Thinking of Regents, Baenrahls and Bearers

Maybe you’ve heard that Doug is tinkering with my Baenrahl campaign setting. Or maybe you haven’t. Whatever the case, I have. He asked me a while back if I’d mind him running something set in my world. Being as he is my best bud, I agreed. Saying something like, It’ll be interesting to get your take on it, or some such. He hasn’t actually run anything, but you can read his take on it here, here, here, here and here.

I didn’t think much of it at first, but when he started discussing it on his blog it got me thinking. We’ve been talking about this campaign setting for years so much of what he said wasn’t a surprise and was actually expected. What was unexpected was that I realized how unfinished it was and how open to interpretation I’d left things and how that realization made me want to finish it. Not run anything in it, just finish the world building that I’d started. It got my creative juices flowing in a way that hasn’t happened in more than 3-years.

Couple this world building drive with my character blog for City of Heroes, the page layout that I’m working on here, and my search for a novel idea and what you’ve got is some sort of creative renaissance. A welcome creative renaissance at that. This is has been missing for awhile now, at least 2-years.

Another buddy of mine, Denis, has said all along that he suspects that when my life settles down into regular patterns again, that I would return to game mastering. I still don’t see that happening. But maybe he’s onto something.

Ok, so this Baenrahl thing… I’ve got this whole dark fantasy world combined with swashbuckling game play, but the lynch pin for the whole thing is that the gods are real and living among the peoples. I don’t mean real like Tooth Faerie, Santa, and the Easter Bunny are real. But rather, real in a guess who I ran into at Wal-Mart today sort of way. The problem being, that I never really worked out these gods, their priesthoods, how they interact with each other (there are 12 of them), how they interact with the people, all that good stuff. Point in fact, I never put enough work into the most important part of the setting. The thing that sets the tone for the campaign, the major source of conflicts for the world, and the most obvious hook for adventures. The gods, the priesthoods, and the interrelationships between them and the people of the world.

So that’s what I’m going to start with, a description of the gods themselves. Including such things as interrelationships between the gods and between the priesthoods. The background, myths, and legends surrounding each god. The clergy, temples, dogmas, rituals, and of course the particulars of the followers of each god. The rest of my work on the setting, the world building, will grow and expand from that basis. Like Tasha said, top-down development. Which is completely opposite of what I was doing when I was developing a world for D&D characters to explore.

Until next time. Peace.