Setting:Tabula Gloria

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Revision as of 08:58, 22 December 2011 by 1d4chan>JSCervini (HUGE EDIT! Wiki is reorganized into pages by region; bestiary is added)
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PLEASE NOTE: This wiki is very much a WORK IN PROGRESS and should not be considered the final product yet. More will be added as time goes on and collaboration continues. Thank you for your time. -JSC

UPDATE 12-22-11: The wiki has been greatly reorganized by region, and a bestiary section has been added. -JSC

Introduction

Tabula Gloria (butchered pseudo-Latin sort of meaning Glorious Slate or Slate of Glory; that and it bears the initials TG for obvious reasons) is a collaborated setting which started in a thread made by an El Falcatero on 28 Novermber 2011 called Bestiary in /tg/. The thread itself was simply created to be a thought exercise: the first person posted a picture of a monster; the next would fluff the monster and post another picture; so forth and so on. Somewhere along the line, people were starting to fluff the same picture, and in some instances, some of them combined the different descriptions into a more cohesive whole. This in turn encouraged some of the writers to make the fluff of later creatures go with previously established fluff, slowly building the setting merely from the lore about the bestiary.

Two threads later, and the setting was becoming more and more developed and the bestiary thought exercise expanded into landscapes, people, and phenomena. This wiki is an attempt at editing all of the fluff that was collected in these threads and beyond, to make them fit seamlessly into a playable setting which can be adapted into your system of choice. Heck, in one of the threads, someone suggested that it could make for a Magic: the Gathering block, which would be interesting in and of itself.

The original threads can be found here, here, here, here, and here.

The World

As it stands, the world of Tabula Gloria is an Earth-like place set in a high fantasy setting. Magic and technology stand side by side, sometimes intermingling. The Empire is surrounded by various peoples, both friendly and antagonistic. Great ruins from former empires and feel creatures to slay are plentiful. The world has a feel of high adventure and a bounty of opportunity for those who wish to reach out for it. It also contains a generous deal of political and social intrigue within, allowing for campaigns to range from classic dungeon raids to plots to take over the Empire.

The world itself is basically divided into two continents, the Western and Eastern Continents. The Empire of For’Channar, in which the capital of Tabula Gloria stands, is located on the Western Continent. It is located in the relative center of the Continent, serving as a hub of sorts for peoples coming from and going to other locales. To the north of the Empire is the Northern Sea, a dangerous place ruled by the god-like Lord of the Tempest. To the east are the Drakonid Highlands, the stronghold of a native people who have been driven out of the Empire’s lands. To the south is the Garvenus Steppe, a bastion of wildlife and savagery protected by the titanic Sky Devourer. To the west is the Phrennoack Forest, a wooded land of competing tribes harnessing the powers of life and death.

At the extremes of the Continent lie more places to explore. To the north are the Iotold Homelands, a rough and cursed place haunted with the memory of its former inhabitants and on the opposite side of the Northern Sea, the isles of Aeva, a cold and bitter place home to the brutal Raptorlord raiders. To the east are the Benalor Mountains and the Rustwater Delta, home to an old empire which excelled in technology. To the south, there are the Wastes of Weylos, a great desert which was the former home of a militaristic people. To the west are both the Wastes of Vashial and the Shiallan Mountains, a barren and dangerous land still rife with the magics of its former inhabitants. To the south of Vashial is the mysterious tribal land of Vosagar, home to a people seeking holy war against the civilized world.

There are great wonders to be found on the Eastern Continent as well. Along the western coast of the Continent lies the Nation of Animar, a long-standing place existing from the time of the old empires of the Western Continent. To the east of Animar is the Earth’s Cry, a tremendous mountain range effectively isolating the civilized west of the Continent from the pristine wilderness of the east. South of the mainland of the Eastern Continent lies the large island of Espartum, home to various native villages as well as the sea-faring civilization of Bythene.

For the purposes of the wiki, the lore is divided by the region in which the majority of the lore takes place in. Note that sometimes lore may take place in multiple regions, and the possible ramifications of the lore may be far-reaching, depending on the campaign and the person running it.

The Pure Existences

There has been something that has been baffling me for quite a while now. The myriad of religions in this world are somewhat concurrent with each other, despite the different cultures they came from. At first, I passed this off as a possibility of cultural mixing over a period of time. However I have recently come across an ancient text dated before even the founding of Benalor which describes the world as part of a larger, self contained world. It took me some time to translate it, as the language was something before anything produced by the Old Empires, from a people we know as the Temratu.

We already know that the Temratu were the first to accurately figure out how time flows in our world by their model of the twenty-six hour day, as well as the fine tuning of the seasonal calendar. They managed to figure that out with primitive tools at the time, but what I didn't know until now was the extent of the research they did at their legendary observatory in present-day Vashial. In this text, the Study on the Nature of the Cycle, its author made a rather interesting theory about the world's place on a larger scale.

Cup your hands and hold them apart from each other. Think of these hands as two forms of existence, the physical and the ethereal. Both of these existences are boundless and, for the most part, dead without the other. Now put them together. Where your fingers meet and thumbs meet are two junctions of a loop originating from these two opposite existences. One of these junctions is our world, the greatly physical world with the inalienable influence of Mana, the source of all things magical. Following this logic, the world of the other junction must be an abstract world made of Mana, but with physical constraints upon it. But at these junctions, the opposite forces feed on each other, bringing forth life and activity.

This idea correlates well with much of the god-like beings that we have here. Beings like the Sky Devourer are summoned from an alternate plane of existence. The Lord of the Tempest rages against the people of the world for seemingly no good reason. Then there the stories of the fell creatures of the Depths Below which feed more on fear than physical meat as the Wight of the Heavens Above foretold a terrible fate upon Benalor. For purposes of this argument, we will call our world the World Itself. Both the Heavens and the Depths are the parts of the loop closest and most observable to us from the World Itself. The further out we go in the Heavens and the deeper in the Depths we go, the stranger the mechanics of gravity and physics, so it would make sense that things are being distilled into these pure forms of existence the further away from the World Itself one goes.

The theory can explain how Mana seems to never be in short supply for all the magic that is cast in the world, as well as how some people can overcome their own barriers to perform great physical feats of strength and agility. The Mana likely comes from the Pure Ethereal existence into our world as Will - the source of tremendous physical feats - may come from the pure physical existence on the other side.

Given how the theory is stated, it wouldn't be any surprise that there is also another world on the other end of the circle, quite possibly a world of gods and their ilk, beings of immense magical power who are somehow constrained by simple physical barriers in which the beings of the World Itself - beings such as ourselves - could manage with little effort. Perhaps this would explain how, as people, we find it difficult to cast as the complexity and Mana required increases, but we can summon god-like beings here with relatively little effort, as in the case of the dreaded Obsidian Leviathan, which is summoned when such an act is botched. Also, if you ask a mage to describe how the process of summoning is done, the usual response begins with the mage having a "talk" with the creature in which is supposed to be summoned. So how can a channel of communication, much less a channel of travel, exist between two worlds separated by barriers which are more or less inpenetrable by the denizens of said worlds?

If you kept your hands cupped, you can see that there is a space inside the circle. The author couldn't quite describe what could lie in that space - perhaps nothing at all - but the idea is that creatures from both worlds can travel back and forth through this space to bypass the pure existences on either side of the circle. This is the basic principle of summoning according to the author, facilitated by the concentration of Mana which serves both an amplifier for the summoner's thoughts through the Empty Space, as well as a beacon to the god-like creature on the Other World. Perhaps the principle can also work in reverse, with the god-like being collecting some of the physical components in the Other World, creating a concrete image in a person's mind in which he or she can see and communicate with.

Though these ideas could make sense, more research needs to be done. While my associates will continue poring through the Library in search for more on the subject, I will tackle this theory directly. I know of a summoner who can teach me the ropes. Perhaps I can experience this communication myself and get more information from the beings on the Other World. They might know more than even the Temratu did about our place in the greater scheme of things.

Memo from Worley Barlan, Master Researcher at the Imperial Library

The Manifestation of Thought and Instinct

It can be said that the Pure Ethereal is the embodiment of sentience. The processes of thought and conceptualization reside in the lofty expanses of this Existence, brought to the World Itself by a mind capable of making it its own. The direct link to these processes lie in a resource known as Mana. As such, it is no surprise that Mana tends to coalesce in areas in which there are large numbers of capable minds to pull it forth from the Ethereal. As such, some of the most famous thinkers throughout history have dubbed Mana as "the foremost gift of civilization unto the world." Be said civilization For'Channar, the Nation of Animar to the east, the Old Empires, or even the tribal peoples of the wilds, it is no surprise that Mana is to be abundant there.

Whereas the Pure Ethereal is the source of Mana, it can equally be said that the Pure Physical is the realm in which things become noticeable. Instinct, action, and focus course through the splendor of this Existence. These qualities manifest themselves in creatures subconsciously through Will. Unlike Mana which is the domain of sentient beings, almost any creature can use Will to perform great physical feats otherwise considered unlikely or downright impossible. As it is a subconscious process however, it comes in sparks, mostly whenever times are dire and the odds are stacked against something. But the truly strong and creative can sometimes create circumstances in which they take tremendous risk and gain great reward through a surge of Will from the Pure Physical.

The Catalyst Within

I was pondering the meaning of the Temratu's findings on our world - the World Itself - and its place in a larger system of realms and worlds. According to them, we are somehow connected to two realms of Pure Existence, that of the Ethereal and of the Physical. Beyond there, the Pure Existences connect to another world - the "Other Worlds - in which godlike beings reside. The theory explains that Mana trickles in from the Pure Ethereal and Will comes from the Pure Physical. But while the mages of this world are able to quantify Mana, even detail areas which are rich and poor in it, there is really no way to quantify this Will the Temratu speak of. Sure, there have been figures throughout history who have shown great courage and fortitude despite lacking the gift of magic, but such qualities only arise in certain individuals, instead of spread over a large area to be tapped into.

I am being led to believe that the World Itself can draw forth Mana from the Pure Ethereal, but it is the domain of living creatures in which Will is derived from the Pure Physical. But even then, that is not true - throughout the whole of history there have been similarly significant figures and creatures which harbor incredible magical ability, despite how Mana-thin or Mana-rich the area in which they were located. So perhaps the truth behind both Mana and Will are actually connected. This further leads me to believe that in most living creatures lies a catalyst, or perhaps a magnet of sorts, which harvests both Mana and Will from their respective Existences.

For simplicity's sake, I will call this catalyst Spirit.

Though the Temratu theory by itself can certainly explain the heroes of history, about how they stand above the rest, but what about the common man, the innocuous beast? Certainly, some of them have magical ability of varying degrees. Surely, they have the ability to persist in the face of varying difficulties. The entirety of Vashial may have been taught the gift of magic, but surely there were those who were unable to make the cut. Not all of the men of Weylos could be considered as heroic figures of martial excellence. And certainly, the Shapers and machinists of Benalor seemed to have found a balance between the magical and the physical.

So, how does the spirit work? That much I do not know yet. I have been trying to acquire funding and a blessing from the Emperor as to how to handle this. I would like to enlist populations from both the Empire and from Animar (perhaps some from the Eltyain if they are willing). They would then be evaluated in their current magical and physical skills by the College of Magical Arts and the Knightly Orders, respectively. From there, they would be sorted by their worst attributes, as their advantages would be highlighted and, were we to go by this theory, the affinity of their Spirit would be discovered - Mana or Will. From there, I would send them to the College if they are lacking in magical skill, and to the Orders if they are lacking in martial skill. If they indeed harbor spirit, then they should be able to change the affinity of it, for the more notable creatures and people were able to adapt and overcome their challenges, building their Spirit through growth and experience, according to the various folk lore throughout the ages.

If they are able to do this, it would prove the commonality and mutability of the Spirit, though I would have to devise another means of actually quantifying it. But at least the existence of it would be a bit clearer.

Memo from Worley Barlan, Master Researcher at the Imperial Library

It can be said that Spirit is the sum of one's growth and experience, of one's ability to adapt to changing situations and overcome challenges. It influences one's ability to harness both Mana and Will, acting as a transformer to make those energies into something more tangible, be it a magical spell or a physical feat. Throughout one's lifetime, he may devote himself to learning how to tackle challenges through magical methods, physical approaches, or a combination of the two. As such, it can also be said that Spirit is the sum of one's magical and physical ability.

The Empire of For'Channar

Located in approximately the center of the Eastern Continent, the lands in which the Empire of For’Channar exists have been historically coveted. For the majority of the recorded history of the world, the Central Lands have been a difficult place to gain, but with incredible strategic importance. Now-extinct tribes have lived on these lands for as long as anyone could remember, surprisingly resistant to the takeover attempts of the three Old Empires surrounding it. In due time though, one of the Empires managed to break the stalemate and take the Central Lands for themselves.

The Western Wilderness

Of course, the Empire does not take up the entirety of the Western Continent. The Continent is comprised of many other peoples and places. There are friendly, antagonistic, and neutral peoples to be encountered. There are the plentiful ruins of the Old Empires to be explored. There are even other budding civilizations out there. As they say at the College of Antiquities, "To stay within the Empire's realm for all of one's life is a truly un-Imperial act."

  • The Phrennoack Forest: Pleasant forests to the west of the Empire, known for peoples divergent but reverent in their views of life and death.
  • The Uralaya Forest: Dense forests to the southwest of the Empire, known as a dangerous place in which the trees themselves rule all life.
  • The Garvenus Steppe: Hilly grasslands to the south of the Empire, known as a place in which the survival of the fittest is in full display.
  • The Drakonid Highlands: Craggy foothills to the east of the Empire, known for the hostile Drakonids which seek to reclaim their lands from the Empire.
  • The Iotold Homelands: Brisk woods to the northeast of the Empire, known as a home to both a former civilization and a budding town simultaneously.
  • The Aeva Archipelago: Frigid tundra to the northwest of the Empire, known as the home of the warlike and pirating culture of the nefarious Raptorlords.
  • The Vosagar Caldera: Active volcanoes to the southwest of the Empire, known for a barbaric, plundering people waiting for the call of holy war.

The Old Empires

The Western Continent is also rife with remnants from old civilizations which thrived before the formation of the Empire of For'Channar. In some of the places, semblances of civilization still exist, making these places relevant to the Imperial worldview. The three most notable of these civilizations surrounded the Central Lands in which the Empire stands today.

  • The Mechanical Empire of Benalor: The first of the Old Empires spanning from the north of the Benalor Mountains to the Rustwater Delta to the south, renowned for its technological advances still studied by people today.
  • The Magical Empire of Vashial: The second of the Old Empires sprawling from the present-day Aeva Archipelago to the Narsum Cas'shren just south of the Shiallan Mountains, known for its magical prowess and feared for its horrors today.
  • The Martial Empire of Weylos: The last of the Old Empires stretching from the Shiallan Mountains in the west to just before the Rustwater Delta in the east, remembered for its elite warrior culture and lack of reliance on magic.

The Eastern Continent

Though most Imperials associate the Eastern Continent with the long-standing and stable Nation of Animar, the continent is very much a wild and dangerous place. Whether it is an isolated tribal people seeking revenge on the Nation, a seafaring people roaming the seas around the continent, or the untamed and unexplored wilderness of the eastern part of the continent, there is much adventure to be had here.

  • The Nation of Animar: A league of individual Kingdoms under economic and political cooperation, the Nation is a vital trading partner of the Empire in the current day.
  • The Chaktar Peninsula: The last remaining bastion of the formerly nomadic and thieving Chaktari people, driven back to the south of the Nation by the unified Animari armies.
  • The Island of Espartum: A large island home to the City-State of Bythene, a seafaring and magically-attuned people, among a variety of tribal peoples at peace with the Bythenians.
  • The Eastern Wilderness: An uncharted and untamed land beyond the heights of the Earth's Cry, unknown to most other than the most intrepid of adventurers.

The Bestiary

The following is a sample of creatures to be encountered in one's adventures in the World Within. They are arranged alphabetically, by region.

THIS SECTION NEEDS WORK! PLEASE CONTRIBUTE!

Aeva Archipelago

  • Alkyr Sprite
  • Hagraven

Animar

  • Conchran Servant Homonculus

Ataryft

  • Walking Nuun, The

Benalor

  • Aethergear
  • Ambulatory Mana Refinery (AMaR)
  • Bolruk, Elemental of Earth
  • Frostman, The
  • Limmian
  • Philosopher, The
  • Scab Pillar, The
  • Siege Turtle
  • World Engine, The

Depths Below

  • Bone Keeper
  • Cornerstone of Creation, The
  • Depth Grotesque
  • Shuthum, The
  • Slype Hound

Drakonid Highlands

  • Blood Warg (Vampire Warg)
  • Bold
  • Brown Mud Strider
  • Cave Dritch, Greater
  • Cave Dritch, Lesser
  • Firecrawler
  • Firespore Mushroom
  • Goblin
  • Mountain Owl

Earth's Cry

  • Glav
  • Mother-Beast

For'Channar

  • Cindershade
  • Cloacamera
  • Conductor Mite
  • Davreus Packrat
  • Founder, The
  • Ichtyquus
  • Imperial Squathound
  • Watcher

Garvenus Steppe

  • Biomage
  • Cannonfly
  • Elephant
  • Mountain Hawk
  • Rumble Hound
  • Sky Devourer, The
  • Spotted Behemoth
  • Steppe Giant

Heavens Above

  • Solid Photonic
  • Wight

Iotold Homelands

  • Eilenja

Multiple Locations

Caves

  • Chaerim Witch
  • Glowbach (Gloreba'cchi)
  • Golemkin
  • Sluglight

Civilized Areas

  • Aerian Stinger
  • Doppelganger
  • Glutmouth
  • Gods' Ink
  • Monch S'rrtep
  • Red Tumor
  • Rot Thief
  • Vile Slime

Cold Areas

  • Ice Hag
  • Kunackman

Dead Areas

  • Arch Guardian
  • Gravebeast
  • Schröded Man

Deserts

  • Attarosa
  • Guardian Machine
  • Sar'vek

Dreams

  • Dream Ripper
  • Stygian Deer
  • Tsune

Forests

  • Dendric Colossus
  • Greenman
  • Sly'vek

Godless

  • Fake Duchess of Aspiration and the Stewardess of Ambition, The
  • Fickle Lady of Wealth and the Artisan of Opulence, The
  • Ivory Lord of Revenge and the Judge of Perdition, The
  • Pale Baroness of Deceit and the Escort of Corpulence, The

Heights

  • Cliff Wyvern
  • Hagharpy
  • Tevinian Drake

Magical Areas

  • Ghost Warg

Multiple Areas

  • Leeorgah
  • Ripper
  • Walking Continent
  • Wretch of Ya'soniya

Skies

  • Heart of Darkness, The
  • Nudibranch Dragon

Swamps

  • Flesh Wraith
  • Treelunk

Waters

  • Besarian Titan
  • Glass Eel
  • Umisea
  • Umiqua

Northern Sea

  • Aetriul, Elemental of Water
  • Aquabane Dragon
  • Dandelion Crawler
  • Dreamchild
  • Hadalfolk
  • Jörmungandr
  • Lord of the Tempest, The
  • Obsidian Leviathan, The
  • Stormray

Phrennoack Forest

  • Echo
  • Eltya, of Life's Eternal Flame
  • Eltyain Geist
  • Falserjack
  • Forest Harvester, The
  • Horn of Eltya
  • Pale Maw (Lamprey Wraith)
  • Phrennoack Stag

Rustwater Delta

  • Golden Salmon
  • Red Bear

Uralaya Forest

  • Bushwalker
  • Durzh
  • Ingwey
  • Narfelch
  • Order of the Patch
  • Thrusk (Giant Green Whistler)
  • Uralaya Titan

Vashial

  • Bane
  • Dolgem
  • Dreadnought
  • Flesh Mage
  • Harrukh
  • Linen-Bound
  • Mauler
  • Olakhaigur (Babbler Worm)
  • Order of the Grigori
  • Pale Mother
  • Progenitor, The
  • Ruby-headed Foxling
  • Shan Hound
  • Solar Float
  • Vashialian Elite Officer, The
  • Vioshru, Elemental of Fire

Vosagar

  • Elkel

Weylos

  • Ansal
  • Bramblefolk
  • Cemetery Drake
  • Creeperclaw
  • Dead Hand
  • Death Colossus
  • Fusion of Loalle Merlonza and Gravebeast
  • Great Tortoise, The
  • Guthrie
  • Sculptor, The
  • Seashard
  • Shadowshaper
  • Tyllia, Elemental of Air
  • Winged Death, The