Scope
The motivation behind building Velgrath
For me I want to explore themes and I want to be able to create experiences for myself and players where we explore the human condition and get to understand people and potentially the world around us better.
Velgrath's Unique Selling point
I want to explore different themes where people get to understand each other better.
I want to create situations which will create different focuses, a macro focus on the world, but a focus as well on each player character so each character gets to be the Hero/anti-hero they wish to be, but in exploring these different themes the character and learn and grow from/
Theme
Genre
The Genre of the world is fantasy/high magic. There is an Element of Technology as well, but that also depends on the Era the world is played in.
One can expect to find, opposition in the world, which can mean many things from warring factions, to opposing planes just existing. Dichotomy in circumstances, and in biomes.
Lost articles of civilization and scattered remnants giving clues to historic events, these can either be of help or hinderance to current circumstances of gameplay.
Reader Experience
I think I would want a mixture of horror and wonder. The player should both be moved in one instance and disgusted at the next. I don't think one should really put a stamp of one or the other. This is very situational. It's also up to the players how they deal with these situations. But Characters are going to behave according to the dictates of their minds and goals be them noble or disgusting.
Reader Tone
The world has many shades as there are many themes to touch upon, but as I stated earlier, I'm big on Dichotomy. You should always be able to see light in the dark, but as well as that darkness in the light. nothing is pure, there are variations in the shades of grey.
Recurring Themes
Prejudice and misconception.
Loneliness and Family (found or immediate)
Coming of age
Class Structure, and Overcoming Social Adversity
Fate vs Free Will
Character Agency
Situations will always be in motion; events have "timers" on them and players may have to choose between one thing to deal with and another. This is how you make a world feel alive, worlds never stand still. That being said Characters will have the ability to control most events in the world. Mortals have become gods before, so players should have that ability as well. It would take work, but if that's their motivation they will have to overcome many things. There may be events beyond their control based on their power level, but they should always be able to navigate those situations and influence future outcomes and potentially past outcomes.
Focus
Religious Influence - Loss of Religion, or religious shifts.
Mythology versus reality - Myth of Magic.
Resurrection
Fractioned/ factioned /tribal world
Migration / cultural isolation/distillation