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A monthly magazine for worldbuilding enthusiasts, writers, RPG gamemasters (GMs) and others who love to explore sci-fi/fantasy worlds.
158 backers pledged £3,083 to help bring this project to life.

The Contents of Issue 1

Posted by Stephen Coffey (Creator)
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With the changing numbers of pages we've been doing a bit of shuffling around, but we've worked out which of the pieces we've got written will be going in the first issue - and which are getting pushed back to issues 2 and 3.

So here's the contents section - page numbers are not included, as art and typesetting may shift some things; or a "People's Hero" backer might increase the size of the Zine still further.

 Editorial: Introducing the authors and the concept of the Zine

 The Grand Labyrinth: The world's largest maze, which hosts three or four exits: The three below and potentially the more mysterious Hero's Gate, if combining with Issue #2s Labyrinth of Time 

↳   The Wayfarer’s Gate: At the northwest of the maze is an exit best reached through days of painstaking progress

↳   The Warrior’s Gate: At the northeast of the maze is an exit which can only be reached by battling mechanical beasts

↳   The Adventurer’s Gate: At the center of the maze is the most challenging exit to reach, one that will take cunning, combat skill and endurance combined.

 Bokort’s Bar: A future tavern with alien patrons and bartenders, alongside some technological gambling games.

↳   Staff: The bartenders, bouncer and croupier.

↳   Notable Patrons: Interesting people who might be found here reasonably often.

↳   Hooks: Example ways to weave the location into a story as well as a world.

 The Great And The Wise: Neasa Aranrhod: A fey queen with an interest in answering questions "helpfully".

↳   In Other Genres: Exploring how to alter Neasa to fit in worlds beyond traditional fantasy

 Using the 5 Ws in Worldbuilding: An introductory article looking at how to dig deeper into an aspect of your world by asking the standard questions: "Who?", "What?", "Where?", "When?", "Why?" and the honorary sixth w "How?" - using one of our past creations to illustrate the method.

 Magpie's Nest: Stealing Thieves: Some things you can take from history, mythology, folklore and fiction to craft your worlds thieves, and their gods.

 Letter Lich: In this issue, she answers a questioner asking how to incorporate Drow into a roleplaying campaign without causing trouble for an arachnophobic player.

 Credits & Thanks: Art credits along with thanks to our biggest backers and supporters in this project.

As always your comments and input are welcome.

Alex Neilson, Mary Stenton, and 1 more person like this update.

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