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Periodic Table of Dragons/Rules and World Description
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==World General== *The world is inhabited by the typical D&D races, humans, elves, drow, dwarves, kobolds and orcs have all been mentioned. Others may exist, but we haven't tried to incorporate them yet. Saber tooth polar bears still pending. *Dragons and other races can use magic. *Magic is limited in general, it doesn't allow the full range of D&D reality warping. *All magic in this setting works through symbology. You use a rune as a focus for your spell and activate it by feeding mana into it, which requires physical contact (this is a replacement for the idea of using magic words to activate the runes). The amount of mana needed directly relates to the size of the rune, so bigger spells take more mo-jo to make go-go. **Powerful or large-scale spells use more complex and big runes, placing a limit on the practicality of magic. Yes, with the appropriate knowledge, you might cast a spell that liquifies a whole city. Good luck carving a rune the size of a football field unnoticed in the city, though. *In general, an Elemental Dragon doesn't go through Age Categories as do D&D dragons. Whatever it is born as is how it is, and it becomes more intelligent and more cunning over time, rather than unlocking new abilities all of a sudden. **Carbons are a notable exception to this, as they mature, they become SIGNIFICANTLY smaller, tougher, more intelligent, and more dangerous, taking on a diamond-like characteristic. *Most of the world's surface is covered with land rather than water, with deserts also being notably common. The majority that land is covered by the untamed Wilds, which is home to many dangerous beasts. *In terms of civilization, there are a great number of small, isolated villages that have to depend on hunting and farming for food and their own muscles for defense from the Wilds. *There are also large metropolises which are hubs for intellectual development and economic trade, though they are not as common. **The primary defense of these cities from the Wilds are large runic circles that project a cylindrical force field around the city- because of the difficulties this causes with horizontal expansion, most of the metropolises expand vertically, having tall spires (good for visiting dragons!) and deep, underground complexes. **Some kingdoms have existed throughout history, but the large distances across the Wilds that fills the space between cities means that majority of them aren't quite united nations so much as groups of politically aligned cities that have allied with each other. Rarer exceptions such as Delarmien do exist, however, and are (or in Delarmien's case, were) possibly much more unified than the current city-state alliances.
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