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Difference between revisions of "DMs Only: Koshe Marre"
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+ | If you are a DM doing ANYTHING in Koshe Marr, [https://docs.google.com/document/d/1ru_7DMVpwipE4TC4TRDcwRDWVlUkwixc-NdFCg_AqrI/edit?usp=sharing Please Read This Googledoc!] | ||
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==Overview== | ==Overview== | ||
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==Woldian Modules set in Kosh Marre== | ==Woldian Modules set in Kosh Marre== | ||
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*[[All The Way Home]] - Cinnamon Valley, Level 6-8 | *[[All The Way Home]] - Cinnamon Valley, Level 6-8 | ||
+ | *[[Nightshade Crypt]] - Children of Chaos, Level 11-12 | ||
+ | *[https://docs.google.com/document/d/1WDDBsCpbFAY5ax7aNBPk88jiySWZU5tUW_ZAFd3ufpI/edit?usp=sharing Keystone Quest] - Keepers of the Vale, Level 19-20 | ||
==Advice From A DM Who Has Run Adventures In Koshe Marre== | ==Advice From A DM Who Has Run Adventures In Koshe Marre== |
Latest revision as of 07:12, 22 August 2020
If you are a DM doing ANYTHING in Koshe Marr, Please Read This Googledoc!
Contents
Overview
During his ascent to god-hood, Marteaus sought and gained the four elemental rings of creation, the tools used by Ebryon in creating the Wolds Cradle, and used by the Gericko in creating the Wold. Marteus knew that in his struggle with Alemi, he might have to destroy the entire Wold (and so it turned out, although the Wold was then recreated). Fearing total destruction of everything, the Cult God of Disease created a large pocket universe for himself out of the darkest shadows of the Realm of Shadows. That pocket plane is Koshe Marre, a land of nightmares.
Since then, Marteus has seen fit to use the place for his own purposes, in part to reward or punish, since the place can be ruled by minions -- and since it is a place very hard to leave once you arrive.
It consists of several lands, and the full horrific nature of these places has yet to be plumbed.
For more background on the creation of Koshe Marre and much else, check out this Creation Tale.
Realms of Koshe Marr
Harrowed Moon
Beneath a perpetual lavender moon lies the exquisite horror of Fidelia's realm. Enter if you dare.
Woldian Modules set in Kosh Marre
- All The Way Home - Cinnamon Valley, Level 6-8
- Nightshade Crypt - Children of Chaos, Level 11-12
- Keystone Quest - Keepers of the Vale, Level 19-20
Advice From A DM Who Has Run Adventures In Koshe Marre
My interest in Koshe Marr and Fidelia, one of the Powers of the demi-plane, came from a desire to delve into the horror genre, ala Ravenloft. My ultimate goal was to create the sort of suspense that classic horror does. I did my initial research into the same material in the DM section, but using it to the extent that I did in my first KM adventure was probably a mistake. I populated the module with creatures listed in the background material. Werewolves, trolls, etc. The problem with that is that they are a known quality, and I came to realize that horror and suspense come from the unknown.
I think in my second adventure, I've had much more success in this respect than with my previous attempt. The trick is to ride a thin line between a D&D Heroic adventure and a Call of Cthulhu game where madness and the powerlessness of the PC's is a given. Keep the unknowns going for as long as you can. But keep things moving if your group seems to be developing so much unease that they are afraid to act.
I did some moderate and very targeted rules breaking with the creatures in my second module. That had a two-fold reason. First, quite frankly, it was easier. It was easier for me to make the modifications that I thought would challenge the group if I didn't have to adjust all of the accompanying stats along with them. Second, it kept the group off balance. They never knew when I would throw something at them that would break the rules. I thought this worked pretty well.
And I think that's a big part to the key behind the horror/suspense and the unknown combo. Knowing more, defining things more fully, developing the campaign material behind Koshe Marr and Fidelia, is, I think, ultimately, defeating the reason behind Koshe Marr. Once you've set the stats for Fidelia, you're locked in. Not only do your players have the chance to know her, but you as the DM know her too well also and that influences the way you play her. Once you decide to write a module in which the goal is to kill her off, then fine. But, until then, it might be best to simply write her in vague terms and leave it at that. To me, she's at least partly vampire. (But is that all?) Some have spoken of her as indescribably beautiful. (But what exactly does that mean? And can such accounts be relied upon?) And she has exhibited powers that appear beyond the abilities of known magics to accomplish. (How did she manage the Black Miasma, that traps creatures and souls in pockets of KM?) I think that makes for some pretty fine facts to base around an entity who rules a horror realm.
As to other major actors in Koshe Marr, I say make up your own. Take these basic ideas and fill the world. Try not to use much from the material that's been written, but, possibly, branch your ideas from it. If I were writing another Koshe Marr module, that's the direction I'd take.
The advice above is from veteran Wold DM Al Chang.