Globe

The World Of Orlantia
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Globe

INTRODUCTION

From amid the countless worlds spanning time and space, you have chosen this one, this small but interesting world, this sapphire blue jewel of subtleties and adventure, this. . . Orlantia.

Though its epic pre history is long forgotten by mortal kin, today Orlantia is a rich tapestry of politics, commerce, and artistry, all against the backdrop of mysteries, dangers both gross and subtle, and above all, adventure - always adventure.

Rather diminutive in its dimensions, Orlantia( Or-lan-tE'-ä ) is a small planet, even smaller than Earth's moon. Yet the world of Orlantia is vast in scope and strewn with treacherous pitfalls, both open and secret, both magical and mundane.

Orlantia is littered with cultures that run the entire spectrum, from the squalor of subsistence living under tyranny, to the splendor and convenience of the Alodarian Empire under its philosopher emperors. An adventurer's world, the existence of magic both arcane and divine freely mix with more traditional, worldly concerns, making this planet an exciting place to live or even simply to visit.

Yet not even one of elven decent could see the whole of Orlantia in a single lifetime.

An exciting world, yes, but never forget. . .'Exciting' often means Dangerous.

Most individuals are born into their lot and shall reap the rewards offered by mere chance, never knowing much more than their parents knew about other ways of life besides their own. I say most, but certainly not all.

Always some few, however, born to squalor, born to privilege, or born somewhere in between, want something else from life. Something more. Something. . . different. They may even have the ability, the luck, the opportunity, or simply the will to reach for it. Fortune favors the bold, after all.

Whether restless spirits filled with wanderlust, or perhaps those brimming of dire needs and insatiable desires born more of necessity, the exceptional few may seek adventure outside what they already know, and they may try to improve not only their own life, but the lives of those for whom they still care or yet feel an obligation.

Many will simply die trying, too late acquiring an appreciation of just how dangerous change can be, perhaps finally understanding only in their last minutes why so many felines have fallen when the true price of unquenchable curiosity is ultimately tendered.

Many others, however, will prove their worth, though rarely as individuals, but far more often as cooperative efforts and teamwork. These bands of men and women naturally arise, then, to travel the land and see what they will and take what they want no matter what, or prevent others from doing the same, no matter what.

Parties of intrepid individuals comprised of numerous races may form through design or happenstance. No matter if these groups embody heroes and heroines or villains or monsters, all might travel for adventure, for knowledge, for power, for wealth, or for fame. They may even go forth for moral, religious, or philosophical reasons; lesser-known objectives are also possible. Most commoners never know why they come. They only know to curse, or bless, the day they arrived.

Ultimately it matters not why these parties go forth. They go. Often. Of necessity or whim, it is frequently irrelevant why they go.

Sometimes they are highly trained and quite prepared and well equipped to meet what awaits. Sometimes not. Nevertheless, they go forth.

And when they go, they see, and when they see, they. . .well. . . I guess it depends on what they see, doesn't it? Only one thing is certain. What they see over that next hill or around that next bend is likely not identical to whom or what they have seen before.

Shall you look? Is it worth the risk? You'll never know. . .

Or will you?

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General Starlight's Fantasy Roleplaying Game Page

© August of 2002
by
James L.R. Beach
Waterville, MN 56096