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Homebrew Worlds- What is in YOUR world?
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<blockquote data-quote="Celebrim" data-source="post: 6229381" data-attributes="member: 4937"><p>Korrel:</p><p></p><p>Meta: The world of Korrel is inspired by equal parts Tolkien, Grimm's Fairy Tales, HP Lovecraft, and Greek myth with dashes of Shakespeare, Dumas, Dickens, Hugo, Howard, and Gygax for spice. It is a world of talking animals, gods walking among men, and sanity destroying horrors. Originally based off a rearrangement of the map of the known world in the Expert Boxed set, it's now morphed on its own into something just about unrecognizable and certainly vastly different from the canonical known world. However, the overlaps mean that I can set many published modules logically within Korrel - for instance, there is an 'Isle of Dread', a Barony of Barovia, and lich named Acererak. As such, it's never really been conceived as a publishable setting, but as an imminently practical gamable world.</p><p></p><p>Overview: Korrel's history is divided into several great epochs going back into the unrecorded past when even the gods did not exist. Each of these epochs was marked by rising power authority and acts of creation, but was marred by a great cataclysm that ended the age and plunged the world into a dark age of violence, ignorance, and fear. Depending on which historian you listen to, Korrel is now in the interim period after the collapse of the Age of Kings but before the next great Kingdom has been produced. However, signs are hopeful that this new blossoming of power and knowledge is only a short time away, as the world is beginning to change at an accelerating rate and the learned generally agree that a new Age is about to begin. </p><p></p><p>Life on Korrel is dominated by the Seven Free Peoples - Fey, Goblinkind, Elves, Humans, Dwarfs, Orine, and Idreth. The first of these has existed since the unknown creator left the world behind to its own devices, and the oldest fey claim to remember when grass and animals were first made and even to have known spirits that said they saw the creator striding across the unformed world (though given this is fey we are talking about no one is really sure whether to believe them). The other six races where made by the 1000 Gods in imitation of fairy kind to be their servitors. (incidentally, 1000 Gods is simply a marker for 'a large number'. No one is really sure how many their are, as it is far from unusual for the same god to be known by different forms and names in different parts of the world and to different races but the gods are usually rather terse about providing such information, so you usually have to make a guess at it.) Six designs were adopted because the 1000 Gods could not agree on one single plan, but they did agree to give each design a crucial and beautiful gift - free will - which is most evident in the fact that each of the Free Peoples is free to chose its own gods (or even to serve none at all). The original purpose of the Free Peoples was in theory for them to heal the many woulds left on Korrel after the Gods departed it as their primary dwelling at the end of the God's War. However, in practice the many gods have each sought to manipulate the Free Peoples toward their own plans and purposes, and the Free Peoples themselves - being free - have also taken up their own causes and purposes that perhaps aren't completely according to the will of any god.</p><p></p><p>The gods still regularly intervene on Korrel and even occasionally sojurn their, but according to the terms of the truce that ended the God's War, which is known only as 'The Compact' and the text of which is not known to mortals, can only intervene in limited ways and according to certain arcane and esoteric rules. </p><p></p><p>In general, campaigns on Korrel are about shaping what sort of Age is about to be given birth to, as the great abundance of heroes and villains - acting according to the whim of various gods - tries to create new wonders and new order out of the darkness and chaos of the present period - or tries to prevent the same. It is a time of revolutionary change when the horrors and mistakes of the past are unearthed, either to be healed or to once again wreck havoc on the world. It is a time for things long forgotten to be remembered, and for things that have never before been to be created. Players are encouraged to actively bring their agenda to the table. You don't like that the world is sexist, racist, and violent - change it. You don't like that the world is irreligious/too religious - change that. You want to rule the world? Now is the time to do it. Now is the time when great Kingdoms that will last 1000 years are being founded. Get in on the ground floor.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6229381, member: 4937"] Korrel: Meta: The world of Korrel is inspired by equal parts Tolkien, Grimm's Fairy Tales, HP Lovecraft, and Greek myth with dashes of Shakespeare, Dumas, Dickens, Hugo, Howard, and Gygax for spice. It is a world of talking animals, gods walking among men, and sanity destroying horrors. Originally based off a rearrangement of the map of the known world in the Expert Boxed set, it's now morphed on its own into something just about unrecognizable and certainly vastly different from the canonical known world. However, the overlaps mean that I can set many published modules logically within Korrel - for instance, there is an 'Isle of Dread', a Barony of Barovia, and lich named Acererak. As such, it's never really been conceived as a publishable setting, but as an imminently practical gamable world. Overview: Korrel's history is divided into several great epochs going back into the unrecorded past when even the gods did not exist. Each of these epochs was marked by rising power authority and acts of creation, but was marred by a great cataclysm that ended the age and plunged the world into a dark age of violence, ignorance, and fear. Depending on which historian you listen to, Korrel is now in the interim period after the collapse of the Age of Kings but before the next great Kingdom has been produced. However, signs are hopeful that this new blossoming of power and knowledge is only a short time away, as the world is beginning to change at an accelerating rate and the learned generally agree that a new Age is about to begin. Life on Korrel is dominated by the Seven Free Peoples - Fey, Goblinkind, Elves, Humans, Dwarfs, Orine, and Idreth. The first of these has existed since the unknown creator left the world behind to its own devices, and the oldest fey claim to remember when grass and animals were first made and even to have known spirits that said they saw the creator striding across the unformed world (though given this is fey we are talking about no one is really sure whether to believe them). The other six races where made by the 1000 Gods in imitation of fairy kind to be their servitors. (incidentally, 1000 Gods is simply a marker for 'a large number'. No one is really sure how many their are, as it is far from unusual for the same god to be known by different forms and names in different parts of the world and to different races but the gods are usually rather terse about providing such information, so you usually have to make a guess at it.) Six designs were adopted because the 1000 Gods could not agree on one single plan, but they did agree to give each design a crucial and beautiful gift - free will - which is most evident in the fact that each of the Free Peoples is free to chose its own gods (or even to serve none at all). The original purpose of the Free Peoples was in theory for them to heal the many woulds left on Korrel after the Gods departed it as their primary dwelling at the end of the God's War. However, in practice the many gods have each sought to manipulate the Free Peoples toward their own plans and purposes, and the Free Peoples themselves - being free - have also taken up their own causes and purposes that perhaps aren't completely according to the will of any god. The gods still regularly intervene on Korrel and even occasionally sojurn their, but according to the terms of the truce that ended the God's War, which is known only as 'The Compact' and the text of which is not known to mortals, can only intervene in limited ways and according to certain arcane and esoteric rules. In general, campaigns on Korrel are about shaping what sort of Age is about to be given birth to, as the great abundance of heroes and villains - acting according to the whim of various gods - tries to create new wonders and new order out of the darkness and chaos of the present period - or tries to prevent the same. It is a time of revolutionary change when the horrors and mistakes of the past are unearthed, either to be healed or to once again wreck havoc on the world. It is a time for things long forgotten to be remembered, and for things that have never before been to be created. Players are encouraged to actively bring their agenda to the table. You don't like that the world is sexist, racist, and violent - change it. You don't like that the world is irreligious/too religious - change that. You want to rule the world? Now is the time to do it. Now is the time when great Kingdoms that will last 1000 years are being founded. Get in on the ground floor. [/QUOTE]
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