AmerginLiath
Adventurer
Cabera, Lands of Law and Chaos
Dang, and I liked mine...
I tried to do something 'different' with mine, though I barely fit it onto one page!
Dang, and I liked mine...

CABERA
Lands of Law and Chaos
In a world bound by race and caste, a shackled humanity fights for its place in the fraying Empire of Cabera.
For millennia, war ravaged the four kingdoms. Elf and dwarf, and their allies the gnomes and halflings, battled one another, and mountains shook with crashes of sorcery and steel, fighting a conflict as old as the world itself. Two gods, Omud and Aran, stood for all that was - law and chaos - and their followers - the organized dwarves and the individualistic elves - strove to see their patron claim superiority. Finally, the cost was too much and the sides sued for peace, working up a new system to keep their races in check. The elven kingdom of Braan, the dwarf kingdom of Kashar, the gnomish kingdom of Wysien, and the halfling kingdom of Soedurn were united under one rule: a rule of four racial castes set up to balance order and chaos. Beneath the watchful eyes of elven wizards, dwarven warriors governed this united empire of Cabera, while gnomish merchants and halfling farmers stood beneath their betters. At the bottom of this hierarchy stood a people thought untouchable, the enslaved and despised plainsmen called humanity. Humans, loyal, not to Omud or Aran, but the natural symmetry of the world-serpent Ur-Boros, were shackled by their longer-lived neighbors to manage the routines of peace, and have lived in quiet tyranny for three thousand years. But the peace Braan and Kashar expected may be short-lived. Elven mages, discovering their connection to despised humanity, hear the call of chaos in their pointed ears. Likewise, the druid chiefs of man grower bolder with the aid of a third party to the east. The twelve tribes of Metirael, hobgoblin followers of the monotheistic god of law, Ahur-Omud, have united into the kingdom of Tokaern, swearing to destroy the followers of what they see as the arch-demon Aran, and all those who would ally with the demon’s children.
- In a society anchored in ancient roles, the place of heroes, men who would change what is, is difficult to ascertain. Clearest is the race of Man. For millennia, they stood by nature, until nature failed them and the other races seized their children for labor. Now, some fight both by sword and word to find a place within Cabera for their people, while others try to build a nation of Men in the open plains separating Cabera and Tokaern. And, while it is the lower classes of gnome and halfling that are most likely to give their servants a breath of freedom, some among the ruling classes of wizards and warriors see this system as breaking: dwarves who see the use of humans as chattel as a chaotic stand-in for uniting the races in Order, and elves who look at this Empire, and its rule of Man as the descent of all races into the tyranny and order. Surprisingly, it is the hobgoblins who gives Man his due -viewing Man like a thirteenth brother - seeming evil in the eyes of Cabera while trying to defend their own place in the world.
- These heroes serve many roles. Amidst the warrior caste, noble paladins urge the way of right to balance the way of order, while even the common fighter can see that mercy and order come hand in hand. Even with a philosophy of the individual, elven magic can united as well as separate. And lowest halfling farmer or human slave can see that wealth and power are not all that show a man’s worth in society. Likewise, to the west, human adventurers strike out to find ancient treasures and new opportunities, braving even the peaks of the mysterious Vreyhost Mountains, forbidden home to the east of giants and dragons.
- On the other side, the role of villain is played by many. Elven warlocks engineer the collapse of their forebears’ compromise to give the world unto Chaos, while some dwarven tyrants try to finally subdue the willful elves to the whim of the caste of Kashar. Meanwhile, gnomish merchant princes grow wealthier on the back of human labor, and some among them see this increase in mercantile wealth being the true basis for power. And on the outskirts of the empire, a group of human barbarians plot genocide as the only way of freeing their brethren from the yoke and returning to their place in nature. Beyond all these battles behind the scenes of Cabera lies still Tokaern, where for each paladin that arises from the tribes to celebrate Ahur-Omud’s name, there arises a dictator watching the empire to the west circling into disorder and making plans for the best time to strike in the name of law.
- The role of magic is different depending on type. Arcane magic is the domain, by tradition, of the wizardly caste of elves alone, from the highest Vizier in the capitol to the lowest wandering bard in the marches or ranger-wizard at the borders of the empire. Divine magic, though, is shared equally by all. Paladins and fighter-clerics of Omud lead the warrior caste of dwarves, and gnomish merchants, while often dabbling in the arcane arts reserved normally for elves, minister religion as well as wares. And among the great wizards of the elves stand the high priests of Aran, carrying his favor as a beacon of their primacy, while halfling priests wander among their brothers ministering this call of individual will from nation to nation. To the east, humanity’s old ways are that of the druid, worshipping Nature and its symbol, Ur-Boros. Yet, some, often secretly carrying whispers of elven - or far stranger - bloodlines practice forbidden sorcery or call upon dragons as gods on earth. Lastly, the divine is all that is allowed among the tribes of Tokaern, as paladins and blackguards alike fight the forces of chaos.
- Separating Cabera and its neighbors from other worlds is both this background conflict of order and chaos, rather than good and evil, that drive centuries of conflict. Likewise, this battle’s detante, the caste system set up as a compromise three thousand years ago, sets Cabera apart. The hands of dwarf and elf seem drawn, while the hands of man seem bound entirely, but it is this system and it necessary boundaries that drive heroes and villains alike to make a mark on the fabric of their world. Man himself is pulled to his lowest state yet, and it is his noble nature and ability to persevere that will bring him to his rightful place among his neighbors. And lastly, nothing is black and white. Supposed bastions of good keep men in chains and try to send their rival races to join them, while it is in the goblinoid hands of alleged evil that mankind may yet find its salvation, and a world in turmoil may find hope of freedom on order itself.
I tried to do something 'different' with mine, though I barely fit it onto one page!
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