World of Thandoria

Campaign Setting


Introduction
 

“Discover your possibilities and you get to create them.”

Ventrik Sunlyre, Solar Bard


The Age of Parthellius has passed. After 2000 winters of “Returning Light” a new vibrant epoch of arcane renaissance and exploration is upon the World of Thandoria. In the elvish tongue, Thandoria means “gateway of rebirth.” Thandoria is a fantasy adventure campaign setting where courageous heroes strive to forge a new world and discover the lost secrets of ten vibrant ages while they carve their own legends into the fabric of history.

The beginning of the new astrological Age of Meldranus 196 winters ago called for a new generation of innovative adventurers. The greatest civilization lies in the Land of Magishar governed from the largest settlement called the Grand Citadel. The current High Chancellor of the Unified Realms of Magishar is the renown sorceress Mavari Zeurellon. She commands a host of legendary heroes and seeks others gifted with the courage and imagination to defend Magishar and to create new paths into the horizon of an uncertain but exciting future.
 

On the central Isle of Krindor, governing seat of Magishar, the charismatic half-elf, Tierra Starhaven, leads the new religion as the Great Oracle of the Avataric Faith, based on the mystery teachings of Jestra. Vienna Silverleaf, druid of the Krindorian sacred grove works tirelessly to organize the Protectors of Thandoria. Druidic circles across the globe are united in their faith and duty to protect the planet.

The venerable celestial magic genius, Zoric the Time Wizard, focuses his last days into uncovering the lost secrets of the ancient crystal elves. From his Academy on a plateau in the mysterious Valley of the Serpent’s Eye he sends expeditions into Aklesora across the sea to search for artifacts and clues. Arian Brazenwood, a wood elf arcane archer is the Guardian of the elf kingdom Meldran. He works with Zoric leading adventures to solve the mystery left by the Ancients.
 

Long ago the forgotten Crystal Elves built a flourishing civilization in the exotic land of Aklesora. They also came to Magishar interacting with the first elves and dwarves, leaving behind ruins and lost cities. Elven sages believe they star-seeded the world during the first epoch, the Age of Genesis. After the Third Age they mysteriously vanished, leaving only deserted cities and mythic prophecies about the fate of Thandoria.

Recently a new breed of crystal elf arrived in the northlands of Magishar, sailing from the polar continent of Zephyrica. They know nothing of their ancestors. The Prophecy of the Grey Elves written by the ancient seer Novazastrum indicates that the wisdom of the crystal elves holds the key to the future of races on many worlds and planes of existence. With the colonization of Aklesora on the rise the old deserts, mountains, and rain forests where the crystal elves once lived are turning up ruins on a massive scale. Tomb raiders and scholars alike are setting out on expeditions. With all the rare commodities in the Land of the Ancients, merchant companies are scrambling to be the first to corner the markets. The gnomes of Zadine in the southwest rainforests of Brilzanthia are excited about the possibilities of bridging their Dragonshard Ocean trade empire with the far side of the globe.

In the Fire Peaks a devoted school of wizards called the Seekers of Eternal Flame are led by the human mage Arcanum, famous for his discovery of one of the Seven Lost Cities of the Crystal Elves. The dwarves of Borak centered in the Dragonscale Peaks sing epic ballads about one of their heroes of the revolt against the Dragon Magi, the mighty dwarven defender Bronzil Valorstone.

East of Borak in the Sea of Solar Bards, the Isle of Teneir is famous for its bardic college at Marodin. Chervil Gwynstrum, a halfling bard of legendary descent hails from Marodin. In between quests and musical tours, he often instructs apprentices at the university. The college magistrates managed to field their own Crown Quest team of gladiators called the Marodin Troubadours, who travel and compete with other professional teams in the Magishar League, all striving to play in the Dragon Bowl for the championship at the end of the season. Arena crownball has become the national pastime of the Unified Realms. Colleges all over are fielding teams to compete on regional or local levels.

To the southeast the human kingdom of Korwynica is still rising from the ashes of war, surrounded by pirate leagues and nations enduring civil wars over the choice of joining the Unified Realms of Magishar. The humans migrated to Magishar from the distant Sarthaelyn Isles and have always been adept seafarers and crafts folk. They invented the game of CrownQuest as an alternative to war between cities and realms. Human Admiral Mantaris Keltmyr recently became the first to circumnavigate the globe, discovering the new trade routes to the Ancient World.

When the race of mankind migrated to Magishar during the First Age of Wizardry, they were received graciously by the elves of Magishar. The elves acted as benevolent teachers and guardians of the humans. As such, the race of half-elves emerged from their union and became the dominant race of Magishar and were called Magisharians. Now the common tongue itself is called Magisharian.

In the Korwynican town of Ashen at the base of the Fire Peaks a beautiful temple was built to honor the birthplace of the half-elf/half-celestial Avatar Jestra who brought liberation and hope to the races. The Ryukenese Dragon Mage conquerors enslaved Magishar for three dreadful centuries. The Ryukenese colonists that migrated to Magishar during the imperial occupation took up arms against their own leaders alongside Magisharians to end the tyranny of Emporer Kajiki. Jestra transformed his heart and made him good again, but his evil generals and former allies turned against him vehemently. Ryuken, the Land of Dragon Beasts, fell into bloody civil war, but Magishar fought valiantly and won its freedom.

The Ryukenese people living in Magishar are both revered and feared. In Ashen a wise martial arts sensei from Ryuken called Master Zoku has set up a dojo to teach his unique style of fighting called Bakuhatsute, “Exploding Fist.” Many other fighting styles were imported from the massive south pole super continent, imbuing their devotees with amazing feats and powers. Master Zoku’s disciples are sworn to hunt down the last of the Dragon Magi and their Dragon Warrior fighters that hide in the wilderness and underworld regions of Magishar.

Between Zadine and Korwynica lies the strange half-orc nation of Dragonmoor in the swamps of Xorak. In this bizarre realm, you can find goblins, orcs, and half-orcs freely interacting with elves, gnomes, and halflings. Racial enmity still exists, but during the revolution it was cast aside for one common purpose, to end centuries of slavery. They were once whipped together, and now they continue to work and live together. The Constitution of Magishar drawn up by the founding magi and the first High Chancellor Fallamar RuneCrest banished slavery and committed nations to peace. Their own Crown Quest arena ball team, the Dragonmoor Raiders, won the Magishar Championship two years in a row!

With the widespread advent of magical training, changes have accelerated in art, literature, music, magic, religion, and society. Even as the magi and oracles of Magishar teach the old arcane crafts, new advances in magical research are changing the lifestyles of millions every season. The Avatar left dark prophecies for those who tampered with the life magic of the planet, but in this era of exploration and arcane creativity, people are focusing on making life easier through new technologies that harness the power of Spiritus. For too many centuries have they suffered. With the Grand Citadel Alliance watching over them, people are happy and are enjoying their newfound freedoms.

As history has demonstrated, the gods and spiritual powers of one age become the ghosts and deceivers of the next. Many religions spread their truths across the world from the Issansho and Makyo-do practitioneers of Ryuken to the Druids and Avataric Oracles of Magishar. In every land there is a faith that is strong and guides the people with wisdom, proverbs, mythology, and rules for living in community. The gods of Thandoria are not anthropomorphic beings that use mortals as pawns, but cosmic vortexes of consciousness and awesome creative power channeled through crystals, teachings, cultures, and even planets. Thandoria has its own astrologers adept at interpreting the messages of the gods through the motions of the heavens.

Great tracts of Thandoria lie unexplored and unknown, inviting adventurers and cartographers. Diplomats are being dispatched by the Unified Realms, but other nations are not so cooperative, even within Magishar. The various nations, arcane colleges, guilds, noble houses, and other centers of power and wealth all vie for influence.

Many nations in Magishar refused to embrace the unified republic like the barbarian tribes of Vargenda and the centaur clans of Shadow Vale. Others like the Pirate Lords of the Armiddean League and the elves of Starmist Isle opposed the unification viciously, threatening organized resistence. Unprecedented political intrigue was the inevitable result as realms scrambled to develop their espionage networks.

In the tropical Land of Keshzakra, the feline humanoids follow their tyrannical leader Thram without question. Once a vassal lord to Ryuken during the second dragon rage, Thram inherited the dark power of the transformed Emperor through stealing an enigmatic orb that legends say came from the heavens. He means to use its dark power to invade Magishar, still maintaining the old alliances with the covert Dragon Magi turned terrorists. His cat beastmen warriors are trained in a unique style of martial art that makes use of their powerful claws and deadly teeth.

Some Keshzakran clans are maintaining a resistance force allied with the saurians and other tropical races of the region, but the power of Thram is quickly becoming a global threat. His power grows daily as he utilizes his natural and supernatural armies to infiltrate and conquer the surrounding realms. He has begun to summon shadowy outsiders to wage his secret war. The celestial forces of evil would consume Thandoria and make it into another dead world to increase their own necromantic powers. One thing is certain to the leaders of all nations. Thram must be stopped. His equatorial continent lies between Magishar and Aklesora, a further hindrance to exploration and trade.

Meanwhile the elves still teach that true magic emerges from the force of life itself, the living intelligent flow of eternity, and that its nature is cosmic. They teach that its essence can be focused and magnified through crystals. To cast spells wizards can use spell components from plant and animal sources, but the process is cumbersome compared to crystal focus casting. Using the five geometrically shaped crystals, magic users can channel the flow of Spiritus from Visionspace into reality.

Spellcrystals are attuned to the various vibrations of the planets and their archetypal powers that religions define as gods. As a result, magic users are well versed in star lore, as the changing celestial configurations affect spellcasting dramatically. Thandorian astrology is a fascinating subject that illuminates the cycles of the heavenly spheres, from the two moons and ring that encircle the planet to the last frozen world of Meadhaut that lies on the frontier of interstellar space. If a spellcaster can obtain a dragonshard, spellcasting is even easier, but they are only found inside the brains and bodies of dragons. Sorcerers are the rare spellcasters that do not need components because their own chakras (like a dragons) have crystallized into rainbow crystals.

In Thandoria, groups of magic users can ban together to perform ceremonial rituals as well, giving them access to greater Circles of Magic. Apprentice spells are formulas of 1st Circle magic. 1st Level spells are 2nd Circle magic. And so on. Recently, wizards have discovered the spiritual conduits of arcane energy surrounding the planet in a sphere of energy. Through dragonshards, they’ve discovered where dragons have gained their immense wisdom and knowledge and where elves drift during reverie sleep. They call it the Tapestry of Life, and have identified it as the source of magical power on the planet. Without it magic could only work sporadically. A new breed of magi called a Tapestry Mage has learned to tap into this vital resource in a conscious way. They say it is the greatest discovery of all time!


The year is 196 GC! The world awaits discovery. Enjoy many heroic adventures in the World of Thandoria!
 

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