Panterra

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The world of Panterra is dominated by one large supercontinent surrounded by smaller subcontinents and islands. This supercontinent is large enough to play host to a wide variety of climates, from near arctic, to tropical, to desert.

The majority of the land on the continent is divided among the human kingdoms of Antilla, Regin, Virrir, Thelland, and Clixan. In addition to these is the magical city of Haven, as well as various other independent city states. Most other races have homes on the larger of the surrounding islands, with the exception of halflings, who lead a nomadic lifestyle among the human lands.

Map of Panterra

Panterran Nations

Humans

The humans of Panterra are a widely varied race, often with as much conflict between each other as between other races.

Antilla

The Kingdom of Antilla rests in the north western corner of Panterra. It’s people are hardened, and often regarded by other nations as somewhat barbaric. They have a rich history of hunters and warriors, who are widely renowned for their strength.

Regin

Regin extends from the north eastern corner of Panterra to as far as the Selzin desert in the south. Reginites tend to stay to themselves, having a largely self sufficient agricultural economy. Widely regarded as being mysterious by outsides, they are known to have both exceptional skill at horsemanship, as well as horses of superior quality.

Virrir

The Holy Kingdom of Virrir lies directly south of Antilla, surrounding Mount Harmonia, which they regard as being the closet of all mortal locations to heaven. All of the good aligned gods are revered here, and the evil ones warned against. Regarded from the outside with a mixture of fear and respect, depending upon the personal inclinations of the outsider. An overwhelming proportion of the population are clerics or paladins.

Thelland

The land of Thelland is a beautiful country of rolling hills and shorelines. Its people are friendly and famous for being willing to rise to any challenge set upon them. Thought by some to be rather cocky. Thellish archers are renowned as the best in Panterra, rivaling even the elves.

Clixan

While technically sharing a border with Thelland, Clixan is separated from the other countries of Panterra by a vast range of mountains call the Dragon’s Teeth by the Clixanese, and the Silver Spine by the other nations. Highly concerned with honor and personal dignity, they are considered something of an enigma by the other nations. Renowned for their swordsmanship and self discipline.

Elves

The Elves of Panterra are secretive and aloof, preferring to only contact other nations when they feel it is necessary.

There are two nations of elves, the Sindaran elves, also known as high elves, who inhabit the subcontinent of Sindara, northhwest of the Panterran continent, and the Vitha’dira, or wood elves, who live in the forested islands in the eastern sea. The two nations of elves rarely contact each other and very seldom see eye to eye.

Sindara

The Sindaran elves concern themselves mostly with furthering their own civilization while preserving the integrity of the world’s magic. They are known for their natural aptitude with both magic and swords.

Vitha’dira

The Vitha’diran elves care most of all for the preservation of nature, coexisting with their forested home rather than simply harvesting it for resources. Known largely for their skills with tracking and camouflage.

Dwarves

The Dwarves of Panterra live on the mountainous island of Farrok, situated in the northwestern seas. They have a great network of underground strongholds and mines, the barest fraction of which is visible on the surface. They are widely known as being the best smiths and craftspeople in the world, as well as stalwart (some say stubborn) combatants.

Gnomes

Panterran Gnomes are native to a rocky archipelago northeast of Farrok. They invest a great deal of time in attempting to invent devices to make their lives easier. Known for being somewhat eccentric, but generally very intelligent.

Halflings

It is generally accepted that halflings are native to the main continent of Panterra, however they have no established nation of their own, living nomadically in civilized lands as traders and entertainers. They are also known for their skills as scouts and thieves, causing many people to view them with suspicion.

Haven

Maintaining itself politically independent from the other nations is the magical city-state Haven. Situated on an island in the southern sea, it is a mecca for all those interested in the arcane arts. Historically known for refusing to involve itself in the conflicts of other nations, it is rumored that it only had to mobilize an army once, as an act of defense, and caused the almost instant capitulation of the opposing forces.

The island haven rests on was once called the Hidden Isle, so called because high cliffs on all sides made it impossible to see what was on the plateau that formed the island, and the difficulty of scaling the cliffs meant that very few saw it.

Founded within a few generations of the cataclysm, Haven was originally to be a refuge for those who wanted to deal in the arcane arts. Wizards and their ilk were treated with suspicion after was seemed to be a giant release of magical energy washed over the world.

Today Haven spans the island, but is not crowded. There are many wide streets, open areas, and parks styled after many different environments. At the centre of Haven is Thorvald’s Tower. From inside Merec Thorvald, the eldest and rumored to be the most powerful of all mages, conducts his experiments and meets with the Council of Nine. He and the council rule Haven with the purpose of furthering its arcane strength.

Surrounding the tower is the Collegium Arcana, a giant complex devoted to study and training with the arcane arts. All citizens of Haven are required to spend some time there, so that even if they do not take up the mantle of the arcane they at least know enough to be of to those who do.

Panterran Geology

Panterra

The main continent of Panterra stretches from just short of the arctic to as far south as the sub-equatorial Great Sea, and maintains a width about a third of that, ballooning sharply in the south, resembling a large shoe. The western side of the continent is dominated by a great chain of mountains called the Silver Spine, starting at the northern shoreline and extending directly south all the way to the Great Sea. In the north the Silver Spine hugs the shoreline, creating great cliffs and fjords. As it extends south it gradually moves inland, when it reaches the Clixan peninsula it continues south, forming a natural barrier between the lands of Clixan and the rest of the continent.

In the northeast the land consists of many gently rolling hills, slowly diminishing into plains halfway down the continent. The lands there are fertile, south of the permafrost, and home to much wildlife. Approaching the equator, the land turns to desert, and is sparsely inhabited, reverting to rolling, forested hills in the south.

West of the Silver Spine on the Clixan peninsula is a series of wet plateaus, gradually descending to a great basin dominated by the Hin-Lijan delta.

Other Landmasses

The main continent of Panterra is surrounded by a number of smaller landmasses on all sides, all widely varied in size and climate.

Sindara

A large island to the northwest of Panterra, Sindara is a large, lush landmass, dominated in the center by an enormous dormant volcano known as Kirras'lathal.

Vitha'lagos

An archipelago located in the eastern sea, the islands vary greatly in size and are covered almost entirely in dense forests. Whether the origins of the forests are natural or the work of the Vitha'diran is a matter of debate.

Farrok

North of the Clixan peninsula is the mountainous island of Farrok. It starts west of Mt. Harmonia and stretches to the northwest, consisting of a single mountain chain riddles with a labyrinthine series or caves, both natural and artificial.

Faerin

Northeast of Farrok, just off the coast of Panterra, lies the Faerin archipelago. Composed of a series of rocky islands stretching to the north, it is believed to be an extension of the Silver Spine. The islands are interconnected with a series of tunnels and cave similar to those found on Farrok, leading to the belief that the two cave systems are interconnected.

History

The written history of Panterra extends for just over two thousand years, it is rumored that all records before this point were destroyed in a great cataclysm which very nearly wiped out all life on the continent. At this time, the human nations were simply a loose association of tribes and clans, each trying to make their own way in the world.

Origins

Antilla

The people of Antilla began as a clan of hunters and warriors, their survival in the mountainous northern regions of Panterra based almost solely on their ability to find game. The culture of the Antillans grew with a great emphasis on the ability of the men to hunt. Over time, they expanded and encountered other clans and tribes in the northwest. While quite a few of those tribes were willing to trade or join with the Antillans for their mutual benefit, many were not. The Antillan hunters found themselves pressed into the role of warrior, and began honing their skills in combat against people instead of beasts. When the Antillans finally subdued those who opposed them in the west they found themselves blocked by a new challenge, the sea. Unable to expand further in that direction, and without any other foes to fight, they began to head east, where the people of Regin would be waiting for them.

Regin

Regin began when a nomadic tribe of plainsmen stumbled across a great lake in the eastern plains. Deciding that such a proximity to a large body of fresh water would be beneficial, they began the construction of what would eventually be their capitol city, Tiras. With such a large source of water and fertile land spreading out in all directions, the people of Tiras began to farm in greater quantities and with larger variety than ever before. Even though they had settled in one place, the Reginites chose not to neglect the horses that had served them so well in their nomadic life, and began the long term endeavor of breeding what they considered the very best horses possible. Bred for strength, endurance, and intelligence, the Reginite horses became a rapid vehicle for travel between to widely spaced settlements of what was becoming the Regin nation. Hesitant to leave the plains they called home, they expanded to the foothills of the mountains to the west, and as far south as they could continue to grow crops.

Virrir

Caleb Virrir was a defeated man, having lost his home and family to a bandit raid on his village he wandered the wilderness with no direction or cause. Eventually sighting a great mountain in the distance, he began making his way toward it, drawn there by an unknown urge. Arriving at the base, his eyes were drawn to a light near the summit. Deciding that whatever the source of that light was the reason he had been drawn here, he began to climb the mountain, unaided. Nearly falling to his death several times, he eventually reached the top, tired and beaten. Standing before him was a man wearing light blue armor, radiating the light seen from the base. This man told Caleb that he had been chosen to protect this mountain, for it was a holy place. Then the man in blue touched Caleb on the shoulder and Caleb was filled with hope and determination. He had found a calling, and would find others to join him. Journeying back out into the world he began to find others who would join him, preaching about the great man who came to him and the nation they would create under the guidance of the gods.

Thelland

The southern hills of Panterra were home to many groups of hunters competing for the same game. These different groups frequently were at odds with each other and fighting was common between them. After many years of this, the leader of one group proposed an idea. Instead of fighting over what game there was, and wasting effort that would be better spent elsewhere, he began attempting to consolidate the disparate tribes. Many of the smaller tribes were interested in this idea, and had often worked together beforehand to protect themselves from the larger ones, but there were some of the larger tribes that would not tolerate the idea. A great deal of fighting ensued, until after a decade of bloodshed, one of the small tribes developed a new bow, put together from a composite of materials rather than carved from a single length of wood. The extra range afforded by this design proved to be the advantage to finally win over the tribes opposing them.

Clixan

The people of Clixan maintain that they have no “origin” and that the Clixanese empire has always existed in some form or other, and always will exist. According to Clixanese myth when the world was created on the back of a great dragon the gods needed someone to watch over this world and ensure that the dragon's well being was looked after. This someone was Clixan Lijang Winn, the first Clixanese emperor. To facilitate this task the gods gave the great dragon one cut, spilling 10,000 drops of its blood. When these drops hit the ground they became the people of Clixan, and thus was the empire born.

Elves

The Sindaran and Vitha'diran elves were both originally the same race of elves, known as the Sintha'daran. The beginnings of the Sintha'daran elves is unknown, and the elves themselves claim not to know anything beyond that they were spawned by magic, and believe that they are magic's custodians. The schism between the Sindaran and Vitha'diran elves began with a disagreement about how magic should be treated. Sindaras Klia'thel led a faction of elves who believed that as magic's caretakers, they were entitled to it's use and free to experiment with it as they wish. Another group of elves, led by Vitha'di Kalvaed, were of the opinion that magic was too dangerous a force to be toyed with unnecessarily, and should be restricted in it's use, instead relying on the more natural forces of the world. Their differences could not be resolved and ultimately escalated into civil war, ending only when a cataclysmic magical exchange between Sindaras and Vitha'di themselves layed waste to the elves native home. Agreeing to put aside their differences temporarily, they set off across the ocean to find a new home, eventually settling on islands opposite sides of the Panterran continent. After several millennia the fates of Sindaras and Vitha'di have been forgotten, and the location of the original elven continent unknown.

The elves arrived on Panterra some time after the Panterran cataclysm and consequently have no records of it or what may have caused it. It has been suggested that the Panterran cataclysm and the battle between Sindaras and Vitha'di are one and the same, however the elves insist that the Panterran cataclysm predated that and vehemently deny any responsibility.

Stonekin

Both the dwarves and gnomes of Panterra are assumed to share an ancient origin, and no evidence has ever been found to refute this. It is often claimed by the dwarves that they evolved from the rocks themselves, while the gnomes resulted from a similar process involving the crystal veins found among the stones the dwarves spawned from. This origin has given rise tot he name "Stonekin" to refer to both Dwarf and Gnome races. Whatever their origins, both the dwarves and gnomes are very sturdy races, and prefer to live underground. The dwarves have built up a great underground empire based around mining and working with the stones and metals they mine, while the gnomes make a prosperous living finding new and innovative uses for the materials the dwarves mine, as well as creating machines to make the dwarves job easier.

Language

The five human nations of Panterra each speak their own language. While some similarities exist between them – all but Clixan, for example, use the same alphabet – knowledge of one is not sufficient to give one a functional understanding of another (though simple and universal concepts can still be communicated). To overcome this obstacle to trade, over time a “trade” language that makes heavy use of these common elements developed. While it is easy to learn it lacks much of the depth of the more developed languages, making anything beyond simple bartering or crude negotiation almost impossible.

In a similar fashion the language used by the elves of Panterra has also diverged over time, though not to the same degree as that of the humans. It is generally accepted that due to their longer lifespans the process of language development is much slower. Nevertheless there are some slight differences between the languages used by the Sindaran and Vitha'diran elves. These differences are not so large that they cannot understand each other, though it is immediately apparent to both speakers that they are talking to someone using a different dialect. Normal conversation is possible without any issue, but communicating concepts which are unique or better developed in one culture my cause confusion for a listener from the other.

Learning Languages

I plan to houserule something. The linguist feat will not be available and sucks anyway. Further updates as events warrant.

Relations

Despite the fact that the nations of the Panterran continent are all populated by humans, relations between them are not always smooth. Of all the nations, only Regin and Thelland have a lasting history of peace between them. While outright war between the others is very rare, small disagreements and skirmishes are common.

The Antillan people in particular are known to be somewhat aggressive, and conflicts on the borders with Regin and Virrir are known to occur regularly, though they are usually short lived. The Antillans have a healthy respect for the Dwarves, while viewing the elven races with more than a little contempt.

Reginites keep mostly to themselves, and with the exception of the Thellish tend to be somewhat cold to outsiders. Despite this, there is a small yet highly lucrative trade in Reginite horses.

The Thellish are largely friendly, much more inclined to trust than the other nations. Despite this difference in diplomatic philosophy they are a staunch ally of the Reginite people.

Relations between the Holy Kingdom of Virrir and the rest of the human nations are complicated. Viewed as a mecca for almost all religions they are viewed in a mixed light by most all of the other people of Panterra, with individual opinion varying wildly even within small populations. Virrir tends to be viewed with simultaneous suspicion and reverence by the governments of the other nations. The Holy Kingdom itself has never made an offensive move, but fiercely defend their own borders with no tolerance for encroachment.

Organizations

Free Mercantile Union

Across the nations of Panterra exists a great deal of trade. Initially there were many competing merchant guilds, all carrying the same basic goods, as well as their own particular specialties. At first there was a great deal of conflict, and many instances of outright combat between the guilds, but this proved to be unprofitable. After the guilds came to a grudging truce, they began undercutting each others prices, while price gouging the goods that were specific to themselves. Unfortunately, this system couldn't be maintained, as many staple goods dropped so greatly in price that the cost of transporting them was far greater then the cost of the goods themselves. While this was a fantastic situation for the common person, it was a horrible state of affairs for any merchant. Many of the guilds were forced to close their doors or merge with the larger guilds. At this point, the Halfling run Free Traders Guild stepped forward with a proposal. That all the merchant guilds merge and begin sharing resources, thus removing all price undercutting by ensuring that all members received fair share of applicable business. There was some initial bickering and reluctance, but much support for the idea. The Gnomes in particular leaped at the chance to devise a set of rules and conditions for the fair disbursement of business.

The Mercantile Union, while the subject of some criticism, is widely regarded as a very fair group of traders, and are almost always preferred for any trade, transport, or banking that needs to be done.

One notable and unique service the Union provides is one of currency tendering. Cash can be left at any Union guild hall, and with the proper papers, or “tender”, one can draw on the reserves of any Union guild hall to access the deposited money. All Union businesses (and many non-union) will accept Union tender in place of cash, due to their reliable reputation and ease of access.

The Skyblades

The Union realized early on that it would be necessary for them to be able to defend themselves and called for those of able body and mind to join them in a militant capacity, so that they would not need to go to outsiders when guards and other such roles needed to be filled. Once their own needs were met, and never being ones to turn away from a business opportunity, they also decided to make the services of this newly founded mercenary branch available to others.

Since that time the Skyblades have made a name for themselves as being among the most reliable - if somewhat expensive - mercenaries available.

Order of the White Rose

The Order of the White Rose is a knightly order formed three centuries ago by the princes of Regin and Thelland. The royal families of both countries found themselves with more children than could be reasonably distributed duties and lands. Ultimately, a prince from each country was left at loose ends. Left to their own devices they soon became trusted friends, and spent much time together in the borderlands of their respective nations. The time of peace they were enjoying could not last, however, and their world was shattered when the monarchs of both lands were assassinated almost simultaneously. After this, all the heirs, save the two princes, were placed under tight guard. The two princes, still fearing for their own safety, began training in earnest to defend themselves, and more importantly, each other. The princes progress was fantastic, and many others began to train under them in the ways of fighting to protect. Unfortunately, over the next decade, the rest of the royal families weren't so lucky, and all but one heir was left on each side, as well as the two princes. The princes realized action needed to be taken, so they each swore an oath, promising to defend the remaining royals and preserve what little was left of their families. Each taking a retinue with them, they parted ways and headed for home, each to defend their sole living brother. The prince's skills proved to be fantastic, and each deflected several assassination attempts, and eventually uncovering the source of the attacks and dispatching a force to deal with the perpetrator. From then onward, the royal families of both Regin and Thelland have relied on what came to be known as the Order of the White Rose, so named for the prominent roses that grew on the borderlands.

We fight to protect what we love.
We fight to protect our honour.
We fight to protect our families,
Our land,
Our home.
Those who place their faith in us,
Who trust us,
Who fight with us.
They shall never fall.
We fight to protect.

Knights of Harmonia

The Knights of Harmonia are the defenders of the people and lands of Virrir. They are known in various circles as the “Holy Knights” or the “Harmonian Elite”. Well known for the fervor with which they defend their charge, they are sometimes viewed in a negative light by many who consider the Virrins to be an oppressive or fanatical people.

The Knights themselves are charged with the duty of defending the people and lands of Virrir. They are strictly hierarchical, accepting the orders of their commanders as holy writ.

The Hidden Crescent

Every society eventually finds a need for those who are willing to act outside the law, be it the simple gathering of information theoretically forbidden, the acquisition of desired resources, or outright assassination. The Hidden Crescent is an organization dedicated to work in the shadows, being unseen and unknown. Agents of the Crescent are both revered and feared for their adeptness in their chosen field. While the existence of the Crescent is largely unrefuted, its members are highly secretive, and often prefer to keep their identity as a member a secret. In any given city there will often be a small number of known contacts who can be petitioned for help from the Crescent.

Arcanist's Society

Wizards, sorcerers, and other practitioners of the arcane arts, while stereotypically somewhat selfish and protective of their power, are also smart enough to realize that knowledge shared is knowledge gained. The Arcanist's Society was founded with the goal of furthering the study of magic and making it possible to accomplish much that could not be done alone. Members of the society, in addition to helping each other, will very often sell their services to the general public. While expensive, these services are greatly appreciated by those who can afford them.