Shards of Aravaen synopsis
Posted: Fri Feb 12, 2016 1:07 am
By popular demand; I'll be using this thread to post the comings and goings of a party of brave adventurers in a Dungeons and Dragons (5th edition) world of my own creation. In order to do that, this first post will be explaining that world. So let's get right to it...
Thousands of years ago, the world of Aravaen was much the same as our own; if magically saturated to the point of holding a charge. Once, and without warning, that charge went off and the world exploded.
Instead of being utterly obliterated, chunks of land of all sizes and kinds were thrown into the sky and held there, with their contents, atmosphere and seasons intact. These "Shards" then had the unique challenge of surviving in a world without resources. Cities quickly died away without trade or farmland, whilest idealic wilderland gave way to hearth and home. Still, the magical nature of the world forged its future and made host to all manner of weird and wonderful shards; limitless in number and potential.
On one such of these shards was a cloister of powerful magic users; who quickly came to rule, able to provide food, shelter and a great deal more for the other denizens of their orphaned home. But they lacked purpose, and quickly grew listless and... bored.
So the decision was made, perhaps as a fancy, to bring the world together once more; but a difficulty quickly arose. How does one reform a puzzle in three dimensions without knowing how many pieces one has to work with, or where they all are. As a substitute, the mages opted to simply Bridge these chunks of land and sea together with special tethers spidering out into the sky. Naming their now-home "Central"; they, and their followers, devoted their lives to forming these bridges, and to keeping this disaster from happening again.
Central quickly realized there were people; even civilizations on these other shards, and thus, to achieve their ends, swore never to mettle, save where magic was involved. But these peoples had their own aims.
The lightforged and pious peoples of Ecclesia sought to bring an end to darkness and chaos in this new frontier, quickly allying with Central and offering the swords and shields of their Arbitors - a caste of knights, forged from valour, pride, and the Light of the Twin Heavens - to the cause of unity.
The metallic dragons, also, saw the nobility of Central's goal and their mastery of the arcane; throwing in their lot for reasons not wholly understood. Dragons, after all, are ancient and mysterious entities.
So too did the technological marvels of Keros, masters of steam machines and flying ships give their aid to these mages; seeking new adventure and sources of resources for their futuristic city-state of Brass Peak.
But where there were allies, there are also enemies...
The conquering Giants of the Mountain Kingdom, seeking to subjugate all dubbed beneath them, challenge what they see as Central's rule. A claim Central is quick to deny, and, until recently; has chosen to ignore... And yet, as difficulties through time and fate strain the City of Magic, so too do stirrings of war...
The reclusive Dwarves of Orlagg, the only located kingdom amongst the shards, will have nothing to do with outsiders, despite efforts to parlay... or conquer. Recently, however, the gates opened and thousands of sick dwarves poured forth, seeking refuge wherever they could get it. Not quite an enemy, but certainly not a friend. An annoyance? Or a calculated distraction?
Lest we forget, where there are Metallic Dragons, there also are Chromatic dragons. Evil for its own sake, it seems, these ancient and terrible creatures hounds adventurers and commoners, Magisters and nobles, all. At times, even the strongest Archmages of Central fall to their fury.
And even Aravaen itself; a dangerous world when it was whole - now, a desolate place where magic runs rampant, creatures fight for strength and what limited land there is left to claim. It is often said that Aravaen seeks to punish those who causes the Calamity, and sends beast and horror to enact terrible vengeance.
Lastly, there is the Void. That which was created in the death throws of the world; the space between the Shards, an unknown and strangely malevolent force; primal and yet calculating. Intangible, untouchable... omnipotent and indestructible. Crossing between the shards forces all to face the Void and its demons; affecting their minds, hearts and bodies. If not attacking itself, then sending far greater horrors than anywhere else upon hapless travelers along Central's Bridges.
On this world, then, do journeys begin; and end. Each, an adventure of a lifetime, or several. Come along with us, ye' stout hearted and valorous! As we depart on our first crossing; into the Shards of Aravaen.
Thousands of years ago, the world of Aravaen was much the same as our own; if magically saturated to the point of holding a charge. Once, and without warning, that charge went off and the world exploded.
Instead of being utterly obliterated, chunks of land of all sizes and kinds were thrown into the sky and held there, with their contents, atmosphere and seasons intact. These "Shards" then had the unique challenge of surviving in a world without resources. Cities quickly died away without trade or farmland, whilest idealic wilderland gave way to hearth and home. Still, the magical nature of the world forged its future and made host to all manner of weird and wonderful shards; limitless in number and potential.
On one such of these shards was a cloister of powerful magic users; who quickly came to rule, able to provide food, shelter and a great deal more for the other denizens of their orphaned home. But they lacked purpose, and quickly grew listless and... bored.
So the decision was made, perhaps as a fancy, to bring the world together once more; but a difficulty quickly arose. How does one reform a puzzle in three dimensions without knowing how many pieces one has to work with, or where they all are. As a substitute, the mages opted to simply Bridge these chunks of land and sea together with special tethers spidering out into the sky. Naming their now-home "Central"; they, and their followers, devoted their lives to forming these bridges, and to keeping this disaster from happening again.
Central quickly realized there were people; even civilizations on these other shards, and thus, to achieve their ends, swore never to mettle, save where magic was involved. But these peoples had their own aims.
The lightforged and pious peoples of Ecclesia sought to bring an end to darkness and chaos in this new frontier, quickly allying with Central and offering the swords and shields of their Arbitors - a caste of knights, forged from valour, pride, and the Light of the Twin Heavens - to the cause of unity.
The metallic dragons, also, saw the nobility of Central's goal and their mastery of the arcane; throwing in their lot for reasons not wholly understood. Dragons, after all, are ancient and mysterious entities.
So too did the technological marvels of Keros, masters of steam machines and flying ships give their aid to these mages; seeking new adventure and sources of resources for their futuristic city-state of Brass Peak.
But where there were allies, there are also enemies...
The conquering Giants of the Mountain Kingdom, seeking to subjugate all dubbed beneath them, challenge what they see as Central's rule. A claim Central is quick to deny, and, until recently; has chosen to ignore... And yet, as difficulties through time and fate strain the City of Magic, so too do stirrings of war...
The reclusive Dwarves of Orlagg, the only located kingdom amongst the shards, will have nothing to do with outsiders, despite efforts to parlay... or conquer. Recently, however, the gates opened and thousands of sick dwarves poured forth, seeking refuge wherever they could get it. Not quite an enemy, but certainly not a friend. An annoyance? Or a calculated distraction?
Lest we forget, where there are Metallic Dragons, there also are Chromatic dragons. Evil for its own sake, it seems, these ancient and terrible creatures hounds adventurers and commoners, Magisters and nobles, all. At times, even the strongest Archmages of Central fall to their fury.
And even Aravaen itself; a dangerous world when it was whole - now, a desolate place where magic runs rampant, creatures fight for strength and what limited land there is left to claim. It is often said that Aravaen seeks to punish those who causes the Calamity, and sends beast and horror to enact terrible vengeance.
Lastly, there is the Void. That which was created in the death throws of the world; the space between the Shards, an unknown and strangely malevolent force; primal and yet calculating. Intangible, untouchable... omnipotent and indestructible. Crossing between the shards forces all to face the Void and its demons; affecting their minds, hearts and bodies. If not attacking itself, then sending far greater horrors than anywhere else upon hapless travelers along Central's Bridges.
On this world, then, do journeys begin; and end. Each, an adventure of a lifetime, or several. Come along with us, ye' stout hearted and valorous! As we depart on our first crossing; into the Shards of Aravaen.