Worldbuilding Lessons from Shadows of Coexistence


By Charlie Stayton, Behind the Die

When I began writing Shadows of Coexistence, I thought I was building a world for a narrative. What I didn’t realize until halfway through was that the world was also building me—as a writer, a game master, and a storyteller.

Shadows of Coexistence is more than a title. It’s a philosophy that shaped every map, NPC, and moral conflict in the campaign. It’s an adventure where ancient grudges still smolder, where former enemies build uneasy alliances, and where hope teeters on the edge of compromise. Designing a setting like this wasn’t just about creating heroes and monsters. It was about creating tension, history, and possibility.

Here are the biggest worldbuilding lessons I learned from Shadows of Coexistence—and how you can use them in your own campaigns.

1. Conflict is Culture

Instead of building a village around races or terrain, I built them around wounds.

Why does this village fear magic? Because it was nearly wiped out by a magical cataclysm three generations ago. Why does this city welcome tieflings while others shun them? Because a tiefling hero saved them during the border wars. Every cultural trait is a reaction to pain, survival, or memory.

Your world’s richness grows exponentially when its beliefs and biases come from lived history—not just “this is how elves are.”

💡 Tip: Ask yourself, “What did this people survive?” and then let that shape their art, government, even cuisine.


2. Villains Deserve Worldbuilding Too

Vorenthas, the adventure's primary antagonist, didn’t start as a mustache-twirling villain. He started as a radical scholar—who in joining a clandestine order becomes infatuated with power. He may be evil, but he is not an empty shell.

The more I fleshed him out—his mentors, his lost lover, his flawed logic—the more the world responded to him. People feared him. Others followed him. He was a symptom of the world’s brokenness, not just a source of it.

💡 Lesson: Don’t just worldbuild for your heroes. The villains are shaped by the world too—and they shape it right back.


3. Maps Tell Stories—Make Them Speak

The map of Shadows of Coexistence isn’t just topography—it’s narrative. The caves, the village, the forest, and pilgrimage trails that are now battlegrounds. Every mark is a question the players might ask:

  • Why is that forest marked as “Ashwood”?

  • What’s the story behind that lone tower in enemy lands?

  • Who built the bridge that doesn’t connect anymore?

Your maps don’t just guide—they provoke.


4. Let the Players Influence the World

From session one, I gave players permission to shape the world:

  • A cleric who invented her own Lathanderian offshoot cult

  • A rogue who rewrote a chunk of underworld history

  • A fighter whose family estate became a hotly contested plotline

I learned that players want to co-author your world if you let them. And when their ideas mesh with your world’s conflicts, the result is unforgettable storytelling.

💡 Prompt to try: “Where in the world do you feel safest?” and “Who taught you that the world is dangerous?”

5. Coexistence Requires Compromise

The world of Shadows of Coexistence isn’t one where everyone agrees. It’s one where survival means living beside those you don’t fully trust. That’s what makes it feel real.

Not every racial tension is solved. Not every battle ends cleanly. But the world moves forward because people choose to sit at tables instead of burn them down.

Creating that tension made for rich storytelling. The players had to ask hard questions:

  • Do we forgive this group for past atrocities?

  • Is peace worth sacrificing justice?

  • Can coexistence survive without truth?

Those weren’t just plot points—they were the heart of the campaign.


Final Thought

Worldbuilding isn’t about stuffing a setting full of names and places. It’s about making a world feel lived in, hurt in, and hoped in. A world that changes because your players dared to believe it could.

Shadows of Coexistence taught me that the best worlds aren’t just playgrounds—they’re conversations. Between past and future. Between player and DM. Between light and shadow.

And that’s a conversation I’ll never stop writing.

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