Welcome to Dunderhill

Welcome to Dunderhill!

Introduction

Dunderhill is a fantasy setting with some limitations, mainly in the choice of intelligent races. The tone is rather up-beat, with the island kingdom in a mostly safe and stable state, though there are plenty of sources for local conflicts as well as a few obvious larger-scale ones.

I heartily invite anyone to make suggestions for Dunderhill.

Magic

Magic is available in the form of sint, a substance that flows through all things. Controlling the flow of sint through your body can give great power, but requires much focus and is rather dangerous. Sintaro monks (a concept imported from Esolan) are dedicated to controlling sint, and their monasteries serve as training grounds for all children who have the powers. Normal people only have a slight trickle of sint, which is of no danger/practical use.

Spirits

Spirits inhabit everything and can affect nearby events. Example: a house spirit may thwart a burglary by letting floor boards creak, things fall off shelves more easily, or even let doors be stuck. Normally, a house spirit that is treated well would help keep the house in good condition.

Wandering spirits can be friendly or less so, and have varying degrees of power, to the extent of some of them being considered deities.

Races

Human is the only common race, separated into Dunderers (people of Dunderhill) and Esolaneans (gold-skinned people of Esolan, the empire to the east.) Half-breeds exist, with varying degrees of popularity.

Shape-changers are rare, and always human in their primary shape, common animal in their secondary.

The undead are always corporeal (skeletons, zombies, ghouls, vampires, liches, etc.) Ghosts and the like are not considered undead, but wandering spirits do exist as detailed above.

There are no dragons in Dunderhill, but they may exist in Esolan. Yet to be determined.

Fantastic creatures are all more or less mindless monsters as created by kator.

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