I recently got the physical book Wondrous Worlds, another book in Nord's world building series. I do seem to collect these. The link above gives a free preview and other people's reviews. But here is mine anyway!
Overview
Physically, it is a nice hardcover, with artwork similar to their other books. Nice art, if, hmm, not bland per se, but nothing really outstanding. I'd go with typical fantasy art. Which I may be getting jaded on, as with the internet it is everywhere and easy to find. Not like when you had to go out and buy books. But it is nice art. The pages are sepia toned with a spot of blue around the page number.
The contents have 8 chapters and 7 appendices. The chapters are relatively short, with the meat of the book in the appendices for the detailed tables and a few other things.
Chapter Overview
Chapter 1 is the introduction, with an overview of the process and the advice to start small and build up. It has the usual advice that sometimes the results look strange, but often you can find good stories in those contradictions. Which any Traveller player already knows from world generation! It gives succinct paragraphs about the various things that go into deigning the world.
Chapter 2 is a quick start guide and runs through creating a region. Roll for the environment on a d12 table, adding points of interest such as landmarks, settlements, and destinations. Of course, they also have the Wondrous Destinations: Forests and Wondrous Settlements books, so you can really expand upon those. I also have those books and have used them. If anyone wants, I can also do reviews of those if I've not already. Decades of blogs and well, I don't always remember! Then step 3 is the realm, where you throw in all your regions. Realms have governance and rules, as well as borders.
Chapter 3 is regions, the entire purpose of the book. To quote from the book:
In this chapter, you’ll shape your world by first choosing or rolling for different environments—each with unique topographical features, weather patterns, resources, recent history, flora, fauna, and looming dangers. You’ll then populate your region with points of interest such as majestic waterfalls, ancient monoliths, bustling trading posts, hidden villages, and haunted ruins. Finally, you’ll delve into the region’s culture and society, exploring its governance, traditions, economy & trade, history & lore, and conflicts. By blending these elements, you’ll create a richly detailed setting brimming with intrigue, laying the perfect foundation for your worldbuilding journey.
The environments table now includes the appendix where that gets expanded out a good deal more than the quick start chapter. There are more landmarks with d4 options for each. You roll on the history table, 20 possibilities with another d4 set of options each. You can have magical effects such as "arcane amplification", another d20 table with d4 options per effect. Settlements are next, with an abbreviated version of the Wondrous Settlements process. Destinations give a d12 list of various destinations, such religious structure or outpost. Dangers exist in the worlds of course - but apparently only d6 types. It finishes off with 20 possible regional conflicts.
Chapter 4 is Realms. Regions (and I suppose it could be a single region in a realm). There are 8 sections getting created: culture and society, inhabitants, governance and rules, history and mythology, economy and trade, magic and technology and conflict and tension. Multiple tables per each section expand out on this, along with the note that you are of course, allowed to add more. Heck - I could see possible even adding some of Traveller's government types here, though tis books has 20 types already. There are some interesting tables that can help spark the imagination.
Chapter 5 covers continents. Just as realms are made up of one or more regions, continents are made up of one or more realms. It is like those Russian nesting dolls. In the case of mapping to Traveller, we probably have a balkanized world. The continents chapter incudes sections for geography, climate, global powers, lost civilizations, continental trade and cultural divisions. Multiple tables give all sorts of possible options, such as atmospheric rivers, glacial advances and retreats and so forth.
Chapter 6 covers worlds. Which of course, are made up of one or more continents. Here we cover the solar system, celestial bodies, cosmic phenomena, divine and magical influence on the world level, and cultural influence that flavors the world. Interestingly for a fantasy world system, there are tables for the moons, the type of suns and how many, things that are more generic and fantasy based than our Traveller system generation. Of course, this book is for creating a fantasy world. But I can see a fair amount of overlap between the systems.
Chapter 7 covers the planes. Our created world may live in one of a series of planes, such as the feywild with magic pretty much oozing out of everything. This is a short chapter of just a few pages and a short paragraph for each plane. Wondering if they are planning a Wondrous Planes books to expand on that :)
Chapter 8 covers pantheons. Creating your deities based on the planes, choosing forms, power source, abilities, motivations, methods, bonds, familiars, and relics. Then we have several pages going over existing pantheons: Greek, Norse and Slavic. A fairly short chapter with more general information than anything really specific. Of course, bringing in deities do not really need much more than what their attitude is and how they do things: they are gods so stats and things like that are useless and to me even counter productive.
Appendix Overview
Summary
I'll have an example run through at some point using the book.
No comments:
Post a Comment