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Dilandri: The Next Generation [Setting and Discussion Thread]

Started by Stargate525, January 06, 2010, 10:26:10 PM

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Stargate525


As nearly anyone will tell you, accurately describing what it is to be a human is difficult, eliciting as many answers as people you ask. We are cheap, greedy, conniving bastards, but also capable of great acts of goodness and generosity. We are heroic, we are cowardly. Jealous, selfless, and impartial. Incredibly skilled, creative, and talented, but at the same time completely naive, gullible, and at times outright imbecilic.

To be a human, or any member of society, is to be a contradiction. Dilandri is, in many ways, the same. It is a land of incredible beauty and blast-scarred wastes, commercial hubs and backwater provinces, a world of grand exploration and the struggle to tame what has already been taken. It is war, it is peace, it is the uneasy truce. Dilandri is, in short, a land of many moods, as numerous as the moods of those who inhabit it.

Welcome.

Dilandri attempts to emulate a sort of medieval-to-renaissance feeling, with elements of exploration, discovery, and the expansion of trade. On the other hand, it still clings to much of its roots. Racial tensions are still strong, the kingdom is regularly imperiled, and the map still has 'here be dragons' emblazoned upon its outer edges.

[spoiler=Setting Map][/spoiler]

[spoiler=Table of Contents and Quick Links]
Introduction (This Post)

[spoiler=Chapter 1: Character Races]
Halfling
Human
Elf
Half-Elf
Dwarf
Gnome
Half-Orc
[/spoiler]

[spoiler=Chapter 2: The World]
Cartography and Regions
[/spoiler]

Chapter 3: Magic

[spoiler=Chapter 4: Vehicles, Devices, and Wonders]
The Shield
[/spoiler]

Chapter 5: Life in the World

[spoiler=Chapter 6: Nations]
Derlontra
Drian Confederacy
Inveran
Itland
Lorlot
[/spoiler]

[spoiler=Chapter 7: Organizations]
Order of Samex
[/spoiler]

Chapter 8: Items

Chapter 9: Flora and Fauna

[/spoiler]

[ooc]
Hey, this looks familiar, doesn't it? After realizing that my previous incarnation of this setting was getting bogged down and, to be honest, was going nowhere, I decided to give it a reboot; keep what I still liked about the setting and retool everything else. In short, the major stuff you should expect to see carried over from the previous setting:
    *The numeric themes: I liked 'em, everyone else seemed to like 'em. They stay.
    *The crystals, as well as most of the basics on trade and commerce.
    *Many of the names: They may describe other things, but the majority of them do not.
    *The tone: I liked the feeling of available exploration combined with an urban feeling towards the center of the world. I would like to continue to have my setting feel this way.

There are also some things that I would like to accomplish in this setting that I feel I either didn't address or are contrary to the last setting. And those are:
    *I would like, as much as possible, for the setting to be system-neutral. It's certainly designed with 3.5 in mind, but unlike the previous setting, I'm not going to muck about trying to rebuild the setting to fit the system, or vice versa.
    *Similarly, I would like this setting to be as 'vanilla' as possible while still maintaining the feeling of it being new, fresh, and different. Mainly, this is a desire for any potential players to not have to read the entire setting before playing, instead being able to jump right in and learn it as it comes up.
    *Organization. I'll add things to this thread, intermixed with discussion. When 2.0 comes up, hopefully I'll find some way to organize it a bit better.
[/ooc]
My Setting: Dilandri, The World of Five
Badges:

Drizztrocks

Looks awesome. The map totally brings your world to life. Which brings up the question: what program do you use for map building, because that map is beautiful.

Stargate525

*weeps*

It's done in GIMP. I used a couple of other maps for the base (the coasts), and went from there.
My Setting: Dilandri, The World of Five
Badges:

sparkletwist

There isn't too much here yet, so I can't say too much yet. What I will say, and can say, is that's quite a nice map. :D

Stargate525

Quote from: sparkletwistThere isn't too much here yet, so I can't say too much yet. What I will say, and can say, is that's quite a nice map. :D
Thank you. Let's see if we can rectify that 'not too much' business...

Drian Confederacy

[ic=Excerpt from 'A Dwarf's Guide to Dilandri']When traveling through the Drian Confederacy, one must do their utmost to enter and leave the nation via a port, avoiding the borders. Drian borders are heavily guarded, despite the current peace which prevails throughout the Mist coast and the Core Regions, and travelers are best served to avoid them entirely...

...When one encounters obstacles or impasses in the Drian Confederacy, the intelligent dwarf should first attempt bribery. Officials are corrupt as a rule, and the question is most often a matter of amount than willingness. However, one must take great care to make their offer in an inconspicuous manner; obvious bribes will invariably serve to wound the official's sense of honor, hollow as it most likely is. The most reliable sign of detecting the rare honest official is in this manner; when one's attempts to breach the subject of bribery is obtusely, yet firmly turned to other topics. Drians, and humans in general, are as a rule uncomfortable addressing their faults plainly...
[/ic]

The Drian Confederacy, a conglomeration of three smaller nations, is perhaps the most powerful nation in Dilandri. Although their nation is currently at peace, there are major tensions with nearly every one of her immediate neighbors. Her military is second-to-none, her navy especially so. The Confederacy, in addition, has several holdings in the Dragon Lands and the Seronan Jungle, making her one of the most significant colonial powers in addition to her already formidable home powers. That they have taken this much land is not a major annoyance to other expansionist powers; the prevailing view is that the Confederacy is overextended, and her rivals do not hesitate to insist that the Confederate army and navy keep the peace in her colonies and her trade lanes (what amounts to the whole of the Inland Sea).

Geography: The Confederacy is located in the Core; the central emanating point for the main arcana field in Dilandri. Its weather and climate is typical for the core regions; moist, temperate, nearly idyllic but for the often bitter winters. The northern region is dominated by arable, slightly hilly lands broken by small woods, and is nearly completely divided, settled, and productive farmland. It is from this region that the famous Drian Gold Wheat is grown.

To the southeast, the land turns low-lying and marshy. Much of the land is forested, and the low-lying lands are prone to flooding and swamping. Much progress has been made since the Unification War in the areas of drainage and cultivation, but the land remains vastly untamed to any large-scale agricultural exploits.

The West is dominated by rocky terrain and sharp hills bordering on mountains. The coastline in this region is pocketed, rocky, dominated by sheer cliff-faces, and for all intents and purposes impassable. Though it is largely on the wrong ocean for real trade, it is still a favorite location for smugglers wishing to avoid taxes along the Grand Highway, or bringing in illegal or restricted merchandise. Very little grows here; the land is poor and the terrain makes the most common plant-life in the region grasses and the occasional foolhardy tree.

Statistics
  Population: ~12,200,000
  Area: ~128,500 sq. mi.
Exports: Finished Goods, Textiles, Golden Wheat
Imports: Metal, Lumber, Stone, Luxuries

Politics
  Internal: In theory, the Drian Confederacy is a tight alliance of three nations; Dria (the founding member), Strinas, and Astea, each of which retain their sovereignty and independence. In practice, the royal lines of all three nations have been consolidated to a single Imperial Throne. This Emperor has no real power, instead being directed by the Assembly of Dukes, a collection of the regional lords of Dria (as well as some select Astean and Strinasan provinces) who wield the majority of the real political power in the nation.

The nation as a whole is divided into roughly a quarter-century Provinces, usually ruled by a Duke or Archduke. These are in turn divided into Counties. Governance below the level of the County is governed by no national law or decree, instead left to the whim of the individual Count. Commonly, towns and villages within the county are ruled by a mayor or governor, who is either elected by the nobility of the region or appointed by the Count. By law, all settlements with a immediate population greater than 20,000 are freeholds; not beholden to the county or province in which they reside, and governed by a Duke of their own. The Emperor of the Drian Confederacy is simultaneously the Duke of Dria City. The hierarchical system is hereditary and feudalistic; Counts owe fealty to Dukes who owe fealty to the Emperor. Titles, with very little exception, are passed to the eldest offspring. Females are allowed to inherit, though this is a fairly new and largely contested law.

  Foreign: The Confederacy has an international reputation of being fiercely colonial, highly protective, and a general bully in the international ring. Unfortunately for other nations, their navy controls the Inland Sea and their army controls the Core Isthmus, and by extension most of the trade which takes place between the north and south regions. Their trade mandates, while occasionally difficult, are widely seen as a neccesary annoyance. No nation, with perhaps the exception of Dragoth Gruht and the Crysopolean League, can afford to antagonize the Confederacy and, fortunately, the Confederacy has been too busy with internal squabbles to assert itself overwhelmingly internationally. This results in most nations having a cool opinion towards the Confederacy, at best, but not much worse than that.

Academics: The Confederacy is home to one of the largest, most comprehensive Arcanist schools in any predominantly-human nation, and is home to the largest Arcane Academy in the world, located in Dria on the exact center of the Core arcane field. Anyone with magical talent is found, trained, and produced, providing the Confederacy with the largest magic-using population.

Among the general population, however, education is rather lacking. It is decentralized, unregulated, and in many places non-existent. Although there are several conventional academies, these are generally located in major population centers, and are elitist to a fault, often accepting only nobility. Among the rural population, a town's scribe, high priest, or even merely an elder member of the community serves as the only source of education, and often conveys nothing more than traditions, legends, and folklore.

Religion: There is no state religion in the Drian Confederacy. As such, the populace follows a number of religions; the most common practices being the Five and Twenty-Five, Dwarven Ancestor Worship, and Totemism. Temples are common and ubiquitous; shrines for any number of religions can be found in nearly every village. In the Confederacy, especially in the more rural areas, however, the Five and Twenty-Five is still the most commonly seen temple.

Worship, regardless of religion, is a public affair. Services are held regularly, anywhere from weekly to monthly, and they are attended by the majority of the community. Individual prayer, and worship especially, is frowned upon. Clerics and priests are seen as the center distributors of religious knowledge and experience within the community, and the position often carries significant political power in areas without a strong direct leadership.

Arts and Fashion: Confederate arts are primarily performance rather than material; music, dance, and theater. In rural areas, the works are cooperative and social. Festival celebrations in rural areas often feature dances, sing-alongs, and improvisational theater as central events. These performances are often more creative, with less concern towards technical aspects, themes, or messages of the work. This makes those with urban tastes tend to see these works as simplistic and crude, though they invariably form the basis of the work done in the cities.

Urban art tends towards performance, rather than cooperative methods of displays. Music is performed in recitals in halls, plays are performed in theaters, and dances are seen only in operas and musicals. Very rarely are these artists seen performing in any location that is not reserved for the event, and street performances are essentially unheard of. What urban art lacks in spontaneity it makes up for in competence. Most cities' theaters and music halls are strictly overseen by actors and musicians guilds, allowing only the most proficient and talented to perform for the public and training those who are not yet up to par.

Confederate clothing is conservative; slacks for men, skirts for women, and shirts for both sexes. On men, the shirt is usually worn underneath a vest, cloak or half-cape, and on formal occasions, an ascot. Women tend towards fitted jackets and scarves. Formally, women wear floor-length dresses which tend to expose nothing above the wrists or ankles, and nothing below the beginning of the bust. Work clothing is nearly universal for both sexes; pants and shirts, usually in a neutral, dirt-concealing tone of brown or green, and made of rougher cloth.

Architecturally, Confederate style is simple lines and straight angles. arches are not seen or, when necessary for structural purposes,  disguised as best they can be. Building colors are kept clean and neutral; cream, white, or tan, and the interiors are often decorated with tapestries and rugs to add color to the room. Modern Confederate furniture is conservatively ornate, with flairs of curl and engraving, though the majority is plain.

Technology: The Confederates enjoy some of the most advanced technologies in the world, especially in the realms of engineering and social advances. Although they lack the airships of the Gnomes, the tunneling and ventilation advances of the Dwarves, or the ability to construct the monolithic structures of the Shield Nations, Drians are the foremost road and bridge builders in Dilandri. Their roads are straight, level, and nearly all of them are paved. They are the first to truly ignore the natural flow of the land, having mastered the integration of retaining walls into their road designs. The newly-completed Confederate Highways have reduced travel times by as much as fifty percent due to their tendency to cut through hills and simply bridge ravines and gulleys. Similarly, Confederate farmland is often irrigated from the Drian River, or water is brought in via aqueducts. In places where neither of these methods are practical, deep wells are dug which, in addition to the traditional bucket and rope, are more and more often being fitted with a screw-pump system.

The Drian Confederacy has a postal system, whose efficiency is based mostly on their superior roads more than any inherent efficiency in their organization. Although nowhere near the level of the Gnomes, Drians also enjoy some manner of mechanics, primarily in the industrial level. Mills, foundries, and dyers are benefiting from work-reducing gearwork, and many of these industries are now run on waterwheels or windmills more effectively than ever before.

Economy: The Confederate economy is very much a colonial system. She imports raw goods and exports finished goods. The only major exception to this rule is the Drian Gold Wheat, which is consumed by nearly every nation in tremendous quantities. Internally, the economy is stable, able to produce much of what it consumes. lumber and livestock flows from the southeast, ores and minerals from the west, and  agricultural products from the north. Although efficient, the production of raw materials can not keep up with the internal demand for finished goods, and roughly half of the raw materials that enter the nation never leave it.

Society: Drian society is divided into three classes: The peasants who work land in some manner, either individually or collectively, the middle class of craftsmen, artisans, and businessmen, who generally work for themselves for profit, and the nobility, old money which maintains their wealth via investment, land ownership, or economic monopoly.

Movement between these classes is difficult, but not impossible. There have not been binding serfs for nearly five hundred years, and it is possible for peasants to improve their lot. In a similar manner, wealthy or noteworthy members of the middle classes can purchase or marry into the nobility. Blood matters among the nobility, and a bought title will never be on the same level as even the lowest of inherited titles, but this trend is increasingly being bucked by progressive nobles who care more about financial prosperity (or, in some cases, merely financial security) than the purity of their lineage or the lineage of their spouse.

There is a great emphasis towards performance and prosperity and, with the traditional emphasis on morality and integrity being eroded by the example of most of the Dukes, corruption is rampant within the offices of the government, particularly within the census and excise offices, customs officials, and the judicial system. It has not eroded into extortion as of yet, but getting anything done with any reasonable speed now requires bribing nearly everyone involved at one point or another, usually several times.

Notes For Visitors:
    *Keep a significant amount of money on-hand; bribery is by far the most effective way to get out of problems.
    *If possible, stay in the couuntryside. Prices there are much less expensive, and the people tend to be more welcoming.
    *Stay near the public beaches. Isolated stretches of coast are often used by smugglers.
    *Hiring a cab is perhaps the best way to get from place to place, and is inexpensive as well.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

Derlontra

[ic=An Inverani on visiting Derlontra]
I arrived in Cliffport, expecting to be impressed with the scene presented to me. However, no amount of preparation or expectation could reduce the impact of the wonders which I saw. My journey from the dock ward was via the most impressive and complex array of cables and pulleys I have ever seen, and that was among the most simple of the wonders to be seen in Derlontra.

The people, too, are impressive, walking among and interacting with these devices with remarkable affinity and routine.
[/ic]

Derlontra is the northernmost of the original Gnome nations. Due to her close proximity to the human Core nations, Derlontra is also the most assimilated to foreign culture. A strange mixture of traditional gnome innovation and human cultural contamination, Derlontra is perhaps the most accessible of the Gnome nations.

Geography: Derlontra is a spit of land on the western shore of the Inland Sea, lower in the northwest and rising to sheer, rocky cliffs along the coast. The land is almost completely unsuitable for farming, and the population relies primarily on herding and fishing as a source of sustenance. Like her sister nation, Narado, the largest city is located on what is essentially a cliff face. The remainder of the coastline is all but deserted, choosing to live on the border of the lakes and rivers, or inland on the rocky fields.

Statistics
  Population: ~2,660,000
  Area: ~27,200 sq. mi.
Imports: Foodstuffs, Ores, Crystals, Finished Goods
Exports: Gearwork, Finished Goods, Textiles

Politics
  Internal: Derlontra is an absolute monarchy, ruled very centrally by a truly gigantic bureaucracy. Nepotism is rife within the bureaucracy; if you aren't related to an office-holder or, better, related somehow to the royal family, any decent position is essentially closed.

Despite this, Derlontra is fair and rather light-handed in general. The judicial system, while slow and very centralized, is fair and unbiased. There is no codified law system, but the common law is well established by precedent and custom. Taxes are low, and there is very little reported corruption in their collection or assessment.

Below the Queen and the bureaucrats, the next largest source of political power is, in fact, an economic one. The businessmen and prosperous craftsmen are the ones with power at the local level and, by extension, their unions and trade organizations are the wielders of impressive power at the national level.

  Foreign: In the International sphere, Derlontra is a small fish. It has trading interests with both the Core nations and the Gnome lands, which are protected by a small but surprisingly mobile navy. In general, they stay out of international gameplay, and keep to themselves.

Academics: The only location one can find an Arcane Academy is in Cliffport itself, and even then it is on par with an average local Academy in any of the Human or Dwarf nations. Primarily, the way Derlontrans acquire a magical training is via apprenticeship or natural talent and trial-and-error.

This tendency towards a decentralized education system is not carried through in the sciences and traditional education. Any town with more than a dozen families will have a school of some kind, and the University at Cliffport boasts one of the largest campuses and some of the most acclaimed graduates in the world. As a rule, those educated in the Derlontran system are the broadest, most educated people in the world.

Religion: Derlontran religion is mandated by the state, and follows the beliefs of the reigning monarch at the time. Currently, and for as long as is significant into Derlontran history, the deity of choice has been Quarren. This make sense, considering both the significant part Quarren plays in Gnome mythology, and the fact that Quarren's Archives, the source of one of Dilandri's minor arcana fields and a major pilgrimage site for followers of Quarren and his children. Other religions are tolerated, but are subject to heavy fees and taxes on both followers and the church itself.

Religion in Derlontra is organized and congregational; temples are located in the majority of towns and villages, and every city has at least one major temple. Central to the practice of Derlontran religion is the pentennial pilgrimage to Quarren's Archives. Required by all but the most lax of priests, and excepted for none but the most ill and impoverished, the pilgrimage is designed to bring followers closer to Quarren, and is supposed to be a guaranteed cure for blocks of creativity and inspiration.

Arts and Fashion: Derlontra, like most Gnome nations, is an open melting pot for the arts. One might easily find a painter inspired by ancient Dwarven clan symbols residing next to a sculptor whose work emulates the ruined monuments in the Dragon Lands. Art is also a family affair; schools teach the arts alongside mathematics and grammar, and many adults keep in practice into their adult lives, and teach their children as best they can.

Therefore, fashion is very much a regional, personal taste. Clothes are seen by many as an art form in themselves, resulting in bold colors, patterns, and cuts. Some similarities between the vastly varying styles, however, can be drawn. In casual situations, both women and men tend towards an ensemble of a cap, long tunic, pants cut off between the knee and the ankle, stockings or socks that reach to the knee, and leather or cloth shoes. In formal situations, the men tend towards suits with a high front and long tails, accentuated by high, stiff collars and a flamboyant hat. Women tend to sport incredible, almost impossible dresses in outlandish cuts and styles. There is comparatively less conservatism in Derlontra, allowing dresses to terminate as short as the knee and as low as to expose what is essentially the entire bust. This is the lower limit, mind; the majority of dresses are more conservative than this, and the amount of skin exposed varies wildly based on the tastes of the wearer.

In the realms of architecture and interior design, the standards are eclectic. While buildings conform to the same general style, that of simple stone or wood-and-plaster construction, the interior design is a pure reflection of those living there. Most homes are extensively and lavishly decorated, and it is a nearly-certain bet that none of the artwork in the house is purchased; the art is the product of the family living there, or gifts from relatives and close friends. Every piece has a story, and is lovingly maintained and kept, resulting in the occasional feeling of disjunction, but invariably provides a cozy, welcoming atmosphere in any home.

Technology: Derlontra, while not able to maintain the breakneck advances enjoyed by their Gnome neighbors across the sea, are still the most advanced nation in the Core regions. They are home to the only windship ports on the Inland Sea's western coast, guaranteeing tremendous business in tourists and cargo, and are one of only three nations with a dedicated Air Force.

Domestically, the Derlontrans have completely integrated crystal lighting sources into their designs. Torches, candles, and lamps are essentially obsolete, replaced with crystal shards built into the walls and ceilings, keyed by a touch of a crystal node positioned near doorways. Larger cities are lit at night by crystals on lampposts, which switch on automatically in the evenings, bathing the city streets in soft, vaguely multi-colored light throughout the evenings. In Cliffport, the effect is so strong that on a clear night the light can be seen from Aalst, over a hundred miles away. In the realm of pure mechanics, they are also strong; clockwork is expensive, but accessible, and geared mechanisms are commonplace in mines, foundries, and other production facilities.

Derlontra was one of the original nations in the plans for the Grand Highway, and is still one of its major backers. Though their road building is strictly average, their utilization of these roads is superb. Their postal system is highly efficient, ubiquitous, and international, delivering to any nation in which the Grand Highway runs. It is also one of the few nations to have house numbers in their cities.

Economy: Derlontra is known to the Core nations as the gateway to the southern Inland Sea, and with good reason. Though Orc raids are rare this far south, they are enough of a hindrance to make air travel preferable. Combined with altitude's ability to make even the most forsaken lands seem beautiful, it is a favorite embarkation point for tourists, and conducts a busy set of passenger lines with the other Gnome nations. Along with the tourists flows cargo; goods from the Grand Highway leave to the gnome lands in exchange for toys, devices, and simpler machinery built by master craftsmen in Fennang and Narado.

Internally, the local economy is supported mainly by fish, mutton, and wool. Although the land is rocky, there is little in the way of usable ores or stone veins of any real value; the only quarries are local, supplying a nearby city with common building stone or specifically dug for a particular project.

Society: Derlontran society is set into two classes; those who are in the bureaucracy, and those who are not. Unlike most nations, however, this distinction is one built mostly on political power; economics have very little to do with it. The poorest government clerk is treated with more respect than the richest straight businessman in nearly every situation.

To a Derlontran, family is of paramount importance; those in power will attempt to bring as much of their family as possible along with them, resulting in what others call 'hiring the last name' with Derlontrans. Nepotism is seen as an accepted, and even admirable, practice. Families tend to stay near each other, resulting in entire small cities which are all related to each other within two or three steps. It is only the Gnome's inherent resistance to the effects of inbreeding which allows this model to be sustainable; first cousins, and even siblings are allowed to marry as long as the relation of the parents is not that of siblings.

This tangled family structure, obviously, makes inheritance practices difficult. Thus, Derlontra is the progenitor of the most binding and codified set of inheritance and bequeathment laws, around which the rest of the Derlontran legal code has been built.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

The Shield

The Shield is the single most massive structure on the face of Dilandri. Several hundred miles of walls, hundreds of watchtowers, dozens of fortresses, and legions of soldiers make up this barrier between the Dragon Lands and the Core Nations.

Built nine hundred years ago during the twilight of the Empire of the Seven Stars, the Shield's primary purpose is to act as a retaining wall and first line of defense against the concentrated hordes of kobolds, goblinoids, and abominations which periodically pour from the Dragon Lands into the reicher lands of the Core. Although the Shieldwall itself is the most obvious and impressive peice of the Shield, it is only the last line of a massive proactive defensive line which extends miles beyond the face of the wall. The true first line of defense lies in the deep patrols of guardsmen, watching for gatherings of enemies and destroying trouble spots before they have time to become serious. Behind these patrol lines are the watchtowers, small garrisons placed just within sight of the Shieldwall which support and house the patrols and serve as a warning net for large incursions.

although built by the Core Nations, they no longer pay much attention to the Shield, leaving the maintenance and staffing of the Shield to the three former-colonies directly abutting it; Eula, Argana, and Malita. While they do an admirable job of it, the Shield is still a massive drain on the collective economies of those nations. With no one to assist them, experts affirm that the battle being fought on the Shield is a loosing one; for every two guardsman killed in the line of duty, only one more comes on. Worse, the periodic increase in assaults on the walls (assaults which usually culminate in a fair-size army marching against the wall) has failed to be as large as expected. Though the supporting nations hope that this swelling will merely be less severe, many fear that they are late, and that the hammer will fall all the harder because of it.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

Cartography
Finding your way in Dilandri

The map of Dilandri is circular. This is not because the world is disc-shaped, or otherwise circular in nature; it is because the extent of the world that is habitable and safe for intelligent beings follows the farthest ranges of the Great Arcana Field. Since the world is dependent, literally, on these fields, finding one's way about relies heavily on them.

Arcana Fields
there are six major arcana fields in Dilandri; the Great Arcana Field, and one aligned to each of the five major deities, emanating from their main temple. These fields interact with the crystals which propagate Dilandri, forcing properly-attuned crystals into alignment with the field. therefore, a set of properly-tuned crystals are are all one needs to triangulate ones position. Unfortunately, not all major arcana fields extend to all parts of the globe, and there are many locations where these kinds of alignment readings are unreliable. Obviously, two points are not enough to triangulate a position, but they are commonly used in conjunction with local landmarks to triangulate on a map. It is impossible to use an arcana field too close to its source, as the strength of the field overwhelms the crystal, sending it into unstable and erratic motions.

There are also smaller Arcana Fields, which emanate from places of power and history; in general, the more powerful the magic that has been channeled through a location, over a longer period of time, the greater the field the area generates. unlike major arcana fields, there is no limit to how close a field can come, and they usually emanate in much more narrowly to crystals. There are some crystals which can be tuned on-the-fly to utilize these smaller emanations, and many of the best maps have the locations and tuning instructions for all minor fields of any size available for the map's area.

Regions
The nations of Dilandri can be roughly grouped into five regions based on geography, cultural similarities, and history. These regions are often used in everyday parlance in much the same way that 'Easterners' or 'Midwesterners' is used in the United States.

The first of these is the Core, a group of mainly human nations located in the center of Dilandri on the southern continent. Located on some of the best, most hotly contested land in Dilandri, the Core has a long history which still resonates to this day. People from these nations are referred to collectively as Centrans.

South of these countries, along the coast of the Inland sea, are the Aquilae Nations. These nations, of predominantly gnome and halfling descent, are greatly water-based. The majority of the people here make their living along the coast of the Inland Sea, the banks of rivers, or the shores of lakes and ponds. Although Dragoth Gruht shares the general region, and some of the similarities, it is not included in the Aquilae. Citizens of the Aquilae nations are called Quills.

Clockwise along the rim of the known world, covering the Whiterock mountains as well as the lowlands to the north, are the Dwarfholds. While most of these nations are culturally and racially diverse, they are all dominated politically by the Crysopolean League. Nations not already absorbed into the League are little more than puppets of the League's council, and are an extension of their political clout. People from the Dwarfholds are called either Holders or Sclaues, the former referring to Dwarves, the latter to any other species.

On the opposite side of the world, adjacent to the Core and the Dragon Lands, are the Border Nations. These seven nations are the product of a century of colonization efforts by many of the Core and Aquilae nations nearly 500 years ago. Today, they stand independent and largely ignored, as a buffer zone between the horrors of the Dragon Lands and the Core. They tend to be racially and culturally diverse, and are often considered some of the freest in the world. Citizens of these nations are referred to as Outlanders.

the final region is the harshest, most inhospitable of them all. The Dragon Lands stand as a blight along the north and east sides of the world, dominating the Northern continent. Although some of the civilized species maintain footholds here, especially along the shield and the eastern stretches along the coast, the majority of the area is dominated by Kobolds burrowed into the volcanic mountains, lizardfolk infesting the swamps, hobgoblins and their slaves roaming the plains, and the entirety garrisoned by all manner of other abominations and horrors unclassified and unnamed. People from this area are called Colonists if they are of the civilized species. Else, they are usually identified by nothing more than a terrified shriek and a dying gurgle.
My Setting: Dilandri, The World of Five
Badges:

Stargate525

Humans

[ic=From the private journals of Colonus Londraticus, Dwarven High Lord]Humans are a bunch of infesting, annoying, and ill-begotten vermin. They take up space, they take up time, they take up resources, and there's nothing interesting about them at all. No matter how thoroughly I exterminate them from my holdings, they flow back in like water from behind a breaking dam.[/ic]

[note=On Terminology]I use 'species' here where most traditional fantasy settings would use 'race.' The variations
heading has forced this, as I needed to re-appropriate the term for its proper definition.[/note]

Physiology: Humans in Dilandri stand from five and a quarter to just over six feet in height, with the average for most regions being roughly five foot seven. Males tend to be taller and more heavily built than females, who are shorter and more fragile in general. Hair and eye color varies, but stays within earthen tones of browns, blacks, tans, and coppr for hair. Eyes are slightly more varied, including blues and greens. With age, hair looses its pigment, turning grey or white, eyes become lighter, though this color change is not nearly as pronounced as some species.

[note=Humans] I was sick of having humans being the versatile, know-everything species, and shunting the others to a narrow, overly-focused characterization of humans. Therefore, I've made them bickering, jealous infighters with a penchant for being greedy bastards on the side. I don't intend for it to come off that pessimistic, of course, but the feeling is there. This should clear the way for each of the species to be unique, without humans overstepping and doing everything better than them.[/note]

Psychology: Universally, humans are described as clannish, thrifty, and fecund. While their only real physical strength is their fantastic endurance, they have a tremendous head for commerce and business, are moderately productive, and breed like the proverbial rabbits. Within a comparatively short amount of time, they have taken nearly complete control of the most fertile lands in Dilandri, and have made serious inroads into most other nations. Only the deepest forests of Serona, Dragoth Gruht, and the wilds of the Dragon Lands remain as lands largely untouched by humans.

This propensity to propagate leads most families to consist of many, many members; the average couple having twelve children. Although many of these children never make it out of childhood (humans are notoriously fragile and disease-prone), the survivors have still managed to flood the majority of Dilandri with their kind. These families, though much larger than any other species', are fiercely loyal to each other. Blood is everything, a concept which is largely alien to many other species, who adhere to a larger clan or extended relations rather than direct descent.

Variations: Humans vary quite significantly from region to region. Hair and eye color, skin tone, and build are the most telling indicators, but height, facial differences, and even the amount and type of facial hair can mark regional variations.

[note=On races] I tried not to be typical here, but it's very difficult. Africans are that skin color for a biological reason, same for Caucasian and the Mediterranean races  and I tried to slot them into where that kind of trait would naturally occur. i hope I was able to cover most races in at least a small way, without parroting real-world races or being boring.[/note]

The most common race of humans besides the one described above are the Misters, who hail from the nations bordering the southern edge of the Mist Ocean. They are generally taller, paler, and thinner than the average, with tightly brown or black hair and thick beards. Their eyes are almost exclusively grey, blue, or green.

Humans which live among the Gnomes and the Halflings are shorter and thinner than average. Their hair is usually straight and black, with very little facial or body hair. Their most striking feature, however, is their olive-to-almond colored skin. Although the majority hail from elsewhere along the Inland Sea, all members of this race of humans are called the Seroni.

In the deep Dwarfholds, the humans there have become taller, stockier, and tougher from the years of nearly-slave labor under their dwarven superiors. Besides their skin tone, which is incredibly pale, their eyes tend to be dark, with browns and hazels most prominent, and some getting as dark as to be essentially black. Their hair is essentially white, and actually becomes darker with age as it greys. This race's members are referred to as the Dwellers, and are rarely seen outside the Dwarfholds.

In the Border Nations and the Dragon Lands, the race of humans has become dark. While on average as intense a dark as the Seroni, their skin lacks the chartreuse tones which distinguish the Seroni, making them look a darker brown than their southern relatives. Their hair is red or a dark blonde, and usually grows in waves or curls which become more pronounced with length. They are roughly the same size as a typical human, but are built much more thickly. Their eyes are often brown, but are rarely also amber, hazel, or a copper color. Among others, they are called Northlanders, but they call themselves the Zumo.
My Setting: Dilandri, The World of Five
Badges:

O Senhor Leetz

first off - wow you have alot of information, I haven't even come close to reading it all. Your map is great, I love the circular shape, if a little huge and perhaps too focused on political borders and cities. Some named forests, mountain ranges, deserts, w/e would break it up nicely.

Are you using the whole mapped world as a setting, or just a specific region? On a personal note, the area around the Dragon Lands just seem like they could be really cool, I have no idea why, but they just do. The Flotilla sounds very strange and awesome.
Let's go teach these monkeys about evolution.
-Mark Wahlberg

Ghostman

I like your description of humans, especially the point of view through the other races' eyes. Doesn't come off as pessimistic to me, just showing that they have weaknesses in addition to their strengths.

Not sure what to think about the history section. Is that supposed to be objective OOC information for the reader, or does it actually represent what characters in the setting might tell you about their history? It seems very advanced and enlightened to be the latter type, with a very science-y like tone and terms like "archeological record", very much the opposite of a more "Here be Dragons" style of writing.
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Stargate525

Quote from: Leetzfirst off - wow you have alot of information, I haven't even come close to reading it all. Your map is great, I love the circular shape, if a little huge and perhaps too focused on political borders and cities. Some named forests, mountain ranges, deserts, w/e would break it up nicely.
Well, the map is high definition (300ppi) so I could print it if I wanted to, which makes it large on monitors. In real-life, printed at the correct size, it's only seven inches. It is mostly political, though, you're right. Do you have any suggestions on how to add those without causing confusion, and without reverting to a more and-drawn look?

Quote from: LeetzAre you using the whole mapped world as a setting, or just a specific region? On a personal note, the area around the Dragon Lands just seem like they could be really cool, I have no idea why, but they just do. The Flotilla sounds very strange and awesome.
The entire map is up for grabs (giving you a total area about the size of Canada), but the idea is to play the Core as 'home' with the further outlying regions being exotic places to explore. As for the Dragon Lands, I'm glad you got that impression, since that's really what I was going for. It's one of the only place on Dilandri where pure hack'n'slash can be done easily.

And I think The Flotilla is pretty cool, myself. ;)

Quote from: GhostmanI like your description of humans, especially the point of view through the other races' eyes. Doesn't come off as pessimistic to me, just showing that they have weaknesses in addition to their strengths.
Oh, good. Glad it wasn't too bad.

Quote from: GhostmanNot sure what to think about the history section. Is that supposed to be objective OOC information for the reader, or does it actually represent what characters in the setting might tell you about their history? It seems very advanced and enlightened to be the latter type, with a very science-y like tone and terms like "archeological record", very much the opposite of a more "Here be Dragons" style of writing.
It's supposed to be leaning towards OOC, but I'm concerned that it doesn't have that kind of feel. I'm drawing in influences from as late as the eighteenth century, so archeology is a profession. Could you give me some examples of where it sounds 'science-y?'
My Setting: Dilandri, The World of Five
Badges:

Ghostman

Quote from: Stargate525Could you give me some examples of where it sounds 'science-y?'
Sure...

provably pre-dwarven

which posits a possible origin

In what is postulated to be

The choise of words lends it kind of a modern, academic feel. Not that this is bad for an OOC description. (Or even an IC description, if that is the style of language you'd imagine Dilandri people to use.)
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Stargate525

That's what I get for writing these after I read my textbooks.

I've edited it, is that better?
My Setting: Dilandri, The World of Five
Badges:

Ghostman

¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]