are a fascinating race who have been around since the beginning of time. Their diminutive stature allows them to go unnoticed by most other races. This lends itself to the tendency to take up professions that are less than reputable. They often form, or join thieving guilds.
There is only one type of halfling, unlike every other humanoid race on Terra. They are a truly unique species.
Unlike dwarves, males and females are easily distinguishable. Hair and eye color are as diverse as their heights. Most enjoy the simple quiet life of farmers. They live in secluded communities, mostly. They enjoy their little luxuries and produce some of the finest tobaccos in Terra.
Those who get into the life of thievery or information gathering are the best in Terra. They are often recruited into the service of whatever royalty rules their country.
are commonplace throughout all of Terra. Some are renowned, while others are infamous. Most are self-serving.
Large cities, especially capitals, are home to one form of mercenary’s guild or another. They put mercenaries in contact with those in need of their services, for a fee, in a safe and neutral space. Some are affiliated with ones in other cities and countries, but they are not a franchise like The Adventurer’s Warehouse.
While most mercenaries work alone or in small groups, there are a few mercenary bands. Some are armies unto themselves. The most famous band is the Shadow Council. They didn’t participate in any of the conflicts on Acleron, but their leader spent some time in Debash during the Monster War trying to recruit. Midnight Run and Talvin’s Revenge are the only other bands that draw any sort of interest or attention.
Bounty hunters are regularly employed by local peace-keepers, whether it is the magistrate or the temple. They track down criminals who attemp to escape justice. They don’t often get involved in military conflicts unless they are well paid or compelled by contract.
Few of either profession are women. Those who are, are renowned and feared. Those that are, have joined with the famous bands or groups.
are usually members of the mysterious and deadly guild known as The Whisper. They are employed by individuals and organizations across Terra. Most are wildly expensive. However, some work on behalf of the weak and defenseless (though these are few and far between).
Since there were societies, monarchies, and other guilds, there was The Whisper. Usually the organization is run by the most skilled and deadly. S/he doles out the assignments according to skill and need. There are chapters for the organization all over Terra. Each is run by the most talented in the area. All bend the knee to the “grandfather”. Only a handful of leaders know where to find the grandfather at any given time.
Certain members of various monarchies have tried to eliminate this group throughout the centuries. All have found themselves in the royal crypt at the end of their endeavor. Most understand that The Whisper is a necessary evil and turn a blind eye, so long as their favored and closest people are not affected.
Their greatest enemies are the clergy of Lucian, god of law. The conflict between these two organizations have been going on since time immemorial. Neither side seems able to gain ground on the others.
The Whisper has already been used in the series and will be again.
Is not too differnt from shopping in our world. While there are no great elaborate shopping malls to be found, there is one company that comes close. The Adventurers’ Warehouse has sprawling buildings with a myriad items available. Simple items such as arrows and quivers are commonplace enough, and relatively inexpensive. They also have rare and magical items found nowhere else in all Terra. Their home building is in Corellon, a large two-story and sprawling establishment. They have smaller buildings on every continent on Terra, except Ni-Shan.
Aside from that, most businesses are small and family owned. Their wares are more focused than The Warehouse. There are tailors, cobblers, and the like. There are also weaponsmiths and armorers. A handful of alchemists have shops throughout Terra, as do a several artificers. The occasional mage offeres a plethera of potions and scolls.
In Iskenderun, restaurants are just starting to take hold. Most ready-made food is sold from carts on the corners. Farmers set up their carts in the market to sell their crops.
Meanwhile, nearly everywhere else in Terra, restaurants are a regular occurance. Stalls and carts selling food are also commonplace. Ni-Shan is also infamous for its massive fish markets.
Only a few countries in Terra still practice slavery and so there are markets for those as well. It is generally frowned-up by most civilized societies. However, where the sale of flesh is concerned, prostitution is a buslting business across Terra. Most countries strongly encourage some form of protection against unwanted pregnancies, as well as regular examinations against diseases. Iskenderun is among the most prominent countries, for taking care of its sex-workers. Most others strive to reach their level of wellness.
Livestock and domesticated animals are sold by breeders and farmers alike, all across Terra. Sometimes they are brought to market, while other times purchasers deal directly at the farm or breeding facility.
Armorers, weaponsmiths, jewelers, and the like have their own shops, usually with forges or smelting facilities built directly onto the back of the building. More often than not, they make items as they are ordered, though they do have a handful of basic wares available. These, however, are usually of lesser quality than custom pieces. Cobblers, tailor, coutouriers, and such are the same way. They offer lower-quality items “off the rack” while individually sized items require a day or two and a few extra coins.
Alchemists, wizards, warlocks, and certain orders of the priesthood have shops or magical items for sale. Healing spells come in potion form and vary in price depending on the strength of the spell. The same with other such potions. Spell scrolls can become costly, quickly, especially when seeking darker magics from warlocks. Most magic-users will enchant anything that is of masterwork quality, or better. This service is always expensive. Corellon is the only city in all Terra where such services are significantly less costly, as it is the magic capital of the world. Countless wondrous items can only be acquired in this magical metropolis as well.
Comes in a myriad forms across Terra. From herbal and holistic remedies, to magic, to more modern forms, there are few illnesses or injuries that cannot be treated.
Argenon, in Cynsely, is considered to be the home of “modern medicine”. They have begun to discover such things as antibiotics, pain medication, and even a few antipsychotics. Their surgical techniques and general healthcare are superior to all except temple magic. However, the new medications are still in their infancy.
Temple magic, especially from those in service to Lilith, goddess of healing, is the most powerful form of healing. Depending on the level of experience of the clergy, the spells have varying degrees of power. They are also able to deal with the undead and unclean things (miasmas, poisons, etc.) far more easily than others.
Alchemists often work with artificers and, occacionally, the clergy to make potions for healing and purifying, objects imbued with such abilities, and devices that facilitate the use of healing skills. This includes paladins, to a certain extent.
Then, there are the natural witches, shamens, holy people (non-clergy), and rangers and druids. These individuals are skilled with the gifts to use herbs and other natural ingredients to dress wounds, purify, and treat illnesses. They have studied the ways of nature and use the plants, fungi, and animal biproducts, and their effects on the body.
Even some of the most advanced martial artists and monks have learned to control chi to aid in healing themselves and, in rare instances, others. They are able to focus the body’s own energies to fight illness and poison, and heal injuries.
Are more common in some parts of Terra than in others. As this world offers a wide variety of weathers, climates, and landmasses, there are, as to be expected, a myriad outcomes.
The Sol’s Spine mountain range was created by a series of volcanoes that have sine fallen dormant. While there is the occasional rumble or cloud of smoke, there have been no serious erruptions in several centuries.
Adamar, the vast desert country, is home to only a handful of oasises. As a result, there are several sandstorms a season, with a few causing major damage to the cities that are established.
Along the equator, primarily in the Nypor Sea, especially during the spring and autumn, there is a chance of hurricanes forming. While most ships know to be mindful of travel, there is always the risk of sinking in such storms.
Morgath and Dorath are the northern most countries in all Terra. Alondrol is the southern most country. As such, they are more prone to arctic storms. The northern countries, mostly mountainous, also are at risk for avalanches.
The island nation of Cynsely has occasionally experienced earthquakes. This is primarily due to the two underwater volcanoes on the northern and southern tips of the country.
Throughout Terra there is the possibility of severe thunderstorms. The Free Lands are at risk for wildfires in the mid to late summer and early fall, as a result. Some parts of Iskenderun are also at risk, though the Monster War has left large portions of that country fallow for years to come.
Because of Teshkar’s unique weather and location, it is home to a regular tornado season. Usually occuring in early to mid spring, the occupants have learned how to adapt and thrive.
Occasionally, because of the hurricanes, Ni-Shan experiences tsunamis. Though, in recent memory there have not been any that have caused severe damage to the island nation.
Oracle Isle, on rare occasion, has seen major distruction from typhoons. However, the last one that levelled the temple was more than a century ago.
Heavy rainstorms that cause flash flooding happen occasionally, all across Terra. Blizzards have been known to cause problems on all but the most tropical areas. Hail and drought are not uncommon occurances, though not as severe of late.
Every country on Terra celebrates the four seasons with the midwinter and midsummer being the most popular.
Royal birthdays are cause for celebration. As are royal weddings and funerals. The deaths and births of nobles and military leaders are often noted, as are some noble weddings.
Cynsely celebrates the births of their most noteable contributors and leaders. They also celebrate the day of their establishment as a democracy.
The ends of great conflicts are often celebrated: civil wars, sea battles, invasions, and the like. Days of countries’ foundings are as well.
There are festivities on days of great discovery, especially magic establishments in Krezdiv.
Nestapor celebrates the beginning of foaling season as well as when the weather calms to allow deep-water fishing.
Alondrol has several indigenous groups who celebrate their own sacred days, in addition to royal birthdays and weddings, and the seasons.
Recently, Iskenderun celebrated two royal weddings and the end of the Monster War. Glendar celebrated a royal wedding and the end of a civil war.
The majority of countries across Terra have domesticated a plethora of animals for sustinance, attire, or transportation. Later cats and dogs were domesticated for hunting or pest control.
Adamar is the only country on Terra that has domesticated camels for travel. It is the only desert country. Horses are also used traverse the desert sands. Some nomadic tribes manage to raise goat and sheep with a fair amount of success.
Cows are a large portion of farming life in every country but Morgath, Dorath, Ni-Shan, and Glendar. There are only a few small herds in the Free Lands.
Ni-Shan imports all of its fibers except silk. It only really focuses on raising horses, oxen, ducks, chicken, and pigs. They cultivate koi for their ponds and drainage ditches.
Turkeys are a large export for Alondrol, as are geese, chicken, and ostritches. Horses are the most common form of transportation. Some farms raise goats and sheep. Others breed rabbit, mostly for their fiber.
Before the monster invasion, Morgath was renown for its yaks, oxen, llamas, and goats. Long-haired rabbits were also bred for their fiber. While stout shaggy ponies and large draft horses were used for the few farming tasks and some travel.
Quail, deer, rabbit, turkey, duck, and geese thrive, wild, in abundance in Glendar. Only horses and sheep are domesticated for transportation and fiber, meat, and milk. There are wild reindeer near the mountain border with Dorath.
The island nation of Cynsely raises sheep, goats, and horses in abundane. Fishing along the coast is plentiful. Oxen and rabbits are also raised in relative frequency.
Nestapor raises all manner of horses and cattle. Sheep and goats are raised in sizeable herds. There are a handful of rabbit farms. Fowl and deer roam wild in abundance. Near the mountains, llamas, alpacas, and yaks are common.
Every country on Terra has one form or another or domesticated cats and dogs.
There is little discrimination toward those of non-heterosexual orientation, However, such orientations are not overtly celebrated or drawn attention to.
Same-sex marriages are held in the same manner as heterosexual marriages, depending upon rank, race, nationality, and religious beliefs. There are also interracial marriages held, though these are less frequent due to the hostilities between certain races.
In the nobility of most nations same-sex marriages are less frequent. This is due, in large part, to the desire for strong lines to continue the family names. However, often, once several heirs have been produced and reared through childhood, it is not unheardof for the noble couple to divorce in favor of their same-sex lover.
Some nations celebrate such diversity. There are parades, fairs, and the like. However, most are content to be themselves in the world.
aren’t nearly as prevelant and plentiful as they were in the early days of Terra. Their sacred hollows, groves, and glens have been overrun by the ever-growing populace.
*spoiler alert*
They now make their home deep in the heart of Glendar, the elven nation. While they had an uneasy truce with King Sylvanus, under King Tarak there is a growing desire to see the fae thrive. Tarak has long had an alliance with the fae queen, Etheria, for over a century. She and her pixies, sprites, brownies, and faeries were instrumental in assisting the Fae Knights during the elven civil war.
All known faerie lore applies to these beings. They are capricious, whimsical, and mischievous beings who are beginning to expand their travel outside the borders of Glendar.