|
|
|
|
|
Operation Shoestring Captain
|
Posted: Sun May 03, 2009 6:08 pm
I greet you dear reader, in the names of the Guardians, and hope that you will gain edification from this account of the history of our world. Many do not pay sufficient attention to the annals of the past, and thus repeat the mistakes of past generations. Take heed of the wisdom of the ages, gentle reader, and have prudence in your life.
DO NOT POST HERE.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Sun May 03, 2009 6:45 pm
GEOGRAPHY OF CANTIOS
History records that the first part of Cantios to be settled by sentient creatures was the Eastern continent of Lagros, a wide, massive land mass broken by two great mountain chains known as the Skyline (east) and the Dragon's Talons (west). The great open plains between these two mountain chains were rich not only in wildlife and natural resources, but also in Manifest Zones, Planar weak spots where Cantios connects to the Wheel, the planar confluence that serves as the central hub from which all six true Material Planes radiate like spokes. Thus it was here that the first Kobold and Gnome settlements arose, and here that war first stained the fair soil of Cantios. Today, Lagros is occupied by the vast Gnome- ruled Republic of Trossi in the north, and the Kobold dominated Confederated Tribes of Yent in the south. Elven subraces control the sprawling Sassigra Island chain to the west, while the Skyline is under the aegis of the Dwarf-run Kingdom of Kror, and the plains and coastland to the east administered by the Goblinoid-founded Anue Federation.
Across the Rythian Sea, there is the Western continent of Miranna, a smaller but even lusher continent where the wildlife seems to be more primitive, in so far as scholars can ascertain. While the various human races are common throughout Cantios, Miranna is home to the Northstar Imperium, the sole Human governed state, in the far west. The northeastern part of the continent is home to the Allied Clans of Mira, a Halfling polity. Most of Miranna however, is controlled by small and squabbling principalities, or even, in the deep south, unclaimed.
|
 |
 |
|
|
Operation Shoestring Captain
|
|
|
|
|
|
|
Operation Shoestring Captain
|
Posted: Mon May 04, 2009 1:57 am
A Note on Planar Cosmology
The nature of the Wheel makes travel between the “Instances”, the six true material planes, difficult. Each instance acts as the foundation for a full cosmological order, with various higher and lower planes attached. Some planes are at an angle to these “Stacks”, and are connected to all planes in all instances. These “Universals” include the Plane of Shadow, the Astral Plane, and The Positive and Negative energy planes. Universals take on “Flavor” where they connect to the various Instances, resulting in energy gradients that make inter-Instance travel through the Positive and Negative energy planes impossible, and through the Astral and Shadow planes very difficult. Only the existence of the Wheel as a confluence within the Astral plane makes inter-Instance travel practical. Even then, such travel requires significant resources and results in “Shift Shakes” that cause debilitating pain and nausea for days or even weeks after a successful “Transition.” Unless some way of alleviating the many difficulties involved in transition is discovered, Inter-instance travel will likely remain solely the domain of very dedicated scholars and desperate refugees.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Wed May 06, 2009 3:42 pm
On the Development of Magic Use in Cantios
It was understood that the Divine Magic of clerics could not be expected to continue working in a entirely new Instance, but the resitence of the plane towards "traditional" arcane magic came as a rude shock to those who first settled Cantios. The Kobold tribes, finding their usual reliance on the sorcery that seemed to almost seep from their draconic heritage, turned to Psionics. Other races followed, seeing in the discipline of the mind some hope of retaining most of the advantages arcane magic could provide.
It was the industrious Gnomes that first developed a stable Arcane tradition, by studying Psionic manifestation, and applying some of it’s precepts to the casting of arcane magic. They also found inspiration in the traditional practice of specialization in a specific school of magic. By combining a stringer regimen of mental discipline, with a greater focus on as specific aspect of magic, the Gnomes were able to found a new mage tradition, initiating a new breed of mage now known as Beguilers.
Other races followed the Gnome example, the Elves delving deep into their accumulated spell lore on elemental effects and raising a generation of Warmages. And just in time. For while Arcane lore had been under development, so had Divine lore. The Guardians , the Caretakers who stood in the place of gods in Cantios gave their blessings to good hearted servants who wanted to be Healers, but they would grant their magic to no others. But the sentient beings who had come to Cantios could not forget long held traditions of seeking power from higher powers. Eventually, some less savory individuals discovered a solution. While there were no proper Gods to heed the call of clerics and grant them spells, there were lesser powers who were willing to share some of their magic. And if these lesser powers were generally willing to do this out of less than upright motives, well, power calls to those who don’t fear to make use of shady means to achieve their ends. Experimentation with extra-planar pacts lead to both the Binder and the Adept traditions, the latter of which became a major problem – no nation was happy with having magic users who make literal deals with devils on the loose.
The Warmages took up the role of leading the battle against those who would sell their souls for power. The Dark Age, as it was known, was a time of horrible upheaval. Arcanists who devoted themselves to the art of destruction abounded on both sides, and caught in the middle, practitioners of the uncorrupted pact magic of Binding were frequently persecuted. Many others with no magical ability likewise died in the violence and hysteria. And yet the Caretakers remained aloof. It took extra-instance intervention, and the rise of a yet another breed of mage to get their attention.
The mages now known as Dread Necromancers struggle to redeem a tradition born of great evil and darkness. They know that negative energy in Cantios is not stained with the taint of evil as it is in some other Instances, yet a legacy of bloodshed is never far from their minds. Even today, those who study the arts of undeath are look upon with suspicion. If the control of negative energy can be used to generate cheap labor it can also be used to raise armies. That’s a lesson none will soon forget.
The first Dread necromancers were a cabal of wizards who fled to Cantios to escape due justice in their home instance. Discovering that they magic frequently failed in this new place, they devoted themselves all the more to channeling negative energy, and desecrating the dead. For years they watched, and honed their magic, waiting for their chance to seize power. When the turmoil of the Dark Age broke out, they found their opportunity. Undead hordes swarmed across Cantios. Nations fell. And the Guardians acted. A new order of Healers were ordained, on the Path of Light rather than the Path of Harmony. They were given power to repel undead by channeling positive energy. The martial adepts who had risen from the “Monasteries of the Sword” the goblinoid empires had built saw a new form of blade-magic in arise their midst. Crusaders swelled the ranks of the Army of Light. And though they were met with reproach from many, some who opposed evil also took up the study of necromancy, seeking to wrest away control of the dead from the forces of darkness.
|
 |
 |
|
|
Operation Shoestring Captain
|
|
|
|
|
 |
|
|
|
|
|