Penta Caelum Organization in Creatos | World Anvil
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Penta Caelum (Pen-tuh Kay-loom)

The orcs have always been a rival to mankind. They're persistent. They're ruthless. While they may lack institutional knowledge and raw mental computation power, they are not stupid. They are not without cunning. They find ways to win. They have. Magic has always been their bane. The wizards wielded powers that could make winning any major battle a foregone conclusion. So they did something about it. They found a way to protect themselves should the wizards get too near. But how?   One large skirmish took place during the King's reign. It was on the eastern most boundary of the kingdom. The stationed wizard's magic was suppressed. It was a shocking loss. The wizard of this boundary town was believed to be a sufficient deterrent, but was instead delivered a dizzying reminder of how unprepared the kingdom was for war.   After the King failed to properly prepare for the impending Orc invasion from the East, a rising star among his illusory arcane adepts suggests a radical solution and requests the audience with the highest ranking wizards.   He suggested that rather than direct their magic at the Orcs and try to beat them despite whatever it is they've discovered, that they target the kingdom itself. Why fight the orcs when you can rise above them and never have to fight them.   He called it, the God Hand. He was a very clever man and knew what it took to succeed in the schools of the arcane. You have to paint a picture for people to believe in you. What better way than to give the most power spell casters a chance to etch their name into the history of 'acts of god,' when the alternative is to take their chances against whatever the orcs had up their sleeves.   The king 'gave them the command' to carry it out. To reshape the world as they knew it.   The four foremost wizards of the kingdom and a man with an idea got their heads together and found a way to lift the kingdom miles into the sky before being possibly overrun. They quantified the amount of ley energy that went into a typical mage hand, then the amount that went into the somewhat renowned Bigby's Hand spell. They then calculated the amount of ley energy to make the hand large enough to lift the country itself into the sky. The fingers burrowed into the crust of the planet and curled its fingers, like a hand digging up a flower as to not lose its roots. The ground was torn asunder around the kingdom as the countryside was lifted into the air by an unfathomably massive, semi-translucent, grasp. The world had changed. The war was stymied. The orcs clumsily rush forward into a strategically superior geographical location, what would be the last realistic connection between the new kingdom and the rest of the continent, and were pushed back.   The wizards' names would be immortalized. For better. For worse. It depends whose recounting of history one read.   They had achieved too much to not believe this was the beginning of a new era. They had ascended.   The King, who was not a great king, was allowed to peacefully, and quietly, resign. The Penta Caelum was born.   The Penta Caelum took responsibilities regionally, each one took a digit of the hand that had put them on their pedestal. In the middle, where all five regions joined, they would convene. They would oversee the after-effects, study the new landscape, and forge a new golden age of mankind.   The geological and political consequences of their actions would become an ongoing challenge for this new governing force. Some neighboring nations were fortunate and benefitted from the cataclysmic event, while some were devastated. The relationships the kingdom once had had all be drastically altered and the Penta Caelum would have to learn to leave their libraries and put their diplomacy to the test.
Type
Geopolitical, Magocracy

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