Kaldea

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Kal’Dea – The World of Myst

The World Before is gone. Whatever occurred there to bring about the great calamity that befell that place is lost to us. Spiteful gods, triumphant primordials, greedy dragons, or any number of possibilities exist, and perhaps it was some combination of those things. All that we know is that the World Before is no more. It was very old, and contained multitudes of people, rich culture, and powerful wonders after ages of prosperity. But the Shattering undid all of those untold years of accomplishments.

It is all flotsam now.

But life finds a way, and the world moves onward, if not always upward. The foundation of the World Before was cracked asunder, and all that existed was cast into disarray. The death throes of that realm pulled in many other adjacent planes, and for an age only chaos reigned. From the storming morass there emerged a new focus – the Dawn Stone. This beaming crystal emerged and became a new fixture in the Starsea, its light pushing out the madness and creating a space of serene order. As the Dawn Stone began to rotate, it shaped and molded this open space and crafted existence as we know it, a realm we call Kal’Dea.

Kal’Dea is a glistening cloud sea in the shape of an inverted tear drop. At its center is the Dawn Stone, whose brilliant energy lights the realm in splendor. Its rotation creates currents and tides in the Cloudsea that fills the entire realm. Dazzling clouds drift through a mother of pearl sky in a display of beauty unknown before the Shattering. But the sky that fills Kal’Dea is more than simply resplendent nimbus arrangements, it is also charged with magical potency. The air itself is charged with mystical energy, what we call Myst. Perhaps a gift from a dying god, the residual energy of the Shattering, a blessing from the Dawn Stone, or something else altogether, the Myst gives power and vibrancy to Kal’Dea. From the Myst all magic is born, amazing creatures are given life, and the mundane is charged with humming brilliance.

Floating – or more accurately flying – among the Myst of the cloud sea are the Isles. These are great chunks of rock, metal, or bone, or other material upon which the people of Kal’Dea live. Ranging in size from what would have once been a small state all the way up to a continent, the Isles are where we live our lives. They are varied landmasses: from barren wastelands to teeming wild spaces, from singular biomes to diverse climates. Those of us who live on these spaces are just as unique, whether we live in close knit nomadic tribes of related families or in the untold multitudes of grand urban cityscapes.

Each Isle has a central Shard Core which is what separates an Isle from random material. The Shard Core is an incredibly large and potent gemstone-like object which keeps the Isle in orbit around the Dawn Stone, while also providing additional energy and a common gathering point for material. The origin of Shard Cores is unknown, but many believe them to be particularly potent fragments of the World Before. The Isles have unique rotational orbits around the Dawn Stone. Some go around ponderously, while others make multiple circuits at a rapid pace. Some Isles eventually lose their orbit due to mystical or mundane fluctuations and head towards the Cloudwall, where they are either torn apart by the powerful barrier of wind and force, or they punch outwards into the Starsea beyond and are lost to us. Still others fall ever downwards into the Roil and are crushed by the intense pressures of that blasted place. New Isles may also appear, most often through the Apex where the Cloudwall is calmest and the rotational currents can gently guide it into the Cloudsea below, though others may push through near lower regions. These new Isles are as varied as the current crop, though they have the added danger of being inhabited by Outsiders.

The chief political structures are the Centuriad and the Vaunted. The Centuriad is the oldest form of governance in Kal’Dea. Originally it was the alliance of the one hundred most powerful Isles, rising out of the calamity of the Wars of Folly to bring peace and unity. Each Isle has three senators who sit on the Dawn Council and decide important issues in Kal’Dea. While the Centuriad is traditionally thought of as numbering one hundred Isles, throughout history this number has waxed and waned over time. Currently there are 112 Isles in the Centuriad, with six more Isles applying for membership.

The Vaunted exists outside of the governing structure of the Centuriad. Comprised of the six Isles whose orbit makes them the closest in proximity to the Dawn Stone. They act as a security council for the Centuriad, handling critical information, organizational oversight, and time-sensitive responses that a wider legislative body could not deal with in times of crisis. The Isles who make up the Vaunted cede their representatives on the Dawn Council, so as not to use their power unjustly. Due to the vagaries of the Cloudsea, most Isles who end up being among the Vaunted are generally members for 5-20 years, but outliers have occurred.

Much of the travel and trade in Kal’Dea is conducted via Shyps. Shyps are craft which ply the Cloudsea delivering goods and people between the Isles. Made of whatever readily available light material is on the Isle of its manufacture, Shyps are able to sail the Cloudsea by way of gossamer Sayls. The Sayls absorb the ambient Myst from the air and channel that energy to the engines below. This effectively means that Shyps have unlimited fuel as it is drawn from the ever-present Myst. However, standard propulsion is somewhat ponderous, and in order to accelerate to higher speeds the arcane forces generated can quickly warp Shyp parts. This makes the expense of travel a function of the time needed to get somewhere, rather than distance and fuel. Often times Shyps which need to travel at high speeds (such as military, government, and emergency vehicles) keep a supply of spare parts below decks and change them out before they break down.

The two most well-known Isles in Kal’Dea are High Guard and Netherscape. High guard is the only Isle in Kal’Dea that does not move. It is positioned directly above the Dawn Stone and its four points are used as reference for time, direction, and other functions in Kal’Dea. It is also considered to be neutral ground for all Kal’Dea, and the center of the civil religion of the Centuriad.

Netherscape is positioned directly below the Dawn Stone and is an Isle which functions as a coliseum, battlefield, and entertainment complex. Its Shard Core provides no energy for sustaining life, but instead has created a super-dense structure that is nearly impervious to any might or magic that we know of. Because of this resilience, it has been turned into an enormous coliseum for entertainment and hosts visitors from all over Kal’Dea, as well as beaming out sporting events via viewing crystals. Its other function is to serve as the battleground between Isles which cannot resolve their differences through the Centuriad. The rules and etiquette of conflict on Netherscape are quite strict depending on the severity of the issue being resolved, up to and including full armies and death of combatants. This is because we Kal’Deans view open warfare between Isles as one of the most disgusting and vile taboos, and therefore this is the best alternative to avoid a repetition of the Wars of Folly.

World Before – The ancient realm and surrounding dimensions that once existed before the Shattering.

Kal’Dea – The world as we know it.

Shattering – The even that destroyed the World Before. Its details are uncertain.

Dawn Stone – The shining star which arose from the chaos after the Shattering. It lights Kal’Dea, serves as its central hub, and provides the energy which powers the world.

Starsea – The dark space beyond Kal’Dea where we cannot survive.

Myst – The ambient magical energy that fills the air around us. Sometimes it can even be seen as colorful motes of power floating through the sky like pollen.

Cloudsea – The air that fills Kal’Dea, full of clouds and strong wind currents.

Isles – Floating land masses where the various populations of Kal’Dea live.

Roil – The dangerous spiral vortex at the base of Kal’Dea, where many Isles go to die and few Shyps can ever hope to escape.

Centuriad – The alliance of roughly one hundred Isles who have joined together and attempt to keep the peace.

Cloudwall – The turbulent barrier between Kal’Dea and the Starsea.

Apex – The top of Kal’Dea where the calmer currents allow for the safe introduction of new Isles.

Outsiders – Beings from the Starsea who come into Kal’Dea.

Wars of Folly – Early conflicts immediately following the rise of the Dawn Stone. Many groups were wiped out and some Isles were destroyed or permanently corrupted. This carnage lead to the formation of the Centuriad and the banning of open war between Isles.

Dawn Council – The governing body of the Centuriad, where each member Isle contributes three legislators.

Shyps – Craft used for travel and trade among the Isles. Often made of whatever material is most readily available on the Isle of their construction, they come in innumerable sizes and styles.

Sayls – Nearly translucent material fixed to Shyps which gather power from the Myst to provide power. The more Sayls a Shyp is using, the greater the “wake” left behind, which is magic-deficient air that follows.

Precursors – Artefacts, ores, history, and any other object from the World Before. Precursors can be weapons of expert craftsmanship, objects of boundless power, ancient household pottery, pages of lore, or seeds of a long extinct organism. Anything that comes from the time before the Shattering is a Precursor, but all are valuable.

Wydlings – A general term for creatures which are native to Kal’Dea but are not recognized as civilized beings by the Centuriad. This catchall term includes barbarian tribes, dire creatures, and Myst-altered beasts.

Eternal League of Triumph – The longest running and most popular sporting event in Kal’Dea. Two-to-four teams of five heroes battle in non-lethal arenas to destroy their opponent’s core while protecting their own. Often features powerful defensive towers, waves of fodder automata, and enchanted Stones of Rebirth to revive fallen champions. Currently in its XXVI season.

Bleed – The collective term for the varieties of dangerous phenomena that threatens Kal’Dea. Believed to be volatile material from the Starsea that is composed of the corrupted energies from the Shattering, it can take many forms and appear in many places. Most often taking the form of bruise-colored and viscous liquid, it is common near the Roil, weaker areas of the Cloudwall, and near excessive or dangerous magic, but can appear anywhere. It can cause storms, poison Isles, transform creatures into hideous perversions, or any number of other effects.

Icons (Ordered by Alignment)

LG

Steward – The leader of the democratic government on Sooralune. She is guiding her people through the transition period back into the Centuriad after over a decade as part of the Vaunted.

Mystic – The head official on High Guard. Seeking balance and justice in all things related to the Centuriad, the Vaunted, and the peace of Kal’Dea.

NG

Thunder Lizard – A great bipedal lizard who leads the preservationists on Kao. Aggressively opposes Wyldlings and changes to the Centuriad.

CG

Arch Mage – The Dean of the prestigious magical colleges on Talinia. He is constantly in search of new methods for manipulating the Myst to keep Kal’Dea secure. Has become ever more consumed with the quest of piercing the Cloudwall and exploring the Starsea.

LN

Game Keeper – The chief organizer of games, conflicts, and events on Netherscape. She acts as a mediator between aggrieved Isles, and sees to the consistent application of rules of engagement. Always seeking the next big entertainment hit or superstar champions to participate in the ongoing Eternal League of Triumph. She will always seek to balance profit with maintaining the status quo.

Clockwork Baron – The master engineer on Grunda. He is consumed with technological advancement and novel designs. The Baron is ceaselessly pushing for more efficient systems, novel energy sources, and Precursors, often times regardless of the cost.

TN

Titan – The living Shard Core of Galior. A being from a dimension near the World Before, the Titan was dragged into the chaos of the Shattering and her home was lost. He constantly seeks to preserve the natural splendor of Galior, as well as preserving the environment of Kal’Dea against exploitation to avoid a new event like the Shattering.

Archivist – The chief professor and record keeper for the university of Xusheer. She once worked with High Guard as an explorer and specialized in Precursor recovery, but has since retired to preserve and maintain the history that has been found. She is the resident expert on Precursor objects and actively seeks more to add to the archive.

CN

Pirate King – The captain of the Crimson Crescent and the de facto leader of Murin Lo. He runs the largest band of pirates, cutthroats, and mercenaries in Kal’Dea, and if he calls in all of the favors the other bands owed him he can muster a fleet of privateers nearly large enough to challenge the Iron Point armada. He preys on shypping lanes, seeks out new opportunities for treasure, and will do any job if the price is right.

LE

Hierophant – The undead ruler of Corash. He still seeks to enact his vengeance on the Centuriad for destroying his once peaceful home during the Wars of Folly, where Corash was blamed for a conflict it did not start. He uses Myst magic, Bleed energies, and captured Precursor relics to launch assaults on the “civilized” Isles. He hopes to assert a new order in place of the Centuriad, which he views as illegitimate.

NE

Coven of Ash – A secret society with membership across the Isles. Once a small, insular group of hardened revolutionaries, the Coven has grown exponentially in recent years. Now the Coven operates dozens of cells throughout Kal’Dea which hope to bring down the Centuriad and promote greater independence among the Isles. While the Coven’s leadership is ideologically united, the disparate groups that have been incorporated include a wide range of volatile affiliations.

CE

Lord of Hosts – The leader of the demonic Outsiders on the Osbidiarch. Her power is peerless in the Starsea, but the Dawn Stone’s light is anathema to her. She wishes to corrupt the shining crystal star to her own designs, or destroy it if she alone cannot possess it. She and her servants can use Bleed to devastating effect.

Bloodsworn – The title of a role often taken up by the most influential or powerful Wyldling in Kal’Dea at any given time. The actual identity of the Bloodsworn changes from age to age, due to death, assassination, yielding of the title, or other factors. The Bloodsworn is tasked with destroying the Centuriad, bringing justice to the Wyldling tribes, and defeating any obstacle in their way. The current Bloodsworn is a Platinum Dragon formerly of Fintath, and has terrorized numerous Isles throughout Kal’Dea.

Isles

High Guard – The highest point in Kal’Dea, a neutral Isle which serves as a cultural and referential hub. Resides in the Apex and does not move or change position.

Netherscape – The lowest point in Kal’Dea, a common battlefield for open warfare and the sports and entertainment center of the world. Resides above the Roil and is nearly invulnerable but does not support any native life.

Sooralune – A democratic Isle of plenty.

Talinia – A chilly Isle that is home to the colleges of magic.

Grunda – A foggy Isle of factories, workshops, and technological wonders.

Xusheer – A Isle of varied biomes which houses large cities, an active economy, and realm-renowned universities.

Corash – A cursed Isle overrun by the living dead and Wyldlings. It was destroy during the Wars of Folly and has been forever warped by the arcane energies unleashed during that conflict. Now overrun by Bleed and legions of fearsome creatures, is has an erratic orbit and will often fly into the path of other Isles.

Obsidiarch – A non-traditional Isle which actually exists outside Kal’Dea. Thought to be some sort of Starsea-capable craft made of pure obsidian, it will pierce through the Cloudwall to deliver hordes of demons to plague Kal’Deans far and wide. After causing havoc, it will retreat back to the Starsea to lie in wait.

Fintath – A wild jungle Isle of chaotic magic and dire Wyldlings. It has been the site of numerous battles, treasure hunts, and Wyldling moots.

Iron Point – An Isle that features a wide range of biomes and topography, but is most known for being the home of the Military Orders of the Centuriad. There are dozens of Orders specializing in different styles and approaches to warfare, such as the Order of the Dragon’s heavy boarding infantry or the Order of the Meteor’s clandestine insertion teams. The Orders can range in size from a few dozen soldiers to thousands of warriors and support staff. The Orders are primarily tasked with protecting shipping lanes, guarding against Wyldlings and Outsiders, and showing force to defuse tensions between Isles.