/wbg/ World Building General

/wbg/ discord:
discord.gg/ArcSegv

On designing cultures:
frathwiki.com/Dr._Zahir's_Ethnographical_Questionnaire

Mapmaking tutorials:
cartographersguild.com/forumdisplay.php?f=48
www.inkarnate.com

Random Magic Resources/Possible Inspiration:
darkshire.net/jhkim/rpg/magic/antiscience.html
buddhas-online.com/mudras.html
sacred-texts.com/index.htm
mega.nz/#F!AE5yjIqB!y7Vdxdb5pbNsi2O3zyq9KQ

Conlanging:
zompist.com/resources/

Sci-fi related links:
futurewarstories.blogspot.ca/
projectrho.com/public_html/rocket/
military-sf.com/

Fantasy world tools:
fantasynamegenerators.com/
donjon.bin.sh/
watabou.itch.io/medieval-fantasy-city-generator

Historical diaries:
eyewitnesstohistory.com/index.html

A collection of worldbuilding resources:
kennethjorgensen.com/worldbuilding/resources

List of books for historians:
reddit.com/r/AskHistorians/wiki/books/

Compilation of medieval bestiaries:
bestiary.ca/

Middle ages worldbuilding tools:
www222.pair.com/sjohn/blueroom/demog.htm
qzil.com/kingdom/
lucidphoenix.com/dnd/demo/kingdom.asp
mathemagician.net/Town.html

Tell us about a city in your world that you particular like. What makes it special, what makes it fun, and what sort of adventures have you had there?

Other urls found in this thread:

donjon.bin.sh/world/
saffron-seas.wikidot.com
anyforums.com/
twitter.com/NSFWRedditVideo

So the second largest city in the section of the world that I run in is a sprawling port town that is generally regarded as the Gateway to the West due to its spot as the major port that's been established there and now also its direct access to the railways that are begin to stretch across the West. But Port Marston itself predates the real frenzy of colonization as well as the recent surge in magitech that happened in the wake of innovation back home. Over a hundred years ago, it was just a tiny dot of civilization on the very edge of the known world that was primarily only home to explorers and and a few soldiers who kept the site safe. Originally settling on a small island in the mouth of the Fodina River, the fort that stood there was just about all there was to the settlement.

The fledgling community continued to grow steadily and settlement on the riverbank itself cropped up. Conflict with the natives led to a great deal of bloodshed and eventually the razing of the nearby Boar settlement atop a great earthwork mound. Eventually, the drive towards settling the West picked up in full after the Unification Crisis was ended and vast stores of a valuable magical material were found to be waiting for exploitation in the West. The population of Fort Marston exploded overnight, and the city today is a teeming metropolis.

New Sicaler
>Elven capital
>Founded during Elven invasion of the Eklor region
>Largely situated inside of the region's mountains
>Slums of the poor and non elven inhabitants outside of mountain
>Vast airship hangars protected by magical forcefields
>Great stone organs carved from the mountains themselves in reverence of the god of music

I don't like the thread question.

Space Magic; Working as Intended. Unless you're trying to go really hard into the details of its existence, just make sure that you have a reliable set of functions so that it isn't just "it does this because I need it to do this." It doesn't support game settings very well.

That isn't accounting for players actually having to use them. They should be reasonable to pronounce, period. And if they aren't, then you should really be using a bastardized form. You can specify that it is not it's real name, but that is still what people call it.

However, you can follow the rise of the city by looking at it and its make-up.

Old Marston is a real shithole of gangs and industrial factories that holds historic value but now only holds the residence of one of the city's founding families -- and they're heavily involved in the city's shadows. On the mainland itself, North Point is defined by its walls: the inner set which once protected Mainshore, the first settlement after Port Marston overflowed the island which is now a haven for old money sorts and the outer set which protected the settlement as a whole before the population boom. Most of the city's municipal buildings are here, built when the population had stabilized before the boom but after the destruction of the nearby native settlement. The Midlands stretch along the southern bank of the Fodina east of North Point and primarily are just docks, warehouses, tenements, and some businesses. The Heights is the most expensive section of town, rising from University Hill down to the Governor's Mansion atop the old native earthworks, having attracted the wealthiest of Port Marston's newest arrivals and caters towards townhouses and mansions, entertainment and dining, and the various shops which tend to the frivolous wants of the elites. Across the Fodina, North Shore is home to the territorial authority's garrison along with the sea-faring ethnicity that are the second most common group in the city. And then there's the East End which has sprung up lately as the city outgrew its walls.

Especially after playing around inside the city for a while, my players have come to be able to get a decent feel of the city. They understand that a trip to the Heights requires a lot more finesse and bathing that going to track down a lead in the Midlands, and that a dinner with a mob boss in Mainshore carries with it a very different feel than in Old Marston.

>Tell us about a city in your world that you particular like.
pic related

>What makes it special, what makes it fun?
It is the best pun I have made that isn't in the region names

pic related is my favorite visual pun

While formal zoning might be a modern concept, services and trades did tend to cluster in ancient and medieval cities. Not only do related professions themselves cluster (a legacy that can still be seen in the streetnames for many old European cities), but this or the presence of a large institution such as a palace or major temple creates a demand for suppliers and services in order to support the headlining activity. Further, the vast majority of people live at or very close to their place of work so a major employer will characterise the population of the area, and all those workers themselves need food, lodging and support services for their daily lives. All this combines to mean that given areas of a city will end up dominated economically, socially and perhaps phsyically but a given activity and it's structures along with associated services. Not all professions will cluster, every neighbourhood will have it's own baker for example but it's a good starting point and even then you might find a greater concentration of bakers in proximity to other food-related professions.

Taking the example of your theater district, depending on the size of the city it can probably only support a small handful of large permament theaters. However those theaters will need things like costume suppliers, prop and set builders, schools for performers, and vendors of food&drink for patrons. It would be quite likely that the area becomes the main entertainment hub, with suppliers and performing spaces for muscians, poets, singers, dancers, comedians, circus-performers, blood sports as well as taverns, gambling dens and brothels. The two or three theaters are by far the largest individual establishments and give their name to the district but the actual scope is much wider. Other areas will of course have entertainment or food/drink but this is where they are concentrated.

I'll give a quick rundown of each of your listed districts and then suggest a few more to consider,

If I wanted to do a setting inspired by the idea of magical art, of all kinds from writing to music to painting, any and all kinds of art, what kind of aesthetic could I go for in terms of cultural "window dressing"? In other words, what kind of culture would be a good identifiable look for a world where art is magic? Ive seen a "Shakespearean" look from both the existing game Agone and from other worlds with a similar theme as an idea, but Im wondering what else there is. Renaissance Italy isn't an option but would have been my first choice. The detsils of the world dont matter yet snd will probably be further defined by the aesthetic, but the key here is a culture that people can clearly identify as one tied to the arts and could be a world where there's magic.

Caveman paintings
Egyptian hieroglyphs.
Islamic geometric patterns
Christian stained glass

That's almost too blunt to be considered a pun.

But I still think you should use it. After all, one of the most popular and influentia media franchises out there has a sequence of villains named Cooler, Freezer, and King Cold. You can really get away with anything.

>You can really get away with anything.
you bet your ass I can

A temple district is very unlikely to be the only area with temples, and small shrines will be scattered across the city. However something similar to the Acropolis or other sacred space with a very dense concentration of temples, or even just an area where the largest and most important religious structures are located is quite possible. These are big, monumental structures, and the most important are centered in sprawling complexes that are much larger than just the iconic main building. There are lots of people directly employed, the institutions tend to be very wealthy even if some individuals are ascetics and they tend to require lots of expensive supplies and services. Naturally the professions that offers those services will cluster around this area even though smaller temples are more evenly distrubuted. Even more than theaters, the grandest temples are giant edifices that phsyically and economically dominate the space. A large number of specialist and otherwise diverse trades could cluster in the Temple district to be near their primary clients, from incense traders to scribes and stationary suppliers to sculptors, and the precise make-up will depend on partly on the requirements and tastes of the temples and partly if a given profession better slots into a more specialised district (which I'll cover in a bit).

A military district will be very variable depnding on the nature of the military. But a major barracks, training yards, equipment suppliers (not just weapons and armor), possibly military-focused stables and associated trades (harness&tack, farriers, vets and so on) and entertainment, food and lodging for the soldiers seem plausible. For a very organised military some of those suppliers may be located in-house at the barracks or fortress rather than seperate businesses.

A logical addition would be a docks district. For a seaport you would have the phsyical docks, warehouses, ship chandlers and services catering to the sailors so it would either be located near the theater district or be a secondary entertainment hub (possibly with a rougher tone) in it's own right. Between the sailors and an army of longshoremen the area will have a lot of probably single young men which will have a large effect. A river port would probably be more spread out along the banks and have less in the way of entertainment and lodgings due to the lower number/shorter stay of riverboatmen compared to sailors but it would be the centre of supplies for the swarm of small ferries that transport people if the city is on both sides of the river.

A city focused on land trade could have a district with caravanserais or equivalent as the central buildings. Alongside the usual visitor-focused lodgings, stables and animal related services (possibly partly located outside the walls), travel supplies, warehouses, and hiring on points for caravan staff (porters, animal handlers, guides, guards and so on). This could be rolled into the market district but it could also seperate.

As I said, trades and professions tend to cluster. While the dyers, weavers, tailors, cloth merchants and embroiderers probably only have a street or two each, together they could form a textile workers district. Related professions will be near each other and suppliers near the trades that form their primary clients. What craft-related districts your city will have of course depends on what is practised and if the city has a particular specialty.

The market district may have the main markets and bazaars but a particularly important craft the city makes rather than imports, or very high-value niche products, might be sold in more specialised markets located in the relevant district.

Crossbows or flintlocks?

Both?

Depending on the cultural importance, economic size, and other relevant developmental aspects the hard part about districting a city is that while, yes, often things will co-locate, that doesn't account for any bureaucratic influences (i.e., zoning) which is prone to develop the larger a city becomes (albeit not in all cultures, Europe liked to just shit out new things wherever and however) or the fact that having "THE Market District" is only logical in small settlements. More niche areas defined by something rare might have one, but if you look at many cities while they are compartmentalized, many areas will overlap in their purpose for any variety of reasons.

So it is possible that you have "THE Theater District" but it is much more likely you will have the "Upper Theater District and West Theater District" or some other distinction as you have minor areas serving different cultural (the noble and wealthy theater patrons are going to invest in not being neighbors with the theaters of ill repute.

Obviously this is all under the influence of scale, but if you are to the point where you are slicing out districts you're probably going to have at least some that are more complex. Perhaps only one Temple District, but you might have three Port-and-Cargo Districts if you do a lot of maritime trade. Districting out a city without accounting for a wide array of socioeconomic considerations is liable to make it feel very manufactured. But if that is the goal, run with it and have that be how the culture does city planning, but note that if one industry booms and it has nowhere else to grow you will have some level of unrest.

Embrace American Abstract Expressionism and have a little fun with it.

I actually want to save sort of a Islamic thing for another world, that specific icongraphy for Christianity is out weirdly enough (though its an awesome aesthetic), caveman times is a little out of range of what I was envisioning and also not necesssarily a time period or place I think people associate with "art".
Thatd be a tough swing to do as a whole aesthetic and make it work for what Im trying to go for, but Im sure that kind of art will be present. I didnt plan on staying super true to the particular time period's style just because its more fun seeing some crazy stuff like Picasso that people think of when they think "paintings". I just need an aesthetic to ground designs in. I actually did a little searching too and Im liking French, though I dont know anything about old timey french fashion or architecture or anything. Id have to research it.

The capital of the Darsinian Empire is pretty fun. Its basically a mash up of art deco new York meets fantasy city with giant towers holding noble houses and built with that semi gothic style to serve as tributes to ancestors while arcanic trolleys trundle below and skyships dock overhead. It has its rough spots and seedy locales but is generally safe from the tribulations of the frontiers. Being cosmopolitan even elves walk the streets along with humans and dwarves.

I dunno. Bold colors and high contrast of erratic and controlled patterning, form, and composition is really not that hard to work in as the cultural dressing around what is essentially a world with magic as expressionism.

Unless you dig deep into making the art-magic rules-based (at which point it may as well be writing systems instead of art) I don't see how American Abstract Expressionism would be hard to swing as a cultural aesthetic. Maybe not your thing, sure, but not difficult.

Hmmm... im not sure how explain, but I think the difference is exactly what Im looking for, and thats my fault as I'm not sure how to put it. I think you can make a world that invokes that style of art, but what I was looking for was sort of a culture or aesthetic that people can look at it and go "yeah, okay, that looks like a place where art (in a general sense) is important", but it would encompass all kinds of art. I wouldnt want the world to be about one kind of art in other words. I also think that era is a little more modern than I was looking to go. It could probably be pulled off though.

One of the other anons last thread mentioned foreign quarters, the ancient or medieval equivalent to Little Italy or Chinatown. A large and distinct group could well form it's own district. These will have their own support services catering for the group, possibly being physically walled off and operating under it's own laws seperate to the rest of the city. In any case, these area will tend to focus on merchant trade (maybe having their own docks and associated services for their ships and sailors) and/or particular specialty professions or crafts as their economic niche

It depends on how rigidly you want to define those districts as being and how detailed you want the city map to be. The other big consideration is of course how large a "district" is, but from anons post in the other thread it seems they are quite large to the point where the headline act is merely the most distinctive rather than sole activity for the area.

Yes, certain things will be duplicated but having given areas characterised by important buildings or clusters of activity is not unrealistic. I do mention that a suffciently large settlement will have multiple markets, but referring to the area where the largest are located along with trade offices, major guild halls and other economically-related civic structures as THE Market District is not unreasonable even for a large city that supports a multitude of smaller specialty markets located elsewhere.

For something like a theater, I do think it more likely to talk of a district or at least neighbourhood that forms the focal point for thespians, even if there are theatres catering to other clienteles elsewhere. Although you might have the theater district house the more respectable permament structures and the truly low class troupes perform on temporary stages or just public squares. Multiple distinct theater districts would need a gargantuan city or an extremely avid public in order to support them.

So you are looking for an existing setting to pickup wholesale, not a vertex to expand a unique culture out of? Because that's a totally different question. And I guess that didn't come across to me in my first few readings of your query.

Any one know of map maker that lets you make a world that has separate continents? Donjon would be perfects and it only lets you make a map in any view but all it makes are 1 giant super continent

donjon.bin.sh/world/

And I should have said an auto fractal mapmaker that lets you save the code and make maps of the same world in every view

>having given areas characterised by important buildings or clusters of activity is not unrealistic
I don't disagree. My point was that there are lots of cultural and economic reasons you will run into distinct areas which hold the same or similar purposes at their center. So unless you can generate a cultural and economic reason that there are small markets in some districts but only one is known for being The Market District, why is it known for markets if every other market in the city is known for other notable structures/institutions? If it's known for a particular market why isn't it named after that market? Usually most people refer to "the market" as a colloquialism for a social known place of commerce. It is just very important to ask /why/ something is so broadly named. If it doesn't stand to scrutiny it should probably be adjusted as such.

>For something like a theater . . .
I've lived in a /lot/ of theater towns. With playhouses and theater companies and centers for the arts. Generally they don't have substantially overlapping footprints and almost always certain parts are known for being higher class and others for being not-so-higher class. But that also depends on their cultural importance.

My point is not that you can't have a city that only has one district of each variety which is blandly named after that broad expectation from a singular or small group of buildings. But that is something you have to consider. Most cities won't identify districts like that on the regular, either. So perhaps utilizing "Theater District" as a sub-identity for "Bullview" and "Morning Hill" while "Market District" is a sub-identity of "Red Rock Square" as those are more rational to the way places are named. For example, of Seattle, WA 127-ish neighborhoods/districts/etc. 2 are "[Descriptor] District." University and Industrial.

Regarding the terminology I would agree that bland descriptors for every single district is neither particularly interesting or terribly realistic. However the original point was to help an user plan out a city, and they do the job as concise summaries of the main features when we have no knowledge of the actual culture in question. Hopefully the end product would be more in line with what you are describing.

Fair to say. It is just that in my experience ensuring you have the broader strokes of settlement development it allows you to go into it and create something more lively with fewer revisions. I will admit sometimes I forget the trees for the forest. I get a little too passionate about arbitrary-organic developments. I am curious how the original user will feel coming back to this discussion, though.

Need names for a few concepts from a setting I'm working on, and how they sound in general. It's a "dark fantasy" setting that doesn't take itself too seriously and dials the fantasy up pretty high compared to verisimilitude.

Humans generally have to go to great lengths to gain magic, as all magic comes from heavenly fire, and humans are lowly creatures made from earthen dust. One way to do it is to bind devils in contracts, Bartimaeus Trilogy style.

The biggest badasses and generally most significant individual figures of this world are devil-binding knights who create a kind of spectral, techno-organic power armor from a bound devil. It mimics their body movements and merges their minds. I'm not sure what to call these guys, or what to call this "technology." Devil-mail/maille and Hell-mail/maille come to mind for the "tech."

Call them Hellweavers. The tech is called Hellweaving, and the suits are Hellweaves.

I have something i have been struggling with, and i don't know how to go about it:

How I actually go about including the high-level concepts of my world into actual play?
How do I introduce things without exposition-wanking?
How do include all the neat little details I've thought up?

Publish your setting and pray it gets super famous and shit.

News articles, rumours, and item lore.

In your opinion is it acceptable to literally have a "here be dragons" on your map?

Objective author-point-of-view maps? I'm not a fan of them.

In-universe maps "created" by a person in the setting? Absolutely. A map made with this conceit has basically no limiters whatsoever.

Quite fond of 'em, though obviously you as the creator/DM ought to have a decent grasp of what is actually waiting in this unknown lands.

I'm the fag that posts about his Wild Western Fantasy game and great stretches of that continent are still uncharted. But I still know what's happening down there, I still have a solid grasp on the geography, and even have rough sketches about it.

I know it's in every OP, but does anyone here actually use the Temple library?

Alright guys, I need some help. I know this is mostly a fantasy general and this is very much a sci-fi question but I I can't figure this out and I'd rather come here than Veeky Forums

Let's say god made a sphere several lightyears in radius out of some impossible material which would hold its shape but overall have such a density that the gravitational force exerted on the surface would equal 1G.

How would you light the surface of this megastructure such that it would have human comfortable livable conditions all or nearly all around (assuming god also gave it a perfect atmosphere of course).

The obvious strategy of "there is a megastar near the megastructure to scale with our earth and sun." But this would require either the mega-structure to be spinning or the megastar to be orbiting faster than light, or both, which creates all sorts of problems.

Other ideas I'm not sure of:
>One pole ejects superheated metal droplets which arc over the surface of the sphere to be pulled in on the other pole, serving as some kind of heat sink for the sphere itself and its mysterious functions while also heating the surface of the planet in intervals.

>There is a roof over the whole sphere, an eggshell second sphere, with built in lights.

>Something with magnetism and aurora?

>Billions of orbiting stars

>psyche people live *inside* the sphere, gravity is spin, and the sphere's center contains a sun and the atmosphere thick clouds.

But I'm not super happy with any of these for various reasons, either plausibility or just how fun they feel. Any other ideas?

>Something with magnetism and aurora?
Being surrounded by some kind of cosmic cloud that has an eternal chemical/physical reaction that emits light at certain spots at certain times sound cool to me.

Personally, if I did something like that, I'd have the people living inside the sphere but have several stars inside. Light years is far too far for a single star. Not all of the area would get covered, though, and you'd have to deal with orbital shenanigans. It would be tough to work out. And it would be spinning at, like, .1c.

Auroras could be cool too.

That said... Why? If it's "light years in radius" it's almost certainly too big for any purpose I can think of. Heck, a Dyson sphere just 1AU in radius is already over 500 000 000 times more surface area than the Earth. For all intents and purposes that's already effectively infinite. Unless I suppose your world focuses on people not from the sphere discovering it and trying to puzzle out why such a thing would exist.

Make the sphere itself emit light in pulses that travel the surface slowly creating day and night by turns. Make the cold sections slightly cooler, the lighted sections slightly warmer.

Also, why light years? That's almsot big enough to encompass the local trio of galazies.

>For all intents and purposes that's already effectively infinite.

>read this
>looks wrong
>realize I've been on the 5chan too long because expecting for all intense and purposes

FML

>galaxies
Our closest star system is about 4 ly away

Yeah that's the idea. The setting takes place some time after the technological singularity, and the singularitarian humans are a Kardashev type 3 entity indistinguishable from god. No one with a perspective the audience can follow understands what they do, how, or why, but they clearly still have some use for massive amounts of energy (or had use for and simply didn't clean up after) and the megastructure described is assumed to be a galactic matrioshka brain.

The persepctive / playable characters are all non-singularitarian humans who weren't down with giving up their humanity (or depending on your perspective, committing suicide to create a godly clone). The singularity humans are basically still benevolent to their still mortal counterparts, and made sure to construct their absurd bullshit in such a way that would still be usable and nice for the fragile things. At their point of power, scale doesn't mean much, so when containing the energy of the galaxy into one shell they went ahead and made the surface a big home for humans.

From a meta perspective, the absurd size does have some benefit in that, while a normal dyson sphere is already plenty enough room, it's a mappable amount of room. A galaxy sphere would require fleets and fleets of auto-mapping drones many millennia to fully discover everything. That sense of mystery still *technically* within travel without a spaceship is something I'd like the setting to possess. Further, the ridiculous scale and power of the post-singularity humans is an integral part of the setting as a constant reminder to the relevant characters of what they could become anytime they give up on seeking meaning in mortality.

And thanks for the input

New Yoorla

The capital of the nation-state of Yoorla in the new world. The State encompasses an area geographically similar from Chicago (and the Great Lakes to New Hampshire with Virginia being the bottom-most portion.

One of the First Cities of the new world it has a wide array of historical buildings as well as modern ones and uniquely is dual layered with an underground portion of the city as the top part of the city is built on top of a part of the Underdark closes to the surface so the area has a population made up of Humans, drow, Dwarves and spatterings of other races.

Another major aspect of the city is being the headquarters of the Yoorla Transit Authority which manages the many many miles of Rail that circumvents the entire nation and has stops on the major cities with road systems going to smaller towns. The Transit Authority is strangly insular and secretive with employees usually being family members and few new people being hired directly but this is just an aspect on top of the other supernatural stuff that is present in new Yoorla and all the other cities.

First part of the ethnographic questionnaire completed for my fifteen main nations, hooray.
Only took like six hours with all the research I had to do into natural resources and wildlife.

As a fellow Wild West Fantasy builder, good on you, senpai. Sounds pretty great, and I dig the dual-nature of the city.

How's that map coming along, son?

I wish I could hand draw maps but my arthritis completely prevents me. Can't hold a pen, brush or anything for more than a few minutes.

Felmantles
Demonlords
Hellsmiths

yes, totally
my favorite spots on any map, you glance them and wanderlust starts seething in the blood

aurora would my first idea
blahblahblah neutron star in the middle blahblah neutrinos blahblahblah glowing gas

alternatively you can place it in some area with massive star density (e.g. galactic core) and give the sphere multiple debris rings, flowing along magnetic force lines. basically as the sphere spins, every given area of the surface is alternatively revealed to the full glory of star-covered sky and obscured by another massive debris ring

I took a break. Burnt out.

learn to draw with your feet?

Oh, you know. Like I've been saying for the past two years, slow and steady.

I-I'll start any day now.

I don't need a map, I blew up my world.
Obviously I do have a rough map so I can still make sense of things and develop the history

Polished up my lakes and rivers but I continue to be a photoshop scrub

Please shame me into stopping procrastinating and continuing the work on my setting.

I'm stuck because I can't think of a good way to map political boundaries in 3D space onto a 2D map. I like maps like pic-related, but they don't really make sense - why can't you nations on top of each other, or intertwined with each other depending on who owns certain planets? But how would show that without making the map a confusing clusterfuck?

Don't use borders, make each faction a sorta-kinda constellation?

Provided factions don't intertwine TOO much, it should be readable enough.

I will fuck your mom if you don't start working within the next 12 hours.

Because spiral galaxies are relatively planar.

I need some help with my setting again /tg
I don't know what would be a cool name for my capitol, I was thinking of spoofing Prague, or just making up my own. It is the current Imperial Seat of the Holy Republic. nor do i know what the name of my Not!Charlemagne should be. My first instincts are to name him Karl, because thats the German version of Charlie, but a certain very popular grimdark setting has done the same. Im wondering if i should double down, or explore other options.

Also working on the Prayer of Mankind

"Faith & Fellowship Our guiding light,
To save us from the dark of Night,
Through strength of Arms & strength of Heart
...something something something"

Call him Bob

No, not Robert. Bob.

King Bob I

...That actually sounds really cool, user. Well done. It's not often that I see an idea that's both novel and good. I would definitely consider using that sort of setting. This for a game? A book?

If you've got society to the point where taking over and/or colonizing an entire planet is feasible, then the boundaries make sense. The galaxy is more-or-less 2D, anyway.

If you haven't, if each planet has multiple factions with settlements on it, like one of mine does, it's another matter entirely. It's feasible to do it with bars of different colours, but it can get unwieldy. That said, if your factions can't really colonize or take over an entire planet, they're probably still early in their development as an interstellar force. So, for mine for example, I map out the planets, but then in the planet's description I have listings of each major settlement/faction on each planet.

...and Honor of the Knight."
or
...and Valor of the Knight."
or
...and Codex of the Knight."
you get the drift

call the emperor Magnus
as in Charlemagne minus Charle

More-or-less finished, though I can always change my mind later on.

>that curl up at the bottom

I demand halva to be represented

I don't see neither nougat nor honey

Nougat's up north in The Rocky Road

Mil'kenoni is to the west of the Ru'kendi Mountains, on the shores of the Sa'karine Cove in the Microwave Sea

fucking this

did some light handyman fixes and my hands have felt like potatoes for days

the worst part is I go to game night and cannot shuffle, deal or pick up components. luckily drawing is done in private so nobody has to watch me.

your setting is garbage you might as well just abandon it

You're going to die and no one will ever know you, your setting, or anything in it ever existed and no one will weep, not even you.

When you are laying on your death bed about to breath your last breath, only you will know how much wasted potential you failed to put down into paper, and only you will care about it.
Worldbuild, user.
Do it for you.

Wow

Why Bob?
I was thinking of finding an old version of Chad though...

why not bob

Fucking user, thinks we care about his settiing enough to shame him into working on it (hope this works for ya)

Appreciated. I've been imagining what my !US would be like without copying the US proper. So far aside from Yoorla the country south of it I've called Calypso is basically southern part of the US so plenty of swamps, voodoo and all that shit, a moutain range that cuts through both countries from the north so the mid west is a desert/plains hilly cold area and then the west coast is all various city states

Cause Bob is shit tier naming, user

Maybe Lotharic the Uniter?

>he doesn't want the ultimate power in the realm to be named something hilariously mundane like Bob or Dave

>Cause Bob is shit tier naming, user
Yeah, that's the worst.

Can you imagine if some random guys name George, Tom, Ben, and John became revolutionaries and doomed the world? It would be fucking silly.

>Lotharic the Uniter
>not shit-tier naming

Bob is a little too "look guys I subverted it" for my tastes, but Lotharic the Uniter is definitely worse.

Robert > Bob
George >Georgie
Thomas > Tom
Benjamin >Ben
& John are fine names. They are proper names. Nicknames are not.
That's why it's Charlemagne the Great, not Chuck the Pretty Alright

So what about Pepe the Dank?

That'll be Lord Kek to you, mortal.

>Chuck the Pretty Alright

WIP setting, but would appreciate anyone wanting to give it a gander.

saffron-seas.wikidot.com

>no use of the top menu
REEEEEEEEEEEEE

Both of these are awful.
I'm not looking to meme the fuck out of my setting, but I'm also not going with the other one.
I'm trying to make the most idealized, yet engaging Not!Europe. So no Bobs & no snowflake names. I'll probably go with Karl Magnus it sounds real & mimics the original name Charlemagne the Great (though I kinda like "Uniter")

Would Magnus be a good title to use for the Emperor? Kinda like Kaisar/Caesar?

>not going for Uther Pendragon and realizing that Pendragon was exactly that, a title for Chief of Warriors, and the dragon motiff came from him witnessing a dragon-shaped comet that definitely doesn't have analogues to any particular comets in any other particular gritty fantasy Europe

He's English. I might do something like that for Avalon/Albion

Ag gob og bip gebapig pip? Obappib ob pap opig gopgab pag. Pigpeb og ug big bap bugubobab! Gap obgigbag peb bebubpepgab igab pip. Bopbog gip opbub ipgop gagpig. Bobbop gep. Bag ubeg buppeg ip bug gepbugbeg. Epbog ibig up gubap pigpig gub ap bopagbag bogeb abgap papbeg. Gab pap bob . Ab pib ub ug bap pegbibab? Bobgeb pib eg peb bibibgipgub gig gib ? Ip gep bopgugpabup up upgebbub gebbag. ubpupop gap pig ob uggegebbap. Pigpup pogbig beg geg ogeg pugbebgeggug. Pigpug gabpeb bepop pobpepap bipbebbibop. Bippab gib ub bebag? Pig bap pap gog igbappob ab. Obpopgug ib bob pep pob. Babug bebgupeg ugibgagpugug pibiggog pabigpib geg gepegbig. Og gebig ig ebup ip bug ogapobpub bub. Gog up. Gub ib bobbag. Pupgob gibpeb gugbag pab pip ab. Begap ubbob bop ebubpib gib bibgip? apgig upib ubbup uggip gageb. Bug pag geg bip bebpiggap. Gab ab bub bag ubbapog ub. Papubgob pop eb appab gepepebbabgig. Pop bib ibabbigop op ep pob. Gapbebug pegbibpeb pig pog bobegpigbab pup.

First time building a world for my players. What is a good way to organize the information in it for them?

Also, considering I want to leave the world open-ended to fill out as the campaigns play out, would including a bestiary be too autistic?

Another question to add-

Is there any good map-making software that will let me build the world out piece-by-piece? I'm trying to do a small-to-big design by focusing on one region first, then growing outwards. All the software I've seen seems to be the opposite.

Only compose a bestiary for your own sake.
Most of your work in your world will be for only your eyes. What the players see of your world is directly what they experience in-game, be it in-universe exposition, or the actual events, things, and places they are interacting with.
If you want to give out-of-game information to your players, structure it in a note-form kind of way, like on a powerpoint or pamphlet. It should be short and simple enough to digest for the players and not bore them or overload them with information, and thus needs to get only the important details across to them in a straightforward manner.

By the time of the "flintlock" as we envision it, smoothbore muskets had completely supplanted bows of all kinds (and with the bayonet being invented around the same time, also supplanted pikes and pole-arms). Wheel-locks were far more expensive than the 18th-19th century flint-lock and took much longer to "cock" (they needed to be wound with a key), while matchlocks were much less reliable than flintlocks and required the carrying of a lit length of match-cord, making it very difficult to fire in damp weather. Both were better than the late-medieval "touch a heated metal wire to the pan" hand-cannons.

The point of this history lesson is, if an army had a choice between flintlocks or crossbows they would almost certainly choose the former, but pre-flintlock firearms were more questionable. There was still use of crossbows in the early 16th century, despite wheel-locks and matchlocks both being fairly reliable and accessible. That said, even when comparing with a flintlock, effective range and accuracy is a bonus for the crossbow (as long as we are talking smoothbore) and noise/smoke can be as well, depending on the purpose.

K/Carolus Magnus, that way it's less like -Franz

>This for a game? A book?

Both hopefully. I've been writing short stories in it for a while now occasionally trying to find a story that I feel I can really turn into something novel worthy. In the meantime I've been working on a game for a long time too, but I delete about as much as I write for that anymore.

We shall see which finishes first!
Both help the other, in any case.

How big should a town, city, metropolis, country, small kingdom, large kingdom, empire, region/continent, or world be, exactly?

This is assuming a fantasy world, and in asking how big, I'm asking in travel time to get across it, by foot, horse, wagon and/or boat. I'm asking this because I want to create a game world, but I don't know how big these things should realistically be. Should you be able to get from one town to the next in less than a day? Should you get from one major city to another within a week? Should you get from one end of the kingdom to the other in two weeks, a month, two months? This is what I'm talking about.