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Awen (Early Access)

Procedural Tabletop Fantasy Setting Builder · By Levi Kornelsen

Let's make a Fairy Tale landscape!

A topic by Levi Kornelsen created Jul 05, 2023 Views: 1,271 Replies: 17
Viewing posts 1 to 9

Here's our map.

In addition to what you see here:

  • The local climate is temperate in the north and cold in the south; it's not hot anywhere.  
  • The genre is "fairy tale".
  • The general level of fantastic weirdness is low to medium, unless it's very genre, then go medium to high.



Your mission, should you choose to accept it,  goes like this:

  • Pick a region on the map, by number.
  • Using the prompt generator below, get a biome type and a feature (the bolded words in the prompts) and answer the questions associated with each.  Reroll as many times as you like, and feel free to mix and match biomes and features if you want.
  • Answer the questions (the biome subtype and details on the feature).  Try to hit the genre, weirdness level, and so on.
  • Come up with a plain-English name for the region.  Go for "The grim woods", not "Dalgenwud"
  • Comment below with the whole package; the region name, biome type and subtype, feature name, feature details.


(2 edits)

Region 4: The Raveling Flat

A desert situated in the rain shadow of the mountains to the east (region 5), this flat, dry coast is the only known habitat of the Three-Leafed Crown, a ground-hugging shrub.

The plant releases a fibrous mass that carries seeds with the wind, clumps of which can be harvested from rocks or other obstructions that snag the strands. Weavers then spin the strands into 'desert linen'.

The root system of the plant, dominated by a tap-root that burrows deep for ground water, can be harvested to create 'desert silk', though doing so risks killing the plant, and so the silk is highly coveted while its source remains a guarded secret.

Nice!

Region 5: The Marching Forest

The only two stable points in this region are the Crown and the Crest, the two mountain peaks (north and south, respectively) that mark the western edge of this erratic landscape.

This hilly forest, stretching from the inland sea on the east to the hilly edge of the Raveling Flat to the west, is marked by its lack of permanence more than anything. More than one would-be town has been swallowed up by the wandering hills. Stable for a month, but wandering year-to-year, the land lulls would-be settlers into a sense of stability.

But make no mistake: the hills will move. The forest is hungry.

And whatever you build here -- from hut to castle -- will be consumed by broad-leafed trees and their hilly steeds.

Looks like it's just us?  Good enough, let's go!

Region 6: The Long Tallcorn


This grassland prairie (or maybe steppe) is home to a natural crop plant!

Imagine if maize, instead of several large corns, sprouted dozens of wheat-sized corns up and down it's length - and now cover a seemingly endless landscape with that tallcorn, ten feet tall in the growing season (which is still quite cool here), broken only by occasional large rocks, gentle streams, and rare clumps of trees.

There's animals here, in plenty - but most of them are either burrowers or with dens in the occasional woods, to survive the autumns that brown the landscape (and sometimes come with wildfires), and hunker down in cover for the winter.  A person could walk for days and see nothing but the tallcorn.

This is oddly and wonderfully terrifying.

(1 edit)

Region 2: The Soul-Eater Wastes

This is a "cold desert" or semi-desert temperate region with sparse sagebrush vegetation. Most of the rain it sees comes in winter, and there are large salt beds in the depressions along its coasts. 

The crags in the northwest and south provide nests for a terrifying predator: a colossal twenty-five-foot spirit viper with translucent, diamond-colored scales and a transparent body that glitters under direct sunlight but can be hard to track in the wide expanses of the Wastes' rocky terrain. The spirit viper's venom does not infect the blood: it infects the soul, convincing the target that there is no hope in this world and no choice but to give up, whereupon they succumb to lassitude and are consumed by the immense serpent at its leisure.

Rumor has it that a flower grows here that can counteract the spirit viper's venom. The trouble is that it's only visible to the pure of heart.

Well, that's some fairy tale nightmare stuff.  Terrible beast to fight, horrible poison to give the king, yuuup.

(4 edits)

Region 8: The Prairie of the Enchanted Canals

This prairie region appears to be supernaturally fortified against the infiltration of the tall corn to the west.

Mighty herds of herbivores graze here, including Rainbow-Coat Deer, Checkered Horses, and Trumpeting Hornbeasts in their thousands, whose mighty horns have a gorgeous silvery patina. They track back and forth across the grasslands, but there are certain barriers they do not cross, and that sequester one species from another.

Those barriers are artificial canals that crisscross the landscape. The canals don't just contain water: they contain water spirits who are bound into the canals by magical glyphs carved into the stone tens of thousands of years into the past by parties unknown. The canals all converge at the heart of the prairie in what would form a natural gathering site.

I would suspect the barriers things (including the tallcorn) don't cross ARE the canals!  This was "natural traverses" for the feature, yes?

(As an aside: Checking back on the original post, I totally failed to put in that in a full-scale playtest, this step comes before adding people at all; emergence of peoples, culture formation, and history get entire, multiple rounds unto themselves.  So if we kept this world to take it into the future rounds, the tribes you noted in wouldn't roll onward, which is a shame, as they fit in very nicely.) 

The tribe bit actually kind of says to me that I need to put in a specific note at this stage on "How to note emergent features", so you'd be specifically prompted to say things like "The canals all radiate from a the center of the grassland, a creating a natural gathering site", with the subtext of "Let's have this become a hub for a culture later, guys!".

It was the "natural traverses," that's right.

Awww, that's a pity about my little peopleses, but I get it. :)

Region 7. The Chills 

The Chills (believed to be named via the words ‘chill’ and ‘hills’ combined) is a tundra-like shrublands biome. 

Many rivers from the Alshar Prairie meet here, zigzagging around low hills. Here the water is freezing cold. Here is where the water spirits float when they die. Some say the two are connected. 

In many places grows the Crow Plant, so called for the thin twin stems like legs, that flower in one bush. The Crow Plant grows on the highest ground it can find, often on top on the hills of [name]. In Spring, small fruits brave the still-cold temperatures in the shape of goofy smiles - though their size is that of a smile a small rodent might give. The fruit of the Crow Plant gleams silver, as if a snail has travelled over it, and tastes surprisingly sweet. It’s good for a boost on a long walk.

So, working backward, you'd come along the cold southern coast, find all these largish streams/small rivers.  You go up one, say, and it's brushy, and the hills just back from there have these...   weird dark blots on legs standing there on them (Crow plants).

That'd be a moment.

Haha, yep! I imagine it would cause a number of jump scares before people got used to the shape of Crow Plants

(2 edits)

Region 1:  The Balconied Isles 

The islands of the north are covered in temperate forest of mixed tree types.  The forest that the trees sit on is not itself terribly remarkable, but the landscape underlying them is split-leveled; it is naturally composed of winding terrace-like levels.  These curving giant staircase shapes covered in forest are separated by rises like small cliffs of rough stone.  The edges of the isles rise sharply from the sea, and those small cliffsides bordering the ocean are heavy with seabird nests; beaches and natural ports are rare and small, existing only where a 'balcony' slopes down to the water.

Region 10: The Tumbledowns

This region is a pine forest, snow-covered for much of the year, with clearcut-like lines and treeless hills scattered throughout.  In the warmer months, when the snow recedes, it can be seen that it is heavy with the same kinds of canals as in (8), though their spells and seals are long broken; these are the clearcut lines.  Furthermore, many of the larger treelike hills can be seen to have once-cut stones and even sections of deeply ancient flagstoned floor and fitted walls.  Those who dig up these ruins might discover more about whatever precursors once lived here.