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The Foundation of Windrule

Scope:

  What is your motivation for building this world?
I want to build a world that captures the spirit of romanticised Age of Sail Caribbean with subtle magic present in it.   What are you hoping to get out of it?
A swashbuckling experience like "Black Sails" or "Pirates of the Caribbean" with many intrigues and mysteries.   What is the Hook or Unique Selling Point of your world? What makes it unique or different?
The Gracious Wind sweeps the land, cleansing the world of its magic. With the Wind being stronger in some places than others, and main religion denouncing all sorcery as absolute blasphemy, that creates areas of natural resistance to the order.  

Theme:

  What’s the Genre of your World?
Fantasy. Magic is widely known about but rarely encountered by normal people.   How does the world feel (player experience)?
The world feels somewhat chaotic and always changing. There are many places are yet uncharted, often unusual and dangerous. Meanwhile, the Old World and the New World are locked in a constant cultural, religious and political conflict.     What is the tone of your world
World is more Bright than Dark. There are dangerous places to live, but there are good places to be as well.   What is the character agency level like?
The characters' decisions can make a big change to those afffected, usually to the good rather than bad. Their deeds can be immortalised in tales or be forever written in the history. Overall, characters can quickly rise to high positions, although they might find others rising to challenge them shortly after.     What are the recurring themes which reinforce the genre, tone and feel of your world? (Give three examples)
1. A proud ship slowly entering the harbour
2. The clash of swords as opponents perform the dance of steel
3. Complex intrigues plotted by numerous groups fighting for power  

Meta:

  Military: powerful countries fight each other, then sign the peace and soon start fighting again. Often, the wars are more about the country's prestige and proving one's worth rather than the actual benefits to receive.   Government Presence: most of the Old World lives under strict order under their governments, however wicked they may be. However, the New World offers freedom and lack of law, and many people choose to flee there for that very reason.   Religious Influence: the main religion of the Old World is struggling to keep up their authority as the heresy of sorcery is blooming in the New World, further driving the wedge between the metropolies and their colonies.    

Drama:

  1. The Church of Three Prophets is getting ever more resolute to bring the light of only true faith to all unbelievers, starting with the freethinking inhabitants of the New World.   2. The Benelovent Council of Sol Meridia, the largest colony in all of New World, has been growing increasingly dissatisfied with their current position. If it continue to go like that, there is a risk of them demanding even greater liberties than their island already has.   3. For the past few years, the Gracious Wind has been getting increasingly weaker in the New World. Many tales of terrible monsters started to appear in the region, and sorcerers are able to utilise their powers more freely.   4. People are whispering about the alleged discovery of a new and enormous island in the New World. Some say it is even big enough to be a continent. No one has actually seen it, but the rumours must have been started by something, right?   5. The young Emperor of Ardenia is said to be dreamer, blinded by his strive to glorify his name and make it known across all of the Old World. Meanwhile, the Ardenian court is torn apart and fighting for influence among themselves.

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Cover image: WorldAnvilCover_Generic-Article by Vertixico

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