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Notable Features of Invells

The Inverse World Setting for Dungeon World is a fantasy world set within an inside-out ‘Pellucidar’ like world. Called Invells by its inhabitants, the Inverse World is a vast open space within the so-called Worldcrust; within the open airspace, there is the Island Ring where the bulk of the population tends to live; below that is the Cloud Sea which is where a significant minority of the population resides; below that is the Sun of all Invells, which in reality is The Cage, in which the goddess Sola is imprisoned for an undetermined length of time. The Island Ring orbits around her Cage, and the Cloud Sea forms an obscuring bank that parts regularly to let the bright light of Sola shine outwards, and provoking uprain – water that falls upwards from the Cloud Sea onto the lower sides of the Islands of the Ring… until finally reaching the Worldcrust, where it condenses and eventually falls as downrain, hitting the upper sides of the Islands of the Ring.

The prevailing winds of Invells follow the orbits of the Island Ring – Spinward is the direction going in the direction of the blowing winds; Windward is against the prevailing winds, and traditionally is slower, even with tacking in one’s airship.

The people of Invells travel between the various city-states via a variety of means, of which the most common is probably a steampunk-like airship.

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Places of Invells

The Cage appears as a molten global sea of gold and fire, and is uninhabited (save by the goddess deep within), with one profound exception – The Citadel of the Light, which is a Monastery-Castle home to a monastic order called ‘The Lanterns’, who make regular pilgrimages all over the Inverse World. They have strange and interesting powers, and are generally quite benevolent, if a touch enigmatic. It is a nigh-universal belief across Invells that to have a Lantern on board airships grants unending good luck, because of Sola caring for her Eyes as they wander.

There are three races within Invells – The Cloud-Blessed, which are superficially quite human, save for a pair of wings – usually non-functional or even vestigial, and sometimes called ‘angels’; the Earth-Blessed, sometimes called ‘goblins’ for their short and and sometimes stocky forms, with their ears that hang down and metallic skins and eyes (usually hailing from the Worldcrust); and lastly the Rain-Blessed, who hail from the Cloud Sea, and are all vaguely aquatic-looking creatures (sometimes called ‘merfolk’) with no two the same. But none of the The Three Blessed Races are limited to where they were born, and can be found anywhere and doing anything.

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