Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Friday, March 13, 2026

Wondrous Worlds - Quick Review and Run Through

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

Appendix A Environments. This is where each environments gets 10 or so pages with environment specific tables. Each of the 12 environments gets a few steps. Step one gives a type, an age, weather, characteristics, resources and local history. Some may have additional tables. Step 2 covers life: plants and animals, how many and what kinds of each, food chains, monsters, humanoid populations, traffic and dangers. This is the real meat of the book to be honest and is also the largest section. I'll give an example in the next few posts of creating a region as this post is already longer than I normally do. 

Appendix B is a brief overview of mapmaking. Those who read this blog know I love maps. This is a pretty short chapter covering some really basic map making, breaking it down to 4 steps: sketch, outline, detail and shading. Obviously, this is for the old-school (and still my favorite despite just how many map making programs do I have again?!) pencil on paper map drawing. It covers various ideas for drawing a variety of things, mostly using the 1-point perspective if I remember my high school art classes from almost 5 decades ago. 

Appendix C covers iconic regions. It is a set of pre-generated regions, one per environment. It is a good place to see what the end product could be, and is just over a single page per region. 

Appendix D gives iconic characters. There is a d12 table that could be useful for NPCs with archetypes, and gives their strengths, weaknesses and goals. Then we get a few characters with their role and archetype, along with a couple paragraphs to help define them. 

Appendix E gives some iconic landmark examples. This helps give you some ideas on how to use those tables to give a more nuanced and in-game perspective on the landmarks you have rolled up. 

Appendix F are iconic settlements. Which, if you have the Wondrous Settlements book is a short rehash of that albeit with different settlements. Basically 1 page or so summaries of a few settlements ranging from outposts to major cities.

Appendix G are iconic destinations. A dozen destination examples. I did a quick run-through 5 years ago (!) for that book here.

Summary

Yes, another book on world building. It is pretty detailed, has a lot of tables that, like Traveller, can be expanded on and at least give a spark to creativity. As with generating characters, random stuff I think helps me from creating the same old thing every time. 

Is it a useful book? I think that really depends on how often you create new worlds and regions. Most of my fantasy games, regardless of the actual game, are on the same world. It just happens to be a very large world with a lot of space. Cidri (the Fantasy Trip world) is several times larger than Earth, and my little fantasy world sits on it someplace. As does the Dolmenwood forest, which I'll be running next on our Saturday games (and yes, I owe the players the last game Corsair recap, and that will cover why we are switching games).

For players, it is not something they need unless they want to read up on things like that. Or write and would like some inspiration. For GMs, if you are running sandbox games, I think it is a good tool though to be honest, a bit more limited due to the tables. Yes, there are d20 tables with d4 options. That does give 40 possible things often. And used as the start of something I think it can be a good springboard. As much as I dislike the idea, you can also ask AI to generate a lot of this for you, and it may come up with really interesting things as well. I buy books like this as I prefer the human touch. There are also a LOT of on-line tables and generators created by people that are probably just as useful. 

There are also some appendices I don't think need to be there - the iconic characters, settlements and destinations are covered in their other books. I know this book is sort of the capstone of their other books, but those sorts of things are available all over the place. I've backed far too many Kickstarters for NPCs, settings and so on. Some of which I've actually used but mostly, not. But that fault lies with me honestly. 

In the end, I do recommend the book because it does give more options and may create a really unique setting to play in. It is a tool I think that can be useful. And of course, I do like books!

I'll have an example run through at some point using the book.

Thursday, November 26, 2020

World Building - Fantasy Trip Trade Post Windemere Crossing

 I have an awful lot of world building books and PDFs, primarily aimed at fantasy. Traveller of course has its own set of world building, from the basic building blocks built into the core rules as well as several expansions such as Grand Census. I'm slowly organizing the plethora of electronic sources into a single directory instead of scattered everywhere for my fantasy games, and then there was a black Friday sale at Nord for Sensational Settlements. Apparently I did not follow the Kickstarter from 2 years ago, but at 40% off for both the hardback and the PDF, I was sold. 

I figure there needs to be a trading post of sorts at the south end of the path the characters are traversing. It meets up with the Eastern Ocean Trade Route, and is also the intersection to the city of Tuvano, the published adventure that I've been dropping a few hints on (and need to possibly drop some more into the Lamia's Labyrinth adventure I am so slowly play testing for the day we do get to play again). 

There is a brief review of the contents at the end: I've never done a review before and not sure I want to go down that route. But I am certain if you search you can find reviews of Nord Games books much better than mine. My review is more of a let's go through the process and see what happens.

Windemere Crossing

Situated at the south end of the Path of Lost Hopes where it ends at the East Ocean Trade Route, Windemere Crossing is built up out of the remains of what was once a military outpost of Tuvano. The remains of a road still head south into the mountains to the dead city, but the majority of traffic is heading east or west along the ancient trade route. 

Origin

Windemere is built on the bones of an ancient military outpost, and boasts a wall that is mostly still standing around the core of the trading post. There have been a few buildings added outside the walls, most noticeably Durdro's Tannery, run by the Tanner's Guild and providing an interesting set of smells to the outpost.

Specialty

Known for its hospitality, the Nimble Priest Inn is a welcome sight to many travelers. Maintained by the acolytes of the Fair Lady, the inn charges reasonable rates, with a steep discount to fellow clerics and adherents of the faith. The Silver Pirate Tavern, run by a band of half-Elves thought to be pirates who have moved far inland, provides exceptional fare and drink.

Age

Windemere has only come into its current form in the last year or so. While the buildings have existed for hundreds of years, it was only in the last few months that a concerted effort was made to make this into a more bona fide trading post. The reason behind that is in recent history, a criminal element has taken over. Rumors abound about the half Elves being the true power behind Windemere, and deals brokered to continue their grip on the community.

Condition

The trading post is in good condition: the original outpost was well made and withstood the passage of the centuries with little wear. The roads in the outpost were recently cobbled, providing better drainage for the few rains Windemere Crossing receives. 

Crowds

Being on the East Ocean Trade Route, there is a fair amount of traffic in the east/west directions. Caravans and traders show up every few days, and rest a day or two and reprovision. Lurbuk and his family, the only Orcs in town, have a good stable and can provide mounts for a variety of purposes and people. They also take in and care for animals, his eldest daughter being a vet.

Size

This is a larger trading post than the population really supports. There are over 70 buildings, the majority being inside the 8 foot walls. However, several of the buildings are unoccupied or abandoned. 

Community

Going to combine the resident population, demographics, disposition together here.

Windemere is sparsely populated: several buildings are not being used. When the pirates moved in, a few businesses also left, either from fear or from losing any power they may have had. Some may have been removed more forcibly. While move than half of the population are human, half Elves make up a sizable portion as well. The original group that built up the Silver Pirate Tavern seem to have more employees than would be warranted by the tavern itself. There is a smattering of other races who either live in Windemere or nearby. The residents are neutral towards newcomers, appearing a bit stand-offish. Once you get to know them, though, they are more open hearted. Frequent visitors are warmly greeted.

Combining Law Enforcement, Leadership, Crime and Population Wealth

Windemere Crossing has a small local watch, consisting of the sheriff, Ira Sprigbasher and his deputy Ellis Newtonson. Though the titular sheriff, he reports to Nomehi Wirididae, the former pirate captain now in charge of the Silver Pirate. The pirates have moved from the open seas to this trading post and have ousted the previous ineffectual leaders through various means. To the average visitor this would not be apparent as the trading post is run like most other trading posts: stores and services are there to help travelers as well as create some profit for themselves. It is just that a bit of everyone's profit goes to the half Elves. Despite that, there is no abject poverty: Windemere Crossing is about average in terms of the population's wealth.
Crime does exist in Windemere, with the occasional theft or tavern brawl. When necessary, Sheriff Sprigbasher can round up a watch to aid him, either in breaking up a fight or pursuing a thief. 

Points of Interest

Shops

There are 14 shops available in Windemere Crossing. The general store is a good store, run by Jesp Zrag. See this post for the Zrag Goblin family of traders. The store is well stocked for the average trader, but may have some specialty items. Additionally there are 2 tanneries, a magic shop that specializes in clothing, a second general store in much worse shape than Jesp's store, a butcher, tailor, herbalist, two smithies, textile production, herbalist, rare libations, a banking exchange and a wainwright. 

Services

There are 9 services, ranging from the Silver Pirate to Lurbuk's stables. A tavern, hiring hall, soothsayer, doctor, a house of leisure (and this house may vary based on who is going through the town: the father and his two boys will have a different house of leisure than my other gaming group!), the bath house and a barber.

There is no specific place of worship, though the Nimble Priest Inn is run by acolytes and clerics, and there is a small sanctuary in the back. It is not unknown for some locations to have small sanctuaries or alters to whatever deity they may follow, but there is no central place.

Extra Intrigue

As previously mentioned, the trade post has been taken over by the half Elf pirates. There is tension in the air as the neighboring kingdoms seem on the brink of war. There are the occasional trouble makers that the town watch can usually take care of. An occasional raid happens, though it was more than six months ago since the last one from a band of Ogres from the west. 

Quick Review of Spectacular Settlements

So I really like it so far, having rolled up just one trading post. Now I need to use the Remarkable Inns and Remarkable Shops to expand out on the inn, shops and wares available. And I need to make a map to practice at that some more. 

As per the Remarkable books, there are examples of each of the types of settlements you can create. And as per those books, they make clear that these are for inspiration: don't like what you rolled, feel free to re-roll or pick what you need. However, just like the Traveller odd worlds you can generate, part of the fun is figuring out how to make the oddities fit together. And those are some game mechanics that really help me. Part of the reason I really like Traveller, other than being a good SF game: the classic character generation can give you characters you never would have thought of. For those who have an idea in mind it is horrible, but if you let the dice roll and go from there, you can have something you may never have thought of.

And that's what happened here in Windemere's Crossing: some of the rolls were interesting, and after I rolled on another random table from a different book for the tavern name (Silver Pirate), and another table for who the 40% population was (the half Elves), and the recent history roll of being taken over by a criminal element, I had my half Elf pirates :) And the fact that it ended up being built on the remains of a military outpost helped me to link it to Tuvano for an as yet to be run Fantasy Trip adventure. Now to re-read that adventure to see if I can add hints about that city to my new trade post and the adventure I am so slowly play testing.

The other settlement types that can be built are trading posts, villages, towns, cities, capitols and fortresses. There are random tables for a variety of things such as names, rumors, and encounters as well as a bunch of "useful" tables that I have to poke through more. I printed off the work sheet for the trading post, and it makes for a nice summary as you go through the various tables. I'll be adding that to my notebook (yay hole punch things!) as I am slowly getting more organized for gaming. Very slowly... The sheets are easy to work with and will be a good aid when running the game as 2 pages covers the majority of what most players probably want to know. There is also room for a lot of potential game hooks.

From my one run through with Windemere Crossing Trade Post, I have to say it is another good resource to help produce settlements that are not going to be cookie cutter copies. I am hoping the physical book is well made: the Remarkable series are physically great books, a pleasure to hold and read. Here is hoping that book is the same. 

If anyone wants me to do longer and more in-depth reviews, let me know. I just figure there are enough sites out there that do this already, and while I've been gaming since the 70s, there are some decade+ long gaps in there so I missed out on a lot.

So sometime soon (4 day weekend - yay!) I'll try and do a map and expand out on the Nimble Priest and a few of the shops and NPCs in town.