Thantil world setting notes:
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Different races have different racial affinities to which they gravitate. While these do not necessarily hold true for any given individual—freedom of will—it is by and large exceptionally common to see these affinities upheld.
Humans: humans are the only race which does not have an affinity. They are all drawn in different directions, and this causes a lot of confusion—and sometimes fear—amongst the other races. Humans have short lives, and fast reproductive cycles.
Elves: elves are drawn to the affinities of life and magic. While they are excellent craftsmen—their swords being the stuff of legend—it is more due to the magic imbued in the weapon than the quality of the weapon itself.
Elves natuarally gravitate to either the pursuit of magic, or the pursuit of life and the protection thereof. They have designed miraculous cities, working with trees rather than against them, and many a rumor has been spread about the wonders of an elven city.
Elves are insular and afraid of their human neighbors, fearing that the passion at which they live their lives is nothing short of recklessness and folly.
Elves have long lives, but slow reproductive cycles. Their population is growing, but not even close to the rate at which humans are doing so.
Dwarves: dwarves are drawn to the affinity of creation. They are excellent craftsment, strong and hardy, and take a very real and visceral delight in working with their hands in some form of a craft. While they are hardly un-intelligent, it is rare to find a dwarf who spends his time in study as opposed to at the forge or the like. Usually the majority of the books that they have read and studied are books about their particular craft of choice.
Dwarves do not usually practice magic, but in the process of creating something, they can tap into the elemental forces of creation and bind that into an item. It’s just as common to find a dwarven weapon enchanted as an elven one, though the processes between the two races are remarkably different.
While there were great dwarven civilizations in the past (above ground), they are now all but extinct. Only a handful remain, and those that do, are usually so paranoid about the downfall of their race to deal with anyone outside their community.
Most dwarves have actually settled into human life quite well, serving as shopkeeps and craftsmen. They rarely take human apprentices, but if they do, it shows a remarkable talent on the part of the apprentice, and also the same kind of desire for crafting that a dwarf has.
Dwarves live almost as long as the elves, but have very slow reproductive cycles. In 500-700 years, if a solution is not found, then the dwarves living amongst humans will become only a memory… with the few remaining dwarven civilizations following on their heels.
Halflings: halflings have an affinity to the earth and to life. They are very direct, blunt, plain folk who want to be left alone, eat as much as possible, brewing their mead, and tending to their gardens.
They don’t live as long as dwarves, but they breed faster than the elves.
Halflings do have a weakness for gems, and living underground/semi-underground in burrows and warrens.
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One concept that I really do like is the concept of the d20 magical domain system. I’d like to see this expanded and used for arcane magic as well as divine magic; it’s a good way to define the difference between one sorceror and the next.
- Growing Seasons
- Dying Seasons
- Ocean / Sea
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Places (and peoples):
- Varnos (Varnosians)
- Meltak (The Meltak)
- Tika’la Plains (tribal names)
- The Anvil of al-Ramath
- Barnett (Barnettans)
- Reyirspeikum (Reyiri)
- Leilon (Leilans)
- The Jargothian Empire (Jargothians)
- Sethnor (Setians)
- Qenosalitha (Qenosalia)
- The Fens of Imfala (Mudlings)
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To Be Hashed Out:
* deity alignment / accepted priest alignment