We’ve made our way, creating a brand new world, through Geography, flora, fauna, Magical traits, and basic knowledge of civilization both traditional and non-traditional. Each of these steps has been to build the knowledge with which to create a solid framework and foundations. Now, we start getting into the world of the people, and how it is both perceived and lived. First up, a working history. 

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While I’ve spent the last few weeks talking about the types and styles of civilizations, from City States to Feudal Nations, and the populations that live in them, this week will bring a close, both figuratively and literally to the chapter on nations. I’m going to talk a little bit about how nations defined themselves and their boundaries and their lands. 

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(PS: I would love to have an orange/black version of the above image, or one like it, I just can’t seem to do the right editing to it. Help anyone?)

The Last three weeks have talked about the fundamentals of magic, how it exists, how the world at large is suffused with it, and how spellcasters tap into it. This week I want to talk a bit about all the categories that a spellcaster can think of magic in.

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This series is all about putting realism a bit more often into fantastic campaigns and other fictional worlds. We’ve talked about Currents of both air and water, vegetation, climate and biome considerations, and we’re wrapping up talking about creatures and how they should be looked at. If you’ve got anything I think I missed or would like to see about creatures, let me know, I’ll see what I can do. 

Now, this week, we are going to look at consistent placement of monsters within a setting!

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