Welcome to The Cantara Isles in The Cantara Player's Compendium | World Anvil

Welcome to The Cantara Isles

A Primer on the Cantaran Archipelago

“Welcome to the Cantara Isles, a rich melting pot that collects creatures from around the world. Cantarans are a restless, rebellious, sea-fairing people who believe to their marrow that getting anything worthwhile done means setting sail and facing the dangers of the sea. Here, vast swaths of reclaimed wilderness push back against civilization, and cry out to be explored!”
— The Cantaran Adventurer’s Guidebook
The Cantaran Archipelago is a broad collection of islands that are home to a variety of cultures, climates, creatures, and mysteries. Proud city-states dot the isles, disparate remnants of a long lost nation separated by wide seas and swaths of untamed wilderness. Roving raiders, bold pirates, and terrible monsters push at the edges of civilization, while strange secrets lay lost in long forgotten ruins.  

Feel and Tone

Playing in the Cantara Isles is about capturing the feel of adventure on the high seas, even when you're delving into an ancient tomb. Adventures are full of cunning, daring, high stakes, and the excitement of forging into the unknown. Powerful storms pelt the land, clever outlaws swindle and plunder, and brave souls chart new courses.  

Technology

The technology of this setting best resembles the late-medieval and early-renaissance periods, with some areas that are more or less developed than others. Civilization’s struggle to take root, spread, and unify in these tumultuous lands has long held the people back despite great innovations.  

Geography

The Montipalan Islands to the north by the equator are jungled, humid and resemble the caribbean and polynesia.   The central “Thelan” islands are more temperate and resemble the mediterranean; particularly Italy, Spain, Malta, as well as north Africa.   The southern islands and the Skaldik Kingdoms are frigid and rocky, resembling Iceland, Greenland, and Norway.   In between you'll find vast crystalline-deserts, jagged karst ranges, misty forest glens, and more.    

Inhabitants

The people of Cantara have nearly all at some point in history come from somewhere else. The Isles collect all sorts, many running from something, others seeking something. The people of Cantara are as diverse as they come, and though their differences often divide them, they share common traits that make them uniquely Cantaran: tenacity, curiosity, fierce independence, and even fiercer loyalty. Cantarans have an adventurous streak as a league wide. They would call themselves intrepid, Mainlanders might call them crazy.  
  • Elves. Instead of the noble, elegant, and haughty elves one expects from popular representations, the Elves of Cantara are known for being particularly rakish and swaggering.
    Elves primarily live in the Montipalan Islands to the north, having come seeking a better home than the one they left behind.
  • Dwarves. While still the brash, hardy, and industrious folk that you're used to, Cantaran Dwarves aren't prone to isolating themselves within mountain halls. Instead their industrious nature pushes outward as they constantly seek bold new opportunities.
    Dwarven craftsmanship is remarkably elegant, subtle, and refined, in sharp contrast to their demeanor.
  • Humans. Being the most abundant folk in Cantara, humans are present in almost every region of the Isles. Humans are ambitious, versatile, and adaptable people (other species would attribute this to their short life-spans), who tend to spread themselves as far and wide as they can manage.
    As you travel about you'll find their culture varies enough to be almost unrecognizable to each other, from the isolated and meditative Tokinans, to the rowdy and proud Skaldik.
   

The Thelan Empire

“All the knowledge and machinations of the Thelan minds, and what did it bring? Calamity, chaos, misery. Some speculate they learned to move the moons of Tyr themselves, yet here we are, and where are they?”
  The Thelan Empire once ruled the Cantara Isles as a symbol of the wonders civilization could accomplish. They learned to command the mystical laws of the universe to do great and terrible things, but this lust to uncover the greatest secrets led to the mysterious cataclysm that destroyed the Empire. What followed was The Consequence; a long, sorrowful, and fruitless war between the fractured remnants of Thela that nearly wiped civilization from the Isles. This was the final death bell for the greatest empire the world had seen.  
From the ashes of the Consequence rose a handful of city-states, leaving the Thelan Empire to fade into myth and legend.
 
 

Magic and Spiritualism

The ancient Thelans may have unlocked a great understanding of the world's magic, but that knowledge was lost with the Consequence. In most places in the isles, magic isn't much more than superstition. Sure it may be common enough in the big cities, but you don't have to get very far outside their walls before you'll find towns or villages where the use of magic is seen as extraordinary, unheard of, or something evil.  

Magic

Magic in this setting is all about feeling; mages are people who have learned to connect with the energy that permeates the world and manipulate it. A mage could be a druid who has an affinity with nature so deep that they can harness its elemental fury, or a cleric who’s connection to the tenants of a spirit is so strongly a part of them that it gives them power. Monks have become so centered with their own spirit that they can unlock its innate potential, while a barbarian’s rage is so profound that it pushes their spirit to new limits.  
Using magic requires meditation, focus, and an instinctive bond to the forces you mean to wield. Often materials, words, or gestures are used to help anchor the caster to the feelings necessary for a spell. Many require tapping into and manifesting emotions; one needs to harness a burning fury to unleash a fireball, or themselves be tranquil to cast calm emotions on others.
 
The intertwined nature of the two worlds is called “the weave”, and this is what allows magic to exist. The world is suffused with the energy of the spirits of the other side, just as our souls are connected to the spirit realm.
 

The Spirit World

Reality is like a coin with two faces, one being the physical world and the other the spirit realm. They touch at the edges and define each other. Everything in the physical world has a spiritual counterpart; concepts, feelings, beings, and places. Life is the clearest example of the interactions between realms, but the spirit realm’s influence can be felt in everything.  
Here, a typhoon pounds the Isles and on the other side wind spirits dance, lightning spirits rage, and sea spirits crash. There are spirits of the wilderness, of joy, luck, or song, and demon spirits of the abyss that reflect the worst aspects of the world, such as despair, pestilence, woe, or butchery. Both sides mirror each other, and one can’t change without the other reflecting it.
 
The religions of Cantara are all based on relationships with these spirits.
 

The Projection

A bewildering phenomenon gripped the Isles recently that is now being called “The Projection”. The foundations of reality were shaken and the boundaries of the spirit world and the physical realm suddenly overlapped further, causing the spirit world’s influence to be felt and seen much more than before.    

The Mainland War

“Nothing could end the blood-feud between Lamitane and Soritosi. That is, nothing but a fleet of Mainlanders burning Soritosi to the ground before Lamitane got the chance.”
  The feuding states of Cantara were forced to put their differences aside in 1240 when the mainland nation Roenir invaded in an attempt to force them into their empire. What followed was over 12 years of bloodshed. Not since The Consequence had the Isles seen a war this long and gruesome. The people of Cantara are different in many ways, but all of them are fiercely stubborn and would throw themselves to the sharks before subjecting themselves to mainland rule.  
It took over a decade of brutal, fruitless war for Roenir to finally decide to cut their losses and leave the Isles in peace. The trauma of this war is still felt a decade later, a bitter hatred for the Mainland tinges the Cantarans just as great scars taint towns and countryside.
 
 
The Cantara Isles Map
This nautical chart is a popular rendition of the Cantaran Archipelago, displaying in vivid detail the full breadth of the isles. This is a valuable resource for those intent on long journeys through the coral highway.

City-States

Freshport

You could spend a lifetime exploring the wards of Freshport and get just as much out of it as you would sailing the isles, and that's not even including what's under the city.
The sprawling metropolis of Freshport is the “Gateway of the Isles”, the nexus of trade between Cantara and the Mainland. Guilds of every sort run the city’s industries, and practically every faction that can be found in the Isles have a notable presence here. Freshport is the largest and most diverse city in Cantara, here there’s a place for anyone.  

Thelan Twins

“You go to Elksa-Din if you want to get ripped off by an artist, you go to Purla-Din if you want to be robbed by an aristocrat. At least in one place you might get a decent painting out of it.”
  What was once known as Thela-Din split nearly 300 years ago into the twin cities of Purla-Din and Elksa-Din. These two cities, bifurcated by the Dartwater River and nestled on the Violet Pond, have a long history of animosity and opposing political agendas.   Elksa-Din is a haven of artists, musicians, poets, and craftspeople. Forward thinkers from across the land congregate here to push the boundaries of the imagination.   Purla-Din is the city of Coin and Wine, a pillar of finance and symbol of high-society. Here is where Cantara’s standard of currency was minted and where bankers and gamblers drive commerce far and wide. While the perception of Purlans as snobby is often fair, they are primarily a pragmatic and orderly people.  

Tyr

“Rich and poor kids alike dream of becoming Ardent Knights of Tyr, but for many a cold death in the Mountain Guard is the most their station will give them.”
  Tyr is among the most beautiful and desirable destinations in Cantara. This modern jewel is built into the face of a mountain beneath a crystal lake reservoir, with a waterfall that cuts through the rising tiers of the city. The force of this water’s rush powers the city's lifts, gondolas, mills, and other clever contraptions. Tyr is famous for its prestigious order of knights, grand auditoriums, and gladiatorial games. It is also known for the constant threat of monsters and dragons from the peaks above the city, against which the Mountain Guard stands.
Tyr was originally the exterior portion of the great Dwarven city of Dhom Kholdur inside the Malogna Mountains, but the centuries after the Consequence have seen more and more human influence until it broke off and became it's own separate - yet still connected - city.
 

Lamitane

“The best advice I can give when visiting Lamitane; watch your step, watch your mouth, and watch your pockets.”
  The people of Lamitane are renowned for their seemingly genetic seafaring nature. This humid Elven port is home to a legendary navy, rich plantations, and a dense canal system. Visitors often describe it as a particularly ‘colorful’ city, both in an earnest sense describing its vibrant culture and attractions, as well as in a more charitable sense as the more undesirable aspects of Lamitane come to mind. A thriving criminal underground and the people’s penchant for violence gives Lamitans a roguish reputation.  

Soritosi

“A haven of anarchy suitable only fer the most disreputable of souls. If dishonest work is what yer after, a better market cannot be found.”
  The once great Montipalan city of Soritosi was brutally razed during the war with the Mainland, and now its ruined husk is a harbor for sailors of a less-honest disposition.

Breakstorm

“Ya go to Breakstorm and ya can’t just get a lamp, it’s gotta be a MAGIC lamp, the most overengineered lamp ya ever seen. Costs ya ten times as much and still just lights up your room.”
  The popular joke about Breakstorm is that someone decided to settle there, and ever since their pride has kept them from admitting it was a terrible idea. This port sits in a zone that exposes it to frequent, harsh storms blowing in from the sea. As such, the city uses natural defenses and clever engineering to protect itself, giving it a brutal, alien appearance to foreigners.   Breakstorm is known for its leagues of artificers; schools, guilds, and shops pushing the boundaries of technology by crossing engineering with the arcane.  

Callista

The legendary Legions of Callista are renowned beyond the isles for treating battle as an art, a philosophy, and practical means of survival. Centuries of threat and conflict have created a society that treats warfighting like a Montipalan treats sailing, so much so that it is one of their chief exports. Callista’s 3rd Legion is available for hire and they are almost always under contract, fighting for other states for a premium. Callista’s Military Academy also not only trains their own Legions, but welcomes students from across the isles to study the philosophy and art of war.  

Nidas (Bridgetown)

Bridgetown is a young developing city founded by refugees. Only a couple decades ago, Del Nidas was just a castle guarding an important bridge. This bridge connects the islands of Escabrosa and Malogna, and has been destroyed 6 times in its long history. During the war with the Mainland, the bridge was destroyed again, halting Roenir’s army and marking the turning point in the war. Afterwards, those who had fled to Del Nidas put down roots that exploded into the thriving crossroads you find today.  

Arna Del Mor

“You can’t deny, building a city under a volcano has a certain amount of ‘up yours’ to it that makes you understand why someone might live there.”
  “The City of Embers” is famous for its prestigious university that studies mystical sciences, and for sitting under an enormous volcano that has been active for longer than records know. In fact, it’s theorized that records were destroyed when an eruption devastated the city over a thousand years ago. Arna Del Mor has taken many precautions to keep the city safe from the volatile volcano, such as using no wood in its construction and having mandates restricting flammable objects outside. The most impressive countermeasure is the massive Lavaduct that channels lava away from the city.  

Tokina

Tokina is a strange oddity in the isles, in that its culture existed and has remained relatively untainted from outside influence since before the rise of the Thelan Empire. Because Tokina has always been a rather isolationist cluster of isles, they are descended almost purely from the first people to land there many thousands of years ago, and so their culture has evolved to be very different from those of the other surrounding ethnic groups.   Tokinans are a people of discipline, patience, and reserved fury. More than others, Tokinans are in tune with their ki. Many dedicate their lives to attuning themselves to their spiritual side, whether harnessing it for combat or craft.