For me, Mothshade Concepts is all about ideas and putting them together to form milieus or worlds.
Because people have expressed interest in the process, I'd like to take one specific example that I'm working on right now, from initial idea germ - all the way to working published concept.
Consider with me, the Paratevan Snake Tree.
So, that's a simplified version of my typical creative process. I hope it was helpful or interesting to someone. Thank you for reading.
Because people have expressed interest in the process, I'd like to take one specific example that I'm working on right now, from initial idea germ - all the way to working published concept.
Consider with me, the Paratevan Snake Tree.
- Some time ago, while researching an entirely different concept, my mind presented to me the idea of a dryad with the natural ability to Turn Sticks to Snakes (like the cleric spell). Dryads being tree spirits, I liked the idea of them being able to do something interesting with bits of wood. Also, one would imagine they'd have the advantage of a steady supply of sticks.
- Recently, while compiling material for the next Avremier supplement (Parateva), I came across my notes for these snake-producing dryads. Seemed like a perfect fit for some of the snake-infested regions of the Great Delta.
- So, what kind of tree would suit such a dryad? I know there are "snake plants," but had never heard of a "snake tree." Well, this was my world, and a fantasy world at that, so I would make one!
- Using the actual Snake Plant (Sansevieria trifasciata) as reference, I simply turned the thing into a hardwood tree with clusters of snake plant leaves that are known for their attractive patterns. I'm kind of looking forward to illustrating this thing, actually.
- Real snake plants are known for their air-purifying qualities. I turned this into a property of the leaf juice to purify water. Also, the fibers of the real-world plant are used for making ropes and bowstrings. I kept that for the Avremier version - no adjustments necessary.
- So, now the marshy region of Parateva has a species of hardwood tree of its very own, with an accompanying dryad variant to defend it. Also, the tree produces valuable extracts and fibers that can profit those who harvest them. This would bring direct conflicts with resident dryads - unless some agreement could be reached.
- To my mind, this gives Parateva some realistic color and flavor, with very little actual work. Through word association, thematic considerations, and personal knowledge (we had snake plants at home when I was a child), I was able to add a few minutes of research to bring it all together for the campaign setting.
So, that's a simplified version of my typical creative process. I hope it was helpful or interesting to someone. Thank you for reading.