September 6th, 2011
                Hello  everyone, and welcome to another exciting Grave  Plots, where we bring you new plot hooks and adventure ideas each and every  week.  For some time now I have been  considering doing an article on where you set your adventures.  Unfortunately, the more I think about it, the  more I realize that there is just plain too much to talk about – but when has  that ever stopped me from trying?  Since  the issue is far too big to cover comprehensively in one article, I'm not even  going to try; in fact, I won't even try to outline the subject today, such is the complexity of the issue.  Instead, we're skipping the general  overview-y information that should probably be covered in some fashion before I  move on to any kind of specifics, and we're starting in the middle with a brief  discussion of a popular type of non-traditional campaign world.  With any luck, after a few such articles you  will end up getting the gist of the overview-y stuff anyway.
      
                As you  will no doubt have gathered through your previous experience with fantasy  books, games, and movies, most fantasy settings have a lot in common: namely,  that they strongly resemble medieval Europe, with more progressive attitudes,  lots of magic, and weird creatures and cultures.  Greyhawk is a good example of such a setting,  and so is Faerun, as well as Middle-earth.   Most of our D&D games (probably) take place in these comfortable  surroundings, and that's just fine.  The  “usual” setting has a lot going for it: it's more relatable, and therefore more  believable, than most settings; it’s generic, allowing for you to customize the  details without compromising the integrity of setting; and it's familiar,  meaning most of your group isn't going to be put off by any weird  surprises.  That being said, the “usual”  setting has its weaknesses – specifically, that it's been done so many times  before that these settings often feel stale.   Now, I know what you're thinking: "Whatever 'usual' setting I like  isn't stale or generic; just because it share features with some other settings  doesn't mean it's not a unique and fascinating setting!"  And you're absolutely right – the little  details and differentials can turn even essentially similar settings (say  Greyhawk and Faerun)into wildly different places, easily distinguished from one  another, and both uniquely compelling.   However, since faux-Europe settings have been done so often before, you  have to put a lot of work into differentiating your setting from the rest in  order to be compelling.  While putting in  the time and effort to come up with all the little details can be rewarding,  there is an easier way to make your setting stand out from the rest, say by  putting it on a flat disk  supported by four giant elephants riding through space on a giant turtle.  
      
                In  essence that's what I want to (finally!) talk about today, worlds set on the  back of giant animals.  Stories of  wandering island kingdoms supported on the back of turtles have been with us  for as long as humans can remember.  And  tales of great beasts of burden supporting the world or various celestial  entities have been a part of the folklore of many peoples since long before any  of us were born.  As such, it seems  perfectly evident that these kinds of stories are compelling enough to make for  a fine setting for a D&D adventure, and perhaps even an entire  campaign.  With that in mind, let's look  at some important things to consider when trying to create a setting of this  type.
      
Choose Your Animal  Carefully!
                The  first thing to consider after embarking down this path is what kind of animal  you want for your world.  Remember that  if you want to effectively use your setting, the animal in question is almost  certainly going to feature in a major way, so unless your aim is to illicit  cheap laughs, don't pick a mighty platypus or naked mole rat.  The choice should reflect, to a certain  extent, the flavor of the world you’re creating; for example, one might use a  hippopotamus if they were looking to evoke visions of Africa, an eagle for  Western themes, or a tiger for Asian imagery.   Ultimately, you should choose a beast that appeals to you personally,  and that makes sense to you as a vessel for your world.  
      
How Does It Work?
                While  it might seem like an obvious question, it is important before you go any  further in your world-building to consider how precisely your world-beast  functions as a habitat for the people.   The first critical question is, are your world and your beast  separate?  Consider a camel carrying a  pair of twin worlds atop its massive humps as it gallops through the cosmos.  The people are aware of the camel, it is perhaps religiously significant, and  should the people ever escape their world they might be able to visit the  mighty beast.  Perhaps they spend a long  time musing about the camel and its nature and on their own significance,  knowing that such a beast exists as to be great enough to carry the whole of  two worlds through the cosmos.  But  ultimately, most of the time the camel isn’t going to be all that relevant to  the affairs of the worlds it carries.   This kind of set-up is Ideal if you want to use the world-beast as a  flavorful background element while still focusing on the regular sort of  heroics the PCs typically get down to.  
      
                Next,  consider a continent-sized dragon who flies endlessly through the skies of a  desolate and uninhabitable wasteland.   The great beast is covered with earthen soil, accumulated from dust that  once blew in the breeze.  Plants cover  every inch of his scaly hide, grown from seeds blown in the wind (a gift from a  once less desolate world) and fed by rainwater which runs in rivers over his  massive form, freezing on the high parts of spine which makes up the great  mountain range which splits the land in twain.   The people who live there are the descendants of refugees saved by the  mighty beast in the dying world’s last moments.   The monsters and beasts which share the space with the civilized people  are the result of natural evolution, aerial migration, and wicked sorcery.  The great beast ignores the happenings of  civilization, the movement of the world on his back; even the progress of  terrible wars is of no concern to him, protected by his several miles’ thick  hide.  With this set-up, the creature’s  existence is of paramount importance to the world.  The geological features of a wondrous fantasyscape  are a natural part of its anatomy.   Additionally, the creature may be notably more important to the lives of  adventurers and the common man alike: evil sorcerers and insane demons might  try to destroy the world by poisoning the dragon, and the dragon’s unknowable  whims might endanger (or apparently endanger) the lives of those living upon  him.  It might even be possible for great  heroes to speak with the beast himself.
      
Well, that's it for this week's Grave Plots; I hope you join me next week for the very exciting Zombie theme week, and until next time, allow me to wish you all the best in your gaming endeavors.