Saturday, March 28, 2026

Creating a Fantasy Setting

This post is about creating a setting for a fantasy TTRPG from scratch with only what is minimally necessary. In other words, the essentials. Why? Because reading and studying and learning setting book or gazetteer is effortful. Sometimes, it's just easier to rely on people's basic assumptions about a fantasy world and make it up as you go. This is inspired by a video called Minimum Viable by @Earthmote and by the simplicity of the Alfheim Setting section of the ICRPG book. I'm going to start broad and then go to specific.

Sliders and Dials
First, genres, subgenres, and various concepts found in settings and fiction. Let's treat these like sliders or dials. Let's say fantasy and sci-fi are sliders that go from 0 to 10 where 0 means none, 1 means a very small amount, 5 means a medium amount, and 10 means an extra or exceeding amount. If I said I had my fantasy slider set to 2 and my sci-fi slider set to 0, this probably describes a low-fantasy, earth-like setting.

Other sliders can be magic, monsters, (because magic and monsters can be distinct from fantasy), horror, intrigue, mystery, action, adventure, religion, dungeon-crawling, and whatever else you can think of. If I exclude a slider, it means either it hasn't been considered yet, or its set to zero (0).

Let's say I have a setting with the following sliders: fantasy 3, horror 6, magic 2, and monsters 8. I think this tells people to expect some fantasy and some magic, but more horror and more Monsters. Maybe we could assume it's a dark, low fantasy letting. Thus, the expectations are starting to form!

If I had to describe Star Wars, I would put Fantasy low, and Sci-fi would be somewhere in the middle. You might disagree! So, there are some things to define with a simple one or two sentence explanation.

The Force in Star Wars is both the religion and magic sliders combined! The Force is ever-present, and it's very important thematically, but most characters don't concern themselves with it at all! Experts in the force are very rare, and they're limited to factions; rarely independent. I put sci-fi in the middle because I think there could be more sci-fi in Star Wars. For example, Star Wars does not have an abundance of cybernetics and they're usually crude or plain rather than stylish. Narratively, they're replacements, not enhancements. There's also little to no merging of the human mind with a computer like connecting your nervous system into a machine or the internet. Therefore, no transhumanist concepts. I would also say that in Star Wars, the fictional tech is not trying to be scientific, it's not making a commentary on technology, and it doesn't intend to speculate on the future of technology on humanity. For example, little to no personal portable computers like a smart phone; they have clunky robots instead. They have cloning technology, but they only use it to make an army. Daily conveniences of tech are not shown, like cooking appliances or entertainment. So, in summary, tech is just a part of Star Wars because it's cool and because the setting is futuristic; it's an aesthetic more than a theme!

Now, let us make a checklist of ordinary parts of a setting. What are some basic concepts of setting?
  1. Society (structure, culture, art, values)
  2. Politics and Government (systems, leaders, laws)
  3. Economy
  4. Religion(s) and Faith
  5. Military, War, and Defense
  6. Geography and Climate
  7. History
  8. Technology
  9. Other (like magic and monsters and extraordinary stuff)

If you can write a one sentence description of each item on the checklist above, or maybe three simple bullet points, you will define the ordinary parts of the setting. If you can work in one NPC such as a governor for Politics, a shop keeper or merchant for Economics, or a local expert for history, then you're already fleshing out specifics. Consider that the list both describes the setting and reflects what the player characters would know about the setting! 

Here's a sample I made for The Empire of Loria:
  1. Society (structure, culture, art, values)
    1. Human only. Resembles a mix of ancient Rome, Mediterranean, and European
    2. A patriotic empire who believes that their society is the greatest in history! Loyalty is the norm.
    3. Cowardice and crime are abhorred. Disloyalty is comparable to treason. Punishment is typically strict.
    4. Itinerant people without loyalty to the empire are called Evrwyrs (ever-way-ers) and are commonly regarded poorly
  2. Politics and Government (systems, leaders, laws)
    1. Feudal. An upper class of nobles whore right to rule comes from God.
    2. A clergy who props up the nobility and quells the masses
    3. The empire is subdivided into counties; each county is distinct but a part of one empire!
  3. Economy
    1. They have many, many trades and are a self-sustaining land
    2. There is a Porters Guild which delivers goods across land and sea
    3. A rising Merchant Class is opening the doors to industry
    4. The currency is called Lora. Fractions of a Lora are called pence as in pennies or cents.
  4. Religion(s) and Faith
    1. Luciusim; A generic western religion resembling Christianity dedicated to Lucius, God of light and life
    2. Worshippers are called Lucians; The empire is massively Lucian! Pagans and apostates are discriminated against.
    3. The religion is led by a high priest, Richard IV.
    4. The city of High Mark is considered the capital city, where the High Priest lives 
    5. Magic is regarded as witchcraft, as evil, and is forbidden.
    6. Superstition is ordinary
  5. Military, War, and Defense
    1. They have a standing military that constantly defends the boarders
    2. Military service is mandatory for one male in each family
    3. Lately, mercenaries have been used more and more
  6. Geography and Climate
    1. The empire is the portion of three continents that meet around the Middle Sea; this area is called Midland.
    2. Mediterranean climate; Long, warm, dry periods with short, cold wet periods.
    3. Areas of Midland outside of the Empire of Loria are referred to as "Barbaroy", the lands belonging to savage barbaries or barbarians.
  7. History
    1. The empire is 225 years old; We are now in the year 225 LE (Lorian Era).
    2. King Cornelius Lora I conquered much of the region called Midland.
    3. The current emperor, Cornelius Lora VIII, has been slain! His only known heir is a witch and a murderer.
  8. Technology
    1. Medieval era technology. Quality steel is available. Glass goods and books are expensive.
    2. Some early guns, but they are rare and expensive.
  9. Magic and Monsters
    1. Magic-users are feared, rare, and secretive.
    2. There is no established magical culture (traditions, clothing, etc.).
    3. Monsters are rare and universally eat humans. People in the more populated parts of the world go their entire lives without encountering them. There are no experts or expertise in monsters.
  10. Central Conflict(s) - Major Conflicts within the Setting
    1. The city of Cornelia in the County of Cornelia has been devastated by a mercenary sieged followed by barbarians and occupations by the armies of neighboring Lora counties. Dispalced refugees from Cornelia are everywhere.
    2. The noble class has been devastated by in-fighting. All of the nobles appointed by a Lora are now dead! Has the divine right to rule has been rescinded?
    3. The High Priest has been oddly absent, and the Church has been oddly silent on recent events.
    4. The county of Alexandria has withdrawn from the Empire. It was a great and powerful kingdom long before Loria.
    5. An infamous witch called The Heiress, supposedly the bastard daughter of Lora VIII, has recently repelled an army from High Mark single handedly, and killed the first Paladin anointed in a generation.
    6. A miracle healer disappeared from High Mark with The Heiress. He has returned, but the healing he performs have not resumed.
    7. The Merchant Class of Odegrad has led small rebellion against the nobility of Odegrad following the mysterious death at sea by the governor of Odegrad, Count Reginal Gilcrest.
This is just a single region, not the entire world. Now that I have a region conceptually, I can do Q&A and fill out any gaps if needed. Notice I didn't name the continent because that's not important; I named the region, which is Midland, and the empire is called Loria. Also notice that the setting is rich with conflict. There's a lot that's happened. There's a lot that's ready to happen. I am introducing you the players right into this moment in time. You are a character from this setting; What do you do?

Counties of Loria as they ring the Middle Sea
Below I have listed the major counties of Loria and provided some simple, brief details of them. I have not created a map! Maps are overrated. Where the previous portion described Loria, this portion describes the sub-divisions of Loria. I am 
  1. Odegrad in the Northwest
    1. Considered the most progressive and industrious
    2. They have the greatest naval power in the empire
    3. Home of the Porter's Guild and the Merchant Class
    4. Military colors are bronze and blue. Symbol is a Hawk.
    5. Prominent Noble Houses: Gilcrest, Arc de la Chance
  2. Cornelia in the Central - North area
    1. The capital, and long considered the safest and most prosperous portion of the empire
    2. Is now in ruins!
    3. Military colors are red and gold. Symbol is a Crown.
    4. Has a lot of flat plains good for farming, hearding, and ranching.
    5. Prominent Noble Houses: Lora, Magnus
  3. Gargalad in the Northeast
    1. The most authoritarian portion of Loria with the strictest laws and highest taxes
    2. Military colors are orange and black. Symbol is a dragon.
    3. The only county that does not touch the Middle Sea. Connected to the middle sea by rivers; The area along them is swampy.
    4. Prominent Noble Houses: Gargaladius, Ebonoble, Frost
  4. Arcadia in the East
    1. The most patriotic and ready-to-fight county
    2. Military colors are red and blue. Symbol is a Lion.
    3. Has a lot of hills.
    4. Prominent Noble Houses: Cidvermillion, Silvance
  5. Alexandria In the Southeast
    1. The oldest, longest-lived county
    2. Has very rugged, green land
    3. Military colors are black and green. Symbol is a griffin.
    4. Prominent Noble Houses: Alexander, Northcast
  6. High Mark in the Southwest
    1. Capital city of the Church of Lucius
    2. The central portion of the county is largely a desert; the perimeter is forested.
    3. Military colors are red and white. Symbol is a cross.
    4. Prominent Noble Houses: None! Governed by the church.

Specific!
Now, when you set a story in a location, you set in in a very, very specific place! Like a single town or city, or an area of wilderness.

Port Bleu is a small barony in the County of Gargilad. I'm going to bring back the checklist I used above specifically for this small place. I can flesh it out some more with key locations and characters, even factions and their conflicts, but I won't (for now). You could also add rumors, news, and gossip!
  • Society: The population is largely poor. There's a lot of laborers here. There are some merchants, but they don't have permanent residences here, instead having a presence through a proxy to manager their enterprise for them.
    • Militiamen
    • Local experts
    • Thieves or criminals (organizations?)
  • Politics: The governor is Baron Allan Frost. He's charming and generally noble, but he's subservient to Count Gargalad who is strict. Laws here are strict.
    • Minor Noble House
  • Economics: The city doesn't produce anything. Instead, it's dedicated to importing and exporting goods! The harbor is full of ships with flags from all over Loria.
    • Merchant: Franklin Greene
  • Religion: There's an abbey of the church called Bella Iris Abbey. They have a witch hunter here.
    • Father
    • Witch Hunter
  • Military: The soldiers wear blue gambesons. They wear kettle helmets and they carry bucklers and small swords.
    • Captain, Sergent
    • Jailer
  • Geography: The city is situated on a great lake connected to the Middle Sea by a great river. The town is three days south of Gargalad.
    • Local features (caves, hills, woods)
  • History: This town was built after the empire was established. It was built to connect Gargalad to the rest of the empire by water.
    • Event
  • Local Conflicts: This is where you detail the opportunities and obstacles in town. The town was recently captured by Arcadia during conflict. Baron Frost was captured. During that time, the town was in chaos. His ability to govern is now called into question.
    • Large man-eater in the water
    • Smugglers, thieves, raiders
    • Evrwyrs stealing work from Lorians

No comments:

Post a Comment