The Discussion Thread - please post all comments and suggestions here.
The thread itself can be found here : http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?15338.0#post_15483
I am loathe to delete any feedback you have from the other thread, so I'll migrate all the data by hand (we don't have a move post feature).
First, general feedback:
Quote from: Wrexham3No chance at some point of adding elements of Kalara to your grand setting is there? I always loved the architecture of the Kalara cosmos. I suppose its going to be a big job integrating what you've got already, but on the upside at least you've got plenty to work with.
I really like the magic system that you have developed. Reminds me of Mage: Ascension in a way with it being so adaptable to a given situation.
For clarification, are their already established weaves that the caster prepares or are they free to come up with whatever they can think of or a combination of both?[/quote]
Ah, didn't say PrC so I wasn't sure. That makes sense then. Overall I think they are fine though a thought on the MP's. Should it be a set rate per level or more flexible like HP's? It would seem to me that some people would have a more natural channel for MP than others (those with a natural flare for it). Those this could be reflected in like a feat that says you get more than the predetermined amount it would seem easiest to have, for example, the MP's based off of say Intelligence plus a d6 (for example) would give a decent range of MP's to start off with and grow with.[/quote]
REVIEWS:
Quote from: Aelwydit still has the ancient Wild Magic, a source required by the Kahtar for their many powerful inventions and spells.[/blockquote]
From the name alone, you know immediately this will be Celtic influenced, and it doesn't disappoint. The only problem I found with this section is the quoted reference to Kahtar magic, which seems a bit out of context. Perhaps this is explained elsewhere, but it kind seems to come out of nowhere here.
[blockquote=Amala-Kahtar]it was abandoned after the Amenta Wells that once provided a great source of magic dried up there.[/blockquote]
Again, this reference to the Amenta Wells seems to be somewhat unrelated. And how does this relate to Aelwyd? Are there Amenta Wells there too (perhaps under a different name)?
[blockquote=Itala]Although a small nation, Itala sits right on top of a damaged Amenta Rift, a gate to the Spirit Realm through which magic passes. However, the Bleakness has bent this rift horribly - meaning that magic is a corrupted, painful thing. Thus, Italai fear it, and hunt mages down with a venom.[/blockquote]
Is it that magic is painful to the mage? Or that it somehow harms those around it? It seems that if it is painful to the mage, that might change who pursues it. Other than that, I don't see why the common folk would fear it, at least not directly.
Overall, I think these sections would benefit if there were an introductory section that explained the concepts behind Amenta, magic exhaustion, whatever else you've got going on. I say this knowing a lot of this is covered elsewhere, but as I haven't read any of your other settings, it is a bit mysterious to me. This would all make a bit more sense if the section on Magic in Kahtar came first, along with probably a quite gloss on the Kahtar Empire. Just a suggestion for organization, really, not on content.
One other thing I'm struck by is the lack of discussion of divine magic. At least in the parts I've read so far. Does this work by the same principles and same limitations? Or is there a different approach?
I'll be back this weekend sometime when I have time to examine your weaves and classes.
Magic WeavesGenerally I like the approach. There are only two areas, somewhat related, that make me a little uncertain.
First, the limitations on the effects that can be achieved with various types of weaves are quite vague. The example you give of using a Water weave to rust out iron in seconds seems somewhat counterintuitive and powerful to me. As a player of GM in this system, it makes me uncertain what a given character can do, which seems certain to lead to disagreements and misunderstandings.
Second, the system as presented seems incomplete. What are the base damages, ranges, allowed augments, etc? No doubt much of this is either covered elsewhere or undecided yet. Clarifying these things might help the first point.
Changeling RaceThis is an interesting race. It seems to me to be intended as an NPC race, because those shapeshifting abilities are pretty nice. Still, first thing you know someone's going to ask, "Can I play one?" So you need to consider that, even if the answer will always be no.
The other thing I'd like to see is a little more on how they are viewed by the different cultures they encounter. After all, a creature that can change its appearance is bound to generate distrust. Do they trade with others? Are they hunted or lynched?
Divine MagicThere's no need to have divine magic in a setting. I can deal with that. Does that mean that there's really not a Cleric-like class
per se? Seems reasonable. Will healing be rare, or are there arcane casters that can do this?
Do priestly castes usually have magical abilities? Do they often control the secrets and knowledge of magic? Inquiring minds want to know.
More importantly, in many of the cultures it seems the priests will be quite powerful - so by extension they must have PC classes. If there's no actual class for priests, then what class will they have? This may vary by culture or religion, so it should be noted in the desription for the culture or religion.
[/quote]
Well, the reason I keep asking about priests is that, if their abilities aren't significantly different from those of standard casters, then what pull do they have to gain prestige and followers in their culture?
There's many options here. Typically religions promise something of the ability to control your life in this world, or some kind of afterworld benefits, or both. Historically, a lot of early religions were more in the former category - sacrifice to the gods and they may spare you from disease, or send the rains you need, or the like. Others, like Egyptian religions, were highly focused on the afterworld - providing for a safe and happy passage to the afterlife, and so on.
My thinking is just that if there is clearly existing magic to do the former (control and manipulate this world) then religions would either have to compete with that, or be more focused on more invisible, spiritual stuff.
For example, if a religion had a monopoly on magical knowledge, then they could tie their religious beliefs to the teaching of the secrets of magic. "Only the magic of our church springs from holy sources. Other magic is unholy and dangerous, and taints your eternal soul."
Or, alternatively, that crass materialistic magic may be viewed as useful but irrelevant to the religious mission of the church. In this case priests might not even be very powerful from the standpoint of magic or combat, but they could still be quite influential in the realm of politics.
I'm sure there are many other possibilities.
Most likely every culture will have their own approach to the relationship between magic and religion. It's just that standard D&D themes like to treat the priestly characters as being magically powerful. Your approach is different from that, which is probably what leads to a little confusion on my part.[/quote]
Okay! Check out the updates - stuff about weapons etc is in.
okay, first thing first: i absolutely love what youve done with the languages. the speak language DCs actually make the skill useful! i assume, of course, the checks only apply to languages gained through ranks in speak language... or is there something im missing?
the idea of multiple pantheons, for various cultural religions is something i have always felt missing from a lot of settings, and you seem to have handled it fairly well. as has been mentioned already, there is a bit of a patchwork feel to Kahtar, and i think this is where it starts; aside from the fact theyre all in the same setting, is there any common thread between the cultures? if so, have you thought about making it slightly more apparent?
aelwyd, so far, is my favorite culture; very nicely done celtic flavor. that said, using the name samhain is a tad uninspired; adjustments might help. try something like sawhaghn, or sumhane. alterations are what ultimately make a setting inspired by a culture, as opposed to being the culture itself; renaming lughmass, and putting it in the springttime (as opposed to autumn) is a good example of that.
all in all, great setting. i hope to have the chance to look it over even better, and i hope to see more sometime soon :)
The Speak Language skill: Yes. You automatically pass those that you gained as automatic or bonus languages at level 1.
Thankyou.
It IS patchwork, I admit - and... what exactly do you mean by a common thread? I presume you mean how they connect to one another - this will become more apparent once I go into detail about them :)
Quote from: GolemThe Speak Language skill: Yes. You automatically pass those that you gained as automatic or bonus languages at level 1.
Thankyou.[/quote]It IS patchwork, I admit - and... what exactly do you mean by a common thread? I presume you mean how they connect to one another - this will become more apparent once I go into detail about them :)
[/quote]
i cant wait to see how it pulls together.
by the way, if you ever need help with names or phrases, feel free to PM me.
OK, here are some first thoughts:
QuoteKahtar has several advantages over some other settings - its sheer size and diversity being one of them.
Show[/i], not tell." Many worlds are diverse, and many of them are very large, but that, in itself, are not neccessarily positive traits, since those can also easily mean that the setting is "sketchily detailed and incoherent". As Terry Pratchett would say, "We embrace Diversity" means exactly nothing. ;)
Find something that binds the setting together and makes it into a coherent whole for your tagline.
Aelwyd, the Western LandQuoteIt has one great quality that the Aequii need, however - it still has the ancient Wild Magic, a source required by the Aequii for their many powerful inventions and spells.
Numidi, the Desert Dreaming[/b]
QuoteThe People settled on the Ashaya plain, and became fishermen.
But the Aequii are failing. Its armies have been withdrawn for many years, Numidi has governed itself.[/quote]Mhithad, the Northern Frost[/b]
QuoteThe splendid and decadent human lands of Odeid, led by the immortal Hag Empress, spread across most of Mhithad like an encompassing cloak.
"Decadent" implies to me that there is a significant number of people who don't have to catch or grow their own food. So the question is: Where does their food come from? Cold climates don't tend to naturally have lots of available food, so there is probably magic involved - but what kind of magic precisely?
Oh, and could you perhaps give us a map with slightly higher resolution? Some names are quite hard to read...
Excellant work, Golem. I love the changelings and their affinity to the sea, absolutely inspired (I might incorporate this idea in my campaign for dopplegangers and changelings, if that's okay). I also like your orcs - I went along a similar track with my orcs, giving them the abilities to reflect their racial origins as pack predators. Having a flexible magic system which allows you to cast spontaneous and prepared spells is also a great idea.
PS sorry for posting in your main thread - I didnt realise you had a discussion thread.
Quote from: Jürgen HubertOK, here are some first thoughts:
QuoteKahtar has several advantages over some other settings - its sheer size and diversity being one of them.
About as big as Europe + Western Asia + Northern Africa. Basically the Roman area...
QuoteAelwyd, the Western Land
QuoteIt has one great quality that the Aequii need, however - it still has the ancient Wild Magic, a source required by the Aequii for their many powerful inventions and spells.
How does Wild Magic actually work? If you read some more of the thread, you'll see - Amenta Rifts allow magic through into the world, and Aelwyd has so much of this it's scary. The Aequii need it - and if you look, most of Europa is under Aequii control - they ain't as powerful as they were, but they're still the MOST powerful.
QuoteNumidi, the Desert Dreaming
QuoteThe People settled on the Ashaya plain, and became fishermen.
If ye could see the closeup map, you'd understand - the Ashaya Plain is coastal.
QuoteQuoteBut the Aequii are failing. Its armies have been withdrawn for many years, Numidi has governed itself.
The Numidi Caliphate. If you read some more of the thread, there's a bit more detail. But not all that much - yet.
QuoteMhithad, the Northern Frost
QuoteThe splendid and decadent human lands of Odeid, led by the immortal Hag Empress, spread across most of Mhithad like an encompassing cloak.
In the central lands of the Hag Queen, it is warm - due to her magic, mostly. It is decadent here, but as you go further outward - cold.
QuoteOh, and could you perhaps give us a map with slightly higher resolution? Some names are quite hard to read...
It can be... How should I do it? I'm using Mr. Snappy and Autorealm...
1. Nice clean map. Nice reversal of the boot... :D
2. Are tradespeakers feline in aspect or was that just a description of the eye?
[picknit]
3. Druid table. level 15 "weaves prepared" 5? Not 15?[/nitpick]
4. I think I asked before, but are the Sorcerer and the Druid the only casting classes?
1. Thankyou. ;) I'm doing trade versions and detail maps of the nations at present.
2. Just the eye. NO CATPEOPLE! :P
3. Hmm... could be.
4. The only 'base classes', although they can't be taken from first level (they have prereqs). There are several PrCs that grant limited casting ability, including the Ihueli Wardancer (not just restricted to elfborn, since their empire is long gone) and Dragonspeaker.
Cats and sand, man. Isn't that what deserts are all about?
Sadly, no... :P
My thoughts on the Empire:
Background needs a little more fleshing out. More detail on the present political set-up. Marcus must have rivals we need to know about.
What were the circumstances and consequences of the introduction of steel? Since you mention it often, you should tell us why it is so important an event in the world. Does the empire have a monopoly on steel production?
Quote from: CYMROMy thoughts on the Empire:
Background needs a little more fleshing out. More detail on the present political set-up. Marcus must have rivals we need to know about.
What were the circumstances and consequences of the introduction of steel? Since you mention it often, you should tell us why it is so important an event in the world. Does the empire have a monopoly on steel production?
[/quote]
The circumstances and consequences:
Steel is highly offensive to nature and damages ties to the Amenta. It's been the production of steel (partially) that has resulted in the congealing of Amenta gateways. And yes, the empire has a monopoly - no other land knows how to make it, except the Mahi (craftsmen moving into the east to make more money!)
QuoteComing!
Faster! *cracks whip*
Also you mention Scipius as the first dragonrider. That sounds like a story that needs telling.
And Augustine. What is this revenge thing?
The Dato position is interesting. Very good.
Quote from: CYMROQuoteComing!
Also you mention Scipius as the first dragonrider. That sounds like a story that needs telling.
And Augustine. What is this revenge thing?
[/quote]
Aha. Well, basically, he's been cut out of the deal for a long time. House Scipii are widely considered the weakest of the Houses - they're not part of the war for the throne, afterall - and Augustine hates his rivals for this and their public mockery of his House.
QuoteWell, basically, he's been cut out of the deal for a long time. House Scipii are widely considered the weakest of the Houses - they're not part of the war for the throne, afterall - and Augustine hates his rivals for this
A plague on both their Houses!
QuoteThe Draconigena are an ancient race, but yet young - of human, but yet not. As the dragons are separated from their dual selves, the animalistic physical nature being disconnected from the spiritual and intelligent nature, the spirit-sides have resorted to a new technique. They now bond with human fetuses, becoming one with them before birth has begun and influencing their growth.
So, is this some sort of psychic after-birth race?
A dragon spawns some spirit leech at birth?
QuoteSo, is this some sort of psychic after-birth race?
A dragon spawns some spirit leech at birth?
The dragon's spirit manipulates a promising fetus from the Amenta - as they grow, the dragon-spirit manipulates and then partially merges with the creature. Of course, they'll only do this with Aequii.
QuoteDragonborn
ï'šÂ§ Breath Weapon: 20ft Line of fire, 1D8+ 1D8/4 HD.
Iâ,¬,,¢m not sure exactly what this means, how would you determine breath weapon strength?
QuoteAequii Elfborn
ï'šÂ§ +2 Dex, -2 Cha.
ï'šÂ§ Base Land Speed 30ft.
ï'šÂ§ Medium Size.
ï'šÂ§ +3 bonus on spot and listen checks. Elfborn have sharp eyes and hearing.
ï'šÂ§ Low-Light Vision: An elfborn can see twice as far as a human in dim light conditions, such as torchlight, moonlight, candlelight etc.
ï'šÂ§ +3 bonus on move silently checks. Elfborn tread lightly.
ï'šÂ§ Fleet of Foot: An Elfborn gains the Run feat as a bonus feat.
ï'šÂ§ Automatic Languages: Aequii.
ï'šÂ§ Bonus Languages: Any non-secret.
ï'šÂ§ Favoured Class: Dervish.
I like the elfborn. They almost seem more powerful now (stat-wise, definitely not politically) than elves did before. They lose their weapon proficiencies, but gain Run, +3 to move silently, and an additional +1 on listen and spot. No automatic search for secret doors, though. -2 CHA instead of CON, nice for most core classes, but you arenâ,¬,,¢t using core classes, I donâ,¬,,¢t think.
QuoteIhueli Elfborn
Long ago, the Elfborn were one united empire - the land of Ihuel. However, after the unknown disaster which created the Bleakness, they were scattered across the land, and degenerated. After around a hundred years, many were enslaved - only those on the continent of Numidi remain awake from the 'Sleep', the docile servilitude that the elfborn have fallen into... and only those in the Mahi remember the true name of the once-nation, Ihuel, and its language.
Settlements: Ihueli Elfborn have a few small settlements of their own, but no cities (except for the ruins of Mahiel, once a city of Ihuel). Most of them remain in old cities, or begin to live in new communities set up in the war-locked new world. The ones who took best to their new freedom, however, the most rebellious, formed a group named the Halehwen. The Halehwen have set up their own tiny nation, centred around Mahiel's ruins. They have their own laws, and skin intruders alive if they enter without permission. Elfborn, however, are welcome. They are currently rebuilding parts of the city, but their agenda seems to include retaking the Empire at some stage...
Psychology: Most Ihueli elfborn are servile, docile, innocent slaves who are only now coming to realise their new freedom. Their free will, once no more than required to keep them alive, is growing. Some Ihueli stay as slaves, but many are rebelling, awaking from 'the Sleep'. These elfborn are agressive and often hate humans. Their community is growing in Mahiel.
Religion: The Ihueli once had their own religion, but most of it is now lost. Only a few retained it during The Sleep, and although some of the ceremonial tenets live on (including the use of eagle feathers, a replacement for phoenix feathers, in ceremonies) the overall religion is lost to all but a few. It is swiftly regrowing, though, as the Halehwen are encouraging Ihueli to take it up once more.
Appearance and Biology: Elfborn are, as a rule, short and willowy slim. Few of them are particularly strong or tough, although neither are they weak or soft. Most of them have above-average dexterity, but in turn almost all of them are shy of social interaction. Ihueli elfborn generally have attractive faces (who wants an ugly servant?), and all have pointed ears and cat-slitted eyes.
Other races: Ihueli elfborn that have broken free of 'The Sleep' have a general hostile demeanor towards other races which ranges from dislike to outright hatred.
Languages: Most (but not all) Ihueli speak the language of Ihuel (which goes by the same name.) All of the elder ones (who still remember the days of slavery) and those still in slavery speak Me'ama or I'hasa depending on where they were enslaved.
These I love! Itâ,¬,,¢s like a The Matrix but in D&D and without computers or machines. I can just picture the rebel Halehwen stealing an Aequiian speedship and conducting piracy against their former masters while trying to wake their Sleeping kinsmen.
QuoteThe Güerin-Aelwyd
The tall, strong, dark-haired people of Aelwyd have always battled amongst themselves, but if any common enemy abounds, they will join together and battle any who threaten their homeland. Led by the druids, the Güerin are deeply religious, and in battle they will fight to the death. They are characterised by their longshields and iron armour (although those who have tasted of the Medd-gwylltineb often wear nothing at all). Their native language is the Old Tongue, of which there are several dialects, and they are known to have a deep alliance with the wood-folk. The most common dialect is Aelwyda, but there are four other dialects; Gaela, the northern tongue, Llafar-Aelwyda, the tongue of the western parts, Derwydd, tongue of the druids, and Llafar-Môr, tongue of the Western Seafolk. Only Derwydd is unknown to normal Güerin.
What is the Medd-gwylltineb? Some source of magical power? A divine spring? Or do they merely taste in a metaphorical sense?
OK Iâ,¬,,¢ve given you my opinions on a few of the races and questions on a few others. So far my comments have been pretty much â,¬Å"I like it,â,¬Â but I find that looking at all the races is quite tedious. There are just so damn many of them. I have not even looked at all the races and I have seen at least three different elfborn, three different dwarfborn, multiple sea races, and many, many races that, for as much as I can discern, are human sub-races. Itâ,¬,,¢s just too much to handle. If youâ,¬,,¢re going to keep all these races, you need to state your core human stats (I when I say your core I mean you base, not PHB), core elfborn, dwarfborn, etc. And then for regional variations simply state statistical changes, donâ,¬,,¢t reprint a whole new statblock. As it is, though I think the races need to be simplified. If you want regional variety, use a regional feat system like in Forgotten Realms or something like that. I understand wanting diversity, but right now itâ,¬,,¢s just overwhelming.
QuoteIâ,¬,,¢m not sure exactly what this means, how would you determine breath weapon strength?
I like the elfborn. They almost seem more powerful now (stat-wise, definitely not politically) than elves did before. They lose their weapon proficiencies, but gain Run, +3 to move silently, and an additional +1 on listen and spot. No automatic search for secret doors, though. -2 CHA instead of CON, nice for most core classes, but you arenâ,¬,,¢t using core classes, I donâ,¬,,¢t think. [/quote]
These I love! Itâ,¬,,¢s like a The Matrix but in D&D and without computers or machines. I can just picture the rebel Halehwen stealing an Aequiian speedship and conducting piracy against their former masters while trying to wake their Sleeping kinsmen.[/quote]What is the Medd-gwylltineb? Some source of magical power? A divine spring? Or do they merely taste in a metaphorical sense?[/quote]
OK Iâ,¬,,¢ve given you my opinions on a few of the races and questions on a few others. So far my comments have been pretty much â,¬Å"I like it,â,¬Â but I find that looking at all the races is quite tedious. There are just so damn many of them. I have not even looked at all the races and I have seen at least three different elfborn, three different dwarfborn, multiple sea races, and many, many races that, for as much as I can discern, are human sub-races. Itâ,¬,,¢s just too much to handle. If youâ,¬,,¢re going to keep all these races, you need to state your core human stats (I when I say your core I mean you base, not PHB), core elfborn, dwarfborn, etc. And then for regional variations simply state statistical changes, donâ,¬,,¢t reprint a whole new statblock. As it is, though I think the races need to be simplified. If you want regional variety, use a regional feat system like in Forgotten Realms or something like that. I understand wanting diversity, but right now itâ,¬,,¢s just overwhelming.[/quote]
I see what you mean. I've thought of doing that, and... well, I think it's a good idea. Basically, yes, there's a subrace for every part of the world... I think perhaps I should ditch the stat information and just make a single stat post (with each variation and what have you)?
Well, I owe you a Kahtar review. I truly meant to get to this while it was Setting of the Week, but it is so easy to fall behind. I'll go through this and comment on each part as I read it, as that seems the easiest way to deal with a long setting (if not the best), so forgive me if something has been answered later.
MapThis looks very nice and the more readable fonts help. The northwestern portion clearly looks like Europe, while the other areas only loosely resemble what you would except for Asia and Africa.
The colors of borders for the Aequii Empire and the Numidi Empire are too similar to tell apart, but since they are in different areas, it doesn't matter much.
Kahtar as a SettingAs I have found in my own work, there are advantages and disadvantages to having a world that is so open and encompasses so many cultures. It has many possibilities, but it is a lot of work, too. Also, the same diversity makes it hard to pin down a central theme when asked for one.
AelwydI looked at this in some detail and commented on it when it was first posted. It's one of my favored areas, though it seems you haven't copied all that much of it yet.
NumidiPlease clarify: So Numidi was conquered by the Aequii Empire? And it is now independent? Part of the text sounds like it is still ruled by the Aequii but on the verge of revolt, part sounds like its already cast out the conquerers.
The second spoiler clears it up a little but leaves me curious for more information.
AstaliaIt sounds interesting enough to leave one wanting a little more. I must say, however, the name Astalia sounds more European than eastern. This claim has no factual basis (at least I have done no research in the particular name), I can only tell what it evokes. It also sounds a lot like Warhammer's Estalia (Spain).
AmayataNow this sounds like some dark fantasy I can really get in to. But more details are needed.
MhithadThe fact that they are led by the "Hag Empress" has my attention. Is this based of Norse culture the way some of your other cultures seem based of historical ones?
MagicThe Spirit World motif is a good way to unify diverse myths from different cultures. Interesting that you give it a new name.
QuoteOnce, the Amenta Rifts covered the world. Common men could destroy with a word - or create. But they are sealing... and the power of the ancients is long gone. The Aequii seek the few truely open, undamaged ones left in the world - most of them are congealed, and allow little through.
This is why they seek to conquer Aelwyd and the East.
Binding, or coded magic, is different - it involves pulling some of the essence of an Amenta Rift into an object, allowing it to always pull on the Amenta in some way. Usually binding allows the wielder of an object to use a specific Talent, or augment their own weaves in some way... but almost anything is possible.
Languages[/b]
Yeah, I have to agree with that skill. Decent feat though I don't see many people taking it. Good solid list of languages. Never been a fan of "common."
RacesGood detail on the Aequii, though I have mixed feelings about giving different humans different stats. The racial skill bonus is very nice, though if it still means giving up the free human skill point each level and free feat like you mentioned in Aelwyd, I'd feel cheated.
Dragon-born have good flavor. Stats may be overpowered unless there is a level adjustment. I'd say the benefits exceed the price of having racial hit dice (and decent racial hit dice at that).
I love that you made changelings seafolk. I have a sea-gypsy culture, but they are not changelings! That's very awesome.
The Aequii Elfborn have nothing to do with normal elves? Weren't there elves in Aelwyd?
The other races look nice, though I don't have time to go into detailed reading on them all. I think I read some of these when the settings were seperate anyway.
ClassesTo be honest, I don't like a class system in general. However, this is for D&D (right?), so I'm sure you can find someone interested in crunch that will look those over in more detail.
ReligionYou've put great effort into this, which I think is good because religion can influence a culture so much.
OverallIt seems you detail the regions that needed more information later. I hope to get back to this at a later time, but your work is very extensive. I find a website helpful for sorting through this much information, though the board format does allow you to control the order of reading.
Good luck with your continued work.
which region is the asian one? i want to be able to give that a look....
:P That would be Adasya on the map, which includes Do-Bejh, the Mahi and Astalia.
How did I miss this earlier? Oh... right... real life. But man, I love what you've done with the magic system. A flexible system is good to see... though I'm not a huge fan of point systems myself. Looking good, though.
As for the setting itself... I envy you the ability to come up with so much interesting world detail. Others have pointed out the only obvious flaws I saw (such as fishing the plains) and some I didn't notice.
I'll comment more when I've read more, but this looks good.