The world of Onaron has a great many stories already told, however the best, as they say, are to come. Caldera is one of the main landmasses on Onaron, and many of the great conflicts from throughout the ages have arisen there. The varied climates and peoples, political structures and schools of thoughts are ever in flux.
End of an era
The mourning after
A fairly recent addition to the land of Caldera. Skiig engineers have created processes which allow them to put the power of a ship’s cannon into the hands of anyone. This campaign uses the optional firearms rules found in the DMG.
Caldera and, by extension, Onaron, doesn’t follow the standard Lawful/Chaotic, Good/Evil dichotomies, instead it uses the colours of Magic: The Gathering. The benefit of this system is that all alignments can be both positive and negative forces in the world, as well as be a strength and a weakness. This proved the world a richer moral framework to build on.
It’s also worth noting that these alignments give insight into the generalised nature of a group or race; individual alignments and goals may vary, but should be understood to be influenced by the whole; for example, a White-aligned group would believe in order and ethics, and would enforce its belief by enacting rules, ordinances, and laws. However, a White-aligned individual would do something on a much smaller scale, like prefer that his or her family eat at the dinner table and not in front of the television, putting value in dining etiquette and proper manners.
The core desire for each of the alignments is presented below:
WHITE: Organisation. This alignment puts value in the group, the community, and its civilization as a whole. It is the colour commonly associated with good and justice, but if left alone and free, white can become authoritarian, inflexible and capable of sacrificing a small group for the sake of a larger one. (soldiers, priests, community leaders).
BLUE: Intelligence. This colour looks on the world and sees opportunity; life is a chance to contemplate oneself, and what is possible, and to bring about the best of both Blue decides that it must understand everything; for truly, understanding can only improve one’s effectiveness in any task. To gain understanding, Blue must acquire knowledge. Since knowledge itself will inform every other decision, Blue forms its principle goal: omniscience, the knowledge of all. (scholars, explorers, investigators).
BLACK: Self-concern. Black is the colour of self-indulgence, parasitism, amorality and unfettered desire for power; it believes that the world is made for its taking and that the weak exist to be exploited by the strong. This does not mean that black is evil; it’s more like a pessimist or even a realist. Black sees the world as a place of struggle and pain, and if black wants to survive in such a place, it needs power. (dictators, warlords, criminals)
RED: Emotion. Above all else, red values freedom of expression. It wants to do what it wants, when it wants, to whom it wants, and nobody can tell it otherwise. Red sees order of any kind as pointlessly inhibiting, believing that only through embracing anarchy could everyone really be free to enjoy life to the fullest.
GREEN: Instinct. Green is the color of nature, growth, interdependence and instinct; it believes that obeying the natural order alone is the best way to exist and thus favours a simplistic way of living in harmony with the rest of the world. This can often lead to it be perceived as a pacifistic color, as it does not seek to make conflict with the other colors as long as they leave it alone and do not disrespect nature. However, it is fierce when it feels threatened and can be predatory and aggressive if its instincts dictate.
- Aerin; the children of human and E’lonn couplings
- Ashtani; feline humanoids
- Enderken; industrious mousefolk
- Human; island-dwellers and descendants of the E’lonn
- Kriss; nationalistic insectoids
- Saurin; tribal lizardfolk
- Ulwald; goat-like forest dwellers
Various groups with varying goals are constantly at work throughout Caldera
College of Antiquities: A group of explorers and archeologists.
The Cartel: A criminal organisation at play throughout the human-controlled lands
History and reality
There are three great eras of Calerdan history:
- Pre-history; a time of myth before written records
- Discovery of the crystals; the mortal races come to know the crystals
- The Shattering; the destruction of the crystals
Sources of magic
There are Great Forces, in Caldera. Each has many faces among the different peoples, and each are worshipped or abhorred in many different ways:
- [[Creation:]] Consisting of the Abjuration and Evocation schools, these spells are all about making one’s desires manifest. Patron of humans and Efreeti. Sometimes depicted as a blacksmith, other times a great spider weaving an intricate web.
- [[Deception:]] The shadow of will and encompassing the schools of Enchantment and Illusion. Sometimes depicted as a masked woman, other times the moon or a chalice. Patron of E’lonn and Enderken.
- [[Spirit world:]] The spirit world exists around us at all times, and some mages are able to tap into it. The spirit world is populated by the Necromancy and Divination schools. Patron of Saurin. Often depicted as various symbols of death (skulls, rot etc), but other times as symbols of learning or vision (such as a telescope or great eye).
- [[Change:]] This source goes all the way back to primordial chaos. Some magic users are able to briefly glimpse the universe before order, and fashion it to their own ends (conjuration and transmutation schools). This school differs from Creation in that it doesn’t create anything, it just changes what already exists. Sometimes depicted as a jar containing immeasurable chaos, other times as a child in a red robe, or a giant covered in limbs.