Worldbuilding – Religion

Last time we made the village of Arcford, today we’re making the religions. Just like when we built the town it’s going to be a little incomplete. We’re just going to focus on the religion and try to sum the organisation (if any) attached to it and flesh those further out when we get to cultures.

Page 10 to 13 of the Dungeon Master’s Guide deals with gods and deities and though I’ll reword some things to fit my own brand of world building there are a few tips in there that are really helpful.

One of which is to look at eight domains and assign each a deity. Death, Knowledge, Life, Light, Nature, Tempest, Trickery and War, with some gods having a foot in two domains. I’d go one step further and specify them just a little more.

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Homebrewing: Mimics

Today we’re re-tooling the mimic. Make it more interesting because let’s face it. Most 5E standard monsters lack a certain jam, a certain je ne sais quoi. They lack MSG.

First let’s look into the lore that Forgotten Realms provides. Mimics were strange predators that assumed the form of mundane furnishings and household objects in order to attract prey.

In other words an ambush predator.

Behaviour:

Mimics had no concerns beyond surviving and acquiring food. Although some intelligent varieties of mimics were capable of basic communication, they had no culture, no moral code, and no interest in religion. More aggressive mimics could not be reasoned with in any capacity

Doug Stewart, Monstrous Manual as taken from Forgotten Realms
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