It Is Known

A great many things are known to the peoples of the this strange world, and more still is shrouded in mystery or lost to history. Though addressed generally to the players, this is what your characters should generally know. Now, where shall we begin?

A World of Monsters
Beasts, animals and creatures of the land are not as you know them from other worlds or systems. Even the simplest of animals that you can expect in the wild are either much larger, sturdier or more dangerous than you know them to be. A simple wolf weighs no less than 80 kilos and is often double in size to its earthly counterpart, the common parrot is the size of an eagle, and the largest of birds are the size of Roc's. A bear in the path of an experienced adventuring party is still a serious threat, and though the numbers of these beasts are relatively few, their attacks on homesteads warrant a change in the way the world works.

Pallisades are a common sight around every village that can maintain them, and only the poorest or most remote of farmsteads will have no form of defense against the beasts of the land. Often when passing by the harvest of grain or rice, a cart with spears and shields can be seen near the farmers, a careful watcher sitting atop a turret to make sure the people below are not set upon unawares by beasts or bandits.

This in turn makes certain things more expensive, animal goods such as hide and leather, milk and cheese are much more expensive, and work animals such as the horses often used for plowing fields are practically monstrous in size to the animals of yore. A common Sumpter is instead a six legged beast the size of Shire Horses, easily towering over the average human; Though these Sumpters also used for riding for the very wealthy, proper war horses beggar belief; Acting instead as pullers of the ever increasingly common war wagons rather than mounts for comparatively tiny knights.

Of Monsters And Men
Most people generally follow the trends of the Great House(s) that hold influence over their respective cultures, and though there are minor houses, they hold little political and cultural influence. Within most societies there exists a caste system, even the Noble races see some of their own as lesser, though always better than the Godless. Typically, though not always, Criminals, Vagabonds, Butchers and Blasphemers sit at the bottom of the social hierarchy, followed by Merchants as they typically risk little and create nothing of value. Next are the craftsmen, who while create goods for the people, put themselves at very little risk. Followed by the farmers, who toil each day at risk to themselves in the fields. Soldiers and House Servants hold high status, and lastly the Nobility of the Houses hold greatest social influence. This is not an exact list, as most things in culture are always shifting little by little. A merchant who trades from town to town for example is much more highly respected than a poleturner in your average city.

The Ever Watching Gods
Though you may not have had the experience personally (overall less likely for player-characters), the Gods frequently whisper to their kin and followers, lending a guiding hand, advice or even words of comfort. Though there are many to watch over, the Gods make an accounting of their flock and those that wrong them. Since the GodsWar however, they no longer directly interfere with the world, instead influencing the peoples of the world to do their bidding.



The Great Flood
Ever since the GodsWar came to a conclusion, a yearly great Flood comes down from the great mountains in the North. It usually only lasts a few days but, it was initially immensely destructive to the inhabitants of the world, and though some weathered it much better than others (such as the Stormlanders), it has become merely another part of life. Orcs flock to their ships, Humans hide behind walls and channels dug to redirect the water, Drylanders are spared, Qazam usually stay within great towers, and finally Stormlanders ignore the floods below as their cities are made mostly upon the great trees of their False Isle.



What Goes On In The Dark
All peoples that walk the land fear the dark at least in part - Though night only lasts two to four hours depending on the seasons, the strange seemingly unnatural dark stirs Taint within all living things. To that end just about all creatures have evolved to sleep normally in the light, and though there are those that hunt in the dark of night, only Voiders travel at night without fear. The truly affluent peoples carry Sunstones with them to use at night, or to light their homes, but the middle class and poor have to make do with candlelight or simply waiting through the dark. Everyone knows not to wait too long in the dark, Godless or Noble, man or beast.



The End of The World
The freshwater streams and rivers that flow down from the mountain - as well as the Flood that passes annually - all drain out into a large sea that surrounds all lands. Beyond this sea are strong currents that drags ships and everything that get caught in them down, down into an endlessly cloudy sky. What lies beyond these clouds is unknown, for those that venture down there do not return.

The World Well
Many different theories about what exactly the world well is are currently in circulation across the churches and cultures. Anything from it being the well of creation and the primary source of life, to being the waters of ascension to godhood itself are all theorized - All that is known for certain is that water from the World Well has powerful magical properties, and helps to push back Taint. It is thought that the GodsWar started in part due to control over the World Well, as the Dwarf God held all keys to the entrances to the World Well. These keys are thought to be physical key-like artefacts, and are now said to be carried by The Seven Saints, a mythical group of Hero-Devotees that were charged by the gods themselves with guarding various artefacts from the GodsWar.