Expanded Information Prose in The Fantasy Nexus | World Anvil

Expanded Information

This article contains expanded information for the Fantasy Nexus universe that either did not fit or could not be worked into the universe at the time of writing. The questions asked in this survey are based on a worldbuilding survey I took a while back. Please note that most of the words, races, locations, and other details about the world are not linked to their corresponding articles, mainly for the sake of time and my own mental health. Enjoy.    

I. The World

Q: Are the laws of nature and physics actually different in this world, or are they the same as in real life?   A: No, the laws of nature and physics are mainly the same.   Q: How does magic fit in? How do magical beasts fit in?   A: The general understanding for magic is that it is either stored energy, or ambient magic in the air and atmosphere, used to accomplish a certain task. For example, pyromancers use the energy within or around them to ignite the air, causing fire. Magical beasts can also be explained this way. For example, fire dragons have a sort of "pilot light" or separate organ in the back of their throat or under their tongue, or in their stomach that causes fire to release (the exact biology isn't really known.) For other species of dragons, such as water dragons or ice dragons, it is a little more complicated, but the same basic principles still apply.   Q: Is this generally an earth-like world? Is it an “alternate Earth”?   A: Yes, mainly. It has all of the biomes that Earth has, but is significantly larger than Earth; I can't imagine fitting Earth's oceans and twelve continents on a planet its size.   Q: Are there different human races, whether or not there are non-humans like elves or dwarves?   A: Humans can have all the same characteristics as a certain Earth race, but they're not recognized as separate "races" in the same sense: the race is just "human". So while yes, there can be humans with a darker skin tone or different eye shapes or what have you, the race remains the same. Part of this is because of the Great War: Humans quickly dropped "racism" as a concept when they perceived the mythologicals as a greater threat.   Q: How does the cultural and ethnic diversity of this world compare to the real world?   A: Diversity is about the same. Like humans, the human-like species may have all the characteristics of an Earth "race", (black, asian, hispanic), but the race remains the same. For the more beastly species, there are not races in the traditional sense of heritage, however there are many races of dragons, enough to constitute their own race.   Q: How long have there been people on this world?   A: Unlike earth, sapient life has been around since as soon as the planet was habitable, since it was created by the gods. However, much of the non-sapient species on the planet evolved in much the same way that Earth's life did. (Except apes never turned into humans.)   Q: Did they evolve, or did they migrate from somewhere/when else?   A: All sapient life in the universe was created by the gods. Some life has been around longer than other life, since the gods wanted to "test run" the sapient life they'd created first (angels, devils and dragons) before adding other species and races into the mix.   Q: Where does magic power come from: the gods, the “mana” of the world (as in Larry Niven’s “Warlock” stories), the personal willpower or life force of the magician, somewhere else?   A: Magic is drawn from two different sources. The first source is known as "inherent" magic, which is drawn from an individual's innate magic pool; this pool varies by race and can be increased up to a certain point with training. The second is known as "ambient magic", and while it still uses a miniscule amount of the individual's innate magical pool, the majority of the magic comes from the magic that flows around them, through the air. Most magicians use this type of magic, as it allows them to perform magic much longer and with more focus than by using their own inherent magic. Regardless of method, many magicians use a "focus object" of some kind, like a staff or wand. These objects assist the user with focus and intent, and amplify the power of the magic that can be produced.   Dragons have a pool of magic within them, like humans, but it is vast and nearly inexhaustible. Dwarves are not magically inclined. The Fae have a special connection with magic: they are beings created almost entirely from pure magic itself. However, they can only use weak magic and spells, mainly for pranks or leading people astray. Fae royalty are the only ones with substantial magical power. Devils are quite powerful, and have a large magic pool to draw from, on par with the power of angels. Demons/imps possess magic, but not to the extent that it is a serious threat. Centaur are not magically inclined.   Q: Is magic an exhaustible resource?   A: Generally, magic is not exhaustible. It can be used up, certainly, but magic always returns and regenerates.   Q: If a magician must feed his spells with his own willpower, life-force, or sanity, what long-term effects will this have on the health and/or stability of the magician?   A: If a person's innate magical pool has been completely drained, and they continue using magic anyway, the spell will begin eating into their life force. Using life force and drawing upon it for magic is inadvisable. It is fatal and it does not regenerate. Most often, magicians who draw on their own life energy will appear to age before one's eyes, and complex skills will reduce someone to dust. Elves and dragons are the only ones able to do this reliably, due to their long lives, though it is still not recommended.   Q: Do different races/species have different sources for their magic, or does everybody use the same one?   A: All magic comes from somewhere. When a being is born they are usually given a magic pool to draw from and regenerate. The amount of magic in the world can be expended, but it would take hundreds of times the population to use it all up, and that's just for that specific planet. It would also simply regenerate after enough time has passed. Magic flows through the universe.  

Alternate Earth


Q: Are there non-human inhabitants of this planet (elves, dwarves, aliens)? If so, how numerous?   A: There are many more non-human inhabitants than there are humans. I'm not yet sure of the exact numbers, but just know that mythologicals outnumber humans by a very large amount.   Q: How openly present?   A: Before the war, the non-human races were welcomed and accepted as brethren, helping to control the forces of nature, darkness, and light. Nowadays, the only continents they inhabit are Icrillon, Vultrun, Xendola, Sephecura, Ameirix, and Eistros. Of those, Xendola is the only one where they are open about their existence.   Q: What areas do they occupy (examples: dwarves in mountains or caves, elves in forests, etc.)?   A: Humans can live almost anywhere. Elves inhabit the forest, and dwarves live in mountains and caves, as stated. Fae, or fairies, live wherever their species correspond to (Fire fae will live in volcanic areas, ice fae will live up north.) Dragons can live anywhere depending on their species. Spirits live according to their species, (Dryads: Forest, Naiads: Rivers.) Ghosts wander aimlessly, and don't "live" anywhere. Wisps wander. Merfolk live under the sea. Halflings can live anywhere humans can. Slimes generally live in hot areas like humid caves. Griffins live in the mountains. Rocs live on the mountains, as in they make their nests on mountain tops like eagles. Phoenixes live in forests or in volcanic areas. Devils, and all their pre-evolutions, live in Hell.   Q: How similar are the history and culture of the alternate earth to real history and culture? Why is it so similar/different?   A: History is entirely different from Earth, due to the additional continents, land, locations, et. cetera. Non-human races have had little to do with human history. They respected each other for a long time, so myths generally didn't tamper with human affairs. Mythic histories, however, are entirely separate from human history.   Q: Is there a specific historical point where this world split off from ours (e.g., Napoleon won at Waterloo)? If so, what was it?   A: History in this world is separate from history on Earth and has been since the beginning, although The Great War was significant.   Q: How long ago was it?   A: A little over nine years ago, the war began. When DM was only eight years old.   Q: How much has changed and will continue to change as a result?   A: Well, for one, human hatred for each other, such as homophobia, racism, political debate, and hatred of religion are all non-existent. (Though humanity has been living under one ruler for a while, not democracy/communism/etc.) Non-humans will probably never be on excellent or as-excellent terms with humanity as they once were, and just as there was racism against a certain color, there will be suspicion on non-humans. Magic too, will be a point of contention for a long while. Certain habitats destroyed by the Great War are completely irreparable, such as Miditeria, an ashen wasteland.   Q: Is the split in history a result of the presence of magic, or is the change the thing that made workable magic a possibility?   A: I would say yes to the former. I think humans began to fear magic, and that's what set it off.   Q: If magic exists but history is more or less the same, why has it had no effect?   A: The non-humans up until the war, as stated, generally chose not to meddle in human affairs. They helped them when needed, but also respected each other's personal space.   Q: If magic is known to exist, which historical events have changed and which are the same?   A: History is entirely different, though magical involvement has had little to do with it.   Q: How have organized religions reacted?   A: They have called the non-humans a scourge, demons, (as opposed to actual demons) pests...generally not a flattering view of them.   Q: Governments?   A: The one united government has launched war. Attacking the non-humans, however, proved futile once they moved to the Nexus (Eistros.)   Q: Ordinary people?   A: Due to the government's propaganda and misinformation about myths, the common person has come to fear non-human races, viewing them as a threat to humanity.   Q: What laws and/or professions are different?   A: "Non-human pest control" is now a field. "Bounty hunters" and "non-human slave traders" are a profession, if outside the law. The human military is considered an anti- non-human force. It is against the law to house or shelter non-humans. All non-human rights have been revoked. They are no longer considered on the same level as humans. It is illegal to perform magic, period. It is illegal to give a non-human work of any kind.    

Not Earth at All


Q: How does this world differ physically from Earth?   A: It is significantly larger. There are twelve continents, as opposed to seven.   Q: Is it the same size (same density, same gravity), same ratio of land/water, same atmosphere, etc.?   A: No to being the same size and density, and it has more land and less water, however the atmosphere is indeed the same.   Q: Does it have more than one sun or moon? Rings? Are there spectacular constellations/comets, etc. visible at night or by day?   A: It has only one moon and sun, and no rings. Contstellations and comets differ from earth, and most aren't visible during the day.   Q: How much land is there, and how much of it is habitable?   A: There are twelve continents' worth of land, varying sizes. However, only nine of the twelve continents are still habitable.   Q: Is the axial tilt and orbit the same — i.e., does the world have the same seasons and same length of year as Earth?   A: Yes, the seasons and the length of the year is the same.    

II. Physical and Historical Features

Q: Have human activities affected climate, landscape, etc. in various regions? How? (Example: Sahara Desert growth has been increased by over-farming.)   A: Yes. Several areas of Etrix are a burning wasteland. Elestrea is a disaster, and all trace of nature is gone. Miditeria is dead. Ameirix's nature is declining. Hedira's mountains have been broken or leveled thanks to human bombs.   Q: How much land is in each of the equatorial, temperate, and polar zones?   A: Saehirus, Etrix, Vultrun, and Vaepra are all on or near the equator. Icrillon encompasses most of the northern polar zone. Elestrea, Miditeria, Sephecura, Ameirix, and Hedira are in temperate zones. Xendola floats, and can thus be anywhere. Eistros spans close to half of the globe.   Note: climate affects landscape through erosion and weathering; the distribution of plants and animals, and formation of soil. As a result, it determines what crops can and can’t be grown, what animals can and can’t live in an area, what clothes must be worn to cope with the weather, and how houses are built. Winter freezing and thawing may change travel patterns, as waterways freeze or flood and passes close. Weather also affects available sports, like skiing. Q: Are all these things consistent with what you say the climate is like in particular areas?   A: Yes.   Q: Where are major mountain ranges? Rivers and lakes? Deserts? Forests, tropical and otherwise? Grasslands and plains?   A: Major mountain ranges are mainly on Hedira, though Eistros also has some mountains. Rivers and lakes can be found in most habitable continents. Deserts are on Eistros and Saehirus. Forests make up half of Eistros, and can also be found on Etrix and Ameirix. Tropical rainforests and jungles can be found on Eistros, and there are rumors about Vaepra being an untouched jungle. As always, this is unconfirmed. Grasslands/Plains can be found on Eistros, Xendola, and Ameirix.   Q: If there are imaginary animals (dragons, unicorns, etc.), how do they fit into the ecology? What do they eat? How much habitat do they require?   A: Dwarves, elves, merfolk, and humans are omnivores, and require about the same amount of space. Dragons' diet depend on the species, as does their habitat. Rocs, Griffins, etc. are meat eaters, and are generally content with small habitats. Nature spirits require no sustenance nor habitat beyond their tree/body of water and the magic the world provides, and most Fae are herbivores, requiring no specific amount of habitat. Unicorns are herbivores, and roam. Devils like Succubi/Incubi feed off of emotions and sexual energy.    

Natural Resources


Q: Which areas are the most fertile farmland? Where are mineral resources located?   A: Eistros, Ameirix, and Xendola are best for farming. Hedira holds most of the minerals, although Vultrun isn't far behind.   Q: Which animals, birds, fish, and other wildlife are commonly found in which areas? If there are imaginary animals such as dragons, where do they live?   A: Most of the wildlife is found under the same conditions as earth. Habitats for non-humans have been addressed.   Q: Which natural resources, if any, have been depleted in which areas over time?   A: Natural resources such as coal, oil, and natural gas shortages/surpluses are progressing at the same rate as Earth. The Great War is causing a decline of nature in general.   Q: Which resources (e.g., coal, oil, iron ore, gold, diamonds, limestone, etc.) are particularly abundant, and in which areas? Which are scarce?   A: Precious and nonprecious minerals, gems and metals can be found on Vultrun and Hedira. Magic can be found extremely thick and concentrated in some areas. These areas include:
  • Most of Etrix
  • The center of Icrillon
  • The deepest parts of Vultrun, and some of the caves
  • Some trenches surrounding Sephecura
  • Some of the deepest parts of Eistros's forests
  • Various trenches on the seafloor
  • Various lakes, ponds, and other secluded spots on Eistros
These areas are toxic to those without protection/natural resistance to magic, causing nausea, migraines, weakness, and in thick enough concentrations, death. Fairies often live in these places, due to their extremely high tolerance for magic, being made of the stuff. As for resources being scarce, the world is still mostly full of resources for use.   Q: Are there places where there are rich deposits that haven’t been discovered yet, or where they haven’t been fully exploited?   A: Absolutely. Most races have only begun to tap into the resources the world has to offer.   Q: How much active, peaceful trade?   A: Between humans, plenty. Between mythological races, it depends on race. For example, an elf is more likely to trade with a dragon than a fairy would. Fairies are more likely to trade with a nature spirit than a dwarf. Dwarves absolutely will not trade with naga/lamia. And naga/lamia will trade with pretty much anyone if they can. It comes from a distrust between race, even amongst the non-humans.   Q: What water resources available, and for what uses (a mill wheel requires flowing water, i.e., river or stream; irrigation needs a large, dependable water source like a lake or large river; etc.)?   A: The oceans are vast just like the land, so there's plenty of water to go around. Water is used pretty much the same, universally. Some fairies use water for their illusions to keep intruders out. Water nature spirits use it for transportation.  

World History


(Note: This section is under construction.)   Q: Which peoples/etc. are considered the most civilized? Which are most technologically advanced? Which are most magically advanced? Least advanced? Why?   A: Elves are considered the most civilized and magically advanced. Angels are the most technologically advanced, with humans at a decent second. The least magically and technologically advanced are probably a tie between the Fae and the Dwarven.   Q: Is there a single, generally accepted calendar (including time measurements), or do different countries or peoples or races have different ones?   A: Most races have their own calendar with varying numbers of days, however, hours, minutes, seconds, years, decades, centuries, and millennia are used by everyone.   Q: How many languages are there? Which ones are related (e.g., the Romance languages) and why? Which languages borrow words or phrases from other languages? Which is likely to be most widely spoken?   A: There is a language for almost every race, including human races. Naga/lamia, elves, dwarves, Fae, devils/demons/imps, nature spirits, centaur, and merfolk all have their own language. The most widely spoken is probably Fae, if only because they're one of the races with the highest population. However, Fae is also a constantly changing and evolving language, with an incredibly wide vocabulary; the Fae have over a hundred words for "Fae" and "Fairy" alone. Other races generally take learning Fae as a personal challenge. Some consider learning Fae a waste of time, as the Fae are not usually portrayed as intelligent. "Creatures with heads full of air" is what most call them and their frequent giggling habit. (Some believe this is untrue, and the Fae maintain a mindless appearance on purpose to appear non-threatening.)   Q: Is there a “trade language” that facilitates commerce between countries that don’t speak the same tongue? Is there a “universal language” spoken by educated or noble persons, as Latin was in the Middle Ages?   A: There is not. There are, however, translators at almost every area designated for trading.  

III. Magic and Magicians

Q: What things can magic not do? What are the limits to magical power?   A: Magic cannot bring someone back from the dead. Anyone who tries will see nothing but a zombie of their former loved one. Magic cannot grant immortality. Magic cannot force people to fall in love. Relationships built on love magic can and will fall apart after a few weeks without constant re-administering of the spell. Any form of currency attempted to be reproduced by magic will always disappear two minutes after it is created. As for magical power limit, there really is no limit. Magic is advancing all the time, and more and more powerful magic is being discovered and researched, just like technology. If you mean physical limits, everyone's physical limit is different. Elves have a much higher tolerance for magic and can generally cast more complex spells rapidly without tiring. Humans are slowly but surely tired by magic, and Fae cannot cast many powerful spells without needing to rest.   Q: How do magicians try to get around these limits?   A: Potions that force the physical form to go beyond its limits. Spells that increase someone's magic pool. Spells that make them take in toxic levels of magic. All destructive, all illegal.   Q: What is the price magicians must pay in order to be magicians — years of study, permanent celibacy, using up bits of their life or memory with each spell, etc.?   A: Magicians are currently fated to become outlaws amongst the human world. In addition, yes, learning complicated magic takes years of practice. DM just has a natural talent for it, and gets spells easier than others. But the only magic he knows is magic created by humans long before the war, and even the most powerful human spell isn't comparable to the weakest elf.   Q: Does anyone ever try to get around the price of magic?   A: Yes, and just like the limits of magic, it is illegal and dangerous.   Q: Is there a difference between miracles and magic? If so, how are they distinguished?   A: True miracles do what magic cannot, most often. They defy odds, resurrect the dead entirely, force love to happen. Miracles are usually performed by the gods in desperate times. False religions, however, can define miracles as whatever they want.   Q: How does a magician tap his/her magic power? Does becoming a magician require some rite of passage (investing one’s power in an object, being chosen by the gods, constructing or being given a permanent link to the source of power) or does it just happen naturally, as a gradual result of much study or as a part of growing up?   A: They just have to reach into their magic pool. Generally this means concentrating and focusing on what they want their magic to do, or where they want it to go, and then trying to focus their magic into doing that or going there. Using ambient magic is preferred by many races, and puts far less of a drain on the caster's magical pool.   Q: What do you need to do to cast a spell — design an elaborate ritual, recite poetry, mix the right ingredients in a pot?   A: For almost all magicians, the primary tenets are focus and intent, thus training your mind is what is most important for learning magic. If you get good enough, base spells and eventually arcane spells become easy and mindless.   Q: Are there things like a staff, a wand, a familiar, a crystal ball, that are necessary to have before casting spells? If so, where and how do new wizards get these things? Do they make them, buy them from craftsmen, inherit them from their teachers, or order them from Wizardry Supplies, Inc.?   A: They are not necessary, but as most races prefer to use ambient magic, most resulting magicians will possess a sort of "Focus Object" they rely on to channel their power. As for where they get them, their staves/wands are deeply personal objects. Magical shops and the like usually have a wide enough range of staves/wands, crystal balls, etc to satisfy the need for a personal touch. However, you can get one custom made, and the quality depends on the creator. It'll cost you extra though.   Q: Is there a numerical limit to the number of wizards in the world? What is it? Why?   A: There is no limit to the amount of magicians. It just takes time to learn magic, and some might be contented to learn the art of weapons instead.   Q: How long does it take to cast a spell? Can spells be stored for later, instant use? Does working spells take lots of long ritual, or is magic a “point and shoot” affair?   A: It depends on the focus, intent, and overall skill of the caster. A simple spell can be cast near instantly with little effort. Complex spells take time. Spells cannot be stored for later.   Q: Can two or more wizards combine their power to cast a stronger spell, or is magic done only by individuals?   A: Absolutely. Actually, magicians don't usually travel alone for precisely this reason. A fireball cast in sync with ten other magicians may as well be a firestorm.   Q: What makes one wizard more powerful than another — knowledge of more spells, ability to handle greater levels of power, having a more powerful god as patron, etc.?   A: It depends on talent and natural inclination to magic, for starters. Then there's physical limits: as stated Fae are the first to fall to these. And finally, it just depends on your arsenal, as well. A magician could have the potential to reach the power close to that of a god, but without knowing any spells, that skill gets them nowhere.   Q: Does practicing magic have any detrimental effect on the magician (such as becoming addictive, fomenting insanity, or shortening life-span)? If so, is there any way to prevent these effects?   A: Some people do get off on casting spells, for whatever reason. Those who draw from life force are doomed from the start. And if you know enough dark and forbidden magic, yes, your grip on reality...slips, to be polite (unless you're a demon/devil/imp). All of these are easily preventable by sticking to legal magic, the library of which is huge, and not over-exerting yourself. And as always, there is a factor in race, as well. An elf can handle most any magic without becoming insane. Dragons very rarely exhaust themselves.   Q: Are the effects inevitable to all magicians, or do they affect only those with some sort of predisposition?   A: Some people are predisposed to certain magical disabilities, disorders, and side effects, yes.   Q: Do they progress at the same rate in everyone?   A: No, some races and individuals, even if predisposed, progress slowly through these disadvantages, and can seek help early on.   Q: How much is known about the laws of nature, physics, and magic? How much of what is commonly known is wrong (e.g., Aristotle’s ideas about human anatomy, which were wrong but accepted for centuries)?   A: Magic is accepted as a loose form of physics in action. Many details are still a mystery and probably always will be. It is energy used to accomplish a task. The main misconception about magic is that there are some who just are not magically inclined. This is not the case; everyone can learn. Dwarves, for example, just have to work really, really, really, really, really, hard to learn it. How much magic they can learn is a different story.   Q: What general varieties of magic are practiced (e.g., herbal potions, ritual magic, alchemical magic, demonology, necromancy, etc.)?   A: Just about everything. There are magicians who specialize in potions, summoning demons (or devils if they're really skilled), alchemists, pyromancers, cryomancers, umbramancers, void magicians, photomancers, nature magicians. Generally pyromancy, hydromancy, terrakinesis or aerokinesis are learned first as the "starter magics".   Q: Do any work better than others, or does only one variety actually work?   A: They all work the same once you learn them.   Q: Are certain kinds of magic practiced solely or chiefly by one sex or the other? By one race or another? Is this because of inborn ability, natural preferences, or legislation?   A: By preference and on average, men are slightly more inclined to destructive magics, and women are more inclined to creative magics. As for race, elves all know nature magic as their chief spells. Humans are unaligned. Fae magic depends on the fae, and their morality. Same with dragons. Dark magic is practiced most often by Devils/demons/imps.   Q: Does a magician’s magical ability or power change over time — e.g., growing stronger or weaker during puberty, or with increasing age?   A: As a person matures their magic usually gets stronger if they've been practicing. Their physical limit also increases.   Q: Can a magician “use up” all of his/her magic, thus ceasing to be a magician?   A: There is only one major scenario in which a magician loses their magical ability for good, and that is if they are in Stage 4 magic sickness. Due to the desperation and lack of time available to treat the patient, a violent and imprecise "flush" of the magic from an individual is the standard treatment. Unfortunately, while this saves the patient's life, they can often never perform magic again.   Q: Can the ability to do magic be lost? If so, how — overdoing it, “burning out,” brain damage due to fever or a blow, etc.?   A: Other than a magical "flush" for magic sickness patients, no, although when ill, like with a fever, flu, or various other ailment, magic is unreliable, at times going haywire, activating without the user's consent. These are known as magical misfires.   Q: Can the ability to work magic be taken away? If so, how and by whom? (Traditional example: certain spells that can only be worked by virgins; raping such a witch robbed her of her powers.)   A: Stage 4 magical sickness treatment is the only major scenario in which a magician loses their magical ability. However, it can be sealed with spells of varying power and duration.    

Wizards


Q: How do various religions,if any, view magic? Do any forbid it? Why or why not?   A: Many non-human religions see magic as a good thing, calling it a blessing. However, human religions say otherwise. Magic is absolutely forbidden in the human world.   Q: Do any require priests/priestesses to be magicians?   A: Most often in non-human religions, yes. To be a priest/priestess you must at least know some healing spells.   Q: Do any forbid magicians from holding some or all religious offices?   A: Only the human world.   Q: How long does it take to learn magic?   A: It can take anywhere from a week to years depending on the spell. If you're discussing an entire class of magic, or magic in general, the process is a lifetime commitment, and magic must be practiced on a regular basis to keep the skills sharp.   Q: Is magic a profession, an art, or just a job? What is the status accorded to magicians in this society?   A: It depends on the person. For some, they claim magic to be their profession. Others are indeed so passionate about magic that they compare it to music, dancing, or painting. As for status, that too depends on race. Magicians hold no value with the Dwarven, however are highly valued in Elven culture.   Q: Are they the equivalent of shyster lawyers, politicians, and used car salesmen, or are they considered average working stiffs, or are they looked up to and admired?   A: It depends on the person. Some fight for good, and use their powers as such. Others are petty criminals, merely using their power to steal and prank. And some are truly evil, learning spells with the touch of death.   Q: Are wizards organized? How? What hierarchy, if any, do they recognize?   A: It depends on the race. Elves have normal magicians, Priests, High Sorcerers, and Archons. Only a few have achieved Archon. In Fae culture, there are three levels: Spellcaster, Magician, and Sorcerer. Amongst humans there is no hierarchy.   Q: What happens if the person/people at the top get killed? Who takes over? How soon?   A: There is no magician government. The government depends on race. Elves have a monarch and a council, dwarves have a few leaders, but that's about it.   Q: Can you make a living practicing magic, or do you have to have independent means? If you can make a living, what are you doing — making magic swords, or making it rain for local farmers?   A: Yes, people take up magic as a job. What job you do depends on what you want to do with your magic. Evil magicians would take up assassination. Good magicians would take up helping people out, slaying monsters, etc.   Q: What’s a wizard’s average income, relative to the rest of society?   A: Wizards get severely underpaid compared to warriors and average working people, though I won't go into specific numbers at this time.   Q: Are magicians a force in politics, or are they above it? Are there national politics that revolve around magic/wizards (i.e., trying to outlaw, protect, or promote certain kinds of magic, trying to draft wizards into a ruler’s army, licensing of magicians, etc.)?   A: Magicians generally have places on councils, in royalty, in nobility, and the like. As for national politics, while there is not a magician government, there are magician guilds that take justice upon themselves and go hunt wrongdoers.   Q: Does it require a license to be a wizard? If so, is it more like a driver’s license (something nearly everyone in our culture gets upon coming of age) or like a doctor’s license (something only a small percentage of the population will ever get)? Who certifies wizards: government, wizard’s guild/AMA, local priests?   A: In some races, yes, you must register as a magician. It depends entirely on the race's government.   Q: How do local people view wizards? Are they good guys, bad guys, Clint Eastwood (call in only to get rid of dragons), regular working stiffs, ivory-tower academics, nuisances who make it rain when you’re plowing, dangerous folks to stay away from?   A: Races view magicians differently. Elves have much respect for magicians who are good, or magicians who achieve higher levels of power, while despising those who abuse magic. Dwarves have no trust for magicians whatsoever. Humans hate all magic. Fae don't respect magic in the traditional sense; rather they see magic as a game with "points" and a "winner": whoever manages to confuse and misdirect someone the most (without harming them, of course) wins the game. Devils and demons see magic as a toy to bend to their will whenever, and often use it for selfish or dangerous purposes, congratulating (if sarcastically) another demon who masters magic. Centaur see magicians as untrustworthy. Naga/lamia see magic as a gift and nurture it. Nature spirits are neutral towards magic, whether good or bad.   Q: Are wizards barred from certain kinds of government jobs or offices? Do some government jobs require that their holder be a wizard?   A: No magician is allowed to take up government in the human world, though most other races encourage magician leaders. While it isn't required, most races consider it good form to have a king, queen, council, etc. that have reached a high level of magic.   Q: If magic requires study, where do you go to learn about it? How do people fund their training? Is there an apprenticeship system, or are there wizard schools, or is it one-on-one tutoring/mentoring? Is an untrained wizard dangerous, or just an ordinary person?   A: There are schools for magic if you look hard enough, but that's just one way. Some magicians train on their own, some take on apprentices, some learn by taking on work and making it up as they go. It all depends on the person. Funding usually comes from a second job somewhere, that may or may not involve magic. Untrained magicians are not inherently dangerous, however their magic may activate at random if they haven't learned to control it.   Q: Do wizards have a special language that is used for magic? If so, where do they learn it? Is it safe to chat in this language, or is everything said in it automatically a spell? If so, how can it safely be taught to new students?   A: There is not a language to use magic. Incantations must be said in the race's native tongue. If their opponent does not know their native tongue, this gives them an advantage, making the opponent unable to predict what spell the caster is using.   Q: Is magic considered a science, or are scientists and wizards enemies or rivals? Are magic and science compatible?   A: Magic is very, very loosely explained in terms of traditional science, but it will likely never be able to reconcile entirely with the sciences. There is also a science dedicated entirely to magic, that has nothing to do with the physics of it. It involves creating new spells, testing them, adding more to an existing spell, making a spell evolve into something else. Many take pride in this field. There is even a separate branch called Magical Alchemy, in which they perform experiments on spells, stitch spells together, and create new, esoteric spells.   Q: To what degree does the presence of magic, magical objects, and wizards replace technology (for example, a chest that is enchanted to keep its contents cold could replace the refrigerator)? Duplicate technology? Supplement technology?   A: Magic replaces technology for older races, such as elves and dwarves. Younger races, like humans, don't use magic at all. Magic and technology do not usually mix, so duplication and supplementing of technology with magic isn't common.   Q: Are wizards above or below the law — I.e., do they have full rights as citizens, no rights, or can they do as they like without regard to anyone else’s rights?   A: Besides the human race, magicians are given full rights like anyone else.   Q: Is the relative power of a country or ruler usually measured by the size of the army, the number and ability of his wizards, or the amount of money at his disposal?   A: Usually a mix of military size and power, and money at the government's disposal.   Q: Is a magician’s lifetime normally longer or shorter than average? Why? Does this vary for different races/species? Are there races/species all of whose members are magicians?   A: Magicians live as long as whatever race they are. Elven magicians will live for thousands of years, human magicians will only live for a hundred at most. Almost every Fae is a magician.   Q: Are there fashions/fads in magic — are herbal spells “in” this year and ritual spells “out,” or vice versa?   A: Absolutely. Magical fads change almost yearly, but there are some magics that are always popular. Pyromancy and hydromancy, for example. Familiars are very popular. Evil magicians use darker magics as a trend, usually.   Q: Are certain spells (as opposed to magic generally) illegal? Why — because of the effect of the spell, or because of the ingredients or procedures needed to cast it, or what? If so, how would a criminal magician be detected? Apprehended? Punished? Is catching and punishing illegal magicians the responsibility of the magician’s guild, or do the ordinary courts have to handle it?   A: Yes, there are spells that are illegal. Necromancy as a field is illegal. Spells like Cry of the Dead, Rain of Fortune, Cupid's Arrow...all illegal. Detection, apprehending and punishing a magical criminal is generally left up to either a race's government or to any bounty hunting or justice-serving guild located within the race's territory.  

Magic and Technology


Q: Are there magical means of transportation (teleport spells, magic carpets, dragon-riding)? How do they compare in speed, safety and expense to non-magical means? Are there any drawbacks to magical travel (for example, teleport sickness)?   A: Magicians can teleport, yes. Magic carpets are more popular for desert magicians, and up north, the magicians ride dragons. Each has its benefit and risk. Teleport spells in rapid succession can make you sick. Riding a dragon requires you to establish a bond with it. Flying carpets are not as fast as one might think, and can be easily blown away by strong wind.   Q: How commonly are they used, and for what purposes (industrial shipping vs. travel for fun)?   A: For business, like trade guilds, teleportation is generally used. That, or dragon swarms. The latter can take years.   Q: Are there magical means of rapid communication? How commonly are they used? For what purposes?   A: Telepathy is a skill any magician can master, and a skill some are born with. Fae, dragons, nature spirits, devils, and elves are all born with this ability.   Q: Are magical weapons available? Can magic be used in warfare? In what ways?   A: Magic itself is essentially a weapon. It can be applied to weapons to make them better, yes, but if you're going to use magic in my opinion, you should just use magic by itself. As for warfare, magic has been a staple in war since the dawn of time. A magician using complex, powerful spells could wipe out hundreds of nonmagical soldiers. (Unless they're human soldiers.)   Q: Are spells fast enough to be useful in hand-to-hand combat, or is magic more of a siege weapon, used only for long, slow things?   A: Small spells with no incantation are useful for hand to hand combat, but if it is a magician fight, then more complex spells are generally used.   Q: How has the presence of magic affected weapons technology? Can magic make weapons more effective?   A: Often, swords are engraved with a microscopic incantation, to set them on fire, or make them unbreakable, or what have you. Magic weaponry is quite common and is used in warfare all the time.   Q: Do you have to do anything special to walls, armor, or weapons to make them better able to resist enemy spells?   A: Generally, an antispell is used for protecting against enemy magic. Antispells are spells that negate such magic, like Dispel, Barrier, Stasis, Hex Cancel, and Reversion.   Q: Can an ordinary, non-weapon-type object be enchanted to make it extremely lethal (the Frying Pan of Death) or will this work properly only on things that are already weapons?   A: It can, but this is considered a waste of magic. However, some magicians, like Terramancers, rely on the earth, thus they alter the rocks to be harder than diamond, even loose pebbles.   Q: Can ordinary objects be enchanted to make them (or their user) supremely good at something (the Frying Pan of Ultimate Gourmet Cooking, the Comb of No Bad Hair Days Ever)? How common and useful are such enchantments?   A: They can, and people do use these. They can be very useful, and are quite common. Naturally though, in a cooking contest, the Frying Pan of Ultimate Gourmet Cooking would be illegal.   Q: Can spells and/or magical items be mass-produced? Are there magic carpet factories and boutiques selling magic rings?   A: Unfortunately, no. Engraving an incantation into a weapon or item takes time and skill. Such smiths are rare. Magic carpets can be mass produced, however, as the only thing needed to make it fly is weaving the word "Fly" into it somewhere, in thread charged with magic (by magicians, of course, not normal people.)   Q: Can spells and/or magical items be used to increase the efficiency of manufacturing or mass production? Do businesses keep a wizard on retainer, as modern businesses might keep a lawyer or efficiency expert? What, exactly, are they paying for?   A: Attempts have been made to speed up production, and some have been successful, although mass producing magic weapons is currently impossible. Some businesses keep a magician on hand to make the work go smoother. They generally pay the magicians by the hour to make sure the spell doesn't fade.    

Miscellaneous Magic Questions


Q: Is magic legal? All magic, or only some types? Do laws vary widely from country to country, or is the attitude generally similar?   A: Magic is legal everywhere except the human world.   Q: Are there magical beasts, like dragons and unicorns? If so, which ones? How many? Are they common, or are some endangered species? Have any been domesticated?   A: Yes there are. Each species numbers in the billions at least. As for endangered species, dragon population had a major endangerment a few years back, but DM has helped to foster regeneration. Certain species of Fae have been long extinct, and some are endangered. Unicorns and centaurs are a dying species. As nature disappears, nature spirits have nowhere to live. It is unknown if Naga/lamia are going extinct. They just show up and then disappear. Halflings are rare, particularly the canine and feline breeds.   As for domestication, some more nature-oriented races get along with and are permitted to ride unicorns and rocs.   Q: Are there magical artifacts (rings, swords, etc.)? If so, who makes them and how? Are the spells permanent, or do they wear off after a while?   A: Yes, there are. Rings that produce a forcefield, rings that shoot fire, make projections (magicians love their jewelry.) Magical weapons also exist. Spells engraved on something never wear off, but spells cast on an object must be renewed.   Q: Where is scientific and/or magical research done — universities, private labs, under the auspices of the ruler/government, etc.?   A: Generally, independent magicians do all the research, on their own time and budget. Certain governments pay magicians to research for them, and discoveries have been made in universities.   Q: Given the magical/technological level of this society, what is an appropriate ration of farmers or food producers to urban residents? If farm production is based on magic, how many urban residents are going to starve if the spells supporting farming (weather, land fertility, etc.) fail suddenly?   A: Farmers tend not to rely on magic, as it has caused problems for a harvest before. Crops depend entirely on the skill of the farmer and the size of their farm.   Q: How much has the presence of magic affected strategy and tactics in general? Is magic used primarily for intelligence gathering (spells of invisibility, scrying, etc.), or are there spells that are of use on the battlefield (summoning a demon to attack the enemy, casting fire storms at them, etc.)? If battlefield magic is possible, how can it be defended against?   A: It is considered disrespectful to use these methods to spy, however for government purposes, there is no way to avoid it. As for battle magic, almost all magic can be applied on the battlefield if used the right way. Spells like Barrier and Shield are good for protecting against physical magic. Mental magic can be defended against with spells like Decontamination and Mind Block.   Q: Is healing generally a magical process? If so, how does the magical healing talent work? Does a magical healer have to consciously direct the healing process (meaning that lots of knowledge of anatomy, etc., would be required), or does magical healing simply speed up the normal, unconscious healing process in the patient? Is there more than one kind of magical healer (as there are surgeons, eye doctors, etc.)? Are there both magical and non-magical healers, and if so, are they rivals or simply different specialties?   A: Most races use healing magic to heal their wounded. Dwarves, who do not trust magic, treat wounds the old fashioned way. The healing process itself is relatively mindless. They must focus on the area they wish to heal, yes, but they do not need a complex knowledge of anatomy to do it (though this does make healing easier.) Generally healers are all purpose, and as magic is outlawed in the human world, regular doctors are not rivals.   Q: Do you have to have a talent to heal, or just training? Who trains healers, herbalists, apothecaries, surgeons, magical vs. nonmagical healers, etc.?   A: Healers require some kind of natural talent, yes. They are usually trained by other healers, and their knowledge of anatomy comes from non-magical doctors.   Q: Is forensic magic possible? Commonly used? Used only for certain types of crimes (and if so, what)? Are the results of forensic spells admissible in court as evidence? Is it something any wizard can do, or do you have to specialize?   A: Yes, it is, and yes it is commonly used, though usually only for murder cases. They are admissible, but the evidence must be tested to make sure the magician didn't tamper with it. Generally, you must be a licensed specialist.   Q: Is there a separate court or procedure for magical crimes? Are judges or other court officials required/forbidden to know magic? Is evidence obtained by magic considered more reliable or less reliable than physical evidence or eyewitness accounts?   A: No, there is not, at least not widely accepted. Magical crimes must be tried by the race's or country's court. Judges are required to know magic, yes. Magical evidence can be considered just as credible as other evidence, and must be verified the same way.   Q: Can magic be used in the arts, and if so, how — paint that glows, pictures that move, flutes that play themselves, etc.? How do “normal” artists feel about this? Is there a separate branch of purely magical art, such as illusion?   A: Yes, magician artists are quite common, actually. Not in the traditional sense, however. Their magic is their art, and they take great pride in it, putting on magnificent displays of color and light and power. Some are more open about it than others; elves do not show off.    

IV. Peoples and Customs

  Q: Do wild and rebellious young people dress/act any differently from anyone else?   A: Humans, of course. As for the others, Elves typically dress in modest clothing, such as robes and hoods, generally one color or a gradient. Elven teenagers might show their rebellion by wearing colors that don't match, wearing clothes that expose various parts of the body, or wearing elven clothing that has been ripped or torn. Fae may show impertinence by refusing to use magic, not participating in social events, or choosing to help the people the other Fae lead astray. Dwarves typically use axes and two-handed swords for battle, but a disobedient dwarven child might use bows or become skilled with magic. Dragon whelps display it by burning things/whatever their breath is. A devil wearing modest clothing would be considered strange in that culture.   Q: Are they allowed to?   A: For the examples provided, no, they aren't.   Q: How do most people make a living here?   A: Elves generally don't use money. Dwarves are smiths, and supply weapons, and the Fae have no use for money. Most devils/demons get paid by other races to cause trouble, but succubi in particular make most of their money by performing at clubs or working at a brothel (most "performers" are secretly succubi/incubi.) Merfolk are fishermen/women and weapon crafters, and get paid accordingly. Centaur and Nature spirits have no need for money either. Naga/lamia have no use for currency either.    

Customs


Q: What is considered a normal family unit?   A: For most cultures, a normal family are two parental figures at the very least, with brothers, sisters, or siblings, additionally. These parental relationships can be of any type on the spectrums of sexuality, gender, and romanticism. Less intelligent species generally leave their family behind once they mature. Nature spirits and Fae have no parents; they are both creatures born of magic. When magic condenses in any one place, if it is thick enough a Fae or Nature spirit may be born. This process is one of the mysteries people are still trying to figure out, and what exactly happens during it. It's part of the reason so many Fae can be found around areas with highly condensed magic in the air.   Q: How extended is an extended family?   A: Cousins, nieces, nephews, aunts, uncles, in-laws, all extended in most races. Fae are one of the few exceptions, and consider their entire community their family.   Q: How important are family connections and responsibilities?   A: The elves place little value on warmness with family, but still consider it important. Expect short responses among family and terse-sounding conversations among elven families. The dwarves consider family very important and enjoy spending time with each other. The fairies place little value on family or intimacy, but do enjoy spending time with each other as well. Naga/lamia, centaur, and merfolk value family greatly. Nature spirits are born of earth and magic, and have no family.   Q: Who raises the children? At what age do they begin to be educated or trained? By whom?   A: The parents, typically. Elven parents raise their children, and depending on what field they go into, they are taught by a personal instructor. Age can be any time. Dwarven parents usually raise their children, but they also teach them how to use weapons, how to work the forges, how to smith weaponry. It's parent-child bonding for them. Fae raise themselves, but the queen or king usually survey their progress from time to time to make sure they don't get too out of control. Naga/lamia, centaur, and merfolk are raised by parents.   Q: Do they dress differently from adults? If so, when do they change to adult dress?   A: For most races, no.   Q: What personal weapons are available to anyone who can afford them? Are some considered “for nobles only” either by custom or by law? Are there laws forbidding certain classes from being armed at all?   A: Anyone who can afford a weapon is allowed to use it almost anywhere at any time. Weapons that can be bought are swords, axes, staves, scythes, hammers, and all other manner of weapon. This goes for most races. However, it is illegal to sell weapons to devils/imps anywhere but Hell.    

Eating


Q: What eating utensils are used, if any? Forks, eating knife, spoons, chopsticks?   A: Most often, forks, spoons and knives are used, and generally accepted by most races in different shapes and forms.   Q: Are special arrangements necessary for entertaining guests of different races/species — taller chairs for dwarves, raw meat for werewolves, perches for harpies, etc.?   A: For dwarves, yes, taller chairs. There are no special arrangements for fairies, because no one ever invites them. For aquatic races, water spells are sufficient. Dragons usually eat alone. Naga/lamia are usually not given chairs; instead, they sit upon their coils. Elves require no additional arrangements. Also, harpies sit in chairs like anyone else, but usually require some help or better tools to eat, since they don't have hands. Other halflings have no problems trying to eat. Devils and centaur are not invited. Nature spirits subsist entirely off of magic and nature.   Q: Is sanitation good enough for untreated water to be safe to drink? If not, what do people drink instead?   A: Among most races, their water sources are clean and fresh enough to drink, but if they ever run into some toxic water and are in need of a drink, they use purification spells to remove any harmful ingredients in the water.   Q: What things, while edible, are never eaten (what’s not kosher)? Why?   A: Dragon meat is apparently delicious according to humans, but illegal everywhere except in the human world. Everyone respects dragons and to kill one is considered a sin by many cultures. Also, the meat of other sapient species is illegal, obviously (Except in naga/lamia culture.) Unicorn meat is illegal. Killing and eating animals people keep as pets is generally illegal, such as cats and dogs. Naga and lamia tails are also apparently a delicacy, but are illegal. Inversely, something that is not illegal and is also apparently delicious? Devil tails. If you can catch them.   Q: Are some common human foods poisonous to dwarves or elves (or vice versa)?   A: Poisonous, not really. However, people are warned against giving a Fae sugar or caffeine of any kind. Not only does it make them hyperactive and insufferable, but it also boosts their magic for some reason, up to ten times what they're usually capable of. A fairy on a sugar high could cause some serious damage. Also, chocolate is deadly to canine halflings.   Q: What types of food or seasoning are characteristic of different races? Different cultures? Different countries?   A: Elves typically prepare extravagant feasts with intricate tastes. Dwarves usually just eat meat. Humans eat both. Merfolk usually prefer seafood. Devils usually use some sort of emotion or energy as sustenance (Succubi feed off of sexual energy, for example) though sometimes devils eat meat as well. Centaur are omnivores, and will hunt and gather whatever the forest has to offer them. Naga/lamia are carnivorous, but they're...not exactly picky about what they eat. Even if that thing is a person. As a civilized race, they claim they avoid eating people, although this doesn't hold water, considering how many people go missing after looking for them. As for Fae, the things they love the most are human sweets whenever they can get their hands on them, but their main diet consists of fruits, nuts and vegetables; essentially whatever nature can provide. Most don't eat meat, but there are races of Fae do, hunting. Countrywise, tastes are not much different by race.    

Greeting and Meeting


Q: When meeting someone, how are they greeted — wave, handshake, bow, some other gesture? How did the greeting gesture originate (example: shaking hands to prove one’s weapon hand was empty)?   A: Elves give a slight bow or subtle nod to acknowledge each other. Dwarves greet each other with a firm handshake or a hug. The Fae greet each other with waves, hugs, or high fives. Devils/demons skip introductions and greetings entirely. Naga/lamia usually bow. Centaur do not greet other races, but amongst themselves they do as the elves do and nod to each other. Merfolk greet each other with a handshake, wave, or some sort of greeting (hello, hail, etc.) Nature spirits bow.   Q: Is there a special I-am-not-armed gesture for wizards?   A: Generally spreading your arms is fine. Raising your hands could be considered a threat. If you really want to get the message across, put your hands in pockets if you have them, or behind your back, and keep a relaxed body posture. Don't make yourself look like a threat, and you won't be considered one.   Q: Is there a difference between the greeting offered to an equal and that offered to a superior or inferior? Is there a difference between the greeting offered a man or a woman? Human/non-human?   A: Technically there aren't "inferiors" in the non-human world. No one race is slave to another. Even if someone has servants, they treat them as employees and not slaves. For business purposes, the normal greeting will do. For royalty, kneeling or bowing is universal.   Q: Is there a way of changing a greeting gesture to make it insulting?   A: Not for elves, though refusing to return a nod is considered an insult. Dwarven that hate or have a grudge against each other will put on a cheerful facade, but the handshake will be bone-crushing, usually as a contest of who gives up first. Apart from that, you would have to use an offensive gesture instead of a greeting.   Q: What is the order of precedence when there are several people of differing sex or social status present, all of whom need to be introduced to each other?   A: There's really no order; whoever is introducing everyone decides what order to do it in. Although, royalty, if present, will be introduced first.   Q: Are there classes of people/beings who are never introduced to other classes of people/beings?   A: Never is a strong word, but those aligned with fire and those aligned with water have a very hard time meeting. A fire Fae would not be able to meet a mermaid easily. On top of that, merfolk are already elusive. Elves and dwarves tend to distance themselves from each other. Nobody goes out looking for fairies. Centaurs are yet prouder than the elves, even, and do not allow themselves to even be seen. Naga/lamia are shrouded in constant mystery and very little is actually known about them. Devils/demons only meet other races when they try to advocate their "rights", cause major damage, or seduce and enslave them.   Q: Are “true names” significant, and if so, under what circumstances would someone be given another person/being’s true name?   A: True names are a concept, yes, but learning true names is difficult, illegal, and above all, impolite. (True names do give you power over someone, after all.) As for what circumstances it would be needed, the real answer is never. There's never a reason anyone would give anyone their true name. But accidents happen, and true names occasionally get out. Such accidents would be talking in their sleep, letting it slip under some sort of truth serum or mind control (which are illegal), or someone probing someone else's mind (also illegal) and coming upon their true name.   Q: Are there customs involving the way in which someone is named when being introduced (for example: giving all of a person’s names and titles at the first meeting, but never repeating them afterward, so that he’s always referred to as “George” even though he’s introduced as the Duke George Edward Canterbury Gorden de la Suis-Foule, Marquis of Horsham, Whitewater and Framingham, Earl of St. Peter’s Close, and Vicount of Abernathy)?   A: Upon first introduction for royalty, yes, this is the case. For other people, they usually don't brag about their achievements (Except DM.) Most often, the most important title is the one that will be used afterward. If someone is a knight, researcher, librarian and cook, Knight is the most important, and they will be addressed as "Sir" or "Lady". Royalty is "My liege, my lord, my queen, my king," etc.   Q: Is there any difference in the way you greet someone you already know, compared to greeting a stranger (or does everybody just always hug or shake hands or whatever)?   A: Once the dwarven know somebody, they usually greet each other much looser, with roaring laughter and bear hugs and hearty slaps on backs and a whole host of other things. Elven and Centaur use the same gesture for everything, even amongst their loved ones. While this makes them seem cold to other races, the elves just don't see a need to greet each other beyond what is minimally necessary. The Fae, merfolk and naga/lamia give out hugs when they know someone better. Devils/demons will tempt or flirt or bargain with people, since they don't care about greetings anyway. Nature spirits greet everyone the same.    

Gestures


Q: Are gestures and body language in this society generally subtle or not? What kinds of body language are used?   A: Elves value subtlety, and display little to no body language. Dwarves are very animated, never liking to sit still for very long. Fae never stop moving, displaying their emotions and mood however they can. Naga/lamia typically have somewhat flirtatious body language, but it can be subtle. Devils are hardly subtle, and unlike naga/lamia, will display their seductive nature whenever possible. Imps have poor posture, slouching and crossing their arms. Merfolk are very subtle about body language. Centaur stand upright and proud, usually with a weapon in their hands, or if not, crossing their arms, usually with a glare. They're not subtle about the fact that they don't like you. Nature spirits' body language depends on the type. Nereids and oceanids will usually display no body language whatsoever, besides gently clasping their hands in front of them and waiting to return to their element. Dryads are very shy and will have their hair pulled in front of their face or put their hands behind their back, avoiding eye contact. Naiads will be very animated and impatient and, like the Fae, hardly stop moving; after all, a river is fast, and waits for no one.   Q: What is a comfortable and polite speaking distance for people in this culture? Other cultures/countries/races? How aware are people of these differences?   A: An arm's length away from each other is universally accepted.   Q: What gestures are insulting? What do they mean? Do some gestures differ in meaning depending on the culture, race, or time (example: the American “V”-for-victory sign, which became the peace sign, and which is/was highly insulting inEurope)?   A: The middle finger is pretty universally understood (humans have used it enough times in the Great War for all the other races to know what it means.) Carrying an exposed weapon and refusing to put it away is universally unacceptable.   Q: Are some or all people bilingual? Is there a common second language many people know?   A: Most, if not all races, know a second language at least. Fae, Mermish, and Nagish/Lamian are popular. Aside from that, no, there's not a common second language.   Q: Are there “secret” languages or codes known only by priests, soldiers, wizards, guild members, etc.? Why were they developed?   A: Actually, yes there are. Some races use languages that are completely unknown. For example, Halfllings do not have a language, but sometimes they speak in words that don't conform to any one language. Fae have their own language, but on top of that, they have another language which has not yet been deciphered, and has only been heard once or twice. These unknown languages are often used for wartime meetings or secret conversations of utmost importance. (Although for the Fae, it probably just gives them an out to make fun of people without being understood.) In adddition, magicians send notes often layered with symbols and tiny runes, apart from what the message says at first glance. It is rare for a magician to send a letter just to ask how someone's family is, or what the weather forecast is going to be, so if another magician gets one of these letters, they can assume it is a coded message, and start hunting for symbols, watermarks, and hidden enchantments.   Q: What things in this culture would their language have many specific words for (e.g., Inuit languages that have 14+ words for different kinds of snow)? What do the people in this culture consider important enough to name? What does this say about the way they look at the world?   A: Most languages mean one thing and have one word and that's the end of it. Fae, Nagish/Lamian, and The Language of the World (spoken by nature spirits) are not this way.   Fae have hundreds of different words for their own species, often flitting from one to another in the middle of their conversation. They have fifty words for human sweets, seventy for king/queen, ten for wings (their own), and hundreds for all the different races that inhabit the world. And that's just the tip of the iceberg for Fae. As a matter of fact, words die on an almost daily basis in the Fae language, quickly replaced with new ones. They almost treat language like a game.   Naga have twelve words for their species, and Lamia have seven. For scales, naga have ten words, lamia have four. Naga have six to seven words for hypnosis, and lamia have thirteen. For food, both have twenty-five words. They're not as expansive as the Fae language, but Nagish and Lamian have many syllables and the words are long, intricate, and complex.   Merfolk have several hundred words for water, but beyond that very few words have multiple...words. They have three or four words for their species, and twenty words for fish. Everything else is one word.   Nature spirits have one word for everything, but when I say everything I mean EVERYTHING. Literally everything in the world has its own word, even modern human advancements. The reason for this is that the nature spirits are literally everywhere, and can see everything by the same principle. As soon as there's something that needs a word, the nature spirits already know.   Q: What things would the people of this culture not have a name for, or have one word that covers numerous variations? What do they consider too unimportant to name? How does this affect the way they see the world?   A: Most races do not even have a word in their language for the Fae, instead using the human word, Fae. To the rest of the world, fairies are supremely unimportant.   Q: Are there words that must never be spoken except at particular times, in ceremonies, or under particular circumstances? Are there words that must not be spoken in polite company? Do these words differ from culture to culture or race to race?   A: Not particularly. Curse words, obviously, are not to be used against people if you're being polite.   Q: What do people use as curse words?   A: (To be added)   Q: Is there a special language you need to learn in order to talk to dragons or other magical beasts?   A: Not really, though people who work with the animals long enough begin to understand what it wants anyway. As for dragons, no, they don't have their own language.    

Ethics and Values


Q: What is the most desired/most valuable stuff in this society — gold, jewels, drugs, money, furs, reindeer, etc.? Why is it desired/valued? Do different races value different things? Is there a race/culture for whom non-material things (information, time) are the most valuable things? How did they get that way?   A: For all mythological races it is peace, but as for specifics...For the elven it is knowledge and science, and the preservation of nature. Dwarves don't really have a goal, they just enjoy and live life to the fullest. The Fae value freedom and fun the most. Dragons hoard gold, but it's not their main focus. Most races aren't really "after" anything, per se. Just trying to live and enjoy themselves.   Q: What things are considered shocking in this society that are not considered shocking in yours — e.g., showing a woman’s ankles, eating left-handed, reading in public? What would be the reaction of an ordinary person who sees someone doing one of these things — to turn away, call the cops, draw a sword and challenge the offender to a duel, etc.?   A: For the Elven, showing any skin from the neck down is considered indecent. The elves will not act upon it, but there will be many strange and disapproving looks and muttering. For dwarves, pursuing a "pansy" field such as archery/magic is frowned upon, but again, they will generally refrain from interfering. Nothing really "shocks" the Fae. People outside the nature spirit community who have no regard for nature are abhorrent to them. For most other races there is nothing.   Q: What are the acceptable limits to honor and/or honesty in this society?   A: Elves are always honest and honorable, be it to their elders or an opponent who fought well, or really any situation. Dwarves are surprisingly honest, and lie very rarely. As for honor, they don't care much about it. Fae lie and deceive on a constant basis, and devils are impossible to trust. Neither are honorable in any sense of the word. Naga/lamia are the biggest liars, and spin intricate webs of lies to confuse and confound, weaving them around people's heads. Amongst themselves they're honest, and value honesty, however. Merfolk lie only to protect themselves and are very honorable. Centaur never lie, and never do anything that would damage their honor. Nature spirits never lie.   Q: Are “white lies” acceptable socially, or is lying in any form considered beyond the pale?   A: Not in Elven culture. In dwarven culture, only to protect yourself and a loved one, and even then your reason for lying has to be within the law. Fae and devils don't care, telling "black lies" and even "red lies" in the case of the demonic. Naga/lamia are famous liars. Merfolk rarely lie and it's unspoken that lying isn't acceptable. Centaurs never lie, and have the same principle. Nature spirits never lie.   Q: Is thievery an accepted, if disreputable, occupation, or is it a crime?   A: Thievery is not accepted in Elven, Nagish, Lamian, Dwarven, Mermish and Centaur communities, and in Centaur cases, is punishable by public execution. Devils/demons have no regard for law, though Fae generally try not to steal if they can help it. Nature spirits don't steal, either.   Q: Is a binding oath unbreakable no matter what, or can you get out of it if the other party turns out to be evil scum or if you weren’t fully informed?   A: If the oath was deceptive, misleading, made in bad faith, or the other person was proven evil, oaths can generally be broken. Otherwise in almost all cultures, oaths are sacred and must be upheld.   Q: What is considered the right thing to do if two oaths come into conflict — do you have to decide as best you can, hold to the most recent oath, hold to the oath to the most/least powerful person, commit suicide?   A: If two oaths come into conflict it can be taken to a court, and they give a ruling on what is the better oath to upheld, with the worse one being dissolved.   Q: What are attitudes toward ownership? What constitutes “theft” and what can be stolen — gems, gold, someone’s good name or reputation?   A: Generally ownership is anything you paid for or created or discovered that isn't already owned. Elves have no need for gems, and Fae have no need for currency of any kind, nor do they steal. However, if someone were to take credit for an elf's achievement, that could be considered stealing. For the dwarven, really anything worth value can be stolen; weapons, armor, clothing, gems, gold. Nature spirits, naga and lamia, devils/demons/imps, merfolk and centaur have little to steal, so they are not usually the target of theft.   Q: Are thieves independent criminals, members of an illegal guild, business people licensed by law, or what?   A: Usually thieves are independent, but some have a code of ethics, some are in a thieves' guild. No "legal" thieves, however.    

Religion and Gods


Q: Are there actual gods/godlike beings? If so, do they take an active role in a) the temples, churches, and religions that worship them, or b) the lives of everyday people? Why or why not?   A: Yes, there are twenty-one gods in total, the ruler of them being the God of Magic, Eris. Of those gods, Eris takes the least action in mortal lives, due to a binding oath he made with the other gods long ago. Most of the other gods retreated to their own realm, to observe and remain neutral, except in the case of universal destruction. Many of them still respond to prayers or meddle a bit in mortal lives from time to time.   Q: How many gods are there, and is there a hierarchy among them?   A: The God of Magic, Eris, is the ruler of all gods. Below him are the elemental gods, who oversee the rest of the gods, known as "lesser gods".   Q: Which ones are good or evil, or is this meaningless when speaking of gods?   A: Most of the gods are aligned with good. However, there are a few gods that are considered to be potential "problems" among their siblings. As for other gods that are evil, the God of the Void, Xalthratash, is a nightmarish, lovecraftian creature that devours everything in its path. If the barrier between the void and the normal world were to be broken, and were Xalthratash to come through, it would be the end of the world. Only Eris would be able to stop it.   Q: Is there tension, rivalry, or outright hostility between any of the actual gods?   A: The Goddess of Light Evelyn, and the God of Darkness, Erebos, have slowly been growing more and more hostile and tense towards each other since the Light-Dark War. Aside from that, the Goddess of Fire, Keona, and the Goddess of Water, Thesilia have a friendly rivalry going.   Q: Do the gods care how people behave? Why or why not?   A: The gods are generally unconcerned with mortal affairs, and do not interact or interfere with them, though they do occasionally meddle. The exception is Eris, who takes a great interest in people's everyday lives.   Q: If there are actual, demonstrable gods, what part does faith play in their worship? What are their various rites like, and why?   A: While not reliant on faith to exist, the gods gain significant power the greater the worship in them is. Their power will never fall below a certain threshold, but they grow slightly weaker the less people worship them, save Eris, whose power is absolute and unchangable.   Q: What offerings are considered good, better, best? Are people supposed to pick one or more gods to worship and ignore the others, or does everybody officially worship everyone?   A: Generally, everyone in the world knows about the gods and worships the same gods. There are rarely any "false" gods or "idols" created, because most know for a fact who the real gods are.   Q: How do people decide whom to worship? How do they decide which temple to be affiliated with?   A: While deciding on worship has already been addressed, the problem of which temple to worship at does become a problem. Generally any temple created by the elves, centaur, or dwarves is respectable and trustworthy. Humans have basically abandoned the gods, and so have no temples at which to worship.   Q: Do the gods have limits to what they can do? To what they will do?   A: Yes, gods have limits to what they can do. For the elemental gods, this is their element: they cannot do things which their element would not allow them to do. For the lesser gods, the limits are slightly more specific. The God of Time, for example, will not reverse time or time travel except in the most dire need.   Q: Can the gods make mistakes?   A: Yes, absolutely, and have in the past. The gods' first mistake was trying to enforce rules on the God of Magic: they wished for him to return to the Realm of Gods with them. He refused, and acted quite hostile toward the idea, starting a war between him and the other gods. Their second mistake was trying to involve themselves in the affairs of mortals; it never ended well and eventually they decided to (almost) pull out of it entirely.   Q: How do the various temples and philosophies explain the classic “problem of evil”? Do they think bad things are always a just punishment for some transgression, a character-building exercise, the result of an evil antagonist (Satan, Loki) or just something the gods can’t prevent?   A: The problem of evil is a constant reminder that the gods do not interfere. Unless the universe is being destroyed, there is no reason for them to interact with the world. The problem of evil is generally understood to mean that the gods are not actively benevolent, nor are they actively destructive.