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Sacramentum: Caelestia

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Caelestia is a world of floating islands named warfs above a cloud like sea, said to be formed from the Planebreaker war when gods fought and died against one another. It is a world of political intrigue, adventure, and long history. At the current time in the Federation Era, Caelestia is in its Renaissance age, where the discourse and understanding of magic, religion, history, and philosophy is rising and more available than ever.
In Caelestia, the dreams of the normal citizen can be fulfilled with skill, hard work, connections, power, and luck. Some dream to swing across the winds in their own ship called a Wendel. Others dream of owning their own shop and land, making them nobles under an Island Regent, with degrees of influence. Some are driven to glory, becoming adventurers, mercenaries, and heroes. Based on the pantheon, it is rumored on can even become a god.
The Federation between island Regents has its global influence, allowing Guilds to permeate through life and manage the markets, a membership to one is compulsory to the normal citizen. There are those, however, are not part of the system. They are the mob, the riff raft of society, who have no guild, no rights, and no place in society. They can be slaves, members of complex world of organized crime, rebels against the Federation or against Regents or the homeless.
Despite the modern proclivities, Caelestia is still wrought with danger. The winds have their own currents that can shift with the seasons and presence of the powerful making travel across the warfs to potentially be fatal and expensive. If one found themselves in the north, cold war between the dragon held Dracowarfs in the Blackhart and the Federation can spell disaster and slavery to the dragon cults. Though a rule of law is present in the Federation, power struggles are common place among the Island Regents in Caelestia, guilds, and the powerful underworld organizations that have infiltrated many organizations and system. And the constant threat of the Maze Plague that burrows deep in every warf, releasing both boon and bane for Caelestia as a source of resources, history, and ancient magics as well as creatures, plagues, and extra planar entities that have their own agendas. The Maze Plague even poses a existential threat to the mortal and anything that lives, by expanding so large to split a warf apart should the plague not be dealt with.
A world of risk and opportunity, Celestia offers much to those that live there.

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