|I dig the metal bard in the lower right corner wailing on his ax|
Given that I've been moving to a somewhat more ad hoc approach to GMing (perhaps better described as just-in-time design i.e. desperate brainstorming the night before and not a moment earlier), it makes sense that I didn't bother to think about things in great detail. I'm into a more organic approach to world building, although I'm careful to avoid the pitfalls of illusionism. Suffice to say, my approach was to just start with straight-up ASE and let it evolve from there.
And evolve it has. At this point, some of the heretofore unimagined backstory is starting to coalesce. I now know a lot more about what makes this world tick. I know why wizards are all insane, and why their magical tools don't work after they are killed. I know what happened to the ancient civilization that discovered/created the ASE. Heck, I even know what the ASE is.
At least, now I know all these things in the context of my own campaign. And I'd like to share it with you. It all started to come together when I tried to imagine a reason that my players might venture forth from Denethix to visit a distant village by the name of Carrowmere...