Worldbuilding 101 - Part 23: The Monster Mash
A good setting allows the
potential for many different stories, otherwise we’d just be writing a single
scenario, a railroaded campaign, or even a novel. In a live game, we often need
many different interconnected stories occurring at the same time, and when the
players are able to direct the stories for their characters that often leads to
a divergence of story types. Some stories may revolve around politics or trade,
others might lead to travel, exploration, or confronting the potential horrors
of the setting.
An easy way to set up such tales
would be to introduce another culture who everyone fights against. This can be
seen in many novels, game systems, and epic-landmark-comic-crossover arcs,
commonly in the form of some monstrous race that exists only as NPCs and
antagonists. Since we’ve already got the conflicting cultures from a few
different directions, an extra NPC culture might be a needless complication at
the start of play, and what would it really add to the story. I’m not ruling
out the idea entirely, it might be feasible to have another cult lingering in
the shadows, but how would they be different to the existing cult, would they
worship gods more scary and dangerous than those currently worshipped by the
pirates? Are they’re evil for the sake of being evil, how does that really help
the story? Are they an ultimate force for order and good, who even consider the
empire and church to be flawed and in need of punishment? What would this say
about the world? Both are valid choices, and both apply a twist to the setting,
but a TV series typically wouldn’t start with this sort of group in play, these
are things that manifest during end-of-season cliffhangers, to change the
dynamics for a new season and new storyline.
I’m actually thinking of something
more visceral and easy. A conflict that characters can face without needing to
face each other, or worry about existential shenanigans. I’m thinking of
monsters. I don’t want to just use a kitchen sink compendium of creatures, I
want monsters that reflect the themes of the setting, and link in with existing
elements in play.
What sorts of monsters would exist
in the setting we’ve described?
Let’s start with a basic list of
setting elements (and why those elements are implied).
Possible Sources
Undead (since we’ve got dhampyrs who are basically
half undead, it makes sense that there would be full undead in the setting)
Lycanthropes (since we’ve got wyldkin
who are basically half lycanthropes, it makes sense that there would be full
lycanthropes in the setting)
Faeries (since we’ve got faeblood who are basically half fey, it makes sense that there would be full faeries in the setting)
Elementals (the pirates worship
vastly powerful elemental deities, and they’d probably have servitors in the
world, such things might be somehow related to the avatars or incarnates)
Angels (the church has a belief in angels, archangels
and a powerful Celestine, they might manifest in the world, thesemight also be
related n some way to the avatars or incarnates)
Awakened Beasts (the native
have spirit-taking shamans and many share a bond to totems which are
traditionally associated with animals)
Golems (the vaguely Judaeo-Christian vibe of the
church, the discovery and exploration of electricity, and the tropes of
steampunk all point toward constructed servitor beings empowered by something
not fully understood)
Possible Locations
Underground
(There are mines under the main island’s volcano, and scattered ruins across
the island. There are quite a few other islands and implied ruins across them.)
Urban (The majority of
people live in a few urban areas, with dark alleys filled with sinister shadows.re
are)
Jungle (Roughly half of
the main island is covered in jungle, and many of the other islands would be
just as overgrown, if not more.)
Aquatic (The high seas
are dangerous, even to the pirates.)
Mystic Locations (There
are definitely sites where the veil between worlds is thin. Monsters and
otherworldly entities would be more likely to cross into the world of the
characters in such locations.)
Agendas
Protection (There is
something or someone that the creature defends)
Vengeance (The creature
intends to right some kind of wrong, by whatever means necessary)
Violence (The creature exists to
cause carnage)
Isolation (The creature
just wants to be left alone)
Infection (The creature wants to
spread it lineage as far as possible)
Observation
(The creature watches, and reports its findings to someone)
Dedication (The creature is a force
of nature, it performs a single role in an ecosystem)
That’s plenty for us to get
started, and if we were playing FUBAR or Walkabout, these would be pretty much
everything needed to create every possible monster in the setting (by combining
the three aspects, and adding a couple of unique features).
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