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Palaestra
(pa-LAY-stra) is a land of high fantasy adventures and political intrigues
where the magical kingdoms of Faerie vie with the monotheistic human Empire
of Iconium.
Our
heroes are vigilant Fianna warriors, noble (or ignoble) knights and proselytizing
clerics of Logos, the one human god. Emancipated slave-gladiators from
the empire, roguish human nobles and the mysterious Gray Rangers with
their divided loyalties - all may take a hand in shaping the future events
of Palaestra.
The
greatest heroes of humanity have defended and expanded the empire and
church by politics, treachery and force of arms, while the greatest heroes
of the Faerie have used the same three tools to oppose them. Somewhere
between are the true heroes, those who seek to bridge the gap between
the human realm of Iconium and that of Faerie, for there are greater dangers
lurking that threaten them both. Wizards seek to expand the power of their
Collegium, Clerics of Logos struggle against heresy and darker forces,
and the fierce Fianna protect and defend Faerie against her enemies. Dungeons
sprawl in the hollow hills of forgotten Faerie kingdoms and catacombs
wind beneath the human metropolises of Iconium and Thracan. Adventure,
cultural exploration, battle, politics, trade, and conspiracy… Palaestra
offers it all.
Iconium
is a pious, Byzantine state with all the potential for glory, scheming,
dissent and conspiracy that entails. Faerie is a mysterious realm made
up of thousands of kingdoms and fay (Faerie races) of various mythoi:
Alfar (Nordic elves/dwarves), Sylva (Greek fay, such as dryads and centaurs),
Rolgulka (Slavic hags, orcs and ogres), and the Tuatha (Celtic sidhe and
goblins).
For
centuries these two cultures have lived in relative peace, but the balance
of power is beginning to shift from Faerie to Iconium as humanity's power
grows. The more reactionary leaders in Faerie preach that the time to
strike humanity is now, before they truly rival the might of Faerie.
Moreover,
tidings of old evils have begun to surface, and agents of the treacherous
Balor - the unseelie king who plunged Faerie into civil war before humans
set foot on Iconium's shores - have begun to stir. In the Empire, there
is marked growth of the cult of Atavis, the evil counterpart of Logos.
Worse yet, some have stumbled upon evidence that these two enemies of
Faerie and Humanity have begun cooperating. The wise fear another war
would herald an age of bloodshed - as fay and human kill each other for
the dark gods' enjoyment.
Arcane
magic was born in Faerie, a gift of ancient dragon bloodlines mingled
with the first members of the fay races. The art of sorcery is common
among the fay, and if the blood is strong in a sorcerer, their dragon
heritage can give them access to the Wyrd - a pool of spells they can
draw on from time to time, expanding their repertoire of magic, for a
price. After emigrating to Palaestra, the ever-curious humans began studying
fay sorcerers. Its exact discovery remains shrouded in controversy, but
humans now can cast arcane spells via the science of wizardry. Many fay
consider this theft, but the human church preaches that this enlightenment
was a gift from their god, Logos. Few know the truth.
Divine
magic exists in both cultures but is more common in Iconium. While the
structure of the Iconian church is monotheistic, three orders of priesthood
and a multitude of saints and angels give clerical characters the same
choices in classes and domains as standard pantheons. You could play a
kind-hearted Domenecan healer, or a grim, devil-hunting knight of St.
Uriah - all embraced by the Church of Logos.
Palaestra
is a world where humans do not dominate, and the traditional allies of
humanity may well turn out to be its most implacable foes. All Palaestran
cultures, human and otherwise, are vividly drawn from real-world analogues
that provide inspiration for both player and DM, without tying the game
to mere simulation or a tired collection of vaguely western-European feudal
kingdoms. Palaestra is unique in that it offers rich societies for both
humans and nonhumans to explore, as nonhumans have been reorganized into
a comprehensive meta-society, Faerie. Playing an elf is also playing a
member of the Alfar culture and a member of greater Faerie, for example.
It also turns some basic concepts of D&D around like the history of
sorcery and wizardry, and the need for human pantheons, yet still provides
for a true D&D experience.
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