Exploring Ancerra: Difference between revisions

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[[File:Gathandia.png|right|frameless|656x656px]]
[[File:Gathandia.png|right|frameless|656x656px]]
Ancerra is the planet on which MythCraft’s adventures begin. This chapter offers detailed information on forty-seven [[nations]] that occupy Ancerra’s biggest continent, Gathandia. Ancerra has many explorable regions beyond the oceans that surround Gathandia. Indeed, Ancerra has five moons, three of which have breathable atmospheres and vegetation. You should feel free to make up interesting environments for your players to explore, but the information in this wiki section will give you plenty of specific material to work with if you run your games on the continent of Gathandia.
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Ancerra is the planet on which MythCraft’s adventures begin. This chapter offers detailed information on forty-seven nations that occupy Ancerra’s biggest continent, Gathandia. Ancerra has many explorable regions beyond the oceans that surround Gathandia. Indeed, Ancerra has five moons, three of which have breathable atmospheres and vegetation. You should feel free to make up interesting environments for your players to explore, but the information in this wiki section will give you plenty of specific material to work with if you run your games on the continent of Gathandia.


== The Tear ==
== The Tear ==
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There is no gravity here, and the space is breathable even when between planets. There is no light whatsoever, and the shadows seem to actively eat away at any light source. Terrors larger than planets stalk the umbral plains, surviving off of the refuse of an obliterated civilization. Maddened fae linger here, as well as denizens of the Pale.
There is no gravity here, and the space is breathable even when between planets. There is no light whatsoever, and the shadows seem to actively eat away at any light source. Terrors larger than planets stalk the umbral plains, surviving off of the refuse of an obliterated civilization. Maddened fae linger here, as well as denizens of the Pale.


Many scholars believe that the enormous machines that orbit dormant in these galaxies will one day awaken again and either set their galaxies back in [[order]] or break out of Avadria, bringing the plane’s desolation to the whole multiverse.
Many scholars believe that the enormous machines that orbit dormant in these galaxies will one day awaken again and either set their galaxies back in order or break out of Avadria, bringing the plane’s desolation to the whole multiverse.


=== Points of Interest ===
=== Points of Interest ===
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'''The Star-Forges.''' The various star-forges and world- forges that survived the Eon War still retain the ability to create and disassemble entire solar systems. Anyone capable of harnessing these massive machines in their full power can create their own demi-planar planet.
'''The Star-Forges.''' The various star-forges and world- forges that survived the Eon War still retain the ability to create and disassemble entire solar systems. Anyone capable of harnessing these massive machines in their full power can create their own demi-planar planet.


'''Thyre.''' Thyre, last fortress of the scattered Avadri [[resistance]], lies at the intersection between Avadria and the long-forgotten Fundamental Plane. The entire planet has been converted to a colossal warcamp, radiant structures forming a majority of its observable landscape. The air and sky are near absolutely pure. The Avadri guardians who are still alive dwell within this bastion.
'''Thyre.''' Thyre, last fortress of the scattered Avadri resistance, lies at the intersection between Avadria and the long-forgotten Fundamental Plane. The entire planet has been converted to a colossal warcamp, radiant structures forming a majority of its observable landscape. The air and sky are near absolutely pure. The Avadri guardians who are still alive dwell within this bastion.


== The Celestial Sea ==
== The Celestial Sea ==
The Celestial Sea is a vast planar ocean that connects the Prime Existence, Avadria, Everwilds, Inferno, and Iztari. It allows safe [[travel]] between planes without having to travel through the dangerous Pale, which envelops the Celestial Sea on all sides beyond the planes.
The Celestial Sea is a vast planar ocean that connects the Prime Existence, Avadria, Everwilds, Inferno, and Iztari. It allows safe travel between planes without having to travel through the dangerous Pale, which envelops the Celestial Sea on all sides beyond the planes.


The Celestial Sea always teems with trillions of stars, but these are not physical stars that produce heat and energy. Instead, stars on the Celestial Sea are bits of Essence that form together to create souls.
The Celestial Sea always teems with trillions of stars, but these are not physical stars that produce heat and energy. Instead, stars on the Celestial Sea are bits of Essence that form together to create souls.


=== Souls and Essence ===
=== Souls and Essence ===
A soul is the Essence cultivated within a single living creature. One soul cannot live multiple times, because when a creature dies and their Essence returns to the Celestial Sea, their Essence doesn’t remain stuck together. This makes [[resurrection]] impossible after a number of years, depending on how long it takes for a Soul’s Essence to dissolve back into the Celestial Sea.
A soul is the Essence cultivated within a single living creature. One soul cannot live multiple times, because when a creature dies and their Essence returns to the Celestial Sea, their Essence doesn’t remain stuck together. This makes resurrection impossible after a number of years, depending on how long it takes for a Soul’s Essence to dissolve back into the Celestial Sea.


This is also why some Resurrection results in a person having their personality changed, some of their memory being lost, or some other combination of unique mental/ personality challenges: a person’s Soul might have begun to dissolve, and when they are forcibly resurrected back into a body then the process might bring back their incomplete Essence or might bring other ambient Essence (perhaps Essence that was once part of a different soul and still has different memories and personality associated with it) back into the same body.
This is also why some Resurrection results in a person having their personality changed, some of their memory being lost, or some other combination of unique mental/personality challenges: a person’s Soul might have begun to dissolve, and when they are forcibly resurrected back into a body then the process might bring back their incomplete Essence or might bring other ambient Essence (perhaps Essence that was once part of a different soul and still has different memories and personality associated with it) back into the same body.


== The Everwilds ==
== The Everwilds ==
The Everwilds are an endless tangle of dramatic natura llandscapes. Sprawling deserts, enormous forests full of towering trees, [[blizzard]]-scoured tundras, and impossibly deep oceans all jumble together in an illogical swirl. While towns and settlements exist in the Everwilds, it is truly the domain of nature. Each natural environment is at its most dramatic in the Everwilds.
The Everwilds are an endless tangle of dramatic natura llandscapes. Sprawling deserts, enormous forests full of towering trees, blizzard-scoured tundras, and impossibly deep oceans all jumble together in an illogical swirl. While towns and settlements exist in the Everwilds, it is truly the domain of nature. Each natural environment is at its most dramatic in the Everwilds.


Travelers who journey into the Everwilds will quickly realize that space and time are relative in this plane. Adventurers may journey across a sweeping grassland towards a towering mountain; while the mountain looks to be a day’s journey away, it may take them an hour or a week to reach the mountain. They will also find, upon returning to the Prime Material, that a week in the Everwilds might have only been half that time in the Prime Material. Other travelers experience the opposite, realizing that two weeks have passed in Ancerra for every week they spent in the Everwilds.
Travelers who journey into the Everwilds will quickly realize that space and time are relative in this plane. Adventurers may journey across a sweeping grassland towards a towering mountain; while the mountain looks to be a day’s journey away, it may take them an hour or a week to reach the mountain. They will also find, upon returning to the Prime Material, that a week in the Everwilds might have only been half that time in the Prime Material. Other travelers experience the opposite, realizing that two weeks have passed in Ancerra for every week they spent in the Everwilds.
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Of all the planes outside of the Prime Material, the Everwilds has the most portals. It is easier to travel back and forth between the Prime Material and the Everwilds than any other plane, either through the use of spells or through finding numerous magical portals throughout the world. Because of this, there is quite a strong presence of fae creatures and fae humanoids in Ancerra, and humanoid settlements in the Everwilds are not very uncommon.
Of all the planes outside of the Prime Material, the Everwilds has the most portals. It is easier to travel back and forth between the Prime Material and the Everwilds than any other plane, either through the use of spells or through finding numerous magical portals throughout the world. Because of this, there is quite a strong presence of fae creatures and fae humanoids in Ancerra, and humanoid settlements in the Everwilds are not very uncommon.


Much of the Everwilds is a collage of dramatic natural landscapes that do not follow the natural laws of [[weather]] and terrain. Jungles may border on tundras, which might in turn give way to tropical archipelagos. However, the six Archfae Conclaves exert significant influence on the land immediately around them. The natural environment around each conclave reflects the general disposition of the conclave’s members.
Much of the Everwilds is a collage of dramatic natural landscapes that do not follow the natural laws of weather and terrain. Jungles may border on tundras, which might in turn give way to tropical archipelagos. However, the six Archfae Conclaves exert significant influence on the land immediately around them. The natural environment around each conclave reflects the general disposition of the conclave’s members.


The six Archfae Conclaves, along with their basic attitudes and how this shapes the world around them, are described below.
The six Archfae Conclaves, along with their basic attitudes and how this shapes the world around them, are described below.
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=== Melaneth ===
=== Melaneth ===
Durlossoth, the Black City, is an endless collection of tightly packed stone buildings in various stages of [[decay]] and ruin. Occupying the whole of Melaneth, the Black City is full of nonsensical alleyways that twist between structures of no unifying architecture. Overhead, a cloudy sky is stuck in perpetual twilight. The streets seem to shift around its lost wanderers, keeping souls from ever finding their way out. Pale-skinned Melaneth fiends stalk the shadows as gaunt, hunched figures of bone and sinew with hollow eye sockets and twisting voids of blackness at their cores. They are just as likely to welcome you with disingenuous fang-toothed smiles as they are to [[jump]] upon you with hooked claws and crude [[weapons]]. The buildings themselves come in every shape and size but always contain neglected furnishings of gnarled black wood.
Durlossoth, the Black City, is an endless collection of tightly packed stone buildings in various stages of [[decay]] and ruin. Occupying the whole of Melaneth, the Black City is full of nonsensical alleyways that twist between structures of no unifying architecture. Overhead, a cloudy sky is stuck in perpetual twilight. The streets seem to shift around its lost wanderers, keeping souls from ever finding their way out. Pale-skinned Melaneth fiends stalk the shadows as gaunt, hunched figures of bone and sinew with hollow eye sockets and twisting voids of blackness at their cores. They are just as likely to welcome you with disingenuous fang-toothed smiles as they are to jump upon you with hooked claws and crude weapons. The buildings themselves come in every shape and size but always contain neglected furnishings of gnarled black wood.


'''The Obsidian Palace.''' At the heart of Durlossoth stands a grand palace carved from one solid piece of obsidian. Fortifications and spires loom over the ruined buildings, sprouting countless ballista and defensive emplacements. These sit unmanned and forgotten. The great obsidian gates are left ajar so that any who come upon the palace may enter freely. Inside, grand halls stretch for miles with all the trappings one might expect to find from [[noble]] holdings, each room seeming like the occupants left only moments before. Great paintings depict unidentifiable conflicts, the spilling of blood, countless representations of suffering, and twisted portraits with screaming faces. At the center of it all is the throne room of Sahrnulothon, Prince of Ruin.
'''The Obsidian Palace.''' At the heart of Durlossoth stands a grand palace carved from one solid piece of obsidian. Fortifications and spires loom over the ruined buildings, sprouting countless ballista and defensive emplacements. These sit unmanned and forgotten. The great obsidian gates are left ajar so that any who come upon the palace may enter freely. Inside, grand halls stretch for miles with all the trappings one might expect to find from noble holdings, each room seeming like the occupants left only moments before. Great paintings depict unidentifiable conflicts, the spilling of blood, countless representations of suffering, and twisted portraits with screaming faces. At the center of it all is the throne room of Sahrnulothon, Prince of Ruin.


=== Phlegmereth ===
=== Phlegmereth ===
The embodiments of [[plague]] and infection, the fiends of Phlegmereth lurk in the silent bog of Xarnoas. The landscape of Xarnoas consists of flat, sparse boglands covered in a sea of needle-sharp blades of grass, occasionally interrupted by stagnant pools of icy-cold water. Xarnoas is almost completely silent aside from the buzzing that emanates from thick clouds of stinging insects that swarm across the waterways. Very few creatures live in this miserable place, but that does not make it any less dangerous. Large ambush predators vaguely reminiscent of crocodiles lie in wait in the shallows. Bulbous mounds of fungus sprout whipping protrusions that infect any they sting with rotting, transformative growths. Diseases are rampant here, and every paper-thin cut leaves a body in life- threatening danger from infection.
The embodiments of plague and infection, the fiends of Phlegmereth lurk in the silent bog of Xarnoas. The landscape of Xarnoas consists of flat, sparse boglands covered in a sea of needle-sharp blades of grass, occasionally interrupted by stagnant pools of icy-cold water. Xarnoas is almost completely silent aside from the buzzing that emanates from thick clouds of stinging insects that swarm across the waterways. Very few creatures live in this miserable place, but that does not make it any less dangerous. Large ambush predators vaguely reminiscent of crocodiles lie in wait in the shallows. Bulbous mounds of fungus sprout whipping protrusions that infect any they sting with rotting, transformative growths. Diseases are rampant here, and every paper-thin cut leaves a body in life- threatening danger from infection.


'''The Cathedral of Phlegm.''' While villages of stilted hovels can be found throughout Xarnoas, only one lasting structure stands at its heart. The Cathedral of Phlegm is a massive ruin of ancient stones from an unknown era now sagging into the soft earth. Thick, stinking moss threatens to swallow the cathedral whole. The Six Bishops, the rulers of Phlegmereth, meditate on the power of plague amongst a flock of infected fiends and other unfortunate beings forever cursed with maladies of every horrific imagining. These powerful archfiends are not immune to the spread of illness, instead seeing every pustule and rash as a sign of [[divine]] favor worthy of excessive meditation and reflection.
'''The Cathedral of Phlegm.''' While villages of stilted hovels can be found throughout Xarnoas, only one lasting structure stands at its heart. The Cathedral of Phlegm is a massive ruin of ancient stones from an unknown era now sagging into the soft earth. Thick, stinking moss threatens to swallow the cathedral whole. The Six Bishops, the rulers of Phlegmereth, meditate on the power of plague amongst a flock of infected fiends and other unfortunate beings forever cursed with maladies of every horrific imagining. These powerful archfiends are not immune to the spread of illness, instead seeing every pustule and rash as a sign of [[divine]] favor worthy of excessive meditation and reflection.


=== Sanguineth ===
=== Sanguineth ===
The jungles of Ogshora, also known as “the Red Glade,” dominates the domain of the Sanguineth. Thick, hot air chokes fetid waterways of coppery red liquid similar in taste and smell to mortal blood. These streams flow around large copses of fleshy, tumorous growths that resemble mangrove trees. Blood-sucking leeches, [[giant]] bloated ticks, toxic frogs, and swarms of carnivorous birds are some of the creatures one might encounter in these horrid jungles. The plant life is just as deadly.
The jungles of Ogshora, also known as “the Red Glade,” dominates the domain of the Sanguineth. Thick, hot air chokes fetid waterways of coppery red liquid similar in taste and smell to mortal blood. These streams flow around large copses of fleshy, tumorous growths that resemble mangrove trees. Blood-sucking leeches, giant bloated ticks, toxic frogs, and swarms of carnivorous birds are some of the creatures one might encounter in these horrid jungles. The plant life is just as deadly.


'''The Den of Delights.''' Deep within the Red Glade, the most unlucky travelers will find the home of Ogshora’s archfiend prince, Thaniasmos. The Den of Delights is an ancient ruin draped in flayed skins still dripping with blood. Thaniasmos feeds off of the emotions of mortals like a connoisseur sampling the finest of wines. Thaniasmos’s most prized souls are kept in torment for ages as their spirits are slowly consumed in the most prolonged and painful of ways.
'''The Den of Delights.''' Deep within the Red Glade, the most unlucky travelers will find the home of Ogshora’s archfiend prince, Thaniasmos. The Den of Delights is an ancient ruin draped in flayed skins still dripping with blood. Thaniasmos feeds off of the emotions of mortals like a connoisseur sampling the finest of wines. Thaniasmos’s most prized souls are kept in torment for ages as their spirits are slowly consumed in the most prolonged and painful of ways.


== Iztari ==
== Iztari ==
The dramatic and beautiful plane of Iztari is home of the celestials. The plane is structured as an enormous, gently sloping mountain that never becomes too difficult to breathe despite its great heights. The snow at the peak of the mountain is pleasantly cold but never causes serious [[frostbite]]. Similarly, the whitewater rapids that cascade down the mountain never drown anyone, as the water is magically breathable. Various celestial creatures dwell on the different elevations of the mountain. Ponycorns graze in the lush foothills, Chamroshes Sphinxes soar above the treetops, [[Daeva]] and [[Narai]] splash in the waterfalls, and the Celestial Council oversees it all.
The dramatic and beautiful plane of Iztari is home of the celestials. The plane is structured as an enormous, gently sloping mountain that never becomes too difficult to breathe despite its great heights. The snow at the peak of the mountain is pleasantly cold but never causes serious frostbite. Similarly, the whitewater rapids that cascade down the mountain never drown anyone, as the water is magically breathable. Various celestial creatures dwell on the different elevations of the mountain. Ponycorns graze in the lush foothills, Chamroshes Sphinxes soar above the treetops, Daeva and Narai splash in the waterfalls, and the Celestial Council oversees it all.


At the top of the mountain, the Celestial Council’s great hall is carved from brilliant marble. Within this hall, the  Council debates over planar legislation and argues whether they should allow the Exiles to return from Inferno and rejoin the ranks of the Celestials.
At the top of the mountain, the Celestial Council’s great hall is carved from brilliant marble. Within this hall, the  Council debates over planar legislation and argues whether they should allow the Exiles to return from Inferno and rejoin the ranks of the Celestials.
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== The Pale ==
== The Pale ==
The Pale is the space in between. It is the edge of creation. Whatever [[darkness]] is to light, the Pale is to reality. It is a blank canvas to the most powerful gods, and incomprehensible to most mortals. Eldritch beings lurk within the Pale as crawling things hide in the shadows.
The Pale is the space in between. It is the edge of creation. Whatever darkness is to light, the Pale is to reality. It is a blank canvas to the most powerful gods, and incomprehensible to most mortals. Eldritch beings lurk within the Pale as crawling things hide in the shadows.


What lives in the pale could drive most intelligent beings insane by simply gazing upon it. What comes out of the pale are nightmarish, otherworldly outsiders that are hard to even keep record of. Even the words on the page crawl. Beings without powerful magic to [[shield]] their mind cannot enter the Pale.
What lives in the pale could drive most intelligent beings insane by simply gazing upon it. What comes out of the pale are nightmarish, otherworldly outsiders that are hard to even keep record of. Even the words on the page crawl. Beings without powerful magic to shield their mind cannot enter the Pale.


= International Guilds =
= International Guilds =