Everything Is Canon II

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EVERYTHING IS CANON
A while back, a thread ran on this forum in which a campaign setting was developed post by post through the contributions of many different posters. Im starting up a new round. Here's the rules:

 
1. You can only post two ideas per post. You can add to anything, the geography, the gods, the nations, the monsters, it is a world we all share.
2. The ideas must be well thought out, yet light enough for others to add to it later. So no complete world history, but events, stories and ages are up for grabs.
3. All ideas are final, 
Everything is Canon once posted.
4. No race can be removed from the setting. For example: You can claim the elves are thought to be dead, but you can't be sure.

The origional thread can be read here:
community.wizards.com/go/thread/view/758...

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POST COMPENDIUM


under repair... these new forums are so glitchy...


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To start off:

1 - The material plane is a flat discus, floating in a void of air. It spins around a central axis in a slow rotation, such that a full year passes between each revolution.

2 - The goddess of the sky, Halliera, most often takes the form of an incredibly tall woman with hair made of pure light. She is the patron of purity , goodness and inner strength.
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3 - The central continent, roughly the size of Africa, is called Yureth (YOOR-eth). It is crescent-shaped, with the apex of the crescent pointing northwest (and the "bay" opening to the southeast).

4 - The Ja'han, elves who live near the southern tip of Yureth, in a land called The Highwild, are savage, cannibalistic tribesmen. They ruthlessly defend their territory, painted in the blood of animals. Some neighboring societies claim they don't have a language, but there is little to support that claim.
Ever feel like people on these forums can't possibly understand how wrong they are? Feeling trolled? Don't get mad. Report Post.
There is a legend of a second material plane comprised of a similar discus . It spins in the opposite direction.  There are myths of great heroes and villans who jumped between the two planes in a great war years ago. There are prophecies that someone or something will cross the chasm in the future bringing great destruction upon the place.
5 - The Silqui, known as Sky People to most, are the mortal descendents of the Djinni. They have a dark complexion, and white eyes without pupils. Using their inborn mastery over the element of air,  they float through the sky in suspended cloud castles. Those who venture down to the ground do so to sate their hunger for treasures.

6 - There is an ageless legend that at the axis of the material realm stands a pillar that climbs all the way to the realm of the immortals above. To climb this tower, one must have the blessing of the angels that stand guard over it.
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7. Goblins are civilized and technically able, though mean spirited, prone to holding grudes and smell of terpentine. As such, they are like goblins elsewhere in the cosmos, only these have better equipment when they try to kill you.

8. There are at least two empires (among other kingdoms and such) on Yureth, which via for dominace at all times even if they are not at war at all times.
Reviews Blog: thegrumpycelt.blogspot.com/ Image Gallery: grumpy-celt.deviantart.com/gallery/ --- Right, where was I...
9. Goliaths and Dwarves are formed from the same metaphorical rock. They worship the same diety and live in villages together. They form separate but equal castes between the races, with sup-castes in one race.

10. There are rumors of a huge network of tunnels that go to the underside of the disc. No-one knows whats down there, and no-one has ever come back from finding out.
Take a look at my Handbook: The Pet Store: A Familiar Keeper's Handbook Nacht: "Vecna can do ANYTHING given preptime. He's like an undead lich god Batman."
8. There are at least two empires (among other kingdoms and such) on Yureth, which via for dominace at all times even if they are not at war at all times.


11. One of these empires is Geldeharr, the Kingdom of Dragonborn. Though they speak often of their honor and righteousness, the extent that politics and bureaucracy have gripped the nation is common knowledge. There are murmurs of discord among the populace, and rumors that an uprising will soon overthrow the emperor, to return Geldeharr to its lost traditions of honor and justice.

12. The Dead Lands, an expanse of desolation between Geldeharr and their rival empire, was once the site of the greatest war ever fought in Yureth. Now, not even grass will grow in this forsaken field, and few are those who dare to cross it. The Dead Lands are guarded by the very fallen soldiers that created it, who wander endlessly in search of their final rest. However, the unholy magics that control this land prevent them from ever finding peace, and not only are their numbers insurmountable, but even slaying one of the Living Damned does not destroy them permanently.
Ever feel like people on these forums can't possibly understand how wrong they are? Feeling trolled? Don't get mad. Report Post.
13. Thura, Betrix and Donia are the respective titles of the Trinity Peaks, who rise out of the depths of the ocean to the south of Yureth. These islands are part of a mostly submerged volcanic mountain range that runs like a scar across the sea bed for hundreds of miles. These three islands are the home of the Deva, offspring of the goddess Ila, who is the patron of knowledge and foresight.

14. The Deva are tasked with the job of collecting knowledge, it is their reason for existance. The males of the race are blessed with the power to see what was; they can recall things from their past lives. The females are bestowed with the power to feel what is yet to be; they catch glimpses into the possibilities of the future. Together the Deva collect their knowledge and store it in great crystals embedded in the bases of the Trinity Peaks. 
~
1/ There is a race of immortal beings, few in number, not created by Halleria, that live below the seas and underground. They consume birds and flying creatures to show their contempt for Halleria. These beings are rumoured to have been created by Halleria's brother and are believed to be survivors from the last war.

2/ There is a religious cult dedicated to them that try to spread hatred and distruct of Halleria through-out the land. Most Lawful Good societies shun them and some execute them on the spot.
17. Dwarves are afraid to let their feet touch the ground. Many live in tall trees.

18. Humans are the offspring of carnal relations between Dwarves and Elves.
17. Dwarves are afraid to let their feet touch the ground. Many live in tall trees.


thats the best thing i've heard all week

19. There are small communities of selfaware non-evil undead. They have not unique pantheon (they worship the same god(s) they did in life). No one is quite sure why but some people just don't stay dead when they die. Rumors and myths are wide and varied, often including theories about souls and/or gods.

20. The god of the sea, Kigal,  has always been deeply in love with Halliera, but she will not have him. small children are told that rain is Halliera returning Kigal's gifts (similar to how we tell our children that thunder is angels bowling, or similar)

7. Goblins are civilized and technically able, though mean spirited, prone to holding grudes and smell of terpentine. As such, they are like goblins elsewhere in the cosmos, only these have better equipment when they try to kill you.

8. There are at least two empires (among other kingdoms and such) on Yureth, which via for dominace at all times even if they are not at war at all times.



21. One of the empires on Yureth is Heghisthal which is ruled over by the goblins. They try to absorb all peoples but those that betray the Heghis after being conqured see their lands salted and their people hunted down like cattle.
22. Gold is much more commonplace than is the way in our world. It is so common that a piece of it will barely buy you a loaf of peasant bread. Silver is somewhat rarer, however copper is considered the true monetary standard, one piece is is worth 10 silver or 100 gold pieces.

23. The goblin kingdom of Heghisthal is divided into a caste system. Highest are the Bugbear royalty, then the hobgoblin warleader caste, then the common gobliins, and finally the Gruth (everyone non goblin who has been subjugated.) 
~
OOC: We're only allowed to post once? If so, this could take awhile....and some recruitment
24. There is no sun in the sky. Instead the stars give varying levels of light such that at night they appear small and give little light, and during the day, their light is much brighter, bringing warmth to the world. It is said that the stars are the tips of Halliera's hairs that touch the dome of the sky, and that during the day they are bright while she is awake, and at night they become dim while she sleeps.

25. The world has one moon, a ball of elemental cold that hangs motionless in the sky, and as the world rotates, the areas closes to it experience cold wintery weather, while the places furthest away experience wary summer. It is rumoured that this frosty orb is the prison of one of the gods from the other, contra-rotating disk who was captured and imprisoned during the Dawn Times when gods and primordials fought for control of the worlds

(Hopefully that explains the seasons in a world with a non-standard geography. Laughing)
OOC: We're only allowed to post once? If so, this could take awhile....and some recruitment



You may post as often as you wish, with a limit of two new ideas per post.
~
14. The Deva are tasked with the job of collecting knowledge, it is their reason for existance. The males of the race are blessed with the power to see what was; they can recall things from their past lives. The females are bestowed with the power to feel what is yet to be; they catch glimpses into the possibilities of the future. Together the Deva collect their knowledge and store it in great crystals embedded in the bases of the Trinity Peaks. 



26. Deva do not mate, and there are fewer and fewer female Devas being reincarnated.  The reason is unknown and the males can see nothing in the past that could have brought this about.  As the number of females dwindle they worry that their race's ability to forsee what is to come will be lost forever.
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf

25. The world has one moon, a ball of elemental cold that hangs motionless in the sky, and as the world rotates, the areas closes to it experience cold wintery weather, while the places furthest away experience wary summer. It is rumoured that this frosty orb is the prison of one of the gods from the other, contra-rotating disk who was captured and imprisoned during the Dawn Times when gods and primordials fought for control of the worlds

(Hopefully that explains the seasons in a world with a non-standard geography. )



I love your take on seasons here.
27. Elves resemble insects in some ways; they have a set of wiry antennae that extend from their foreheads and act as extrasensory organs. They also have small flaky plates of keratin that form on top of their skin and shimmer in direct sunlight. Some family lineages grow thin, clear dragonfly wings that fold into their backs.

28. The counter turning world, titled Rhaljarr in the ancient texts, was sealed away behind a dimensional wall some time in ages past.
~
29. Every five years and five days the oceans and lakes of the world are terrorized by a monster simply known as the Kraken. The Kraken hates the sailor and fisherman and destroys all vessels. It can seemingly be in two places at once and it's rampage has been known to last as long as a season before again subsiding.
30.  It is said that in ancient times, long before conventional history, the Changeling race was a great empire.  It is believed that they grew too arrogant for their own good and challenged the Gods.  Some say they tried to conquer the Axis with plans to usurp the Gods in the heavens and were cast down and cursed to have no identity of their own, only being able to take the identities of others and to live as wanderers and itinerants, always part of another culture but never of their own.

31. It is said that every Changeling is also cursed with an ancestral memory of why they were cast down.  It is difficult to determine the veracity of this statement because Changelings do not readily reveal themselves for what they are and if known, they do not speak of it.  Some believe they are not able to speak of it.
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
32. The idea of Changelings being cursed with an ancestral memory has led to many other rumors, one of the most common that Changelings were previously Devas.  Oddly enough, the Devas will not confirm nor deny the rumor, preferring to brush it aside and ignore it.  There is no record dealing with it either.  The unwillingness of either race to speak on the matter only fuels the rumor.

33. Changelings only breed true with other Changelings.  Due to their itinerant and secretive nature, this makes keeping the race going difficult.  Many have formed lives and families in the world, but their offspring is always of the non-Changeling parent's race.
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
34. There are no Halflings, although ancient ruins and buildings suitable for a race of people only 3' tall have been found. Rare, antique archives speak of a race of brave warriors, half the height of a human, that was wiped out by the Changelings in their war against the Gods.

35. An alternate theory is that the Gods helped the Halflings to ascend to a higher plane as a reward for their service in the Changeling War, and that they will fight as holy warriors once more for the Gods if the barrier between the two world is ever broken.
36. A prison of metal flotsam floats high in the sky above the world. amorphous, ever shifting, and razor sharp, this labrynth of spikes and shreds of steel encloses a tiny planet that houses an ancient ruins. Those who have navigated the treacherous journey to its surface speak of a tower of adamantium that spews out acrid smoke upon the landscape, and tiny shadow creatures that flit through the air.

37.  Carnor is the capital of the goblin kingdom. One of the largest cities on the continent, it is chaaracterized by the precarious skyscrapers of wood and iron that grow from the earth in what seems like an unplanned fashion. The inhabitants of the city live on different levels based on their social standing: Bugbears live in distastfully gaudy suites on the highest towers, Hobgoblins occupy the levels beneath them, goblins occupy the lower levels of the towers and everyone else lives in the ramshackle slums that fill the streets and spaces in between buildings.
~
38. Some people say that if you sailed to the edge of the world you would wrap around to the other side.  The truth is that the edge of world is just that... the edge.  Should one travel to the edge of the world, they would end up in the Elemental Chaos.  There are many scholars who believe this based on the fact that oceanic currents originate from the edge towards the center of the plane.  The truth of this has never been verified by the people because anyone foolish enough to sail off the edge of the world has never returned or communicated in any other way to speak of what is out there.

39. Cattle were the first domesticated animals in prehistoric times due to the many uses the animals offered (food, leather, milk, labor, etc.).  Cattle were revered enough that the Gods saw fit to create the Minotaurs to act as protectors of the fledgling races against a demonic incursion from the Elemental Chaos.  To this day Minotaurs are seen as Demon Slayers.  It is rumored, and believed by the Minotaurs, that great Minotaur heroes inhabit the sky prison's changing, labyrinthine passages to keep whatever is in there where it belongs in service to the Gods.  Minotaur champions aspire to achieve humble greatness to be assigned to wander the labyrinth.
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
40. Legends speak of the realms of the Winter Lords in the far north of the world. An archipelago of islands situated very close to the end of the world that few outsiders has ever been able to set a foot on. It´s inhabitants are rumoured to be a very powerful breed of Fay that workship the God of the Moon. They have a connection with ice and snow, are ruled by powerful Mages and has no direct connection to the world in general other than through their religon.

Winter Lords often act as guardians of Temples of the Moon both in their own homeland and on other landmasses. It´s mostly due to this fact that the Winter Lords existence is not disputed. These Templars tends to wear veils and arm themselves with spears, halberds, glaives and in some rare cases magic.
41. At the edge of the world is a barrier that keeps the inhabitants of the Elemental Chaos at bay.  It was erected by the Gods after the demonic incursion nearly undid thier work.  The only way to pass through the barrier is with rituals or special magical apparatus on vessels to pierce through the barrier.  Without these means, anyone who approaches the barrier finds themselves entering into a fog and traveling back in the opposite direction they were heading.  It is easier to travel through the barrier from the material plane.  Coming from the Elemental Chaos is much, much more difficult.

42. Tieflings are the result of depredations during the ancient demonic incursion.  For this reason, many refer to them as the "Bastard Race."  It's a stigma that has followed them their entire existence.
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
43. Gunpowder is common and abundant throughout the land but mostly found within the human settlements. It is used in a variety of ways but mostly in the form of firing rifles and cannons. Flintlock rifles and pistols are the main ranged weapon of choice throughout the ranks of human armies and legions.

44. The solid rock material crushed down and used to make the gunpowder is mined in a massive pit set in the heart of a large crater. The crater has long been rumored to be the result of a slingshot pellet that the God Haermus fired in an attempt to put out the eye of God Nethgoka. The crater is several miles deep and approximately 4 miles across. It is highly revered and guarded by a full 12 legions of Humans and Dwarves who share the crater in a neutral alliance.
I am Red/White
I am Red/White
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Created with Rum and Monkey's Personality Test Generator.
I'm both chaotic and orderly. I value my own principles, and am willing to go to extreme lengths to enforce them, often trampling on the very same principles in the process. At best, I'm heroic and principled; at worst, I'm hypocritical and disorderly.
12. The Dead Lands, an expanse of desolation between Geldeharr and their rival empire, was once the site of the greatest war ever fought in Yureth. Now, not even grass will grow in this forsaken field, and few are those who dare to cross it. The Dead Lands are guarded by the very fallen soldiers that created it, who wander endlessly in search of their final rest. However, the unholy magics that control this land prevent them from ever finding peace, and not only are their numbers insurmountable, but even slaying one of the Living Damned does not destroy them permanently.



45. The oldest undead that were created by the Dead Lands used powerful rituals to bind their bodies to their armor and other bits of inanimate matter to stop the torturous cycle of re-death and un-birth. In doing so, they have achieved a single, permenant form that will not rise again if killed. Though better than their previous undead bodies, the long-dead soldiers still hate what they caused and what they have become. Rumors say these "War-forged" plot for the destruction of the two empires, trying to take revenge on the descendents of those who forced them to turn the Dead Lands into such an unholy place.
46. Almost all mortal races trace their ancestry back to a protorace known as the First. The First were created by through the collaboration of Halleira and several other gods. The First had no overarching cultural identity; they were formed to be hyperevolutionary, so that they developped in astoundingly different directions based on environment and society. Because most races share this common ancester, most races can interbreed to form new half races (the most notable being humans, the crossbreeding of elves and dwarves long ago)

47. There exists a continent to the far south, oblong and level. It is known as Rhasdragon, and it is divided into six territories, each controlled by a dragon noble.
~
48. Xaren is the god of celebration and laughter, and people of all races raise a glass to him during festivities and special occasions. Only a few dark cults truly worship him, however, for his is also a god of madness and untamed emotion. His credos teach that men that experience great tragedies and trials learn to laugh the loudest, and that complacency is the death of all forms of passion.

49.  Genasi are refugees from the Elemental Chaos who have found a few rare and temporary rifts in the god's wards at the edge of the world. They exist today largely as a seafaring race, and facilitate trade throughout the larger part of the world's fringe, but are also prone to worshiping primordials and demons from the Chaos whence they came.
50. The humans and dwarves need to guard the crater so vehemently because it is regarded as a holy site amongst the dwellers of the forest in which it resides. The shifters, elves, and lizardfolk of the Zerin Rainforest constantly launch small raids at the crater, but are too disorganized in their tribal state to make any significant progress

51.  Creating further troubles for any who wish to travel between the two kingdoms of the main continent, adjecent to the west of the Dead Lands is an area known as the Vaern Swamp, a vast wetlands brimming to the edge with bullywugs, who constantly strike at merchants and travelers who take the path to avoid the restless dead
~rawr
52. Legends say that the reason to why the world doesn´t fall down in the endless abbyss that waits under the disc is that sinners souls are forced to carry it as a form of punishment. Therefore it is counted as strict taboo to ever try to see what happens under the world. The stories whisper that the World Bearers will grab those that try with dead hands and force them to join their ranks.
Ive Posted a compendium of all the posted ideas so far in the origional post. its organized for easy viewing.
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53.  Haermus is the deity who created the Minotaurs.  When the Minotaurs were successful at beating back the Demonic hordes during the Incursion, Nethgoka became jealous of all the praise the other immortals gave Haermus.  So Nethgoka made a pact with a powerful demon named Yeenoghu.  Nethgoka helped Yeenoghu pierce the barrier into the Prime to sow chaos.  Yeenoghus part fo the bargain was to bring a "seed" with him and to find a suitable host to plant it in.  Thus were the Gnolls created as instruments of Nethgoka's spite and Yeenoghu's influence, created and bred to fight against Haermus' chosen warriors.
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
54. Aaef is the god of death. He seems to be an uncaring deity whose only interest lays in the protection of dead souls and their trip to his domain where the path to "After-Life" is. Aaef shift forms as mortals shift clothes and seldom appears in the same way for more than a day. He is often dressed in regal robes though and is renowned for the vast material wealth he posses.

55. What the after-live truly is, is something of a mystery even among the Gods themselves and those of their kind that has passed the Gates that leads to the Path has never returned.

Along the Path that takes the form of a stone bridge leading over a vast river of shimmering water. Demons, Gods and other might beings stands along the bridge, their task is to tempt the mortal souls with promises of wealth, power and eternal life.  Those that steps away from the path become Divine or Demonic servants and are allowed to live once more. Divine and Demonic servants that dies simply fades away, no one knows were their souls go. Some say that their service of the Gods has given them free passage to the after-life.
56. The Yuan-ti are a cult of snake people who follow the World Serpent, not a god, but a philosophical state of being.  They see true peace in perfect, serene inaction; the watchful python who moves not, but merely is.  Through meditation, fasting, and ritual consumption of venom, they seek to transform themselves into a serpentine state to achieve tranquility in all things.  Those who achieve ascension are said to become Naga, the negated, watchers of true wisdom, who see all but act not.  Should they stray from the true path, however, and be caught up in concerns of the mortal world that fray the mind and shatter the pure intention with frivolties, they become Anathema, fractured beings who's imperfections break their will into a thousand venomous faults.

57. Of all Halliera's worshippers, none are more fanatical than the Kenku.  Revering all above, the raven folk believe they must earn a place among the clouds through devotion to the sky goddess.  Their outlook is most curious, a sort of selfish selflessness, each trying to earn worth through benevolent deeds to further his position.  Kenku flocks work in perfect harmony for the benefit of the group, and individuals have been known to compete with one another for the right to perform even the most menial services to gain humble status.  They venerate avians as Halliera's chosen, but are deeply ashamed of being so close to the exalted shape themselves, yet unable to fly.  Instead, they revere birdsong, learning, mimicing, and passing them on to future generations.
58. The Axis, if one were to reach it, grows up from the ground as if it were all one piece.  It is surrounded by a small landmass which many would consider a paradise.  As such it is referred to as Paradise.  It is equal parts myth and certainty among the populace of the world.

59. All who have journeyed to the Axis have never returned.  The waters surrounding the Axis away from the landmass are treacherous, full of whirlpools, dangerous waves and storms, and some say great beasts of the water and air.  A mist hides much of this making it impossible to navigate safely through it, although it is rumored that some have made it through on blind luck.
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
60. There is an artifact in legend, called the Horn of Mahar, that if blown will part the mists that surround the Axis and allow safe passage through.  It is believed to have been created and used by the Changelings to assault the Axis.  It's whereabouts are unknown.

61.  Because of Paradise, some people throughout the ages, when they were at their lowest and had nothign to lose, have been known to set sail for Paradise in the hopes that they may make it through the mist.  No one has done it in so long that it has become a sort of urban myth.  However it has given rise to a saying: When someone is down on their luck and gambling everything on one last ditch attempt to get temselves on track, or someone would be in a bad position without much recourse to a good outcome they can be said to be "Chargeing the Axis."

"Did you hear that the rains have been so heavy that the crops may go bad in the fields this year?"
"Yeah, poor Elric down the road has had bad luck the last few years.  If he loses this crop he may  charge the Axis."

EDITED for atrociously bad typing.
Sorry WOTC, you lost me with Essentials. So where I used to buy every book that came out, now I will be very choosy about what I buy. Can we just get back to real 4e? Check out the 4e Conversion Wiki. 1. Wizards fight dirty. They hit their enemies in the NADs. -- Dragon9 2. A barbarian hits people with his axe. A warlord hits people with his barbarian. 3. Boo-freakin'-hoo, ya light-slingin' finger-wigglers. -- MrCelcius in response to the Cleric's Healer's Lore nerf
62. The highest form of technology currently used is that of clockwork. Most machines are rudimentary in automation, however the rich and powerful employ clockwork servants and domestic machinery. At Rotorn Academy, a giant clockwork counting device said to be able to calculate algorithms for arcane rituals is propelling the studies of mathematics and magic by leaps and bounds.

63. Gnommish clocksmiths are employed across the world for their famous "tinker magic", an innate empathy with the working of machines and clockwork. The capital of the Gnome world is an underground cave city known a Grindlebust, and here there is the highest concentration of clockwork technology in the world.
~