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Correl: An Element of Origin (Oct 2nd one-shot)
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<blockquote data-quote="MarauderX" data-source="post: 1755306" data-attributes="member: 9990"><p><strong>Correl Background</strong></p><p></p><p>Correl: A Brief Introduction</p><p></p><p><u>History</u></p><p>The Kingdom of Correl is mostly composed of a loose confederation of baronies and estates owned by rich lords. Before the union, the baronies would hold unsteady treaties with one another, to prevent other aggressive barons from raiding or for other securities or gains. Territory would change hands from generation to generation as once trusted neighbors sometimes became bitter enemies. Under siege from the attacking orc hoards, the inland baronies were overrun and cities decimated as the hoards passed through, and the more populous west coast had time to finally unite for the single cause of self-defense. Once this was achieved and the invaders were finally driven from the lands, the barons almost lapsed back into independent states. Under the strong direction of the current King Gerin’s grandfather, it was decided to all swear loyalty to a single king for the purposes of future security, and ever since a loose confederation has existed under the one ruler. </p><p></p><p></p><p><u>Religious Beliefs</u></p><p>There are a host of gods that preside over Correl, and there are a number of churches dedicated to each. Worshipping many religions is common, and some confused individuals are known to visit a different church every day of the week, or even several in one day. Astute students and clergy often treat religion with much vigor, but many of the common folk rarely show devout favor to one or another of the gods, instead asking each for help with a certain aspect of their lives. Once a member of a church has proven himself by valiant deed, it is often customary to be accepted as a preacher of higher learning by the cleric’s primary church or temple. </p><p></p><p></p><p><u>Demi-Humans</u></p><p>Most humans treat elves, dwarves and halflings with respect. No taxes or other laws preside over territory assumed to be under demi-human control, though sometimes it is argued how much sovereignty the Kingdom has over their lands. No human lord or king has ever successfully ruled over any of them as active resistance made occupying their lands dangerous and costly. </p><p></p><p><em>Dwarves</em></p><p>There are many clans of dwarves throughout the kingdom that are in some ways in competition with one another. The dwarves of different clans have been known to brawl openly if one manages to ‘steal’ a client from another. Despite this, most individual dwarves traveling through the kingdom are welcome at another’s home, and these feelings of a commonality among the race has been growing ever since the mostly human kingdom of Correl was founded. The dwarves are territorial when it comes to mining and resources, but don’t consider themselves as having ownership over the lands they live in. Therefore it has been an easy time of allowing the dwarves to consider themselves part of the kingdom, as they wish to trade and begrudgingly accept protection from the kingdom versus the orc hoards. </p><p>A majority of the dwarves live in the mountains or hills, usually below ground in burrows and caves close to where they work. Dwarves are usually slow to speak to non-dwarves, as the dwarves are used to reading facial movements along with speech that can indicate different meanings than what was said. Communication with other races is often misconstrued because of the dwarves’ natural reaction to read facial movements. </p><p>The dwarves have most of their settlements to the east where there are more mineral rich hills and mountains. Prospecting is an esteemed profession, and most who are exceptional strike out to seek their own fortune. Because they are cautious and thoughtful, dwarves usually make out well on most trades. </p><p></p><p><em>Elves</em></p><p>This race with the longest lifetimes also has the longest memory of ages past. Almost all elves have a perfect memory, and as such become more affected by the things they see and do as it composes their attitudes and personalities more than any other race. Often an adventuring elf has become a bitter, hostile creature after seeing too much death and pain. </p><p>Since they all wish to lead merry lives they tend to follow the arts of entertainment and leisure to a great extent, becoming languid compared to the other races, as they always figure there will be time in the future to complete a task. </p><p>It has been known by the other races that the elves have by far the largest wealth of knowledge, and their refusal to share this knowledge has on occasion led to bloody results with humans and dwarves. Supposedly the elves know of how to craft fine weapons that rival that of dwarfish design as well as other trades, but refuse to reveal their secrets to others lest they be copied throughout the kingdom, making their works unoriginal. </p><p>The elves have a few vast wooded locations they call home, and the elves can be distinguished where they call home. While all elves consider themselves kin, they do not trust one another openly as they have had feuds in the past they may still be fresh in the memory of some of the elders.</p><p>Elves have two main kinfolk that they are affiliated with, known to humans as the high elves to the west near the capital Suln and the wood elves to the east near Kargam. Each has their own mysteries and known for their seclusion. However, they love to barter with humans for special trinkets and liken the memory to half the fun of owning the item. </p><p></p><p><em>Halflings</em></p><p>Considered to be mutually neutral towards every race, Halflings gather in clans near the rolling plains where they tend herds and manage their gardens. Halflings have been known to roam far and wide during their younger years before settling down to raise a family, and have been following this same pattern for centuries. </p><p>The Halfling settlements inhabit a portion of grassy flatlands where they have been for centuries. Forced from fertile lands to occupy some of the less desirable land at one time, they have managed to turn it into a great farmland and have protected it from raids by humans and orcs alike. Trade with humans has opened up new doors to them, and slowly their opinion of humans is becoming less suspicious. </p><p></p><p></p><p><u>Magic Use</u></p><p>The citizens of Correl are very aware of magic but tend not to understand the limitations of it. Often times the citizens curse magicians for not stopping certain events, for not giving them warning, and even for not fixing things that have happened. The few mages walk the street freely and are not disturbed except by the occasional child that pesters them for an entertaining trick or two. </p><p>Each king of Correl has sought a magical counselor to help with some affairs and many of those have been ambassadors and prominent barons. Magic use has never grown enough to be used widely in public and is not fully trusted, as it has a stigma of being unreliable in stressful situations. </p><p></p><p></p><p><u>Kargam</u></p><p>Known as the Capital of the East, Kargam is centrally located around the meeting of the Vulir and Windrush rivers where they form the Ilthresh River that heads west to Suln. The Windrush River continues to the northeast and the Vulir to the southeast as they enclose the Evermist Marshes to the east of Kargam. Each river continues steadily upstream where they are engulfed on either side by hilly woodlands, where logging camps and other outposts have regained strength. </p><p>Kargam has a long history of rulers that have used it for defense or as a prize to be won. Since the Kingdom of Correl has been founded with Suln as it’s capital, many of it’s upper elite citizens are bitter for the attention they once had as a cultural and military hub. Currently the city and the surrounding barony is ruled by the quiet Marquis Hoil, who has shown nothing but loyalty to King Gerin, though there are those that take his few words to mean he is reluctant to bow to the King’s every wish.</p></blockquote><p></p>
[QUOTE="MarauderX, post: 1755306, member: 9990"] [b]Correl Background[/b] Correl: A Brief Introduction [U]History[/U] The Kingdom of Correl is mostly composed of a loose confederation of baronies and estates owned by rich lords. Before the union, the baronies would hold unsteady treaties with one another, to prevent other aggressive barons from raiding or for other securities or gains. Territory would change hands from generation to generation as once trusted neighbors sometimes became bitter enemies. Under siege from the attacking orc hoards, the inland baronies were overrun and cities decimated as the hoards passed through, and the more populous west coast had time to finally unite for the single cause of self-defense. Once this was achieved and the invaders were finally driven from the lands, the barons almost lapsed back into independent states. Under the strong direction of the current King Gerin’s grandfather, it was decided to all swear loyalty to a single king for the purposes of future security, and ever since a loose confederation has existed under the one ruler. [U]Religious Beliefs[/U] There are a host of gods that preside over Correl, and there are a number of churches dedicated to each. Worshipping many religions is common, and some confused individuals are known to visit a different church every day of the week, or even several in one day. Astute students and clergy often treat religion with much vigor, but many of the common folk rarely show devout favor to one or another of the gods, instead asking each for help with a certain aspect of their lives. Once a member of a church has proven himself by valiant deed, it is often customary to be accepted as a preacher of higher learning by the cleric’s primary church or temple. [U]Demi-Humans[/U] Most humans treat elves, dwarves and halflings with respect. No taxes or other laws preside over territory assumed to be under demi-human control, though sometimes it is argued how much sovereignty the Kingdom has over their lands. No human lord or king has ever successfully ruled over any of them as active resistance made occupying their lands dangerous and costly. [I]Dwarves[/I] There are many clans of dwarves throughout the kingdom that are in some ways in competition with one another. The dwarves of different clans have been known to brawl openly if one manages to ‘steal’ a client from another. Despite this, most individual dwarves traveling through the kingdom are welcome at another’s home, and these feelings of a commonality among the race has been growing ever since the mostly human kingdom of Correl was founded. The dwarves are territorial when it comes to mining and resources, but don’t consider themselves as having ownership over the lands they live in. Therefore it has been an easy time of allowing the dwarves to consider themselves part of the kingdom, as they wish to trade and begrudgingly accept protection from the kingdom versus the orc hoards. A majority of the dwarves live in the mountains or hills, usually below ground in burrows and caves close to where they work. Dwarves are usually slow to speak to non-dwarves, as the dwarves are used to reading facial movements along with speech that can indicate different meanings than what was said. Communication with other races is often misconstrued because of the dwarves’ natural reaction to read facial movements. The dwarves have most of their settlements to the east where there are more mineral rich hills and mountains. Prospecting is an esteemed profession, and most who are exceptional strike out to seek their own fortune. Because they are cautious and thoughtful, dwarves usually make out well on most trades. [I]Elves[/I] This race with the longest lifetimes also has the longest memory of ages past. Almost all elves have a perfect memory, and as such become more affected by the things they see and do as it composes their attitudes and personalities more than any other race. Often an adventuring elf has become a bitter, hostile creature after seeing too much death and pain. Since they all wish to lead merry lives they tend to follow the arts of entertainment and leisure to a great extent, becoming languid compared to the other races, as they always figure there will be time in the future to complete a task. It has been known by the other races that the elves have by far the largest wealth of knowledge, and their refusal to share this knowledge has on occasion led to bloody results with humans and dwarves. Supposedly the elves know of how to craft fine weapons that rival that of dwarfish design as well as other trades, but refuse to reveal their secrets to others lest they be copied throughout the kingdom, making their works unoriginal. The elves have a few vast wooded locations they call home, and the elves can be distinguished where they call home. While all elves consider themselves kin, they do not trust one another openly as they have had feuds in the past they may still be fresh in the memory of some of the elders. Elves have two main kinfolk that they are affiliated with, known to humans as the high elves to the west near the capital Suln and the wood elves to the east near Kargam. Each has their own mysteries and known for their seclusion. However, they love to barter with humans for special trinkets and liken the memory to half the fun of owning the item. [I]Halflings[/I] Considered to be mutually neutral towards every race, Halflings gather in clans near the rolling plains where they tend herds and manage their gardens. Halflings have been known to roam far and wide during their younger years before settling down to raise a family, and have been following this same pattern for centuries. The Halfling settlements inhabit a portion of grassy flatlands where they have been for centuries. Forced from fertile lands to occupy some of the less desirable land at one time, they have managed to turn it into a great farmland and have protected it from raids by humans and orcs alike. Trade with humans has opened up new doors to them, and slowly their opinion of humans is becoming less suspicious. [U]Magic Use[/U] The citizens of Correl are very aware of magic but tend not to understand the limitations of it. Often times the citizens curse magicians for not stopping certain events, for not giving them warning, and even for not fixing things that have happened. The few mages walk the street freely and are not disturbed except by the occasional child that pesters them for an entertaining trick or two. Each king of Correl has sought a magical counselor to help with some affairs and many of those have been ambassadors and prominent barons. Magic use has never grown enough to be used widely in public and is not fully trusted, as it has a stigma of being unreliable in stressful situations. [U]Kargam[/U] Known as the Capital of the East, Kargam is centrally located around the meeting of the Vulir and Windrush rivers where they form the Ilthresh River that heads west to Suln. The Windrush River continues to the northeast and the Vulir to the southeast as they enclose the Evermist Marshes to the east of Kargam. Each river continues steadily upstream where they are engulfed on either side by hilly woodlands, where logging camps and other outposts have regained strength. Kargam has a long history of rulers that have used it for defense or as a prize to be won. Since the Kingdom of Correl has been founded with Suln as it’s capital, many of it’s upper elite citizens are bitter for the attention they once had as a cultural and military hub. Currently the city and the surrounding barony is ruled by the quiet Marquis Hoil, who has shown nothing but loyalty to King Gerin, though there are those that take his few words to mean he is reluctant to bow to the King’s every wish. [/QUOTE]
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