My ​world building in Zweihänder

After reading the Zweihänder rulebook, the obvious choice would have been for me to run the A Bitter Harvest adventure as my first game, but I didn’t go that way. I wanted to test myself if I’m able to design my own campaign from scratch. Skipping a decade of tabletop gaming got me a bit doubtful in the success of the task, so I started small.

I imagined a central place where my players are able to meet and have their own motivation to go. This is how the idea of the prosperous merchant city of Danaarso came in my mind and started to design it from the basics. The first question I asked myself, now that I got the name and the basic idea of the city where should I put it? On what continent or country is Danaarso located? My answer was Hilmond, a vast continent with other city-states and realms nearby. I created four other different domains for my new continent, Argessaar, Brondé, Eglan and Ro’Dor. I got the big picture, the brand new, homebrew mainland of Hilmond, where I was able to imagine Danaarso and my players.

From there I continued to design the merchant city a bit further to give some more depth. I didn’t want to have kings and queens to be the primary governor power in Danaarso. I wanted the most influential merchant families on the top of the power chain where merchant lords govern the city. Overall the following four of the mightiest merchant families are the rulers of the capital: the Hildred, the Verto, the Scrada and Bellosta. I also wanted to have some kind of a darker influence from the underclass in the powers, so I put the Scarlet Sparrow-hawks in the equation too, which is the significant thieves guild in town. Shady business, blackmailing, bribing belongs to them.

With four families in the city, I didn’t want my players to get confused when they arrive in Danaarso. I started to design their central function in power and symbols for each so the players will able to recognise them.

The Hildred family is the keeper of the treasury, the wealthiest merchants in the capital. Their symbol is a pearl in a seashell.

The Verto family has the military power in Danaarso. Their symbol is the mighty sea Kraken.

The Scrada family power lies in knowledge, they are the scribes of the realm. They own the mightiest libraries in the city, and their symbol is the dazzling dragonfly.

Finally, the Bellosta family is the ruler of the seas. Excellent seafarers and with the most prominent and fastest navy in the realm. Their symbol is the illustrious Bellosta sailboat.

However, designing a fully living and breathing city is a tremendous task and quite time-consuming, I only laid out the details of the main street, a small portion of the town docks and a tavern called the One way. I knew that my players won’t spend too much time in the city because I just threw them in the middle of quickly unfolding events. I just had the details of the places that I wanted to show them. I know this sound like a railroad for the players but the events that unfold in the city pushed them on their journey to another, smaller town. They could have chosen a different path. I offered them this choice, but they were too intrigued and wanted to find out what will happen if they stick with the flow of the events.

So what would have happened if they choose differently? Well, I should have improvised, a lot, but based on that foundation that I already had in mind. I’m glad they went with the path that drove them to another destination. In the end, we all had fun, and our party of adventurers was on their way to escort the heir of the Hildred family out of the mighty merchant city of Danaarso to meet their faith somewhere else.

What do you think? Did I overlook something here? Which type of world builder are you? The kind who design every bit of a city or you try to guide your players through the base foundations? Share me your thoughts in the comments.

2 thoughts on “My ​world building in Zweihänder

  1. Actually what I did to improvise from the get go. Since what I wanted was a step-by-step introduction to the game. So I decided to let world building be what I give the situations with the players in game. In session 0 until session 2 I was able to introduce to the combat system immediately, then wilderness travel and Chase Scene and finally Social Intrigue. All taking part in a Battlefield in the wilderness of GrunWald, then they woke up in a town called Dark Crest and then from their they explored catacombs under Dark Crest and went to one of the players lands as I had set up as a surprise Noble.

    With all of those situations we were able to build and agree upon our own world. I know it sound Blasphemous, but I didn’t want to fall into a trap that forced me to stop the game for an hour just because I didn’t prepare a place for it.


    1. Well, it seems that you are a skilled DM. I’ve built my foundation to help me run the adventure. I’m after a long pause in DMing and the fact that we are playing a game that is entirely new for everyone also supports this kind of approach. But sure I even come up with details on the fly.
      May I ask, did you have to take notes a lot meanwhile you run your game?


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