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The Antilans, also known as the Sun Mages, are a human race native to the Astromundi Cluster,[1][2] and can be selected as a player character race.[3]

Description[]

Undeniably the most powerful group in the Cluster, the Antilan Empire is located at the heart of the Shattered Sphere. Their rise to power was fueled primarily by their possession of the Cluster's prime real estate. The Antilans were also the first to rediscover spelljamming and their magical heritage. Today, they are the foremost practitioners of magic in the Cluster, with the possible exception of the Arcane. They have also harnessed the inherent power of the sun to energize their incredibly swift and deadly crystal ships.

Of all the factions, the Antilans are the most openly bent on expanding their empire. Their crystal ships sweep the asteroid belts periodically for slaves, who are then transported to the Antilan mines. Immense crystal fortresses glide through wildspace, powered by the energy of the sun, intent on conquest. Naturally, the Antilans view themselves as superior to all other races. Few can equal their magic, and no other faction has as large an empire. But in several ways, the Antilans have simply been lucky.

History of the Sun Mages[]

During the First Cataclysm, their home planet, known as Astromundi, escaped destruction. Even during the coming of the Unbidden they were relatively unaffected, protected as they were by powerful magic. During these times, the Antilans were busy making great advances while their neighbors were fighting horrible wars with inhuman invaders. Even with the coming of the Second Cataclysm, the Antilans were far better off than their brethren. The asteroid belt where they had settled was nearly perfect for their needs, with ample resources. Also, their magical might was only stunted, not eradicated, helping them to rebuild more quickly than other civilizations.

They were also the first of the human races to rediscover the secrets of spelljamming. Realizing just how much of an upper hand they had on the other inhabitants of the sphere, the Antilans set out for glory. The Thoric and Calidian peoples remember well the savage violence of those days. Their legends speak of the conquering legions of "sky people" and their horrible magic. To this day, Thoric and Calidian citizens are uncomfortable around Antilans.

The Antilan Empire spread like wildfire through Clusterspace, and settlement after settlement fell to its power. It seemed that the Antilans could not be stopped, and that they would eventually become the undisputed rulers of the entire sphere. However, Illithid aggression put an end to their plans. Unused to defending their homes from assault, the Antilans were caught off guard by the mind flayer assault. One by one, the Antilans lost the territories they had gained. Furious, they prepared to counter-attack, but the illithids were like smoke before the wind. Fighting a guerrilla war from the shadows was a mind flayer specialty, and it was sometime before the Antilans were able to adjust their tactics to take this into account. By the time the Antilans were ready to fight on the mind flayers' terms, their opponents changed the rules. The illithids began using human agents to infiltrate Antilan targets. Lines of supply collapsed and more than one crystal ship mysteriously disappeared with all hands lost. The illithids were winning the war.

Desperate and terrified of losing their empire, the Antilans sought new answers to their problems. While sorcerers studied the texts of the ancients, Antilan diplomats sought allies. The Arcane were willing to lend a hand, but only at a price. The Arcane promised to deliver magical and technological aid to the Antilans, in exchange for special considerations to be named later. Desperation drove the Antilan Emperor to agree, and the Arcane made their first delivery. First came the secrets of sun magic. These powerful spells did much to turn the tide of the war. When the Arcane demonstrated how it could also power their crystal ships, the balance of power shifted back to the Antilans, but only marginally.

The war between the illithids and Sun Mages lasted for decades, and would have continued had the neogi not stepped in as arbitrators. Knowing that such fierce and widespread war was bad for trade, the neogi forced an agreement between the illithids and the Antilans. The pact was forged under threat of trade embargoes and veiled promises of wildspace piracy, and has lasted to this day. Espionage and treachery are the tools used by the Antilans now, rather than spells and crystal ships.

The Sun Mages Today[]

Today, the Sun Mages are the rulers of a vast empire. Their society is based on their imperial ideals, and is extremely harsh. Crime in Antilan cities is rare, as even minor offenses carry extreme penalties, enforced by the ruthlessly efficient Judicants. Travel through Antilan space is very strictly controlled by the Judicants as well, limiting the opportunities of saboteurs to harm the empire from within. When in their territory, it is wise to follow the commands of the Judicants if a traveler wishes to avoid prison terms. While the Sun Mages are liable to allow passage to legitimate traders (for a fee, of course), smugglers are destroyed on discovery. This does make the black market a highly profitable arena to work in, but such careers are short-lived in areas controlled by the Judicants.

Magic is power within the Empire, and the Sun Mages keep its secrets close to the chest. Use of common magic (in a nonviolent manner) is allowed by outsiders, but it is illegal to teach the magical arts to a citizen of Antila unless that citizen also happens to be a noble. Likewise, the transportation of magical goods is allowed only by registered traders, who are escorted by at least two Judicants at all times. Technology is still quite primitive in the Antilan Empire. Confident in their magical superiority, the Sun Mages have engaged in little trade with the Cluster's newer occupants and so have missed out on several new inventions. In time, such things will seep in from the outer edges and be absorbed into the Empire, but that may take quite a few years.

The average Antilan is neither a Sun Mage nor a noble bent on conquest. Antilans are, for the most part, a reclusive people, preferring not to interact with other races if it can be helped. They are not shy, but racial biases make them hesitant to associate with the "lesser races." Even servants of the Antilans (and some slaves) share the arrogant bigotry of their masters. Citizens of Antila, and those who serve them, honestly believe that their race is the only one fit to rule the world.

Society[]

The Antilans are a true magiocracy, as only those capable of performing magic are allowed to rise into the nobility. Because magic is strictly forbidden to the lower classes, there is virtually no upward mobility in Antilan society, which has kept the same noble families in power for thousands of years. The leaders of Antila are naturally in favor of keeping things the way they are, and have passed strict laws that forbid the importing of magic items or texts, save to the noble families themselves.

The Antilans are, by and large, a decadent people, which is one of the reasons slavery exists to the extent that it does. Every free citizen owns at least one slave who sees to his or her personal needs. Nowhere else in the Cluster can one see forced servitude on such a grand scale, and nowhere is it as accepted. The most unique aspect of Antilan life is the custom of masks. All Antilan citizens, from the lowliest freeman to the Emperor himself, wear masks virtually all of their lives. Masks are sometimes fanciful representations of the wearer, but just as often are elaborate creations meant to inspire awe or terror. Personal and family heraldry is inscribed on the mask for identification purposes. No one is quite sure when this custom achieved its status, but things have been this way for thousands of years, and no Antilan can be comfortable in the presence of others without a mask.

The Antilans' primary ruling body is the Assembly, a hundred-strong organization. Each of the most powerful noble houses is represented in the Assembly, with a number of representatives granted in accordance to each family's wealth and power. The Assembly concerns itself with such things as setting taxes, making new laws, organizing the distribution of war spoils to various government or military projects, and other mundane tasks.

More powerful than the Assembly is the Conclave, which is composed of the most powerful mages and priests of the Antilan nobility. Currently the Conclave has thirteen members, but the number of members is not static, as members often leave or are replaced by their peers. In the past, as few as three and as many as seventeen individuals have held posts with the Conclave. The Conclave is the real ruling body of the Antilan Empire, while the Emperor serves as a figurehead and mouthpiece.

The Emperor is ostensibly above the Conclave, but in reality is nothing more than a puppet. Selected for personal charisma and heroic history rather than any ability to rule, the Emperor is a figurehead the Antilans can unite behind, and he provides a sterling example of Antilan leadership to other races. The current Emperor Markoff IV isn't incompetent at all, having served as a general in the Tentacle Wars, and his service was rewarded by ascension to his current post. Of course, he knows where the real power lies, but he has used his position to advance the Antilan military considerably.

Military[]

No military force is as feared as the Antilan Armada. Made up of elite soldiers and backed by powerful Arcane magics, only the illithids stand a chance against this fleet. The Antilan military is the pride of their empire, and every young boy and girl dreams of serving in this glorious force. It has become such a way of life, that virtually every member of the Antilan race that is not crippled or unfit has tried to join. Only a handful out of thousands are accepted and sent to the Training Grounds within the Shakalman Group. The Training Grounds are located so close to Firefall, that the temperature is blistering, and the training is so intensive, that sometimes the cadets faint or even die from exhaustion. More than a few of the recruits have been slain in training, either from overexertion or by the swords or arrows of overzealous sparring partners.

Of the few who make it into service, most serve as infantry, trained to take the brunt of battle and endure hardship with stoicism and racial pride. A few become officers, trained in the arts of war and leadership and placed in charge of their fellow soldiers. Officers must endure further grueling training, which weeds out the number who actually survive to serve in this capacity. Even fewer of the young men and women will become Warlocks, the dreaded battlefield mages who accompany all Antilan units into battle. Warlocks are the only mages trained to fight with the dreaded soulblades, which drain the very essence of their victims. The most gifted of the trainees will become crewmen on the glorious crystal ships, or even the massive crystal citadels.

Allies[]

The staunchest allies of the Antilans are the Arcane. These mysterious beings are using the Antilans for their own ends, but to achieve their goals, they must help the Antilans continue their conquest of the Cluster. To this end, the Arcane have been a great boon to the Sun Mages, providing them with spelljamming helms and other tools and weapons. Arcane advisors have a way of getting information, and such "inside" tips have swung the battle in the Antilans' favor more than once. The dwarves could be considered the Sun Mages' allies, if only because they so regularly serve as mercenary troops alongside the Antilan regulars. Of course, if they weren't well paid, the dwarves would likely become enemies. Mercenaries are like that.

Foes[]

Most other races do what they can to avoid the Antilans, because there really is nothing else that can be done. The Antilans are the most populous race in the sphere, as well as the best armed and most warlike. Thus far, only the illithids have actually engaged in hostilities with the Antilans. Other races have been the target of Sun Mage aggression, of course, but have yet to mount an effective defense or counterattack. The Antilans are treated with grudging respect throughout the sphere, but most other races would like nothing more than to see the Antilan Empire fall.

Religion[]

The Antilans worship Pyrax Life-bringer as their principal god. He is a hard and angry god, and the most aloof of all deities. He is represented among his people by the central sun, Firefall. Pyrax seldom involves himself in the affairs of his mortal followers, but they believe that his wishes can be divined from the alignment of Firefall's clusters. The Antilans refer to the central sun as Pyrax, in deference to their god, and take offense if those around them do not do the same.[4]

Of secondary importance is Gelanicus, the goddess of death. Whereas male priests worship Pyrax, the female members of the Antilan priesthood venerate Gelanicus.[4] The Judicants, the law enforcement arm of the Empire, are all priestesses of Gelanicus. Kept separate from the other levels of government, they are the ruthless upholders of Antilan law, and have been known to raid noble houses suspected of serious violations. Judicants are easy to pick out in a crowd because they always wear jet-black masks emblazoned with the fiery skull of their goddess.

Antilans as PC's[]

The Antilans are the most varied of the human races due to the large number of citizens within the Empire. Facial features are rarely seen, as the Antilans always wear full face masks. Most often, the masks depict various religious symbols or family and personal sigils of identification, but many are also fanciful beasts. The more intricate a mask, the higher status the wearer is, so masks are a source of great pride for most. Since eating and drinking is very difficult and undignified with a mask on, most Antilans choose to eat alone when possible. Without their masks most Antilans are nervous and jittery.

Antilans are normally deeply tanned (except on their faces), taller than average, and quite thin, giving a slightly elongated cast to their features. Hair color varies wildly from darkest black to near-white and every normal shade in between. Though it is normally worn long, members of the wizard class commonly shave their hair and have tattoos representing their particular school inscribed upon their foreheads. Eye coloration varies, though colors unusual to other races are common among the Antilans. Pale purple, brownish-red, and gold-green are the most prevalent, with black and grey being almost unknown.

Mages from the Antilan Empire will always have an extra first level spell in their spell books. Mages with an Intelligence of 17 will have two extra spells and the lucky few with an Intelligence of 18 will receive three extra first level spells. It should also be noted that mages from the Antilan Empire are automatically members of the minor nobility, and will most likely be adventuring on behalf of another, more important noble.

Signature Spelljammers[]

The Antilan crystal ship is the most feared spelljamming vessel in Astromundi space. Its distinctive appearance is known and despised by all free races. The ship's main body looks very much like a bisected egg, round side down. The deck is open, but various curving spines rise from the craft's sides like great, twisted ribs. The spines are used as weapon mounts for light ballistae and can also be extended out to support the sunsails. The whole is built of translucent crystal which reflects light in dazzling shards of rainbow colors.[5] The Sun Mages also field enormous mobile fortresses known as crystal citadels, which are virtually indestructible under normal wartime conditions.[6]

Appendix[]

References[]

  1. Sam Witt, The Astromundi Cluster: The Astrogator's Guide, 1993, (TSR Inc.), The Astromundi Cluster chapter, Antilan Empire (Sun Mages) section, pages 7-8
  2. Sam Witt, The Astromundi Cluster: Adventures in the Shattered Sphere, 1993, (TSR Inc.), Astromundi Powers chapter, Antilans (Sun Mages) section, pages 14-17
  3. Sam Witt, The Astromundi Cluster: The Astrogator's Guide, 1993, (TSR Inc.), Player Characters chapter, Antilans section, page 21
  4. 4.0 4.1 Sam Witt, The Astromundi Cluster: The Astrogator's Guide, 1993, (TSR Inc.), Player Characters chapter, Deities and Clerics in the Shattered Sphere section, pages 24-25
  5. Sam Witt, The Astromundi Cluster: The Astrogator's Guide, 1993, (TSR Inc.), Ships and Equipment chapter, Crystal Ship section, pages 26-28
  6. Sam Witt, The Astromundi Cluster: The Celestial Almanac, 1993, (TSR Inc.), Magic and Miscellany chapter, Crystal Citadels section, pages 88-90

Connections[]

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