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An Overview of Cefiro
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Cefiro: The Planet
Classification Breakdown
Average Citizen : 90%
Royalty, Adventurers, Bandits, and Other Occupations: 10%
Other breakdowns
Usual Adventurers (warriors): 10%
Magic users (Yils, Dals, Baals, and Kailu's): 20%
Psychic characters: 20%.
Cefiro is a land apart from all others. It remains to be a very green planet, being sprinkled with immense ranges of forests, grasslands, plains, and mountains, populated by all kinds of plant life. Only near the volcanic Mt. Honda and other select lands (described in maps to follow) are their lands devoid of most vegetation. Among them is one small dessert (only one in Cefiro), about as big as the state of Maine.
Getting around is tough however. There is no public transportation system, most need to ride by caravan, and only the rich can afford that. Many ride by foot, and must go through many different terrains before reaching their destination. Cefiro is literally a melting pot for landscapes. Going bout 5 miles in any direction, you can run into woodlands, grasslands, a large hill, and maybe a chasm, (which sometimes pop up in times of woe). Going by foot is dangerous, compounded by the fact that monsters make travel that much more difficult. This, and low birth rate (Cefiro's people have to try many times to have children) has prevented any accumulation of population, with only a few towns exceeding 100,000 people.
Cefiro- Its people
Everyone in Cefiro is happy, and couldn't want it any other way. Only one thing interferes with this and that is the Pillar system. The Pillar system has been the status quo throughout the years, and without it the world would crumble into a barren landscape. What many fail to notice is that the Pillar system is widely unnecessary, and that the masses can do the job equally as well as one person. It is the strength and will of the populace that keeps things in check, and the placing of authority upon one person is merely something to keep everyone happy.
Soon Cefiro will go through a revolution of thoughts and idea's that will rock its very foundations. The Magic Knights that come will bring with them new ideas and an otherworldly school of thought. This will be the catalyst that will finally bring Cefiro into a state of true peace and harmony. People will never again fear the deterioration of their beloved world due to the sad state of one person.
However, much toil must come about, and everyone must do his or her part. The true and exact reason that the Knights of legend have been summoned is still left as a conundrum. The world watches as they realize something big is going down, and only time can tell what the brave trio of uninitiated adventurers will bring with their arrival.
To those who wish to use this book to its fullest potential, be sure to know the story of Cefiro, and the three who came and forever changed the world of will. Be sure to include the legend and mystery of the three, and understand that with their coming, many stirred around the rumors and myths associated with them. Player characters will undoubtedly notice people gossiping about the three, and everyone will know nearly what they are doing.
Take advantage of the intrigue created by such a grand event. I suggest to GM's to create their own story by including characters into the very story and characters that the cartoon made so famous. So use all of this, and create a new and original chapter in the saga of Magic Knights Rayearth.
Cefiro Highlights
Forest of Silence
This is a large forest about the size of a large city. What makes this forest special is the fact that it is completely devoid of magic. No magic is allowed inside, as if by magic itself! Any incantations automatically fail, and creatures of magic cannot get near the place. No one knows why the forest abounds with such strong anti-magical forces, but many who fiercely disbelieve in magic make their homes there, perhaps because, or being the cause of the forests non-magical nature.
Hidden away in an out of the way locale, the forest attracts few visitors. Some have toyed with the idea of making expeditions into the forest. Many rumors point to the forest as the site of an ancient civilization, wondrous ruins, or even a site of power that dates back to Cefiro's creation. However, its non-magical nature, as well as the dangers within have Being covered with monsters, only the bravest of travelers dare to cross into its foreboding maw. It is no surprise that it is the birthplace of the feared huntsman, Cefiro's wild men who make a living off of monster hides (described later). The forest is no place for spell-casters, that one thing is for sure.
Floating Islands
Floating islands of earth fly high in the sky of Ceifro. Having no means to get there, these strange airborne mountains have remained a mystery to most inhabitants of Cefiro. The crystal formations at the center of these mountains are said to be the same crystals that the royal palace is made of. Many legends spark from the flying islands, and some even say the legendary living robot of the wind resides in one of the many islands. On a clear day, some say they can see figures up in the sky waving at the people below.
The Giant Volcano
The Giant Volcano is a very dangerous and magical place. Some say that it is the resting place of one of the legendary machines. The Volcano is very large, and has a system of caves that houses many monsters, and various secrets of Cefiro. Some anthropologists and archelogists, through hard work and dangerous excivations, have unearthed a great deal of artifacts and history of Cefiro. There are many treasures, and old items that appear to be at least 10,000 years old, and they seem to indicate that ancient Cefirians may have once lived in the mountain! From what many can tell, the people had many underground palaces and beautifull underground complexes within the volcano. It wasn't until the volcano became active that the people fled and began building elsewhere. The things found there indicate much about Cefiro's history. It also shows that throught the years, many of the former rulers ended their reign very unhappily.
The Giant Volcano doesn't have very many important facts about it, yet many are drawn to it. It is ultimately up to the GM wether the volcano really houses a Mashin. Also, there is a lot of adventure to be had at this mountain. Treasure hunting, monster slaying, lava dodging fun can be had. Just watch your step!
The Undersea Shrine
The last great wonder of Cefiro is the undersea shrine. It is a large underground building viewable from the water. Another rumored resting place for a legendary mashin. However, the only thing known about it is the size and location, because the doors are sealed shut, and not even magicians can stay under water long enough to figure out how to open it. Some say its a dark cave within, lurking with monsters, while others say its a palace with many columns, and ghosts of Cefiro's past come to life to steal teh soul of any who dare enter. Quite a place of mystery.
Background and Game Terms
The Universe of Cefiro
Cefiro's Universe is entirely diverse, yet small. Only six inhabited planets exist in this particular solar system, named simply The Creator Solar System, after its fabled... maker. About three more planets exist which are inhabitable (along with 4 that aren't). The only known planets to Cefiro are Chizeta, Farhen, and Autosam. They will be covered in future Cefiro "World Books". They do not know much about each other, and travel between them is very sparse, limited to the occasional traveler. Many fear the new planets, which are so foreign and strange to them. All this will soon change, however.
Pillar System
While Clamp did not leave me with much to work with, other than conjecture and opinion, I still will deliver my views on the pillar system. While not many know it, there is one person on top, and everyone else just works towards the greater goal. Should the person in charge get too greedy with the efforts they put into protecting the world, everything falls apart, including the world of Cefiro. Someone is designated as pillar by their will, and they get to control everything, sacrifice their lives, and maintain the balance in the world. Sounds fun, doesn't it?
It's hard work and a lot of responsibility to be pillar, and some pillars give in and "selfishly" pursue their own interests. No pillar can have a life of their own, and have to be dedicated to keeping their people happy. Otherwise the world is condemned to a hollow fate. However, that is for the GM's out there to know, and for the players to find out. I don't know much about Pillars though, so bare with me. Pillars are always the ones with the most will. When one is gone, the next pillar is determined in the same way; the one with the most will. Once one is picked though, there is no way out aside from death.
It seems apparent that the pillar somehow maintains the world's integrity, as well as allays the fear of the people. It is said that fear, if kept unchecked, will result in the creation of monsters. Weather this is true, or the instability of the world merely causes monsters to appear from where some hidden place is yet to be known. Regardless, fear results in monsters, and being without a pillar causes much fear. Since monsters appear even when a pillar in in place, it is hard to say what role the pillar has in keeping monsters from harassing Cefiro. It would be my assumption that even in times of peace, monsters and beasts can run rampant through more fear filled regions, and as always, human nature always creates monsters and conquerors of its own.
Will Power
Will power is the single strongest force in Cefiro. It determines those who rule, those who serve, life span and even dimensional activity. In Cefiro, the magic is found through the power of the mind. It is not alarming that many a normal citizen (about 20%) have at least minor psychic powers. This system is the form of government, and has been for over 10,000 years! The person who has the most power of the mind is the one chosen by the ambient forces of Cefiro to keep the planet together and prevent any disasters. If something bad were to happen to the ruler the Pillar, the whole world would become a playground for strange and evil monsters, and slowly begin to collapse on itself should the ruler disappear or die. Pillars mostly keep dimensional activity to a minimal, but only if the pillar is not preoccupied with any emotional or mental stresses or activity (i.e. falling in love).
Examples of Will Power:
Will power can affect many things. To the peaceful people of Cefiro, it usually becomes a knack or trait that makes a person special, or rather specialized. A person could become a master at public speaking where otherwise he would have no skill in the area. Will can also change physical appearance in little ways (i.e. eye color, height, age, etc.). Strength, Intelligence, or any other attribute cannot be changed, other than through exercise, both mental and physical (or whatever), yet will power can help when you want to stay on a strict regiment of exercise, or having the will to loose weight and not eat too much. Just remember, you can change what you are, but never who you are.
For any Role Playing Games, this is determined in many ways. White Wolf has a Willpower rating, which works great with this. However, other systems lack such a rating. It would be up to you on how to make it work for your campaign. I will, in another section, list several ways to manage willpower with specific systems.