Slljrrn Isle, ostensibly to pray away the curse but really to cement their dominance of the region. Thanks to the aid of the Nuav Free Spears, this two-year campaign was successful and the Red Admiralty still rules Brundir today.
Like the preceding Admiralties, membership is determined by various means — though in the Red, plotting is the surest route to power. Each Admiralty chooses a color by which to be known.
Noble Strife: Seemed a little on the nose at first, but it actually makes sense and gives some texture to the current political climate. The Red Admiralty is strong, but riven with internal conflict: assassinations (generally unproven as such), planting cursed objects in rivals’ homes or about their person, compelling ghosts on the haunted moors to assail political foes, bitter disputes over how stewardship of Slljrrn Isle should be handled, factions split over going to war with Ahlsheyan to wrest control of the boundary islands from them, etc.
Plague: After Slljrrn’s death, a plague swept through Meskmur which killed a third of the population within just a few weeks. Divinations by the ruling sorcerer-priests found that the Red Twins, the gods said to inhabit the volcanoes of Deathsmoke Isle, could cleanse the plague. Marathon services, sometimes stretching for days, a frenzy of temple-building, and pilgrimages to Deathsmoke Isle ensued…and it worked. Worship of the Red Twins became the state religion of Meskmur, transforming the island’s society in the process.
And, as the sorcerer-priests later learned, giving them a powerful weapon to wield against neighboring Kadavis — in the form of the pall of smoke constantly emitted from Deathsmoke Isle, over which they exert some control.
Good Wizard: Long ago, the great wizard Volkias oel-Mesk (“voll-KYE-uss OLL-messk,” who was non-binary, with they/them pronouns) brought sorcery to Meskmur. They taught magic to two generations of Meskmuri before their death (reputedly at the age of 207), and those sorcerers rose to power and became the current ruling class of sorcerer-priests. Volkias explicitly disclaimed their divinity and refused to be worshipped as a deity, a request that has been honored ever since. Meskmuri revere them as a legendary ancestor — the person who turned Meskmur from a scattering of towns into a nation, second only to the Red Twins in their importance to present-day society.
Great Builders: Every major shipyard in Ahlsheyan is a holy place, built in reverence to the gods of water, wind, and stone, and over the centuries they have become massive, sprawling places. Part port town, part shipyard, and part temple, the shipyards of Ahlsheyan feature tall spires made of wind-worn rocks, twisting in unusual (though structurally sound) shapes; vast aerial “sculptures” composed of sails, kites, and flags; specially shaped vertical and horizontal structures which whistle and keen in the wind; sculptures shaped to capture and play with inrushing water from Dormiir’s unusually powerful tides; and thousands of runes etched on every stone surface.
Inefficient Rule: Ahlsheyan’s ruling triumvirate is chosen anew every time one member dies or is otherwise incapacitated, which often leads to instability and infighting. Compounding this, each member represents one of the three pillars of Ahlsheyani faith, and one always rises to preeminence over the other two — which shifts the triumvirate’s rule to emphasis tradition, opportunity, or impermanence.
For the past several generations, the triumvirate has been stable and dominated by the speaker for Ebren. With the triumvirate therefore dedicated to opportunity, Ahlsheyani policy and culture has been shaped by being “under the waves.” (Were stone or air dominant, they would be “under the stone” or “under the sky,” respectively.) But all it takes is one timely assassination to change this at any time…
Like a lot of Crawford’s work, the tech on display in Worlds Without Number is deceptively simple. The language is plain and the advice is straightforward; you could easily read this section of the book and think that it doesn’t look like anything special. But the proof is in the pudding: Guided by the advice in WWN, I’m doing the best, most coherent, most gameable worldbuilding I’ve ever done, and I’m having a ball doing it.
Next up are the last two items in WWN’s “The Region” section: relationships between groups (including what every group wants from each of the others, so we’re talking 30 relationships and 30 wants!), followed by assigning faction scores. Whether I do that last bit will depend on whether I’m going to start a second region or dive deeper into the Unlucky Isles, and I haven’t made that decision just yet.
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 sitting down and looking at my map again, I saw that I could expand my plan to have disputed islands — originally, just one or two between Ahlsheyan and Brundir — to include a Brundir/Dominion disputed island in the north. And I figured that Rasu Miar, while it’s part of a nation that stretches off the map (Kadavis, to the east), is basically an island kingdom — so that’s four, not three. I’m feeling good about all of that.
So this evening I tucked into finishing the regional map, which needs cities in order to match the example in Worlds Without Number, plus a few more non-major-but-still-sizeable geographical features, like scattered woods and whatnot, for visual interest. After adding some terrain where I planned to put disputed claims, and some more because I liked how it looked, I turned on grid numbers:
WWN presents some great back-of-the-napkin math for determining population figures, and then using those to back into number/size of cities, so I started there. I counted hexes by hand, ignoring the partial/ragged coastline hexes, and jotted down the ballpark population for each kingdom (or portion thereof which appears on the map, for the three that aren’t fully contained within the Isles).
Arkestran Dominion, 287,000: 215 hexes not counting the Wastes = 430,000 = 43,000 in cities, but the portion on the map is lightly populated hinterlands, so that’s too high. Let’s say 287,000 = 29,000 in cities = no capital city here, so one major city of 10,000, plus 19,000 in other cities.
Yealmark, 84,000: 41 hexes x 2,000 = 84,000 = 8,400 in cities = 2,800 in capital city, and 5,600 split between two other cities.
Brundir, 840,000: about 420 hexes x 2,000 = 840,000 = 84,000 in cities = 28,000 in capital city, 14,000 in second-largest city, 42,000 in other cities.
Kadavis, 248,000 on Rasu Miar, 266,000 in Kadavis proper: 165 hexes in Rasu Miar = 330,000 = 33,000 in cities, but the population is a little lower in this inhospitable place, so let’s say 248,000 = 25,000 in cities = no capital here, so 8,300 in major city, 4,200 in next-largest city, and 12,500 in other cities.
…and 133 hexes of Kadavis proper on this map = 266,000 = 26,600 in cities = no capital city on this map, so 9,000 in major city, 4,400 in second-largest city, 13,200 in other cities.
Meskmur, 230,000: 115 hexes x 2,000 = 230,000 = 23,000 in cities = 7,600 in capital city, 3,900 in second-largest city, 11,500 in other cities.
Ahlsheyan, 550,000: 225 hexes on this map = 550,000 = 55,000 in cities = capital city isn’t on this map, so 18,000 in major city, 9,000 in second-largest city, 28,000 in other cities.
That would make the population of the Unlucky Isles 2.5 million people. That’s roughly equal to the population of medieval England in the early 12th century, which seems like the right ballpark. I’m starting to get a sense for the scope of this region, which is exciting.
I view 2.5 million as the upper bound. WWN notes that wilderness hexes don’t count, and until I have some cities in place and have drawn in some major roads, I won’t know even roughly how many wilderness hexes are in the Unlucky Isles. So I expect those stats (and maybe the number of cities) to go down a bit, at least in some of the kingdoms. (And I should note that WWN doesn’t have all this population stuff happening for the whole region at this stage — I’m electing to do it now because it’s fun, and because it keeps my map grounded so it can serve as a firm foundation for ongoing development.)
But for tonight I’m calling it here — after a surprisingly time-consuming amount of math and fiddling with cities — because it’s time to play Fortnite with the kiddo!
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 the Notepad file I’ve been massaging and into WordPress. (I’ve learned that if I obsess over polish at this stage of worldbuilding, I get bogged down and never get much further. The raw fire of creativity is where it’s at!)
The Unlucky Isles
Name the region.
The Unlucky Isles, so named because the god Slljrrn (“SULL-jern”) died here, sinking into the sea and cursing this scattering of islands — and because the isles draw the ill-fated like moths to a flame.
An aside: names
Before I tuck into the next step, there’s some advice about names in WWN that I love and want to share here:
Conventional fantasy names tend to be random nonsense-syllables picked from the creator’s cultural phoneme stock, and places often end up as the city of AdjectiveNoun or the NounNoun river. While some of this can work perfectly well, it’s easier for the GM to pick some obscure or extinct real-world language known to nobody at the table and use it for names. Even if the words they use from it have no relation to what they’re naming, the consistent set of sounds and syllable patterns will help give a coherent feel to the work.
Worlds Without Number, p.119
That tracks with languages in Star Wars, which are (or were, anyway) often real-world languages not likely to be familiar to a primarily English-speaking audience; I’ve always thought that was a fun approach.
I decided to stick to dead languages. Palaeolexicon offers dictionaries of long-dead languages, and browsing through them was a lot of fun. In coming up with names, I used dead languages where it felt right, and made up my own bullshit everywhere else (because I do enjoy making up my own bullshit).
That shook out to dead languages for some names associated with three nations — Etruscan for Brundir, Proto-Turkic for Ahlsheyan, and Thracian for Yealmark — and made-up stuff for the other three.
Choose about six major geographical features.
Before this step, I started working on my map. I used Worldspinner to cycle through arrangements of continents until I found one that pleased me, and then switched to Worldographer Pro to build my hex map. (I’ve been using Hexographer, its predecessor, for almost a decade; both are excellent, and both offer robust free versions.) I can’t think too much about a fictional place without a map of it, so I’m jumping ahead a bit, WWN-wise.
Armed with my landform map, I jotted down my major geographical features, adding them to the map as I went:
Ulscarp Mountains, a range of jagged, snowcapped peaks in Ahlsheyan
Vykus and Vnissk, the twin volcanoes of Deathsmoke Isle
The Ockwood, a vast, dense forest in Brundir
Sculn Hills, a rocky region on the island of Rasu Miar, in Kadavis
Atrachian Wastes, a region of badlands and dead forest in the Arkestran Dominion
The Vorga Forest, light evergreen woods that dot Meskmur
This step necessarily bled into the next couple, as kingdoms, gods, and other elements of the setting popped into my head, were iterated upon, and got plugged into the other region-creation steps.
Create six nations or groups of importance.
Brundir (“BRUNN-dihr”), the largest and most central of the Unlucky Isles. Brundir is rich in natural resources, including timber and arable land, and boasts a coastline full of protected bays. Brundir is a mercantile power with a large and powerful navy. It’s also a haunted place and a breeding ground for strange creatures, thanks to Slljrrn’s lingering essence, and Brundirans tend to have a pessimistic streak.
Arkestran Dominion (“arr-KESS-trun”), stretching off the map to the north. A militaristic, expansionist elven nation, the Dominion sits atop an entire pantheon of dreaming gods and makes extensive use of the Wraithsea to exert their influence across Dormiir. The southern reaches, however, are lightly populated hinterlands dominated by the inhospitable Atrachian Wastes; the Dominion’s main focus is to the north…for now.
Meskmur (“MEHSK-murr”), a small kingdom of sorcerers on the southernmost edge of the Unlucky Isles, is a secretive, isolated place. By and large, the Meskmuri stay out of the politics of the Isles, and so Meskmur serves as the de facto “neutral ground” for moots, summits, and other gatherings (collecting payment and tribute in exchange). Temples and shrines to Jiur and Sarrow, the Red Twins central to Meskmuri faith, dot the island.
Ahlsheyan (“ahl-SHAY-ahn”), a chilly, windswept dwarven kingdom which abuts the Unlucky Isles to the south. Ahl dwarves are equally at home deep underground and plying the waves. The three pillars of Ahl society are wind, waves, and stone (representing impermanence, opportunity, and the past, respectively), and Ahl relationships are often tripartite (polycules, business ventures, etc.). Ahl “wind sculptures” — made of stone shaped so as to change in interesting ways as they are worn away by wind and weather, and not sold or exhibited until decades after they were first made — are famous throughout Godsbarrow.
Kadavis (“kuh-DAVV-iss”), in the east, is notorious for the raiders who populate Rasu Miar (“ill-fated land” in Kadavan), the island that marks its westernmost territory. Between the rocky Sculn Hills and the pall of smoke emanating from Deathsmoke Isle, Rasu Miar is a harsh place; outcasts, exiles, and wanderers who don’t fit into Kadavan society often find their way here. Kadavis itself is a prosperous, decadent kingdom composed of dozens of squabbling fiefdoms. Kadavan culture places great value on ostentatious displays of wealth and glory.
Yealmark (“YALL-mahrk”) consists of two small islands wedged between the Dominion to the north, Kadavis to the east, and Brundir to the south, and is the youngest kingdom in the Unlucky Isles. Formerly part of Brundir, Yealmark was granted to the Nuav Free Spears, a large mercenary company, some thirty years ago as payment for a contract. The Free Spears are disciplined in battle but run wild between contracts, so Yealmark is a strange mix of organized martial society and raucous revelry, and attracts more than its share of pirates, ne’er-do-wells, and adventurers as a result.
Identify regionally-significant gods.
Brundir — θana (“THAH-nah,” the forest; the versatility of trees) and σethra (“SHETH-ruh,” good fortune), commonly referred to as the Mast and the Sail (the strong, well-made foundation that enables you to catch the winds of good fortune, taking you away from the ill luck of the Isles).
Etruscan is my source for some Brundiran names, including special characters like Sigma and Theta (used above).
Arkestran Dominion — Taur Kon Drukh, the Ceaseless Flame, who burns away the threads of fate woven by other gods, and soothes the slumber of the old pantheon (ensuring the Arkestrans don’t lose access to the Wraithsea).
Meskmur — Jiur and Sarrow (“JEE-oor” and “SAH-row”, the Red Twins, believed to live inside the volcanoes Vykus (Jiur) and Vnissk (Sarrow) on Deathsmoke Isle, and venerated in large part to keep them there — and away from Meskmur itself (ditto the smoke, which most often drifts north instead of south, fouling the air over Rasu Miar).
Ahlsheyan — Kōm (“COMB,” wind, impermanence), Ebren (“EHB-run,” waves, opportunity), and Iāka (“ee-YAY-kuh,” stone, the past) are the cornerstones of Ahl faith and society.
Proto-Turkic is my source for some Ahl names.
Kadavis — Iskuldra, the Golden Mask (“iss-KUHL-druh,” wealth, glory, recognition), principal deity in a pantheon that includes over 200 “small gods” (other aspects of prosperity, commerce, fashion, etc.) who are venerated in its many fiefdoms.
Yealmark — Pays obeisance to Brundir’s principal gods, θana and σethra, but also to Bruzas (“BROO-zoss”), the god of blood and revelry from their original homeland, Nuav (whose symbol is a blood-filled golden bowl).
Thracian is my source for some Yealmark names.
Many islefolk also pray to Nsslk (“NUH-sulk”), son of long-dead Slljrrn, who sleeps beneath the waves in the Unlucky Isles, in the hope that their prayers will keep him from dying — and thereby further cursing the Isles.
Make a sketch map of the region.
Mapping advice is scattered around the worldbuilding chapter, and doesn’t perfectly match the book’s setting, so I did some head-scratching and came to my own conclusions. WWN recommends a square 200 miles on a side, with 6-mile hexes, for the region map — but the example in the book is more like 300 miles x 360 miles, and I liked its size. So I went with 60 hexes by 50 hexes (widescreen monitor-shaped, not book page-shaped), for a regional area of 108,000 square miles.
WWN notes that rivers and (optionally) large lakes/inland seas come next, and to make logical rivers I needed to add some mountains and hills to my extant map (and fiddle with some of the existing features, too). That plus country labels gave me the map I used to open this post:
Worldographer has a really cool feature called Child Maps that auto-generates a version of your current map on a different scale, with a number of hexes per parent-map hex that you determine. For example, I can take the Unlucky Isles at World level and step down to Continent level with 6 hexes per hex, and Worldographer will spit out that massive map.
WWN’s process doesn’t have you adding cities and other features to your kingdom-level map, but major features do appear on its example map. I want to see more detail than I currently have on my region map (at 6 miles/hex), so my next step will be to add cities and features to this map. (If I were about to start a campaign, I’d probably set it in a central region of Brundir, generate a 6-hexes-per-hex child map, and add villages, caves, dungeons, ruins, and so forth to those 1-mile hexes.)
I’ll do that as part of answering the three remaining WWN questions about the region — and in another post, as this one’s already massive!