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	<title>worldbuilding Archives - Tribality</title>
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	<title>worldbuilding Archives - Tribality</title>
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	<item>
		<title>Worldbuilding: Create your own Trinkets table</title>
		<link>https://www.tribality.com/2021/05/19/worldbuilding-create-your-own-trinkets-table/</link>
					<comments>https://www.tribality.com/2021/05/19/worldbuilding-create-your-own-trinkets-table/#respond</comments>
		
		<dc:creator><![CDATA[Tomás Giménez Rioja]]></dc:creator>
		<pubDate>Wed, 19 May 2021 13:00:54 +0000</pubDate>
				<category><![CDATA[Columns]]></category>
		<category><![CDATA[GM Tips & Tricks]]></category>
		<category><![CDATA[faction]]></category>
		<category><![CDATA[item]]></category>
		<category><![CDATA[organization]]></category>
		<category><![CDATA[table]]></category>
		<category><![CDATA[territory]]></category>
		<category><![CDATA[trinket]]></category>
		<category><![CDATA[worldbuilding]]></category>
		<guid isPermaLink="false">https://www.tribality.com/?p=32531</guid>

					<description><![CDATA[<p>Thumbnail image from Pirates of the Caribbean While doing some worldbuilding of my own I found a note my past self has left for me detailing that I should create a trinkets table. I thought of them and what each trinket might mean for the player characters. That&#8217;s when this article idea sprang. I haven&#8217;t got to fully do it for my own homebrew world but I believe this technique is a great enough worldbuilding technique to build an article [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2021/05/19/worldbuilding-create-your-own-trinkets-table/">Worldbuilding: Create your own Trinkets table</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
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			</item>
		<item>
		<title>Why Magic Shops Ruin the D&#038;D Fantasy</title>
		<link>https://www.tribality.com/2021/04/28/why-magic-shops-ruin-the-dd-fantasy/</link>
					<comments>https://www.tribality.com/2021/04/28/why-magic-shops-ruin-the-dd-fantasy/#respond</comments>
		
		<dc:creator><![CDATA[Tomás Giménez Rioja]]></dc:creator>
		<pubDate>Wed, 28 Apr 2021 13:00:24 +0000</pubDate>
				<category><![CDATA[Columns]]></category>
		<category><![CDATA[GM Tips & Tricks]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[dimension]]></category>
		<category><![CDATA[fantasy]]></category>
		<category><![CDATA[item]]></category>
		<category><![CDATA[magic]]></category>
		<category><![CDATA[opinion]]></category>
		<category><![CDATA[pathfinder]]></category>
		<category><![CDATA[shop]]></category>
		<category><![CDATA[worldbuilding]]></category>
		<guid isPermaLink="false">https://www.tribality.com/?p=32466</guid>

					<description><![CDATA[<p>Thumbnail art by Robin Olausson Magic shops in D&#38;D and other fantasy games have always been something that came and went throughout the different editions. They were a vital part in 3e and 4e as the game highly demanded the PCs to have magic items to progress. Where does 5e stand in this? Magic Shop Purpose A magic item is usually created by the DM to have an easy fun way for the player characters to access cool magic stuff [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2021/04/28/why-magic-shops-ruin-the-dd-fantasy/">Why Magic Shops Ruin the D&amp;D Fantasy</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
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			</item>
		<item>
		<title>Designing a Realistic Map For Your Campaign</title>
		<link>https://www.tribality.com/2021/04/20/designing-a-realistic-map-for-your-campaign/</link>
					<comments>https://www.tribality.com/2021/04/20/designing-a-realistic-map-for-your-campaign/#respond</comments>
		
		<dc:creator><![CDATA[Kevin Victor Rae]]></dc:creator>
		<pubDate>Tue, 20 Apr 2021 14:10:11 +0000</pubDate>
				<category><![CDATA[Book of Secrets]]></category>
		<category><![CDATA[Columns]]></category>
		<category><![CDATA[dm-tips]]></category>
		<category><![CDATA[map building]]></category>
		<category><![CDATA[map creation]]></category>
		<category><![CDATA[worldbuilding]]></category>
		<guid isPermaLink="false">https://www.tribality.com/?p=32406</guid>

					<description><![CDATA[<p>When designing your map there are a few rules of thumb to keep in mind. These mostly have to do with how water moves across the land, and subsequently where life tends to be. Keep in mind that when breaking these rules, just justify it with an in-game reason. After all Dungeons and Dragons is a fantasy world. Want a waterfall that goes up instead of down? Magic! Look at Real World Maps Start with a real-world map. I like [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2021/04/20/designing-a-realistic-map-for-your-campaign/">Designing a Realistic Map For Your Campaign</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
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		<item>
		<title>A Villain’s Fatal Flaw</title>
		<link>https://www.tribality.com/2020/09/15/creating-an-organization-of-evil-2/</link>
					<comments>https://www.tribality.com/2020/09/15/creating-an-organization-of-evil-2/#respond</comments>
		
		<dc:creator><![CDATA[Kevin Victor Rae]]></dc:creator>
		<pubDate>Tue, 15 Sep 2020 14:10:52 +0000</pubDate>
				<category><![CDATA[Book of Secrets]]></category>
		<category><![CDATA[D&D 5e]]></category>
		<category><![CDATA[GM Resources]]></category>
		<category><![CDATA[dm]]></category>
		<category><![CDATA[dungeon master help]]></category>
		<category><![CDATA[lore]]></category>
		<category><![CDATA[loremaking]]></category>
		<category><![CDATA[villains]]></category>
		<category><![CDATA[worldbuilding]]></category>
		<guid isPermaLink="false">https://www.tribality.com/?p=31236</guid>

					<description><![CDATA[<p>So far we have looked at how to create a compelling villain and how to create their organization of evil, so now let’s look at what makes villains sympathetic and compelling to fight against their fatal flaw.  A fatal flaw is defined as &#8220;a flaw which causes an otherwise noble or exceptional character to bring about their own downfall and, often, their eventual death.&#8221; Let&#8217;s take a look at how interesting villains can be made by emphasizing this flaw. Flaws [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2020/09/15/creating-an-organization-of-evil-2/">A Villain’s Fatal Flaw</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
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		<item>
		<title>Creating an Organization of Evil</title>
		<link>https://www.tribality.com/2020/09/08/creating-an-organization-of-evil/</link>
					<comments>https://www.tribality.com/2020/09/08/creating-an-organization-of-evil/#respond</comments>
		
		<dc:creator><![CDATA[Kevin Victor Rae]]></dc:creator>
		<pubDate>Tue, 08 Sep 2020 14:09:53 +0000</pubDate>
				<category><![CDATA[Book of Secrets]]></category>
		<category><![CDATA[D&D 5e]]></category>
		<category><![CDATA[GM Resources]]></category>
		<category><![CDATA[dm]]></category>
		<category><![CDATA[dungeon master help]]></category>
		<category><![CDATA[lore]]></category>
		<category><![CDATA[loremaking]]></category>
		<category><![CDATA[villains]]></category>
		<category><![CDATA[worldbuilding]]></category>
		<guid isPermaLink="false">https://www.tribality.com/?p=31205</guid>

					<description><![CDATA[<p>So you have your big bad evil guy, right? You’ve developed their motivations, their world view and have given them a compelling reason for their actions. What’s next? Well, they need henchmen to carry out their will! Let’s do some recruiting and develop a cadre of evil for your heroes to face. Creating the Organization The first step is to create the organization that the villain uses to achieve their dastardly plan. This organization should reflect the villain’s core motivation [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2020/09/08/creating-an-organization-of-evil/">Creating an Organization of Evil</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
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			</item>
		<item>
		<title>How to Create a Compelling Villain</title>
		<link>https://www.tribality.com/2020/09/01/how-to-create-a-compelling-villain/</link>
					<comments>https://www.tribality.com/2020/09/01/how-to-create-a-compelling-villain/#respond</comments>
		
		<dc:creator><![CDATA[Kevin Victor Rae]]></dc:creator>
		<pubDate>Tue, 01 Sep 2020 14:10:54 +0000</pubDate>
				<category><![CDATA[D&D 5e]]></category>
		<category><![CDATA[GM Resources]]></category>
		<category><![CDATA[dm]]></category>
		<category><![CDATA[dungeon master help]]></category>
		<category><![CDATA[lore]]></category>
		<category><![CDATA[loremaking]]></category>
		<category><![CDATA[villains]]></category>
		<category><![CDATA[worldbuilding]]></category>
		<guid isPermaLink="false">https://www.tribality.com/?p=31150</guid>

					<description><![CDATA[<p>Creating great villains for your campaigns has as much to do with their deeds as it does their motivations. Memorable villains should present not just mechanical challenges to the party, but roleplaying challenges. A great villain forces player characters to make difficult choices that make them choose between their values and their motivations.  So, how do you make a multi-dimensional villain? One place to start is by developing their worldview. For this article, we’ll define worldview to include: their values, [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2020/09/01/how-to-create-a-compelling-villain/">How to Create a Compelling Villain</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
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		<item>
		<title>How to Create and Use Lore in a Tabletop RPG</title>
		<link>https://www.tribality.com/2020/07/14/how-to-create-and-use-lore-in-a-tabletop-rpg/</link>
					<comments>https://www.tribality.com/2020/07/14/how-to-create-and-use-lore-in-a-tabletop-rpg/#respond</comments>
		
		<dc:creator><![CDATA[Kevin Victor Rae]]></dc:creator>
		<pubDate>Tue, 14 Jul 2020 14:10:55 +0000</pubDate>
				<category><![CDATA[D&D 5e]]></category>
		<category><![CDATA[GM Resources]]></category>
		<category><![CDATA[dm]]></category>
		<category><![CDATA[dungeon master help]]></category>
		<category><![CDATA[lore]]></category>
		<category><![CDATA[loremaking]]></category>
		<category><![CDATA[worldbuilding]]></category>
		<guid isPermaLink="false">https://www.tribality.com/?p=30650</guid>

					<description><![CDATA[<p>Lore &#8212; huh! What is it good for? I’m sure that joke has never been used before. Lore refers to the world’s backstory, and it serves to help give the campaign setting its own sense of character. Good lore creates depth, makes it world feel lived in and real. Bad lore is exposition that is skipped or ignored and often can stifle a session. The key difference between the two is not what the lore is, but how it is [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2020/07/14/how-to-create-and-use-lore-in-a-tabletop-rpg/">How to Create and Use Lore in a Tabletop RPG</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
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		<item>
		<title>Crafting Mythologies for Your Campaign</title>
		<link>https://www.tribality.com/2020/06/30/crafting-mythologies-for-your-campaign/</link>
					<comments>https://www.tribality.com/2020/06/30/crafting-mythologies-for-your-campaign/#respond</comments>
		
		<dc:creator><![CDATA[Kevin Victor Rae]]></dc:creator>
		<pubDate>Wed, 01 Jul 2020 00:10:50 +0000</pubDate>
				<category><![CDATA[GM Resources]]></category>
		<category><![CDATA[dm]]></category>
		<category><![CDATA[dungeon master help]]></category>
		<category><![CDATA[myths]]></category>
		<category><![CDATA[worldbuilding]]></category>
		<guid isPermaLink="false">https://www.tribality.com/?p=30527</guid>

					<description><![CDATA[<p>One of my favorite aspects of world-building for a campaign is crafting a pantheon of gods and weaving myths together with visions of my players being enthralled by my epic tellings of how the world was ordered.  Of course, the reality often is that the myth gets stuck in a world guide and barely mentioned in the campaign. So, how do you incorporate myths into your campaign? Let’s take a look at some ways we can incorporate myths in our [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2020/06/30/crafting-mythologies-for-your-campaign/">Crafting Mythologies for Your Campaign</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
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		<item>
		<title>How to Make A Basic Conlang, Part 3: Verbs</title>
		<link>https://www.tribality.com/2020/06/02/how-to-make-a-basic-conlang-part-3-verbs/</link>
					<comments>https://www.tribality.com/2020/06/02/how-to-make-a-basic-conlang-part-3-verbs/#respond</comments>
		
		<dc:creator><![CDATA[Kevin Victor Rae]]></dc:creator>
		<pubDate>Tue, 02 Jun 2020 14:10:52 +0000</pubDate>
				<category><![CDATA[Columns]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[conlang]]></category>
		<category><![CDATA[constructed language]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[D&D5E]]></category>
		<category><![CDATA[dm]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[worldbuilding]]></category>
		<guid isPermaLink="false">https://www.tribality.com/?p=30231</guid>

					<description><![CDATA[<p>In the previous articles, we looked at how to create phonology for our language and we began creating some morphology for nouns. Today, let’s create some for our verbs.  Verbs are “Big Chonky Bois” as the kids say, and there are so many options of what you could do. The ones I present here are by no means the only one. Do your research to see what natural languages do, and what other conlangers have done. You can even use [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2020/06/02/how-to-make-a-basic-conlang-part-3-verbs/">How to Make A Basic Conlang, Part 3: Verbs</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
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		<item>
		<title>How to Make A Basic Conlang, Part 2: Nouns</title>
		<link>https://www.tribality.com/2020/05/26/how-to-make-a-basic-conlang-part-2-nouns/</link>
					<comments>https://www.tribality.com/2020/05/26/how-to-make-a-basic-conlang-part-2-nouns/#respond</comments>
		
		<dc:creator><![CDATA[Kevin Victor Rae]]></dc:creator>
		<pubDate>Tue, 26 May 2020 14:10:16 +0000</pubDate>
				<category><![CDATA[Columns]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[conlang]]></category>
		<category><![CDATA[constructed language]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[D&D5E]]></category>
		<category><![CDATA[dm]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[worldbuilding]]></category>
		<guid isPermaLink="false">https://www.tribality.com/?p=30227</guid>

					<description><![CDATA[<p>Last week, we tackled the first step in creating a constructed language: choosing the sounds. It was also pointed out to me that an example lang would be hugely beneficial, so here is my phonology for the Example lang. I also generated a few words for us to play with today. Example Lang Phonology I decided to create a language for halflings. I decided to see what would happen if I followed the suggestions I listed out in the last [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2020/05/26/how-to-make-a-basic-conlang-part-2-nouns/">How to Make A Basic Conlang, Part 2: Nouns</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
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