source: https://arcadia.net/Cruinne/DnD/Articles/worldbuilding.html#history
This document aims to act as a source of truth for typical questions one would have of a world.
Table of Contents
- Global Population & Demographics
- World History & Origins
- Global Geography & Climate
- World Resources & Ecology
- Global Magic Systems
- Gods & Cosmology
- World-Spanning Organizations
- Global Technology Level
- World Calendar & Time
Global Population & Demographics
How many people are there in the world?
Approximately 2-3 million sentient beings across Eldara, with the following rough distribution:
- Humans: ~1.5-2 million (dominant continental population)
- Dwarves: ~200,000-300,000 (concentrated in mountain holds)
- Halflings: ~100,000-150,000 (scattered villages, concentrated in The Greenfell)
- Elves: ~150,000-300,000 (most in Liralor, The Feywild, small enclaves on Material Plane). Population concentration on Eldara exist in Aelarion and in Lirithal
- Orcs: ~150,000-200,000 (tribal, primarily in Gruz’Thok and Durmshaven). Unknown count in Ashmarr and the North-eastern realms.
- Other races (gnomes, elementals, etc.): ~50,000-100,000
These are rough estimates. No kingdom maintains comprehensive global census. Human kingdoms dominate numerically due to faster reproduction rates despite shorter lifespans.
How many different races (human or non-human), creeds, cultures, and so on exist in the world?
Answer:
Which people are considered the most and least civilized?
This varies by perspective:
Most Civilized (by human standards):
- Aelarion elves - sophisticated magical and cultural development
- Human kingdoms like Kingdom of Vanguard Reach and Caernast - organized government, military, infrastructure
- Dwarven holds - ancient traditions, masterful craftsmanship, long historical records
Least Civilized (by human standards):
- Orc tribes - viewed as raiders with limited government structure
- Some nomadic groups
Important Note: “Civilization” is culturally defined. Elves view humans as barbaric due to short-term thinking and violence. Halflings view both as over-complicated. These judgments reflect bias more than objective reality.
Which people are the most and least technologically advanced?
Most Technologically Advanced:
- Dwarves (Ironveil, Khalgrod Deep) - superior metallurgy, engineering, mining techniques
- Kingdom of Vanguard Reach - best human-made steel weapons and armor, advanced forge cooperatives
- Caernast - maritime technology, advanced mechanisms from dwarven trade
Least Technologically Advanced:
- Halfling communities, including the The Greenfell - deliberately simple, agricultural focus
- Orc tribes - basic tools, limited manufacturing
- Some human rural communities - subsistence farming with minimal tech
Which people are the most and least magically advanced?
Most Magically Advanced:
- Elves (especially Aelarion) - millennia of magical study, deep understanding of The Aetheric Weave (Magic)
- Former Noldruun - human magical specialization (now destroyed, knowledge scattered)
Moderately Advanced:
- Kingdom of Vanguard Reach - state magical colleges for battle-magic
- Elemental enclaves - specialized elemental magic
- Some human kingdoms with magical traditions
Least Magically Advanced:
- Kingdom of Lenthir - minimal arcane practitioners, relies on imported magical services
- Orc tribes - shamanic magic, limited formal training
- The Greenfell halflings - minimal interest in magic beyond practical applications
See the Pact of the Ythraewyn for magical restrictions affecting all civilizations.
Are certain regions or types of terrain more popular areas for non-humans, and if so, why?
Elves:
- Forests (especially Gloamwood Forest) - connection to nature, aesthetic preference
- Aelarion - sacred historical site, magical hub, theorized access to Liralor, the Feywild
- Lirithal
- Most population in Liralor, The Feywild after the Era of Chaos retreat
Dwarves:
- Mountains exclusively (Ironveil, Khalgrod Deep, Bramheim) - mining tradition, defensible positions, cultural preference for underground
Halflings:
- Rolling hills (The Greenfell) - ideal for agriculture, defendable yet comfortable
- River valleys - water access, fertile soil
Orcs:
- Arid/harsh lands (Gruz’Thok, Durmshaven, Ashmarr, Durnkhazad) - where other races don’t compete, breeds hardiness
- Northern wastelands - isolation from other civilizations
Elementals:
- Specialized enclaves matching their element (mountain caves for earth, volcanic regions for fire, coastal areas for water, high peaks for air)
How are farming areas divided between humans and non-humans globally?
Humans control approximately 85-90% of prime agricultural land:
- Kingdom of Lenthir - vast plains, most productive farmland on continent
- Kingdom of Vanguard Reach - limited but intensively farmed areas
Non-human farming:
- Halflings (The Greenfell) - highly productive but small total acreage, focus on quality over quantity
- Some elven communities - sustainable forestry and forest gardens rather than traditional agriculture
- Dwarves - maintain independent underground farms due to mirror technology.
Key Point: Human dominance of farmland stems from population numbers, shorter lifespans requiring more food production, and aggressive expansion during the Era of Chaos. This agricultural control gives humans significant economic and political leverage, particularly Lenthir’s grain exports.
What kinds of conflicts are likely between humans and non-humans?
Current/Ongoing:
- Human-Orc conflicts: Persistent raids from Gruz’Thok and Durmshaven on southern human settlements, particularly affecting Kingdom of Lenthir
- Resource competition: Humans expanding into traditional non-human territories for lumber, minerals, grazing land
- Trade disputes: Pricing conflicts over dwarven goods, elven magical services
Historical/Cultural Tensions:
- Elven distrust of humans after Era of Chaos conflicts - see 7. The Elven Retreat
- Dwarven wariness following human attempts to loot sealed holds
- Halfling isolationism due to past betrayals (The Greenfell Incident)
Potential Future Conflicts:
- The Pact of the Ythraewyn enforcement disputes
- Competition over diminishing resources
- Human nationalist movements (like Vanguard Reach’s Economic Reformers) wanting to reduce non-human influence
Notable: Kingdom of Lenthir, Kingdom of Vanguard Reach, and Aelarion demonstrate that peaceful coexistence is possible through trade relationships and mutual benefit, though tensions always simmer beneath surface.
World History & Origins
How far back are there records or tales of historical events?
Recorded History:
- The Creation (beginning of time) - documented in religious texts and oral traditions, see The Creation for full details
- The Ethyri period (Almariel, Lady of Light and Vorthar, The Dark Weaver) - mythological/theological records
- The Aevari emergence (Feron, Aevari of the Earth, Pyrael, Aevari of Fire, Galeon, Aevari of Air, Valora, Aevari of Water) - ancient divine texts
- First Era (Era of Chaos): ~5,000 years ago - increasingly reliable records, especially after human emergence
- Second Era (Era of Conflict): ~4,000 years ago - well-documented
- Third Era (Era of Repose): Current era - comprehensive records in major kingdoms
Oldest Reliable Records:
- Elven chronicles stretch back ~10,000+ years with high accuracy
- Dwarven records go back ~8,000+ years (focus on craft and engineering)
- Human records begin with emergence from The Ythraewyn (~5,000 years ago)
How widely known are these stories across the world?
Universal Knowledge (known by all civilizations):
- The Ethyri (Almariel, Lady of Light and Vorthar, The Dark Weaver)
- The Aevari and their role in creation
- The existence of The Ythraewyn and human origins
- The Three Eras framework
Well-Known (educated classes, religious leaders):
- Detailed creation mythology - see The Creation
- 3. The Shortening and human lifespan reduction
- 7. The Elven Retreat to Liralor, The Feywild
- Major events like The War of Five Kingdoms
Specialized Knowledge (scholars, specific cultures):
- Details of 2. The Golden Founding
- 4. Seeds of Envy and Zoroth, the Hollow Prince’s manipulation
- Technical magical history
- Specific kingdom histories
Regional Variations:
- Human kingdoms emphasize their own perspectives
- Elves maintain most comprehensive historical records
- Dwarves focus on craft/engineering history
- Oral traditions vary significantly
Do average people believe the old tales, or do they dismiss some that have a basis in fact?
Universally Believed:
- The Ethyri and Aevari exist/existed (direct divine evidence through clerics)
- The Ythraewyn birthed humanity (physical tree still exists in Aelarion)
- The Three Eras structure (living memory connects to Second Era events)
- Major wars and catastrophes (too recent and documented to deny)
Debated/Skeptical:
- Details of creation events (too ancient, mythological embellishment suspected)
- Zoroth, the Hollow Prince’s role in Era of Chaos conflicts (some view as scapegoat for human failings)
- Extent of elven wisdom vs propaganda (particularly among isolationist humans)
- 3. The Shortening causes (multiple theories, no consensus)
Cultural Differences:
- Humans: Believe core stories but debate interpretations, especially regarding who was at fault in historical conflicts
- Elves: Trust ancient records but acknowledge some details lost to time
- Dwarves: Pragmatic acceptance of documented events, skeptical of unprovable claims
- Halflings: Accept stories as broadly true but don’t spend much time worrying about ancient history
How long have there been people on this world?
See The Creation and The Ythraewyn for full details:
Non-Human Races (order of creation):
- Elves: ~10,000+ years (first created by the Aevari)
- Dwarves: ~8,000+ years
- Halflings: ~7,000+ years
- Tritons: ~6,000+ years
- Other races: Various times
Humans: ~5,000 years (emerged from The Ythraewyn at the beginning of the Era of Chaos)
Note: These are approximate. Elven records suggest they existed much longer, but reliable records become mythological beyond 10,000 years.
Did they evolve, were they created by the gods, or did they migrate from somewhere else?
Created by Divine Powers - see The Creation for complete story:
The Aevari created most races:
- Feron, Aevari of the Earth, Pyrael, Aevari of Fire, Galeon, Aevari of Air, Valora, Aevari of Water worked together to create elves, dwarves, halflings, and other races
- Each race reflects aspects of their divine creators
- 5. The Gift of Purpose explains why the Aevari gave their creations purpose through divine connection
Humans are unique:
- NOT directly created by the Aevari or any specific god
- Born from The Ythraewyn, a divine tree that emerged from the cosmic tension between Almariel, Lady of Light and Vorthar, The Dark Weaver
- Represents balance between light and shadow
- See The Ythraewyn for full story
No evolution or migration - all sentient races were divine creations, though they’ve diversified culturally since creation.
If there are non-humans, how long have they been around and where did they come from?
See above
Where did the civilizations begin?
Aelarion was the birthplace/nexus for most civilizations - see Aelarion:
Non-Human Civilizations:
- Elves: First established on Aelarion, spread to mainland forests
- Dwarves: Began in southeastern forge-island of Aelarion, expanded to mountain ranges (eventually Ironveil, Khalgrod Deep)
- Halflings: Unknown origins. Thought to be a hybrid of dwarf and human.
- Elemental Enclaves: Ancient settlements under Aevari guidance, pre-dating other races
Human Civilizations:
- Origin: All humans emerged from The Ythraewyn on Aelarion approximately 5,000 years ago
- First Expansion: 1. The Great Exodus describes humans leaving Aelarion to found five kingdoms
- Five Original Kingdoms: See 2. The Golden Founding
- Kingdom of Vanguard Reach)- northern forests
- The Kingdom of Lenthir - eastern plains
- Sylmaran Ruins (destroyed) - western coast
- Caernast
- Noldruun (destroyed) - mystical eastern isle
What directions did they spread?
From Aelarion (central):
Elves:
- Westward to Gloamwood Forest, establishing Lirithal
- Most eventually retreated to Liralor, The Feywild - see 7. The Elven Retreat
Dwarves:
- Into mountain ranges across the continent
- Ironveil (west), Khalgrod Deep, Bramheim
- Maintained isolation from other races
Halflings:
- Westward to rolling hills and river valleys
- Concentrated in The Greenfell
- Scattered villages across temperate regions
Humans (from Aelarion):
- North: Kingdom of Vanguard Reach in forests
- South: The Kingdom of Lenthir claiming vast plains
- East: Noldruun (now destroyed), Caernast
- West: Sylmaran Ruins (now destroyed)
- Later expansion into additional territories
See 1. The Great Exodus for detailed human spread.
How was development affected by the presence of working magic?
Accelerated Development:
- Magic allowed rapid communication (Sending spells, message systems)
- Construction enhanced by elemental magic and divine blessings
- Agriculture benefited from druidic magic and clerical blessings
- Healing magic reduced mortality from disease and injury
- Transportation via teleportation (though now heavily restricted by the Pact of the Ythraewyn)
Stifled Development:
- Technology suppressed where magic provides easier solutions (no need for complex machinery when magic can achieve same result)
- Over-reliance on magic created vulnerabilities when it became restricted
- The Pact of the Ythraewyn forced civilizations to redevelop non-magical alternatives
Social Impact:
- Magical ability created class divisions
- Clerics and wizards gained political influence
- Noldruun specialized entirely in magical research (until destruction)
- Current era sees balance between magical and non-magical solutions
Specific Examples:
- Kingdom of Vanguard Reach relies on forge technology rather than magical enhancement
- Kingdom of Lenthir uses minimal magic, focusing on agricultural techniques
- Aelarion maintains highest magical integration
How was development affected by the existence of non-human races?
Positive Effects During Golden Founding:
- Knowledge Transfer: Elves taught magic, dwarves taught crafting, creating accelerated human development - see 2. The Golden Founding
- Trade Networks: Different racial specializations created interdependent economy
- Cultural Exchange: Humans learned from longer-lived races’ perspectives
- Collaborative Innovation: Multi-racial cooperation produced achievements no single race could accomplish
Negative Effects During/After Era of Chaos:
- Competition for Resources: Humans vs. non-humans over prime farmland and resources
- Isolation: 7. The Elven Retreat removed mentorship and magical expertise
- Mutual Distrust: Era of Chaos conflicts created lasting suspicion between races
- Economic Dependencies: Human reliance on dwarven metalwork and elven magic creates vulnerabilities
Current Era Balance:
- Trade relationships maintain some cooperation
- Cultural barriers persist
- Humans dominate numerically but depend on non-human specializations
How have the actions of gods affected civilization’s development?
Direct Divine Influence:
- 5. The Gift of Purpose gave races meaning and divine connection through The Alorama and The Nyx
- The Ythraewyn created humanity as balanced beings
- Divine powers sustained clerics and paladins, shaping religious structures
The Covenant of Divine Order:
- the Covenant of Divine Order (established ~4,000 years ago during Second Era) restricted direct divine intervention
- Created institutional framework preventing god-wars from devastating mortals
- Led to establishment of the Pact of the Ythraewyn for magical regulation
- See the Covenant of Divine Order for full details
Indirect Influence:
- Religious institutions shape culture, morality, law
- Seasonal agricultural deities (Therion, God of Harvest, Alorama) structure farming calendars
- Fear of The Nyx (Drezzar, God of Famine, Morthar, Bringer of Pestilence) drives protective rituals
- Divine magic through clerics provides healing, guidance, legitimacy to rulers
Zoroth, the Hollow Prince’s Manipulation:
- 4. Seeds of Envy describes how Zoroth, the Hollow Prince manipulated humanity during Era of Chaos
- Whisper campaigns turned humans against non-humans
- Nearly destroyed human civilization
Current Impact:
- Gods cannot directly intervene due to Covenant
- Work through mortal followers and institutions
- Compete for worship and influence without direct manifestation
Which peoples, countries, ethnicities, and races have fought, been allies, traded, or traditionally been rivals throughout history?
Era of Chaos (First Era) Conflicts:
- The War of Five Kingdoms - Five human kingdoms fought each other
- Human vs. Non-Human tensions - 4. Seeds of Envy manipulated by Zoroth, the Hollow Prince
- Destruction of Noldruun and Sylmaran Ruins - magical and conventional warfare
- Result: 7. The Elven Retreat, dwarven isolation, elemental enclave withdrawal
Current Alliances (Third Era):
- Kingdom of Vanguard Reach & Kingdom of Lenthir - mutual defense pact, essential grain/weapons trade
- Human kingdoms & Ironveil/Khalgrod Deep - trade relationships (metal imports)
- Human kingdoms & Aelarion - magical enforcement contracts
- Caernast & various kingdoms - maritime trade
Current Rivalries/Conflicts:
- Humans vs. Orcs - Gruz’Thok, Durmshaven raids on southern borders, particularly Kingdom of Lenthir
- Economic Competition - Kingdom of Vanguard Reach vs. dwarven kingdoms over metalwork markets
- Cultural Tensions - Human isolationists vs. non-human communities
Trade Relationships:
- Grain exports: Kingdom of Lenthir → all kingdoms
- Weapons/armor: Kingdom of Vanguard Reach → most kingdoms
- Metals/machinery: Dwarven kingdoms → human kingdoms
- Magical services: Aelarion → all kingdoms (Pact enforcement)
- Luxury goods: Caernast maritime trade
See individual kingdom pages for specific relationships.
Where are such old events still important or still causing hard feelings?
Still Active Grievances:
The Elven Retreat (~2,249 years ago):
- Elves view humans as violent, untrustworthy - see 7. The Elven Retreat
- Humans resent elven “abandonment” and feel judged
- Minimal current contact except Aelarion and Lirithal
- Affects diplomatic relations and trade
Era of Chaos Destruction:
- Noldruun and Sylmaran Ruins destroyed by human warfare
- Lost knowledge and magical innovation
- Current humans feel shame/denial about ancestors’ actions
- Contributes to cultural suspicion of magic
The Shortening:
- Humans blame various causes (divine punishment, magical corruption, natural curse)
- Some humans resent non-humans for longer lifespans
- See 3. The Shortening for details
Recent Historical Tensions:
The Greenfell Incident (300 years ago):
- The Greenfell refused aid during Lenthir famine
- Kingdom of Lenthir maintains resentment
- Strengthens isolationist arguments
- Referenced in Kingdom of Lenthir politics
The Great Hoarding (600 years ago):
- Lenthir landowners hoarded grain during drought
- Historical wound affecting current protectionist debates
- See Kingdom of Lenthir National Politics
Current Military Memories:
- Lenthir-orc border conflicts ongoing for centuries
- Creates permanent military readiness culture
- Shapes foreign policy and resource allocation
Global Geography & Climate
How does the setting (multiple moons, suns, &c.) affect the climate in various areas?
Eldara has a single sun and single moon following standard astronomical cycles. No unusual celestial configurations affect climate beyond normal seasonal variations. The Aevari shaped the world with temperate conditions suitable for diverse life - see The Great Shaping in The Creation.
The moon affects tides normally, important for coastal regions like Caernast and maritime trade. Lunar cycles are referenced in some religious observances but don’t create unusual magical or climatic effects.
How much land is in each of the equatorial, temperate, and polar zones?
See map
Where are the mountain ranges? The rivers and lakes? The deserts? The forests (tropical and otherwise)? The grasslands and plains?
See map
What geological formations can affect the weather or the climate?
Mountain Ranges:
- Morvanyir Mountains create rain shadow effect, making Kingdom of Vanguard Reach’s northern regions colder with more precipitation on windward slopes
- Ferron’s Reach blocks westerly weather patterns, affecting Ironveil and surrounding regions
- Mountain ranges generally create localized climate zones with colder temperatures at elevation
Forests:
- Gloamwood Forest creates its own microclimate through dense canopy, cooler and damper than surrounding areas
- Large forest systems moderate temperatures and increase precipitation through transpiration
Seas:
- Starlight Sea moderates coastal temperatures, making Kingdom of Vanguard Reach’s eastern coast milder than inland
- Maritime influence brings moisture and reduces temperature extremes
Plains:
- Kingdom of Lenthir’s vast open plains experience temperature extremes (hot summers, cold winters) without moderating geographic features
- Wind patterns sweep unobstructed across flatlands
Deserts:
- Dunes of Zherim create hot, arid conditions that extend influence northward into southern Kingdom of Lenthir
What are the natural wonders of the world, and where are they?
Divine/Magical Wonders:
- The Ythraewyn - the divine tree on Aelarion that birthed humanity, still pulsing with cosmic energy
- Liralor, The Feywild - the entire plane where elves retreated, accessible from certain locations
- The Underdark - vast subterranean realm connecting distant regions through impossible geography
Geographic Wonders:
- Morvanyir Mountains - massive peaks scraping the sky
- The Broken Spires - dramatic mountain formations in eastern regions
- Valora’s Breath - an expansive whirlpool in the middle of the oceans, to the east of The Ruins of Eldrael
Forest Wonders:
- Gloamwood Forest - mysterious dark forest with rumored magical properties
- Ancient groves in various locations
Architectural/Historical Wonders:
- Ruins of Noldruun and Sylmaran Ruins - destroyed kingdoms with remnants of great magical and scholarly achievements
- Dwarven holds (Ironveil, Khalgrod Deep, Bramheim) - ancient underground cities of masterful engineering
- The Graymarch - massive fortification on Kingdom of Lenthir’s southern border
Have human (or non-human) activities affected climate or landscape in various regions?
Yes, significantly:
Deforestation:
- Humans cleared forests for farmland, particularly in Kingdom of Lenthir
- Changed regional precipitation patterns and wildlife habitats
- Created current agricultural dominance
Agricultural Transformation:
- Kingdom of Lenthir converted natural grasslands into cultivated plains
- Irrigation systems altered water distribution
- Selective breeding changed plant and animal populations
Mining Impact:
- Dwarven mining in mountain ranges created tunnel systems affecting groundwater
- Quarrying in Kingdom of Vanguard Reach altered local landscapes
- Resource extraction created scarred areas
Urban Development:
- Cities replaced natural landscapes with stone and structures
- Changed local drainage patterns and microclimates
Magical Contamination (Era of Chaos):
- Blighted Zones created by magical warfare remain damaged
- Some areas still recovering from destructive magic 4,000+ years later
- The Aetheric Weave (Magic) damaged in certain regions
Architectural Ruins:
- Noldruun and Sylmaran Ruins destruction permanently altered those landscapes
- Abandoned settlements returning slowly to nature
If so, how were the climate or landscape affected?
Climate Changes:
- Deforestation reduced precipitation in some areas
- Urban heat islands around major cities create localized temperature increases
- Agricultural irrigation created artificial wetlands in some regions
- Large-scale farming changed wind patterns across plains
Landscape Transformation:
- Natural forests → farmland (particularly Kingdom of Lenthir)
- Grasslands → cultivated fields
- Mountain slopes → quarries and mines
- Pristine wilderness → road networks and settlements
- Rivers redirected for irrigation and city water supply
Ecological Impact:
- Wildlife displacement from deforested areas
- Some species populations reduced or relocated
- Domesticated animals (horses, cattle) now dominate former wild habitats
- Plant diversity reduced in agricultural monoculture regions
Long-term Consequences:
- Soil erosion in over-farmed areas
- Water table changes from irrigation
- Some regions becoming less fertile from intensive farming
- Kingdom of Lenthir relies on crop rotation and fallowing to maintain soil quality
Positive Changes:
- Human settlements created new ecosystems (urban wildlife, agricultural edges)
- Dwarven underground farms using mirror technology preserve surface landscapes
- Some conservation efforts in sacred groves and protected forests
Magical Damage Still Visible:
- Blighted Zones from Era of Chaos remain barren
- Magical contamination prevents normal plant growth in some areas
- Weave damage creates unpredictable magical effects in certain locations
World Resources & Ecology
General Note: Eldara uses standard D&D 5e creatures from the Monster Manual and other sourcebooks. The questions below address only Eldara-specific modifications or lore.
If there are mythological animals, how do they fit into the ecology?
Standard D&D ecology applies. See 2. The Sowing of Discontent for creation lore explaining why both “good” and “evil” creatures exist (Almariel vs Vorthar’s influence).
How did the mythological beasts come into being?
Divine creation - see The Creation series. Standard D&D monsters exist as created by Almariel, Lady of Light and Vorthar, The Dark Weaver working with/corrupting the Aevari.
What do the mythological creatures eat? / How much habitat do they require? / How common are they?
Follow standard D&D Monster Manual guidelines. Regional variations based on geography.
Are there intelligent mythological animals?
Yes - standard D&D intelligence ratings apply (dragons, sphinxes, etc.).
How common are these mythological animals?
Answer:
Are there any endangered species of animals or plants?
Answer:
Is anyone concerned about endangered species?
Druids and Elf (Wood) tend to be the most concerned about species preservation.
Which natural resources, if any, have been depleted in which areas over time?
Forests:
- Extensive deforestation in Kingdom of Lenthir for agricultural expansion
- Timber overuse near major human cities
- Gloamwood Forest avoided due to superstition, remains intact
Mineral Resources:
- Iron ore sparse in Kingdom of Vanguard Reach, requires imports
- Some accessible mineral veins in human territories exhausted
- Dwarven holds (Ironveil, Khalgrod Deep, Bramheim) still have deep reserves
Prime Agricultural Land:
- Most fertile plains already claimed by Kingdom of Lenthir
- Humans control 85-90% of best farmland
- Non-humans pushed to marginal lands
Magical Resources:
- Knowledge lost from Noldruun destruction
- Some Blighted Zones from Era of Chaos still magically contaminated
- Certain rare magical components harder to find
Soil Fertility:
- Some areas in Kingdom of Lenthir showing degradation from intensive farming
- Requires crop rotation and fallowing to maintain
- Over-farmed regions becoming less productive
Game/Wildlife:
- Depletion near major cities from hunting
- Some species driven to remote areas
- Mega-fauna territory reduced by human expansion
How much conflict has there been or might eventually be caused by these imbalances in resources?
Historical Conflicts:
- Era of Chaos wars partly driven by resource competition
- Human expansion displaced non-human communities
- Border conflicts over prime farmland and timber access
Current Tensions:
- Kingdom of Lenthir’s dependence on grain imports creates price leverage vulnerability
- Kingdom of Vanguard Reach relies on imported metals, strategic weakness
- Human-orc conflicts partly resource-driven (orcs in harsh lands raiding for supplies)
- Competition between Kingdom of Vanguard Reach and dwarven kingdoms over metalwork markets
Potential Future Conflicts:
- Kingdom of Lenthir’s soil degradation could reduce grain exports, destabilizing trade
- Competition for remaining forests could create tension
- Water rights disputes as populations grow
- Kingdom of Lenthir’s Agricultural Protectionists wanting to reduce exports could trigger food crises in dependent kingdoms
- Kingdom of Vanguard Reach’s Economic Reformers might seek territorial expansion for resources
Inter-Racial Tensions:
- Humans dominating best farmland creates resentment among displaced races
- Dwarven control of mineral resources gives them leverage over human kingdoms
- Elven resentment over deforestation and environmental damage
How much active, peaceful trade is attributed to these resources?
Major Trade Networks:
- Kingdom of Lenthir → grain exports to all kingdoms (foundation of continental food security)
- Kingdom of Vanguard Reach → weapons/armor exports to most kingdoms
- Dwarven kingdoms → metals and machinery to human settlements
- Aelarion → magical services (Pact enforcement) to all kingdoms
- Caernast → maritime trade connecting distant regions
- The Greenfell → quality specialty foods and beverages
Resource Specialization Creates Interdependence:
- No kingdom fully self-sufficient
- Trade relationships prevent conflicts (mutual destruction would harm all)
- Kingdom of Vanguard Reach - Kingdom of Lenthir alliance exemplifies mutual dependency (grain for weapons)
- Dwarven metalwork essential to human military capabilities
- Elven magical expertise needed for Pact compliance
Trade Volume:
- Estimated 70-80% of kingdoms’ external needs met through peaceful trade
- Major trade routes well-established and protected
- Caernast facilitates much of the maritime commerce
- Regular merchant caravans between allied kingdoms
Economic Incentives:
- Resource imbalances make war costly (would lose essential imports)
- Trade generates wealth for all participants
- Specialization allows efficiency gains
- Long-term trade relationships create political stability
Global Magic Systems
Are the laws of nature and physics actually different in this world or are they the same as in real life?
Mostly the same as real life, with magic as an additional force. See The Aetheric Weave (Magic) for details:
Standard physics apply: Gravity, momentum, thermodynamics, etc. work normally.
Magic exists as additional force: The Aetheric Weave (Magic) is a finite network of divine life force infused into existence by the Ethyri and Aevari during creation. Magic manipulates this Weave to achieve effects beyond normal physics.
Magic integration: Magical effects follow consistent internal rules (D&D 5e mechanics), but don’t replace physics - they supplement it.
If the laws of nature and physics are the same, then how does magic fit in?
Magic is manipulation of The Aetheric Weave (Magic) - see full article for details:
Origin: Divine life essence from Almariel, Lady of Light, Vorthar, The Dark Weaver, and the Aevari woven into reality during creation.
Function: Casters access the Weave through various means (innate connection, study, divine attunement, pacts) and manipulate its threads to produce magical effects.
Closed System: The Weave is finite. Overuse can scar, thin, or corrupt it locally or globally.
Access Methods:
- Sorcerers: Born with connection (Aevari bloodline)
- Wizards: Learn to manipulate through study (requires proper lineage)
- Clerics/Paladins: Channel divine power through faith (see the Covenant of Divine Order)
- Druids: Attune to nature’s Weave (blessed by Feron, Aevari of the Earth) and various Minor deities
- Warlocks: Pacts with beings who control Weave fragments
- Monks: Bridge life force directly to Weave
What things can magic not do?
Restricted by the Pact of the Ythraewyn:
- True resurrection beyond normal spell limits
- Permanent Weave alteration without consequences
- Frivolous or wasteful magic (regulated, not impossible)
- Creating life from nothing (only Aevari could do this)
Restricted by the Covenant of Divine Order:
- Gods cannot directly intervene on Material Plane
- Gods cannot grant power directly (must flow through mortal vessels)
- Gods cannot compel mortal will
Practical Limits:
- Cannot violate fundamental physics permanently (temporary effects possible)
- Cannot create matter/energy beyond Weave’s capacity
- Cannot affect beings protected by stronger magical defenses
- Damaged Blighted Zones make magic unstable or impossible
What are the limits of magical power?
Individual Limits:
- Caster’s skill/level
- Spell slots (D&D 5e mechanics)
- Overcasting causes exhaustion (see Special RP Mechanics)
- 6 levels of exhaustion from overcasting = permanent death (life force dissipates)
Weave Limits:
- Finite resource - overuse creates thin spots or magical silence
- Damaged areas (Blighted Zones) from Era of Chaos still unstable
- High magical concentration can destabilize the Weave
- The Pact of the Ythraewyn restricts dangerous applications
Systemic Limits:
- the Covenant of Divine Order prevents divine direct intervention
- Tribunal of Balance enforces Pact restrictions
- Cultural/legal regulation in most kingdoms
- Social consequences for violating magical norms
Where does magic power come from? What is its source?
The Aetheric Weave (Magic) - divine life essence from creation. See full article for complete explanation.
Origin: Almariel, Lady of Light and Vorthar, The Dark Weaver (the Ethyri) infused the universe with their life essence during creation. The Aevari added their own divine energy when shaping the planes.
Nature: Invisible network of divine life force flowing through all existence.
Is magic an exhaustible resource?
Yes
What does one need to do to cast a spell?
Standard D&D 5e mechanics apply. See Player’s Handbook for casting times, components, concentration, etc.
Eldara-specific notes:
- Casting requires proper connection to The Aetheric Weave (Magic) (lineage, blessing, or pact)
- Overcasting beyond slots is possible but dangerous (see Special RP Mechanics)
- Some races cannot access certain magic types (see table in Special RP Mechanics)
Can two or more wizards combine their power to cast a stronger spell?
No documented method exists for this
What makes one wizard more powerful than another?
- Intelligence and study (primary stat)
- Years of accumulated knowledge
- Access to rare spells and spellbooks
- Understanding of arcane principles
- Quality of magical education
- Experience and practice
Strength grows through accumulated learning rather than spiritual development (unlike clerics) or inherited ability (unlike sorcerers).
Does practising magic have any detrimental effect on the magician?
Overcasting: Taking exhaustion levels when out of spell slots (see Special RP Mechanics). 6 levels = permanent death as life force dissipates into Weave.
Weave Scarring: Excessive magical use in one area can damage local Weave, potentially affecting all casters in that region.
Warlock Pact Prices: Soul costs, behavioral restrictions, service requirements vary by patron.
Corruption Risk: Exposure to damaged Weave (Blighted Zones) can cause magical instability.
Prevention: Rest to restore slots, avoid overcasting, follow the Pact of the Ythraewyn restrictions, maintain ethical practice.
How much is actually known in the world about the laws of magic?
Scholarly Understanding (well-documented):
- Magic draws from The Aetheric Weave (Magic) - finite divine life essence
- Different access methods exist (innate, study, faith, pacts)
- Overuse can damage the Weave locally or globally
- Standard spell mechanics (components, casting times, concentration)
- Blighted Zones from Era of Chaos demonstrate permanent damage potential
Elite Knowledge (academic institutions like Aelarion):
- Detailed understanding of Weave mechanics
- Historical patterns of magical damage and recovery
- Advanced spellcraft techniques
- Interactions between different magic types
- the Pact of the Ythraewyn restrictions
Common Knowledge:
- Magic exists and requires special ability
- Some people born with it, some learn it
- Dangerous if misused
- Gods grant power to faithful
- Warlocks make dark bargains
Unknown/Theoretical:
- True extent of Weave’s total capacity
- Full mechanics of how Ethyri/Aevari infused life essence
- Complete understanding of Blighted Zone formation
- Whether Weave can fully regenerate from severe damage
- Limits of what magic could theoretically accomplish
How much of that which is “known” is actually incorrect?
Common Misconceptions:
- “Gods directly grant power to clerics” - FALSE, clerics attune to divine domains through faith alignment (per the Covenant of Divine Order)
- “The Weave is unlimited” - FALSE, it’s finite and can be depleted
- “Magic is natural force” - PARTIAL, it’s divine life essence, not physics
- “Warlocks sold their souls” - SOMETIMES TRUE, but pact terms vary
- “Only elves are naturally magical” - FALSE, multiple races have innate connections
- “Blighted Zones will eventually heal” - UNKNOWN, but 4,000+ years suggests maybe not
Scholarly Debates (unclear which is correct):
- Exact mechanics of how humans bridge life force to Weave (monks)
- Whether Weave can be permanently destroyed or just damaged
- True nature of The Pact of the Ythraewyn restrictions
- How much the gods can actually influence despite Covenant restrictions
Historical Distortions:
- Details of what happened to Noldruun and Sylmaran Ruins
- Extent of magical knowledge lost in destructions
- Original purposes of some ancient magical artifacts
What general varieties of magic are practised?
Arcane Magic:
- Wizardry (studied manipulation of Weave)
- Sorcery (innate bloodline connection)
- Monk ki (life force bridge to Weave - human specialty)
Divine Magic:
- Clerical magic (faith alignment with divine domains)
- Paladin oaths (similar to clerics but oath-focused)
- Druidic magic (attunement to nature/Feron, Aevari of the Earth)
Pact Magic:
- Warlock bargains with powerful entities
Ritual Magic:
- Extended casting for powerful effects
- Often requires multiple participants
- Used for major ceremonies, constructions, etc.
Crafting Magic:
- Enchantment of items (especially dwarven)
- Rune-based magic
- Permanent magical effects on objects
Do any varieties of magic work better than others?
Context-dependent:
Arcane (Wizardry) best for:
- Precision and control
- Versatility and adaptability
- Combat applications
- Complex effects requiring calculation
Divine (Clerical) best for:
- Healing and restoration
- Protection and warding
- Guidance and divination
- Consistent reliable effects in domain area
Druidic best for:
- Natural environments
- Healing using nature
- Communication with animals/plants
- Long-term environmental effects
Sorcery best for:
- Raw power output
- Quick casting without preparation
- Metamagic flexibility
- Situations requiring improvisation
Warlock best for:
- Reliable power without rest
- Specialized patron abilities
- Situations matching patron’s domain
No absolute “best” - depends on situation, training, and application.
Is there a numerical limit to the number of spellcasters in the world? Why?
Yes, soft limits exist:
Lineage Requirement:
- Wizards need “proper lineage of creation” - inherited divine connection
- Not everyone possesses this innate capacity
- This is the primary limiting factor
Educational Barriers:
- Requires years of intensive study
- Access to spellbooks and teachers (expensive, rare)
- Aelarion has best facilities but limited enrollment
- Most people lack time/resources for magical education
Social/Economic Limits:
- Training is expensive
- Not all societies support magical education
- Many potential wizards never discover their ability
- Rural areas lack access to training
Not a Hard Cap:
- No cosmic limit on total wizards
- Weave can support many casters (though not infinite)
- Primarily limited by who has lineage + access to education
Estimated Numbers:
- Full wizards: Perhaps 5,000-10,000 globally
- Apprentices/students: Similar number
- Less than 0.5% of global population
Are different races good at different kinds of magic?
Yes, see Special RP Mechanics table:
Elves:
- All magic types available
- Exceptional at arcane magic (long lifespans = deep mastery)
- Natural affinity from Aevari bloodline
Dwarves:
- All magic types available
- Specialize in crafting/rune magic
- Integration of magic with smithing
Humans:
- All except sorcery (no pure Aevari bloodline)
- Unique monk abilities (balanced nature allows life force bridge)
- Can draw from multiple sources simultaneously
Halflings:
- All except sorcery
- Unknown origins limit pure bloodline magic
- Can learn other types normally
Which peoples, races, cultures, countries, or ethnicities are most magically advanced?
Answer:
Are there magical artifacts?
Divine-Created:
- Relics forged by gods during the Covenant of Divine Order (weapons to “pierce divinity”)
- The Ythraewyn itself (divine tree)
- Sacred objects blessed by Aevari
Mortal-Crafted:
- Dwarven enchanted weapons and armor
- Ancient Noldruun magical items (many lost)
- Elven artifacts from Aelarion
- Items from Sylmaran Ruins (destroyed)
Accumulated Power:
- Objects that absorbed centuries of devotion
- Sites where worship concentrated power
- Weapons used in legendary battles
If so, who made them and how?
Divine Creation:
- Gods bent Weave forces during Covenant negotiations
- Crafted specifically to enforce divine law
- Limited number created
Dwarven Crafting:
- Integration of smithing with rune magic
- Enchantment during forging process
- Permanent effects through masterwork + magic combination
- Mirror technology for underground farms
Wizard Enchantment:
- Ritual magic to imbue items with permanent effects
- Requires rare materials and extensive time
- Noldruun specialized in this (knowledge largely lost)
Natural Accumulation:
- Items present at significant events absorb power
- Sacred sites where worship concentrates
- Gradual accumulation over centuries
Lost Techniques:
- Some Noldruun and Sylmaran Ruins methods no longer known
- Ancient elven techniques partially preserved
Are magical effects permanent, or does the magic wear off after a while?
Depends on the effect:
Temporary (standard spells):
- Most combat magic (minutes to hours)
- Buffs and debuffs (concentration or timed duration)
- Illusions and temporary conjurations
- Follow D&D 5e duration rules
Long-Lasting but Not Permanent:
- Major ritual effects (years to centuries)
- Enchantments without permanent binding
- Magical constructions that slowly degrade
Permanent:
- Properly crafted magical items (dwarven weapons)
- Divine artifacts
- The Ythraewyn and similar divine creations
- Certain high-level ritual magic with permanent components
- Accumulated devotion effects on sacred sites
Degrading:
- Magic in damaged Weave areas becomes unstable
- Some ancient enchantments weaken over millennia
- Artifacts can lose power if binding components fail
Gods & Cosmology
Are there actual gods or god-like beings?
Yes, multiple tiers:
The Ethyri (Primordial Creators):
- Almariel, Lady of Light and Vorthar, The Dark Weaver
- Created the universe, now exist as pure cosmic essence
- Bound to The Aetheric Weave (Magic) as fundamental forces
- Cannot directly act on Material Plane (see Almariel and Vorthar’s Pact of Separation)
The Aevari (Elemental Deities):
- Feron, Aevari of the Earth, Pyrael, Aevari of Fire, Galeon, Aevari of Air, Valora, Aevari of Water
- Children of the Ethyri, dominion over Material Plane
- Created non-human races
- Wardens of divine covenants
Minor Gods:
- The Alorama (good pantheon) - created by Almariel
- The Nyx (dark pantheon) - created by Vorthar/Zoroth, the Hollow Prince
- Provide purpose, guidance, and meaning to mortals
- Restricted from direct intervention (see the Pact of True Separation)
If so, do they take an active role in the religions that worship them?
Limited by divine covenants:
Cannot Do:
- Manifest physically on Material Plane
- Speak directly to conscious mortals
- Grant power directly to followers
- Compel or override mortal will
- Directly alter/create/destroy on Material Plane
Can Do (per the Pact of True Separation exceptions):
- Natural domain expressions (rain, seasons, storms as “breathing of creation”)
- Seep presence through sacred sites where worship accumulated
- Recognize champions (not create them) who demonstrate alignment
- Communicate through dreams, omens, symbols, synchronicities
- Work through sacred objects that absorbed devotion
Active Role:
- Gods very interested but heavily restricted
- Work through indirect influence only
- Clerical orders receive power through spiritual alignment, not direct grant
- Religious institutions interpret divine will but gods cannot command
Do they take an active role in the lives of everyday people? If so, why?
Indirect influence only:
Daily Impact:
- Seasonal gods (Solana, God of Summer, Viridia, God of Spring, Therion, God of Harvest Caelith, God of Winter) structure agricultural cycles
- Domain gods affect their spheres (storms, harvest, etc.) as natural expressions
- Sacred sites and rituals create thin spots where divine essence seeps
- Dreams and omens provide guidance
- Religious institutions shape culture and law
Why They’re Interested:
- Mortals were created to have purpose and meaning
- Gods exist to provide that purpose (especially Alorama/Nyx)
- Zoroth, the Hollow Prince seeks to bring “harsh truths” and growth through struggle
- Cosmic balance between light/shadow requires mortal choice
- After the Covenant of Divine Order, gods became dependent on faith
Limitations:
- Cannot directly intervene in individual lives
- Must work through mortal choices and natural domain expressions
- Pacts prevent the heavy-handed interference that caused pantheon wars
How many gods are there, and is there a hierarchy among them?
See Above
Which gods are good or evil, or is this meaningless when speaking of gods?
Alignment is meaningful but nuanced:
The Alorama (Typically Good-Aligned):
- Created from the Light of Almariel, Lady of Light and the Aevari
- Uphold positive values and domains (harvest, melody, life, healing, knowledge, family)
- Examples: Elariel, God of Melody, Therion, God of Harvest, Zyren, God of Life, Miralin, God of Knowledge
- Offer meaning through service, community, harmony
The Nyx (Typically Evil-Aligned):
- Created from the darkness of Vorthar, The Dark Weaver and the Aevari
- Champion darker domains (pestilence, deception, despair, corruption, forbidden knowledge)
- Examples: Morthar, Bringer of Pestilence, Nefril, God of Deception, Xylar, Harbinger of Despair, Vyrr, Patron of Forbidden Arts
- Offer meaning through struggle, harsh truth, individual power
Critical Nuance: The Aevari were created from BOTH Almariel, Lady of Light and Vorthar, The Dark Weaver (the Ethyri together). They represent both Light and Dark in balance.
Therefore:
- All Alorama have the potential for darkness (can make mistakes, act selfishly, etc.)
- All Nyx have the potential for light (can teach valuable lessons, offer genuine wisdom, etc.)
Not absolute dichotomy - gods have tendencies toward good or evil but retain capacity for the opposite. This reflects the fundamental cosmic truth that light and shadow are intertwined, not separate.
Is there tension, rivalry, or outright hostility between any of the gods?
Yes, fundamental cosmic conflict:
Ethyri Level:
- Almariel, Lady of Light vs Vorthar, The Dark Weaver - eternal opposition
- Created separate pantheons to continue their conflict
- Led to pantheon wars that nearly destroyed Material Plane
- Now bound by covenants but tension remains
Pantheon Wars (Historical):
- The Alorama vs The Nyx waged open warfare
- Devastated Material Plane, frayed The Aetheric Weave (Magic)
- Led to the Pact of True Separation and the Covenant of Divine Order
Current Status:
- Open warfare prohibited by covenants
- Tension and rivalry continue through mortal followers
- Competition for mortal souls and worship
- Zoroth, the Hollow Prince actively working to corrupt mortals
How do the relationships between the gods affect church politics?
Competing Religious Institutions:
- Alorama temples vs Nyx cults
- Different interpretations of divine will
- Political factions align with different gods
- Religious authority can shape kingdom policies
Theological Conflicts:
- Which pantheon offers “true” meaning
- How to interpret dreams/omens (conflicting messages)
- Treatment of opposing faith practitioners
- Sacred site control
Kingdom-Level:
- Kingdom of Vanguard Reach has diverse religious landscape
- Religious institutions monitor magical use
- Clerical magic provides services kingdoms need
Social Division:
- Families split by different divine allegiances
- Communities divided over worship choices
- Persecution of “dark cult” followers
- Some embrace both philosophies simultaneously
Do the relationships between the gods affect people’s everyday lives?
Yes
Why are the gods interested in people?
Multiple reasons:
Created for Purpose:
- Aevari noticed mortals lacked existential meaning
- Asked Almariel, Lady of Light to provide purpose
- Minor gods specifically created to guide mortal experience
- Gods exist to fill the void mortals felt
Cosmic Balance:
- Mortals are arena where light/shadow philosophies play out
- Vorthar, The Dark Weaver wants to prove struggle superior to harmony
- Almariel, Lady of Light wants to demonstrate love/community works
- Human free will makes outcome unpredictable (neither god can control)
Dependency (Post-Covenant):
- After the Covenant of Divine Order, gods became dependent on faith
- “Gods who can act directly have no need of faith”
- “Gods who have no need of faith eventually have no need of mortals”
- Covenant made divinity dependent on mortality
Are they more human-like or are they transcendent and incomprehensible?
Mixed:
Transcendent Aspects:
- Ethyri now exist as pure cosmic essence, fundamental forces
- No physical form, bound to Weave itself
- Incomprehensible in true nature
- Aevari are elemental embodiments, not human-like
Human-Like Aspects:
- Minor gods (The Alorama/The Nyx) have understandable emotions
- Jealousy, pride, competition, love
- Created specifically to relate to mortal experience
- Domains match human concerns (harvest, melody, family, death, knowledge)
Ethyri Psychology:
- Almariel, Lady of Light: maternal, nurturing, seeks harmony
- Vorthar, The Dark Weaver: jealous, ambitious, values struggle
- Relatable emotions but cosmic scale
Communication:
- Gods communicate through symbols mortals can understand
- Dreams, omens, synchronicities
- Not incomprehensible eldritch beings
- Philosophies make sense to mortal minds
Do the gods have limits to what they can do?
Yes, multiple layers of limits:
Covenant Restrictions (see the Pact of True Separation, The Pact of The Ythraewyn, The Covenant of Divine Order):
CANNOT Do Directly:
- Cannot manifest with “fullness of consciousness” on Material Plane (no full avatar/incarnation)
- Cannot speak directly to conscious mortals (voice/word/telepathy while awake)
- Cannot grant power directly to mortals (no unmediated divine energy flow)
- Cannot compel or override mortal will
- Cannot directly alter/create/destroy through exercise of divine will
CAN Do Indirectly (Sacred Exceptions):
- Natural domain expressions (rain, seasons, storms, fertility) - “breathing of creation itself”
- Seep presence through sacred sites where worship has accumulated
- Recognize mortals who demonstrate exceptional alignment (attunement, not bestowal)
- Communicate through dreams, omens, symbols, synchronicities
- Work through sacred objects that absorbed devotion over centuries
- Respond when mortal faith creates sufficient resonance
Key Principle: Gods heavily restricted in DIRECT action, but retain significant INDIRECT influence through natural expressions, sacred sites, and mortal choice.
Natural Limits:
- Bound by their domains (storm god can’t affect harvests directly)
- Limited by covenant enforcement (Aevari as Wardens)
- Cannot violate fundamental cosmic laws
- Cannot predict human free will (balanced nature makes them unpredictable)
Power Hierarchy:
- Minor gods (Alorama/Nyx) less powerful than Aevari
- Aevari less powerful than Ethyri
- All bound by pacts their creators/parents made
Practical Limits:
- Cannot undo other gods’ work without consequences
- Excessive divine activity risks Aevari intervention
- Must work through willing mortal vessels
Are there limits to what the gods will do?
Yes, self-imposed and enforced:
Alorama Commitments (per the Covenant of Divine Order):
- “Light will illuminate without blinding, guide without controlling”
- Respect mortal agency while providing inspiration
- Won’t use coercive methods
- Prioritize healing, creation, protection over destruction
Nyx Commitments:
- “Accept limitations because true power needs no exceptions”
- Work through earned influence and invited choice
- Corrupt what “deserves” corruption
- Won’t violate covenant (prefer to exploit loopholes)
Aevari Enforcement:
- Will act to prevent covenant violations
- Maintain cosmic balance
- Protect Material Plane even from parents
Practical Limits:
- Gods won’t destroy what they want to rule/influence
- Won’t eliminate mortal free will (defeats purpose)
- Zoroth, the Hollow Prince wants strong mortals to test, not weak victims
- Even evil gods need functioning world
Can the gods make mistakes?
Yes
How do the various temples and philosophies explain the classic problem of evil?
Different Explanations:
Alorama Philosophy:
- Evil exists as test and choice
- Free will requires possibility of wrong choices
- Shadow gives meaning to light
- Growth requires overcoming adversity
- Evil can be redeemed through compassion
- Cosmic balance requires both forces
Nyx Philosophy:
- “Evil” is harsh truth, not malicious
- Struggle and suffering create strength
- Pain is greatest teacher (Morthar)
- Despair is “honest acceptance of reality” (Xylar, Harbinger of Despair)
- What Alorama calls evil, Nyx calls wisdom
- Challenge weeds out the weak
Cosmic Balance View:
- Neither pantheon truly “lies”
- Both offer genuine paths to meaning
- Evil arose from Vorthar’s necessary opposition to Almariel
- Universe required tension for creativity
- Humans emerged from friction between light/shadow
- Balance makes existence meaningful
Historical Explanation:
- Zoroth, the Hollow Prince infiltrated creation deliberately
- Chromatic dragons, giant spiders, etc. are corrupted versions
- Evil has purpose in divine plan
- Tests and strengthens those who overcome it
Why do the gods want worship?
Multiple Reasons:
Original Purpose (Pre-Covenant):
- Provide meaning and guidance to mortals
- Fill existential void Aevari noticed
- Channel parental (Ethyri) philosophies to mortals
- Give mortals purpose through connection to divine
Post-Covenant Dependency:
- the Covenant of Divine Order made gods dependent on faith
- “Gods who can act directly have no need of faith”
- “Gods who have no need of faith eventually have no need of mortals”
- Without worship, divine power and influence diminish
- Sacred sites require accumulated worship to thin barrier
Competitive Element:
- Alorama vs Nyx competition for souls
- Each pantheon wants to prove their philosophy superior
- More worship = more influence = better evidence their path works
- Zoroth, the Hollow Prince seeks worship to challenge Alorama dominance
Validation:
- Mortal choice validates divine philosophy
- Free worship more meaningful than compelled service
- Proves their approach to meaning actually works
World-Spanning Organizations
Is there a trade language that facilitates commerce between countries that don’t speak the same tongue?
Common (Eldaran)
Is there a universal language spoken by educated or noble persons?
No, though many educated individuals can speak Elvish
Is there a liturgical tongue?
Each deity and pantheon has specific sacred terms and language unique to their tradition. No single universal liturgical tongue - religious vocabulary is domain-specific.
What language are religious documents kept in?
Each religious tradition maintains documents in their own sacred language/terminology specific to their deity/pantheon. Translations to common may or may not exist, depending on the sanctity of the text.
How many languages are there?
- Eldaran (Common equivalent)
- Elvish
- Dwarvish
- Halfling
- Orc
- Giant
- Draconic
- Goblin
- Gnomish
- Primordial (Elemental languages: Aquan, Auran, Ignan, Terran)
- Abyssal
- Ethyric
Which languages are related and why?
Answer:
Which languages borrow words or phrases from other languages?
Answer:
Which languages are the most widely spoken?
Eldaran and Elvish are the two most common languages.
Are there different languages for different races?
Answer:
Is there a special language needed in order to talk with dragons or other beasts?
Draconic, but dragons of old were written to have spoken Eldaran.
Do wizards have a special language that is used for magic?
If magic is its own language, where do practitioners learn it?
Ethyric must be learned through:
- Self-study from magical texts
- Formal instruction at magical colleges (Aelarion academies, Kingdom of Vanguard Reach state college)
Different caster types:
- Wizards: Full formal study of Ethyric required
- Sorcerers: Learn more easily due to innate Weave connection
- Clerics/Paladins: Use hybrid of Ethyric + deity-specific religious vocabulary
- Warlocks: Patrons teach only the Ethyric needed to cast their specific granted spells (limited, controlled vocabulary)
Is it safe to chat in the language of magic?
No - Ethyric cannot be used for casual conversation because casual vocabulary doesn’t exist in the language.
Ethyric was created specifically to manipulate The Aetheric Weave (Magic). Every word and phrase in Ethyric is designed to interact with magical forces. There are no words for everyday concepts like greetings, objects, or emotions - only linguistic constructs for manipulating reality through the Weave.
Speaking Ethyric requires:
- Alignment with one’s life force
- Manipulation of the Weave’s fabric through strength of will
- Intelligence to understand what you’re manipulating
- Deliberate coercion/shaping of magical forces
Danger: Every utterance in Ethyric is an active attempt to manipulate reality. “Speaking casually” in Ethyric is impossible - you would be randomly manipulating magical forces without control or intent, like pulling levers in a power plant blindly.
Where is magical research done?
Primary: Aelarion - The Great Observatory, The Crystal Gardens, various specialized academies Secondary: Kingdom of Vanguard Reach state magical college Funding/Oversight: Aelarion and Tribunal of Balance sponsor and regulate magical research Historical: College of The Aether at Noldruun (destroyed), Silent Libraries at Sylmaran Ruins (destroyed)
Where is scientific research done? Universities, private labs, under the auspices of the government?
Technological Research: Caernast - largest tech research center, collaborates with dwarven knowledge from Khalgrod Deep Agricultural Research: Kingdom of Lenthir - Royal Agricultural Institute, farming innovation, seed preservation Natural Philosophy: Kingdom of Vanguard Reach - Academy of Natural Philosophy (ecology, sustainable development) Structure: Mix of government-sponsored institutions, independent academies, and guild-based research
Global Technology Level
Is the level of technology in this society comparable to that of ancient Rome, the Middle Ages, the Renaissance, the Industrial Revolution?
Ancient Rome equivalent - varies by kingdom. Complex engineering and metallurgy exist, but no firearms, planes, cars, trains, or similar advanced technology.
What important inventions or advances have been made (the wheel, stirrups, gunpowder, printing, flush toilets)?
Widely Available Technology:
- Aqueducts, concrete, arches
- Roads, bridges (quality varies by kingdom)
- Basic plumbing (public baths, latrines)
- Watermills
- Advanced metallurgy (especially dwarven and Kingdom of Vanguard Reach)
- Glass-making
- Paper (papyrus/parchment)
- Stirrups, wheels, basic tools
Limited/Rare Technology:
- Printing presses: Only a few exist worldwide; most books are hand-copied
- Clockwork devices: Created by artificers
- Automatons: Mechanical creations (artificer-made)
- Enhanced tools: Artificer-crafted improvements
Have any of them been produced in quantities sufficient to affect the daily lives of the average person, or are they a luxury for nobles only?
Varies by invention:
- Common people benefit from: Roads, bridges, aqueducts, watermills, basic metallurgy
- Nobility/wealthy only: Books (hand-copied), clockwork devices, automatons, enhanced artificer tools, glass windows
What inventions or advances have not been made that one would expect to see at this stage of technological development? Why haven’t they eventuated?
- Gunpowder/firearms - hasn’t been discovered
- Advanced chemistry beyond basic alchemy
- Mechanical printing (exists but extremely rare)
What advances are about to be made?
- Printing press on the verge of larger scale production
- The Kingdom of Lenthir developing more selective breeding for resilient crops.
- Dwarven leaders of Khalgrod Deep considering opening up
- Artificers developing more sophisticated clockwork enhanced with limited magic
- Kingdom of Vanguard Reach metallurgy developing better weaponry without magical embument.
How much is known about the laws of nature, physics, and magic?
See Magic section
How much of what is commonly known is factually wrong?
Historical Misconceptions:
- Details of 3. The Shortening causes (divine punishment vs natural evolution vs curse)
- Full extent of Zoroth, the Hollow Prince’s manipulation (often scapegoated for all problems)
- True reasons for Noldruun and Sylmaran Ruins destruction (lost to time)
- Elven Retreat motivations (seen as abandonment vs self-preservation)
Scientific Misconceptions:
- Pre-the Pact of the Ythraewyn understanding of magic (many old theories wrong)
- Exact workings of The Aetheric Weave (Magic) (even scholars disagree)
- Nature of other planes (limited direct knowledge)
Cultural Myths:
- Stereotypes about other races (orcs as purely barbaric, etc.)
- “Golden Age” nostalgia that ignores Era of Chaos problems
- Divine will interpretations (both Alorama and Nyx followers claim certainty)
In what areas might magic replace technology, and thus suppress its development?
Natural medicine - due to Clerics/Paladins/Monks with healing magic, reduces need for:
- Surgical techniques
- Pharmaceutical development
- Understanding of anatomy/disease
- Herbal medicine research
In what areas might magic cause more rapid technological or scientific development?
Answer:
How do the technology levels and scientific knowledge of non-human races compare to those of humans?
Dwarves: Secretive - true extent of their technology unknown. Likely most advanced in metallurgy and engineering.
Elves: Less advanced in practical technology (don’t rely heavily on it). However, centuries of accumulated knowledge and experience give them advantages in understanding and application.
To what degree do magical objects and the presence of wizards and spells replace or duplicate technology?
Magic has not replaced technology due to the Pact of the Ythraewyn restrictions on frivolous/wasteful magic use.
World Calendar & Time
Is there a single, generally accepted calendar or do different countries, peoples, or races have different methods of measuring time?
The Eldaran Calendar (12 months as listed) is the common standard across human kingdoms and most of the Material Plane.
Dwarves maintain their own calendar system but understand the Eldaran calendar for diplomacy and trade.
How is the day divided into smaller time units?
Standard 24-hour day.
What are the divisions of time?
Standard: seconds, minutes, hours, days, weeks, months, years
Are the names of the time divisions relevant to anything?
No
Is the length of an hour fixed, or does it vary depending on changes in the length of the day as the seasons change?
Fixed hours
What are the names of the months, and how many days are there in each?
Late Winter/Early Spring (Transition):
- Almarion - Light’s Return (honoring Almariel, Lady of Light, winter’s end)
Spring (Viridia’s Season):
- Viridawn - The Greening (Viridia, God of Spring)
- Aevros - Creation’s Bloom (honoring the Aevari)
- Ytheril - Seed’s Promise (referencing The Ythraewyn)
Summer (Solana’s Season): 5. Solpeak - High Sun (Solana, God of Summer) 6. Weavetide - Magic’s Height (The Aetheric Weave (Magic) strongest) 7. Ethyrmere - The Balance (honoring the Ethyri)
Autumn (Elennar’s Season): 8. Ellenharvest - The Reaping (Elennar, God of Autumn) 9. Aelorn - Ancestor’s Rest (honoring those who passed) 10. Veilfall - Thinning (Eldara, the Shimmering Veil, barrier between planes weakens)
Winter (Caelith’s Season): 11. Caeldeep - Winter’s Heart (Caelith, God of Winter) 12. Vorthmir - Shadow’s Depth (Vorthar, The Dark Weaver, longest nights)
How many days in a week? Months in a year?
7 days per week, 12 months per year
- Stonesday (Earth)
- Embersday (Fire)
- Windsday (Air)
- Tidesday (Water)
- Dawnday (Light/beginning of week)
- Duskday (Shadow)
- Weavesday (Magic/balance)
Are there leap years?
No
Who keeps track of the calendar?
Scholars maintain the official calendar
Who could make adjustments to the calendar, if necessary?
Answer:
What events do people use to date years?
Eras are used
Are these events single occurrences (the creation of the world, the end a war, the unification of the nation)?
Era transitions have historically marked major cosmic events
Are events dated based on arbitrary things such as a king’s reign, or a dynasty’s years in power)?
Answer:
How do people tell what time it is?
Sundials, Church bells, Mechanical clocks (rare), Position of sun.
Are there any days that are considered to be “outside the year”?
No
This world-level guide focuses on the cosmic, global, and universal aspects of your fantasy setting. Use these answers as the foundation for more detailed regional, national, and cultural development.