Deviations from standard fluff
From Vanathul Wiki
Though many details are hidden for storytelling purposes, I acknowledge that a fairly comprehensive list of what deviates stongly from the "default" is useful for a player. This will limit the annoyance of assuming a bit of fluff has not been touched by the existing worldbuilding, only to be told that it contradicts the setting later on.
If your character concept touch upon any of the following subjects, see if you can find it on this wiki. If you can not find anything, or you encounter several redacted pages, you should contact me and tell me about your plans. I might have a great spot for your idea that just needs some consideration.
The following has notable changes
- Technology
- It is determined partly on a regional basis, but is largely on a preindustrial level, give or take. Some things are still rather primitive, and other things are elevated - either through mundane or even magical means.
- Most available races
- both native mortals and outsiders. Statistics are mostly unchanged, but check their heritage options.
- All the planes
- see The Ordering for more info about their origins.
- Flavor of spellcasting
- They are not necessarily very different, but is stated for clarity. Give them a quick once-over if you intend to make a caster. Also read up on your chosen region of origin, and find any thoughts people have on your flavor of magic.
- Theology
- Close to fully overhauled. This includes ideas about the afterlife/death.
- Anything themed around day/night cycle
- See Calendar for details.
- Directions
- North is still a direction, but the sun is both easier to find, and more useful for navigation purposes.
- Languages
- Languages are heavily changed. There is for example no draconic as a magic laced language. It has been replaced by Old Ornian and Old K'Shaali. Common is also gone in favor of regional languages filling the same role.