Anydria Storage: Thoughts About the Plane

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This is just going to be a random list of thoughts, notes, and ideas, at least for now. This is mostly outdated as of 10/29/19.

• Anydria is based on the bottom-up design concept of a world without blue mana.
• Anydria is not entirely a desert world, though it does have deserts. The deserts are a problem to most civilizations, because they are expanding.

Civilizations and Locations
­Anydria's Nomads are a diverse group of people of different races who roam Anydria. They find kinship in the fact that they live life in a similar fashion, but one group of nomads might be looked upon quite differently from another. They are {b}{r}{w}{g}.
{w}{g} Nomads consider themselves on the forefront of the "battle" against the encroaching wastes. They work the hardest to put an end to the threat, and to try to get the other people of Anydria to be more concerned.
{r} Nomads are wandering minstrels, artists, or just lazy party people, who just want to get the most out of their lives. They are not well-liked by the more sedentary peoples, though those with artistic talent are generally accepted into communities to entertain the locals.
{b} Nomads tend to be solitary wanderers who look out for themselves. They are not above stealing from or raiding settlements of other peoples.
• Centaurs are common among the nomads, but rarely within the walks of any of Anydria's cities.

­{g}{w}: Tanara (name subject to change) is a large city-state of elves, humans, Aven, kithkin, treefolk, and other races.
• Tanarans are welcoming people who care for the sick and injured. They are well-known throughout Anydria for their skills with healing magic.
• Tanaran borders are full of lush, sculpted growth. They utilize their healing magic to keep their crops and trees growing strong. The nomads have advised them that they should focus their powers on the Wastes, but the Tanarans as a whole are afraid that, should other places become as beautiful as theirs, they will lose prestige.
• Tanarans are generally concerned with beauty.
• Tanara will gladly send aid to other people who need it, but it is often whispered that they do so to make themselves look good.
Immé, Allmother is probably a Tanaran treefolk.

The Scorchwood is a great forest, the western edges of which currently meet with the Wastes. It contains two distinct civilizations: The {r}{g} Elves, and the {g} Treefolk.
{r}{g} Scorchwood Elves have a society that highly respects the hunter; indeed, their culture is based around hunting as a necessity, an entertainment, and even an art form.
• Scorchwood elves live in elevated treetop villages. They are highly adept climbers.
• Hunting forays are celebrated, ceremonial events. The largest of them may last days or even an entire week. Only the return of a hunting party is more highly celebrated than its departure.
• The elves and the treefolk don't really associate with on another, though they don't have a relationship of animosity, either.
{g}Scorchwood Treefolk are primarily sedentary. They are capable of movement, of course; they just don't do so very much. They form "groves," where they spend the majority of their lives.
• When a treefolk grove becomes overcrowded, a treefolk leaves to establish a new grove. Occasionally, one of these treefolk makes its way to Tanara.
• Scorchwood treefolk store the knowledge of all previous generations and pass it on to their progeny over the generations. Even this ancestral memory fades with time, however, so though the treefolk are the most aware of Anydria's (blue-mana filled) past out of anyone on Anydria, those memories are vague.

­{r}: Vhat Chasm is actually a series of canyons, inhabited primarily by loose communities of viashino and humans, with a small number of kithkin and goblins.
• The inhabitants of the Chasm form small villages. They humans and kithkin are primarily outcasts from the larger civilizations who have become disillusioned with society.
• The viashino and the goblins are the natural inhabitants of the Chasm. The goblins long ago learned to run and hide when the viashino come around. They do not have a good relationship. The viashino highly dislike the incursion of the humans and the kithkin.
• The kithkin form small, tightly knit groups, and generally hide from all other inhabitants of the chasm. Though they have abandoned the structure of the other civilizations, they haven't fully loss their desire for community.

­{b}: Derakand is a city in a swampy region inhabited mainly by humans, merfolk and faeries.
• Though the merfolk of Derakand are actually a minority, they make up the ruling class, backed by their faerie allies. Derakand began as a merfolk capital in ages past, and the monarchy has remained in merfolk hands.
• Derakand's king must keep a constant vigil for assassination attempts, particularly from within his own family. The nobility of Derakand are all at least distantly related, and they plot and scheme constantly in their attempts to enter into positions of more power.

­{r}{b}: _Cailarin is a sprawling city of artifice and passion. Humans make up most of its population, though Merfolk, vedalken, and goblins make their homes there as well.
• Cailarin citizens are expected to constantly improve themselves. To live in Cailarin, particularly if one has an art of profession, is to be expected to constantly strive to be better than your peers.
• Ranking of citizens invested in certain talents, such as singing, artifice, painting, crafting, or fighting, are posted weekly.
• The people of Cailarin strike a careful balance between fighting to be above their peers at all costs and feeling compassion for those who are not as talented. A Cailarin might sabotage a rival's work and then turn around to assist someone far below her in bettering himself.

­{w}{b}: The people of Kira don't believe in death. The most powerful members of Kiran society never allow themselves to die, and much of Kira's magic is focused on avoiding death. Despite the fact that Kira itself is well-respected by its peers, and the fact that its officials often serve as arbiters between the other states of Anydria, it is not seen by its people as a very happy place to live. To survive in Kira and meet societal expectations — never showing weakness or succumbing to illness — is challenging. Those not up to the challenge often leave or are shamed into leaving by their peers.
• A lot of Kira magic is focused on circumventing death or reversing it. Even individuals who don't succeed entirely in staving off their demise often continue to serve their families as spirits.

­{w}:Shulei is a place of firm, harshly enforced laws meant to control the populace and protect them from themselves.
• The Shulein High Council (name subject to change) consists of elected individuals, but once elected, those individuals hold their office for life.
• The High Council is democratic within itself, but the populace is not allowed to question their laws or decisions.
• Shulein laws are magically enforced. Individuals both into Shulein society are magically indoctrinated to be unable to violate the magical laws of the nation. Anomalies are ejected from Shulei.

Updated on 30 Oct 2019 by Link