Common Knowledge

Certain basic points about the way some races interact with each other in this setting are laid out, as well as other oddities which might differ from “standard” Pathfinder assumptions.

Elves who live on the surface have divided themselves into two kindreds; those who adhere to ancient traditions and isolate themselves, and those who embrace the changing world and survive among it’s other denizens. They generally look on each other with pity rather than hatred, since even the law against an elf taking another elven life is observed by both kindreds

Elves and Dwarves
Due to their long lifespans and longer racial memories, there is still a great deal of distrust between the elves of the surface forests and the dwarves who live beneath the Mountains of Mara. Trade is not done directly; a dwarven merchant might sell something to a human, who might sell it to an elf passing through his village one day. No warfare exists, but in general an elf and a dwarf would not share the same table in a common room could they help it.

Elves and Humans
Those elves who live in the forest are against any and all contact with humans. Trespassers into their sacred places are usually killed on sight. The elves who have adapted to mankind’s presence and taken to living nearer human settlements get along just fine in the cities with the other races.

The Dwarves have long ago closed their gates to outsiders due to a story only they themselves know the entirety of, allowing visitors and trade to filter in at “trade towns” situated near the main entrances to the underground cities. Much like the elves in their forests, they kill any non-dwarf who dares to try and sneak in. Dwarven traders, however, are welcomed in every town throughout the North and South. It’s said a “a dwarf who lies has his beard fall off,” so a dwarf’s word is taken for as good as true by many.

Halflings have become almost as numerous as humans, with a section in every city almost teeming with the small folk. While they sometimes adapt the homes and neighborhoods to their size, the only true halfling town is Arthe Dale, which lies northwest of the Crossing.

Most, if not all, orcs live in and around the Windy Plain. They are divided into many dozens of clans and feud with each other often. They also occasionally skirmish with a small pocket of human barbarians which live just south of the Shadewood near the sea. The few half-orcs who make it to adulthood among the clans or humankind are usually shunned by more “civilized” folk.

Hobgoblins (and their larger goblinoid kin) have not been seen in great numbers on the surface in a few hundred years, when a horde suddenly appeared from beneath the Mountains of Mara bent on slavery and conquest; they were driven back by a concentrated effort on the part of the Dwarves and Ivernesse. The lesser kin (goblins, etc.) have always been a common nuisance near surface caverns and lairs, sometimes ranging far afield to seek new loot.

Magic Items & Spell Access
Magic (especially in the form of consumable items) is a fairly common part of everyday life for most people. Settlements generally abide by the gold piece limits for their size up until the 8k mark; magical items worth more than around 8k gold pieces may need to be specially contracted or sought out. The same holds true with spells; there may or may not be a spell caster available to cast higher level spells .

Common Knowledge

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