Seeking opinions for part of an original campaign! Having trouble bringing this particular area to life...
I am currently DMing a built-from-scratch campaign that uses fifth-edition parameters. I have not been adhering to canon lore, and have thus far only used one canon creature (Gloom Dragon), so feel free to be as liberal as you'd like in your suggestion.
The area in question is called the Bentagi Tribelands, and is situated on the southwestern corner of the continent that serves as the campaign's primary setting. The details so far:
The people living in the Bentagi Tribelands have very pale skin. They are somewhat primitive, shamanistic people who place a heavy importance on ancestry and spirit communion. The Bentagi Tribelands are surrounded; the western half is coasline, and the eastern half has a wall built around it by the very nearby human city that fears them and looks down on them for being primitive, unpredictable and possibly being in cahoots with the demon movement that is threatening the continent.
The wall has stood for a little over 100 years, and no word has come in or out of the area during that time.
The primary problem I'm having is one of detail. What could the houses be made of? The area is primarily swampy with flat topography and a complex river system, if that helps. What could be the general demeanor of the people? Would they be afraid of anything "outside," would they hate all things "outside," or could they be relieved to have access again?
Any other ideas, details or impressions are appreciated. Thanks for your time!
Posted Mar 3, 2015, 6:13 PM UTC
Put yourself in the shoes of a Bentagi Tribal. (Or footprints, if they don't wear shoes.) What resources are readily available. What skills do your people place at your disposal? What do you want out of a home? How do your beliefs impact this decision, if at all? Now build that house.
Do the same with the people. Think about the culture you have established already. Think about how their beliefs impact upbringing and social interactions, both internal and external. Now think about how that might affect someone's attitude towards outsiders?
Now wipe the marsh mud off your feet, and put your DM shoes back on. What do the huts you just helped build look like from an outsider perspective? What would someone see when they first walk into the village? When you encounter the NPCs, how do the characteristics you built in the previous paragraphs affect the NPC's treatment of the party?
If all else fails, default to the Rule of Cool. Which option would make a better story? Which world will they like better?