Notes for the 5th-Edition D&D Campaign Setting
Link to D&D 5th Edition Primer and Character Creation Notes
TheWorld
1. Cosmology
In the BeforeHere, the BeforeNow, an angry
scream sounded, and He radiated in every direction pushing out the
boundaries of TheHereAndNow. ThePath, then, walked Herself into
existence, circled around and throughout TheScream--searching for ways to sooth His quivering pain. TheScream,
fearing He would be muffled and silenced forever by "this attack," beamformed pulsating retaliation--directed at ThePath.
ThePath, thus beset, forked at that point into countless alternatives, and determined the best one for going forward; she
reacted and tore apart Herself and the dissonance of TheScream into smaller, heated melodies, which slowly cooled into a
more agreeable universe of solar bodies and smaller, more soulful personifications.
The Known Solar System today consists of a Sol-like sun (Freehet), an elemental inner planet (Shuekra), a warm fluffy gas giant (EyeQweetas), and two outer planets (Enyoe and Furantur). EyeQweetus supports four tidally-lock moons, Nodebra, Leeka Sinada, Kree Hweef, and Ooveraree. All celestial objects in the solar system, including empty space (Reynon), and a nearby bright polestar (Vhereum) serve as avatars for (and are named for) the new gods who arose.

2. Main Setting: Environmental Factors, Time, and Key Geographical Aspects
TheWorld (a.k.a. Leeka Sinada) is a tidally-locked moon, 3,600 miles in diamter, with a dense metallic core. It orbits EyeQweetas, a low density, warm fluffy gas giant 60,000 miles in diameter, which is about 1.32 AU away from its sun (Freehet). "ThePeople" is a generic reference for the various sentient creatures who populate TheWorld (primarily human, but also halflings, elves, goblins, dwarfs, and gnomes).
Day and Night Cycles
TheWorld makes a complete rotation around the Gas Giant every 60 hours. Sunrise occurs at 0 o'clock, and sunset at 30 o'clock. In the middle of daylight hours, there is a predictable two-hour Eclipse Siesta period (between 14 and 16 o'clock, with the total eclipse at 15 o’clock). Similarly, in the middle of the night, when the sun is at TheWorld's back, there is a "Bright Night" twilight between 40 and 50 o'clock, where the reflecting gas giant is highly illuminated in the night sky--brightest at 45 o'clock. Preceding Bright Night is “First Night” and following it is “Second Night.”
Time Units
Hours, minutes, and seconds on TheWorld (and as written in the D&D spell descriptions) are the same as on Earth. Only larger time units differ. ThePeople divide their days (and lives) into equal parts Labor, Leisure, and Sleep. 8-hour work and sleep periods are typical, and most of the adult population will find a way to complete two and a half of these periods during a normal, 60-hour World day. A good rule of thumb (if using D&D reference books) to calculate expected wages or how long it takes to complete a task is to treat one 8-hour Earth "Day" of labor as being equal to one World "Work Period."
• Dag (Day) = 60 hours (contains 2.5 Work Periods)
• Vecka (Week) = 240 hours (4 Dagar; contains 10 Work Periods). Each week begins at 0 o'clock when Ooveraree and
TheWorld are in conjunction, and Ooveraree can be seen in the sky beneath the polestar Vhereum Steadfast.
—Gloaming is the last "second" night of a week, when Ooveraree is completing her 240-hour circle
around Eyeqweetas. It is considered the gloomiest time of the week.
—a Phase (Fae's Moment) is a term associated with the conjunction of Nodebra with TheWorld every Bright Night at 45 o'clock. It is believed that at this time (when “the veil” between those two worlds is at its thinnest) mother and daughter goddesses share secrets.
—a Korp (Raven's Flight) is the term associated with the conjunction of KreeHweef with TheWorld every other day at 30 o'clock. This is the ceremonial burial time on TheWorld, when the twin siblings, the Stork Princess and the Raven Prince exchange gifts and knowledge.
• Säsong (Season) = 2,160 hours (36 Dagar; 9 Veckor; contains 90 Work Periods)
—there are 5 Säsonger in a Year, which contains 450 Work Periods, but The People tend to
track large passages of time not as years but in these smaller seasonal units.
—Humans thus might expect to live 400 Säsonger, Goblins 325, Halflings 600, Dwarfs 1,400, Gnomes 2,000, Elves 3,000.
Climate
There is not much temperature and climate variance during the 180 World day year on TheWorld, but there are five distinct
seasons, essentially a cold Winter period (Kallliga), then a cool Spring (Svalsådd), a warm Autumn
(Värmskörde), a warm second Spring (Värmsådd), and a cool second Autumn (Svalskörde). Crops can be
planted and harvested at any time throughout the year, but the periods between the Spring and Autumns pairings
see the most growth, and the Winter season sees the least.
Land Masses
Most of the known habitable land of TheWorld is centered and massed at the equator on the side of the moon facing the gas giant. These lands are quite varied: a good mix of grasslands, forests, deserts, taigas and tundras surrounded by windy oceans. Smaller continental land masses and large islands are known to exist further from the center. There are also a significant number of habitable near-surface caverns (and even deeper subterranean realms, which are known collectively as “The Moulded Grotto” even though most of these deep locations have no direct connections between them). Little, if anything, is publicly known of the opposite side of TheWorld, but it is assumed to be a dry, barren and overly volcanic realm.
Echos
There are convincing first-hand accounts, cultural histories, legends, and much physical evidence that prove TheWorld coexists with similar "nearby" realms also capable of supporting life. Some argue that these worlds "overlap" each other multidimensionally while others believe these realms actually exist on neighboring moons and planets. Wherever these realms truly reside, travel has been found to be possible between them at certain times and at certain locations (known as “faults,” "veils,” or ley lines).
3. Species and Fantasy Trope Expectations
There are many sentient humanoid species occupying TheWorld (too many most believe to have evolved here naturally). As the most common people in this D&D world are humanoids: Humans, Halflings, Dwarfs, Gnomes, Elves, and Goblins, those are also the expected player character options for this campaign setting. (Some exceptions may be made in each major location; for example, Yuan-Ti in the east, Lizard-Men in the southwest, and Ogres in the southeast.) Interbreeding is possible among the humanoid species, but on TheWorld, mixed offspring tend to favor the species characteristics of the mother; as such, there is no Half-Elf, Half-Orc, Half-Devil/Demon (Tiefling), or Half-Dragon (Dragonborn) "race" in this campaign setting, but some unique instances of these ("freaks" and outcasts) might exist. The most common/numerous people living on the surface of TheWorld are humans, who breed and mature quickly, but they are also relatively short-lived. Because of this, humans tend to be overly ambitious and "determined to leave their mark" on TheWorld. This is also true of other short-lived species, such as goblins and ogres. The longer-lived species, such as elves, do not mature quickly nor have many viable offspring. Members of these species often seem less driven and less ambitious, preferring instead to slowly sample everything life has to offer; they rarely dedicate their lives to single purposes, and more than some have been known to suddenly pack up and start new identitites and lives someplace else. Other long-lived species, such as Dwarfs, tend to be singularly focused on perfecting one or two of life's pursuits.
4. Technology and Resources
The technology of TheWorld is roughly equivalent to that of Earth, circa 1100 AD, with the following improvements:
• Mining and metal working, armor and weapons, stonework (such as rib vaults and chimneys) stepped up centuries by Dwarfs.
• Buttons, spinning wheels, bar soap, glassware, mirrors, wine press, distillation, long bow, three-field agricultural
technology stepped up by Elves.
• Paper, water mills, inks, watermarks, dye techniques, farm vehicles (wheelbarrow and cart) stepped up Halflings.
• Vertical windmills, treadwheel and harbor cranes, optics, magnets, rat traps, trebuchet, hourglass and clockwork
mechanics stepped up by Gnomes.
• Oil painting, stern-mounted rudders and sailing techniques stepped up by Goblins (Pukje).
Resources are generally quite good and plentiful (in comparison to population
numbers), but these resources are not always universally distributed throughout TheWorld, which provides great opportunities for
global trade and commerce, but it has also been the largest contributing factor behind most every prolonged war.
5. Politics and Authority
Most of TheWorld is controlled by three major political City States: Svartaland, Okenveld, and The Rimemarch.
Svartaland
• The Svartriki people control the rugged lands in the northwest, known currently as The Queendom
of Svarta or typically just Svartaland. Queen Ingagerd Hardrada is the ruler, and the Hardrada
family has been in charge for a dozen generations. Populated mainly by Humans, Svartaland is also home to Dwarfs,
Kobolds, and Myconids (a fungus-based life form who live beneath the surface). Svartaland is known for having
the strongest horses in TheWorld, and
the Hardrada family, in ages past, have had dragons for mounts. The Svartriki rulers always have an eye
on slowly acquiring more territory to the south and east.
Okenveld
• The Okenveld people control the arid lands in the northeast and its rulers reside in wealthy oasis cities dotted across their realm.
Vast parts of the land are populated by nomadic Humans. Okenveld also boasts a sigificant number of Yuan-ti (snake people),
Gnolls (hyena-headed humanoids), Quaggoth (cavebear people), and Thri-Kreen (mantis humanoids).
Rimemarch
• The Vildar are a savage people to the southeast residing in the icy realm known as The Rimemarch. Populated by an equal mix
of Humans and Giantkin, the Rimemarch is a loose political alliance of chiefs, warlords, and jarls. Occasionally, strong, charismatic
leaders arise. Historically then, the Vildar people unify and collectively raid, warring against their neighbors. But these brutal
rulers disappear (are assassinated internally) almost as quickly as they come to power. Darker, more calculating forces exist
behind the scenes, the foremost of these being the Noidat, an order of Ogre Magi.
Grans Korsning
• The fourth largest political region in TheWorld is referred to as Grans Korsning by its neighbors.
The name essentially means "The Crossing Point," and it is called that because the three major city states had routinely
marched and pillaged through it on their way to fight each other. In recent generations, an unlikely alliance of
the local Humans, Elves, Dwarfs, Lizardfolk, Goblins, and Ogres had had enough of that, and they fought together to successfully
repel all invaders. Now referring to themselves as Frittlandr, "the free lands," this area of TheWorld is
well on its way to becoming a Republic, but it also has a powerful merchant class whose wealth effectively gives
them nobility-like status in the major cities.
Island Realms
• Centered around the equator in the Winrande waters are quite a number of small islands where political control
has changed frequently over the years; the residents either consider themselves to be Independent, or they work with the
controlling forces de-jour, or they wage open and/or secret revolutions against them.
• Well away from the central landmass, there are three independent lands of note: Norr, Coux, and
Bababaroo. Each has difficult-to-reach port cities (mostly controlled by pirate kings), who manage some
trade in raw resources. Little is known of these ports let alone the interiors of these more distant islands.
6. Quality of Life
Since the disposition and demeanor of the regions of TheWorld varies, it follows that the quality of
life of its people would also vary accordingly. But, no matter what the authority of a region is, it's a safe bet
that the poor and the ignorant have it pretty crappy, and the rich and the educated make out fairly well. Throughout
TheWorld there is a large underclass of manual workers who labor endless hours and are mostly always hungry.
Even among the children of wealthy merchants, there are few ideal opportunities for the youngest siblings. Although they
can generally find some professional work as soldiers, guards, sailors, and so on. Many would-be adventurers also rise out of
these numbers. As years of turbulent and destructive warfare has been the norm, and once-wealthy communities and
structures (above and below ground) have been pillaged, razed, and subsequently abandoned, there are opportunities
to be had for the intrepid (and clever) to "rediscover" what's been overlooked or gone missing. Great rewards
may be available for those who are willing to risk it all and dedicate their lives to exploration--assuming they survive.
7. Levels of Danger When Traveling
Settlements on TheWorld usually are not densely populated. A Thorp will typically have less than 8o people,
a Hamlet less than 400, a village less 900, a small town less than 2,000, a large town less than 5,000, a
small city less than 12,000, and very few large cities with even close to 25,000 people.
In general, though, the larger the
settlement, the better the roads leading to and fro, and the better the chance these roads
will have fighters and regular patrols helping to protect pilgrims and traveling merchants. The opposite
is also true of course: less populated areas cannot always afford to keep their roads safe. But, as a rule, most
roads are safe to travel.
The same cannot be said of off-road travel; any number of beasts and ne'er-do-well may be lurking in dense wooded areas, desolate hillocks and mountains, within deep valleys or caverns, or in the oceans. There are still more wilderness areas on TheWorld than settled societies by far, and many other non-humanoid or extra-humanoid races are believed to populate these "wildernesses." Travel during the Eclipse or First and Second night periods is never recommended, and most humanoids (even those with dark or twilight vision) have been culturally conditioned to rest during those times under the safest conditions possible.
8. Magic
Magic (although not widely practiced) is a force of nature and an integral part of the universe at large, as well as the inner realms and those beyond. All creatures, in harmony with creation and recreation, contain a certain amount of magical energies diffused within them. These connective energies are typically referred to as Spirit (or Pneuma) magic. Certain rituals, states of mind, components, exercises and gestures, etc. (collectively called Spells or Abilities) can be used by creatures to attract/connect their Spirit magic to external sources of magical energies. Once attracted, these raw sources of energy can be redirected to help perform great physical tasks or to create powerful magical effects. These tasks are Creature or Player Class dependent, while the possible Magical effects (spells) are divided into three types: Divine, Primal, and Arcane. However, this division of spells is ultimately more about the spellcasters (and their purposes) than it is about the specific sources that help to energize them.
9. Divine Magic / Divine Domains
Spells categorized as Divine are not actively researched by the spellcaster, but instead become known to the caster through
a Deity or (in rare cases) through spiritual inspiration alone. Characters who choose to be Clerics most often serve/worship a specific deity; they must also
choose a specific Domain associated with that deity to follow. Each domain has a list of Added Spells and Extra Abilities, which
the Cleric gains at the level indicated. A Cleric's Domain spells are always prepared, and they don't count against the number of
other Cleric spells that a Cleric may prepare each day.
There are Ten Divine Domains associated with TheWorld (click on the Domain name for specific information):
LIGHT: worshippers of radiant gods; followers appreciate warm sunny days, art and beauty, and they often
serve as tireless sentinels whose eyes desire to pierce corruption and darkness.
SHADOW: worshippers of gods of darkness; follower prefer murky conditions and situations,
and they often serve in undoing what they believe to have been societal mistakes and wrong turns.
NATURE: worshippers of nature at peace, calm weather, and elemental gods of universal harmony.
TEMPEST: worshippers of nature in motion, lighting and storms, and gods who serve as the driving forces
behind change and the shifting balance of power.
LIFE: worshippers of community and traditions, marriage ceremonies, planting, and fertility gods; followers
promote healthy and honorable lifestyles, serve as farmers, midwives, pediatricians, and family doctors.
GRAVE: worshippers of ancestors and traditions, funeral festivals, harvesting, and the gods of rest and recovery;
followers often serve in the food industry, as caregivers in hospices, morticians, and maintain cemeteries and crypts.
KNOWLEDGE: worshippers of truth and learning, and gods of invention and logical reasoning; followers often serve
as authors, printers, educators, and curiators.
TRICKERY: worshippers of deception, mischief makers, and gods who are instigators and challengers of authority;
followers often serve in businesses, advertisement, politics, and espionage.
FORGE: worshippers of crafting and reshaping, engineering, strong defense, and the gods who are builders and
protectors; followers tend to work in any number of technical and industrial and military roles.
WAR: worshippers of competition and military conquest, strong offense, and gods who are levelers of destruction;
followers tend to be soldiers, guardsmen, police, and athletes.
Pantheon of Deities
Morning Star: the goddess Freehet, also known by some as "the Cozener," is associated with the sun, fire, beauty, freedom,
and the revelation of truth (although she is known to lie for the greater good and/or her own amusement). Known primarily as the
goddess of the sunrise and liberty, she is a blessing to most all who live. Her Domains are LIGHT and TRICKERY.
The Foundation: Shuekra is a fluid-gender deity simultaneously associated with the passivity of Nature as well
as its destructive forces. Known as a deity of corrective balance, Shuekra serves as the building block and foundation for life.
Their Domains are TEMPEST and NATURE.
The Reshaper: the god Eyeqweetas was instrumental in reshaping the solar system into it's current state. Known as a god
of civilization, he has forged Order out of Chaos (although has employed chaotic power sources to accomplish his ends). His Domains are
FORGE and TEMPEST.
Mud Queen: the goddess Nodebra is associated with vigor and growth and the Circle of Life. Known as the Mother of the
Fae, she is revered by the Faery Folk. Her Domains are NATURE and LIFE.
Stork Princess: the goddess Leeka Sinada is associated with the Spring planting, birth and marriage ceremonies. She
is one of the Twin gods of Knowledge and ordered society. Her Domains are LIFE and KNOWLEDGE.
Raven Prince: the god Kree Hweef is associated with the ancestral homage, the autumn harvest, death and burial traditions.
He is one of the Twin gods of knowledge and ordered society. His Domains are GRAVE and KNOWLEDGE.
Evening Queen: the goddess Ooveraree is associated with rest and recovery, water, soil enrichment, and the Circle of
Mortality.
Known as the Mother of Night and Sleep, she is revered by shades and denizens of the dark places. Her Domains are SHADOW and GRAVE.
Corrival: the goddess Enyoe is associated with competition, preparation, and savoring the rewards of victory.
She is patron to the warriors,
athletes, merchants, and craftsmen who strive always to be and to do their best. Her Domains are WAR and FORGE.
The Breaker: the god Furantur Fox-Wise is associated with change and destruction of status quo. Known to challenge
authority just to prove whether or not it's deserving, he believes only the crafty and strong should prosper and endure.
His Domains are TRICKERY and WAR.
Guiding Principle: the god Vhereum Steadfast is associated with the Pole Star. Known as planner and guide, he is the patron of
contracts, and his followers are leaders, sailors, logisticians, architects, mathematicians. His sole Domain is LIGHT.
ScreamDottir: the goddess Reynon the Undoer is associated with the emptiness of space. She is the goddess of the void, and her
followers believe in The Undoing, that time and history must be rolled back to correct what has gone wrong. Her sole Domain is SHADOW.
11. Primal Magic
Spells categorized as Primal draw on the forces of nature and the elements of the Inner Planes. Druids and Rangers and
creatures devoted to and living in harmony with nature are able to harness this magic and redirect it as prepared spells.
12. Arcane Magic
Magic Spells categorized as Arcane must be actively researched by the spellcaster (either by creating the spell themselves whole cloth or by piecing one together from the records of others who have come before). The How and Why of Spells and their Inception is not fully known. There are competing ideas and conflicting histories among sentient races, cultures, and individuals, but Magic Spells do exist, they work, and they can be learned and taught in a variety of ways. Some creatures are closely attuned to magic and have innate abilities to use it without study, others need to struggle even to get meager results, while even others cannot work it at all or might be physically resistant to it.
Schools of Magic
Throughout the ages, spellcasters have developed and (subsequently) grouped similar spells into categories of Arcane Tradition called “schools.” Some spellcasters have opted to specialize in a particular school (Arcane Tradition) to satisfy their own preferences and/or to gain specific advantages, others (Arcanists) have taken this to extreme levels and actively avoid learning spells and techniques from what they call "opposing" schools, while even others (Eldritch Knights, Arcane Tricksters, etc.) have found they have an affinity for memorizing only certain types and a limited numbers of spells.
There are eight well-recognized schools of magic (here listed, paired with its opposition school):
ABJURATION maintains and protects or puts things back the way they were.
TRANSMUTATION alters and changes the properties of a creature, object, or environment.
CONJURATION summons creatures and teleports objects to and fro.
NECROMANCY corrupts existing creatures and/or creates a semblance of life by manipulating nearby realities.
DIVINATION reveals (sometimes cryptically) universal truths and/or the probable consequences of actions.
ILLUSION lies and deceives the senses.
ENCHANTMENT charms and influences, coaxes and controls the wills and desires of others.
EVOCATION forces change and disrupts TheWorld by releasing sources of raw magic.
Spell Books, Grimoires / Codexes
Much of what was known of arcane magic was kept secret and lost over time. To avoid this happening again, the modern schools of arcana logically build upon a common foundation of spell techniques and casting procedures. Unfortunately, the minds of spellcasters, their ability to memorize, the mnemonic shortcuts they employ, and their best practices to optimize the speed in which they can cast spells has led them to create highly personalized/optimized spell books best suited for them alone. Characters who have chosen Wizard as their professional class, however, are able to make sense of another Wizard's spell book given adequate time and resources, and then they are able to copy each desired spell into their own spell book once they have decoded and mastered it. Non-Wizard spellcasters, though, can rarely make much sense of such books but they may help to inspire their training.
As most Wizards are not deliberately obtuse (and generally need extra cash more than they need to maintain the secrecy of their
research), they well realize that a secondary market exists for them to share spells with other Wizards and to teach Non-Wizard
spellcasters how to gain access to magical spell concepts. To this end, beyond crafting optimized spell books for their own use,
most Wizards formalize and collect
their research notes for resale. Many also have agreed to use the Arcane Standard Codex for Incantation Interchange format
to create teaching tomes (commonly referred to as grimoires). These codexes use a sectional approach to recording spells.
Each mystic record starts with Spell Name, followed by a brief Description of what the spell does. Then there is a
Synopsis, a formal description of how to "run" it and which "options" the spell takes. Following that, there is a more textual
description of the spell's functionality and purpose, then some examples of usage. A list of related functionality follows, and then,
with less structure, a collection of historical notes concludes with bug fixes, environment- and source- magic calls
and returns, authorship, and even copyrights.
Two different Wizards may have two different ways of achieving the same results with a single spell effect. This is because specialists in one magic school will be more familiar using their own "energy sources" and procedures. Properly recorded, a magic spell using the ASCII sectional approach would include ALL of the different magic school variations of the same spell, if possible, and--as such--collect a vast amount of text and diagrams distributed across many pages in a nice, unified, well-preserved tome. This is what all student and self-practicing spellcasters wish to stumble across, be they Wizards, Arcane Tricksters, Eldritch Knights, and so on. But, even today, these massive tomes rarely ever leave the shielded vaults or guarded libraries of their owners. Still, Wizards and Magic Schools can sometimes be found who are willing to sell "visitation rights" to peruse and copy information from these collections while onsite.
13. Curses
There are at least three types of curses possible in this campaign setting:
1. (usually temporary) magical affects cast by Bestow Curse or bestowed upon by some magic item or creature ability
2. a target has been instantaneous (permanently) altered by spell, an unnatural entity or event, or by a crafting error or deliberate sabotage
3. a mutation or existing curse of any kind that has been passed on to an offspring
Only the first type of curse can be magically detected as such with Detect Magic and then removed using Dispel Magic. Typically, a curse is activated
only when its specific condition is met. For example, the item is used as intended (a sword is used to attack, a person touches or attunes to item, or a special
condition (time, place, etc.) is met. The Identify spell itself almost always fails to detect if a magical item has been cursed. But the item's appearance
or manner may provide a clue, as might the mental or physical characteristics of a previous owner, whether observed firsthand or as rumors or legends. The spells
Legend Lore, Wish, Augury, Divination, Commune and special abilities or specific magic items might reveal something about a curse. A Remove Curse
or [ ] Restoration spell usually works on removing a curse of the first type. Curses of the second type, if they can be removed, often require higher-slot
castings of "Remove Curse"-like spells. Usually a Wish spell is required to remove the third type of curse. Generally, the longer that
someone or something has had a curse, the harder it is for the person or item to be free of it.
14. Life, Death, and Undeath
Life is a vital force that involves growth, development, and change over time. Living creatures sustain themselves and often
seek to reproduce. The Living are said to be corporeal, that is, they are composed of animal, vegetable, and mineral components,
which have combined into physical bodies (also known as the Lich). Some creatures also have noncorporeal or metaphysical
components: Soul, Spirit, and Litr. The Soul (Psyche) is the essense of an individual, its seat of emotions, thoughts,
and consciousness. The Spirit (Pneuma AKA Ghost) is understood to be the animating force, the connection
between individual and the rest of creation/recreation. The Litr is an internal element or belief which helps to shape the exterior appearance of
a creature.
Typically, all living things will reach a point at the end of their normal life cycle where there will be a cessation of all vital
functions of their corporeal forms. At this point, Death occurs and, since there is no living force to sustain it any further, the
physical form will begin to decay and separate into its component elements. Certain magics can be deployed to delay this bodily
decay and others (many believe) can restore a creature back to life (or at least some semblance of life).
Not everyone holds that a creature thus returned is actually the same creature. Some insist that it most certainly is while others
persist in believing that some other spirit or perhaps a new soul has taken possession of the former host body or has consumed its original
soul (thus gaining access to previous memories and personalities, enough so it may pretend to be the former person). As such,
there is at least some stigma found among the general public regarding Raise Dead and Resurrection and Reincarnate spells.
(Although, Revivify is often seen as just super healing the "not quite been dead" dead.)
Also, the various "Raise" spells are expensive and have time limitations on when they can be cast, so not many can afford them (or raise the
required money in time for such spells to be effective). There may also be legal restrictions: for instance, an executor of the estate of
the deceased or an otherwise-inheriting family member might object to the dead unexpectedly returning. A legal identity might be difficult
to reestablish--as well as any claim made to any previous possessions. There is also the issue that these "Raise" spells don't always work.
These particular magic spells might fail on TheWorld for a number of reasons: the spirit or soul may not wish to return, some one or thing may
have already made a claim on the spirit or soul of
the deceased and will not allow it to return, the previous host body may not be able to "survive" the return experience, and something else
might go wrong with the actual magic. As such, the magic tends only be attempted if all signs appear favorable and legal (and the money has been
paid upfront with no guarantees given and a contract signed to that effect).
Once a creature has lost its life, it begins to deconstruct into separate components, although some of its corporeal and noncorporeal components
may continue on in some semblance (or mockery) of Life known
as Undeath. For example, while the corpse/lich of a creature decays, it may yet cling to a portion (or an instance) of its Soul,
memories of its former life, which can be consulted with by using magics, such as Speak with Dead. Other spells such as Animate Dead
might also exploit the corporeal and lingering noncorporeal remains by giving them a new source of movement (ghost) so it may carry out new
commands. It is also possibly the noncorporeal portions of a creature might linger on in the corporeal world after death as some type of apparition.
Some combination of Soul, Spirit, or Litr, separated from its earthly Lich, may have unfinished business that will not allow it to leave or rest
in peace (merge with vast pools of similar substances) until such a time when its remaining earthly desire has been sated.