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This page discusses the core assumptions about the game world. These assumptions are held as true by adventurers throughout Mond, including your characters. I also included a brief description of each assumption (borrowed from the DMG) as well as what they mean for the game world we'll explore and create together.

## The Gods Oversee the World

> The Gods are real and embody a variety of beliefs, with each god claiming dominion over an aspect of the world, such as war, forests, or the sea. Gods exert influence over the world by granting divine magic to their followers and sending signs and portents to guide them. The follower of a god serves as an agent of that god in the world. The agent seeks to further the ideals of that god and defeat its rivals. While some folk might refuse to honor the gods, none can deny their existence.
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Most people (and some beasts) make offerings and prayers to deities both good and evil. A normal farmer might pray to Pelor (the good deity of the sun) for a bountiful harvest before sowing his fields then offer animal sacrifices to Rashek (the evil deity of disasters) or perform feats of strength for Kord (the neutral deity of storms) to ward off inclement weather. That same week, the farmer might ask that Asmodeus (the evil archdevil of tyranny) bear witness to his contract with the local blacksmith to ensure it is faithfully kept.

* Clerics and paladin adventurers can find sanctuary and aid wherever their gods have followers.
* The churches and cults of deities are constantly seeking to pursue the aims of their deities, and may seek out adventurers in those pursuits.
* Through faithful honoring of deities, adventurers may earn divine favor.

## Much of the World is Untamed

> Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People know the area they live in well. They've heard stories of other places from merchants and travelers, but few know what lies beyond the mountains or in the depths of the great forest unless they've been there themselves.
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* What paths exist may become overgrown, lost to wind and weather, or overrun by monsters.
* Even careful adventurers might encounter deadly beasts in the wild.
* Maps are rare and extraordinarily expensive. Most folks with the resources or means to obtain or create accurate maps will guard them jealously.

## The World is Ancient

> Empires rise and fall, leaving few places that have not been touched by imperial grandeur or decay. War, time, and natural forces eventually claim the mortal world, leaving it rich with places of adventure and mystery. Ancient civilizations and their knowledge survive in legends, magic items, and their ruins. Chaos and evil often follow an empire's collapse.
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## Conflict Shapes the World's History

> Powerful individuals strive to make their mark on the world, and factions of like-minded individuals can alter the course of history. Factions include religions led by charismatic prophets, kingdoms ruled by lasting dynasties, and shadowy societies that seek to master long-lost magic. The influence of such factions waxes and wanes as they compete with each other for power. Some seek to preserve the world and usher in a golden age. Others strive toward evil ends, seeking to rule the world with an iron fist. Still other seek goals that range from the practical to the esoteric, such as the accumulation of material wealth or the resurrection of a dead god. Whatever their goals, these factions inevitably collide, creating a conflict that can steer the world's fate.
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* Ambitious adventurers can set their own goals and shape the world around them.

## The World is Magical

> Practitioners of magic are relatively few in number, but they leave evidence of their craft everywhere. The magic can be as innocuous and commonplace as a potion that heals wounds to something much more rare and impressive, such as a levitating tower or a stone golem guarding the gates of a city. Beyond the realms of civilization are caches of magic items guarded by magic traps, as well as magically constructed dungeons inhabited by monsters created by magic, cursed by magic, or endowed with magic abilities.
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