As I mentioned in my last post, a great way to characterize and stylize your world is to add not only a real history to it, but famous places. In this article I am going to discuss how those pieces can help make a beautiful picture out of your campaign.
History, real concrete history, can really attach players to your world. Maybe the world used to be devoid of magic? Maybe a ruler of a specific kingdom just won't die? Facts like this, found in taverns and books, can not only help flesh out your world slowly, but they can reveal important clues you can use in ancient dungeons or old gods the may come across. Not to mention the fact that you can come up with it after they're already in your world (depending on how much your players care, I suppose), and make it as important as you want. Ancient figures and kingdoms can become important areas for adventurers to go to.
Tying in with history, famous areas can add some great themes to otherwise boring areas. Would you rather go to those mountains over there, or the Redcap Mountains, known for being fought over so many times that some say the ice is stained red with blood? Not to mention you can get very creative and pique your player character's curiosity, and get them to care about a city or temple they might get connected to.
When you begin to use both of these resources is when you can do some great foreshadowing for a coming battle, or perhaps an event that happens regularly like a comet passing, or a creature's mating ritual? I know these may not sound the most exciting, but with the right setup I sincerely think anything can be.
I know some GMs want to have the history and such all thought of before-hand, and that's wonderful. It helps to give the players a decent idea of the what the world they're entering is like. I'd rather be a dwarf from Bleakstone Pass, than a dwarf from some random pass you've probably never heard of.
Some GMs, like myself, aren't so keen on such preparations and would rather do them on the spot. It isn't easy to do with consistency, but it can be done, and the more you do it the better you get.
And to you players, or GMs who also play, reading this - Try to learn about the setting's major players, history, and important areas. Ideally through in-game resources, as that promotes role-playing and can create interesting character interactions. It also shows the GM that you're interested in what's going on, and might cue him to add some more points of interest historically speaking.
So remember to not be afraid to add in historical details. They shouldn't be inconsistent GM-wise, but in-game scholars get things incorrect just like we do, and that can add tension and intrigue to one's "factual racism" or some other misguided intellectual in your party, or main villain.
Remember your world is what you and your players focus on, nothing more!
Taylor Shuss