Geography Of A Sundered World
When Antioch pitched his Sundered World
campaign to me, the genesis of the idea was to take the cosmology
detailed in the lore of Dungeons & Dragons 4th
Edition's implied setting and remove the cosmic membrane that keeps
the planes separate, creating a blasted spacescape wherein players
could explore dead stars full of incomprehensible horrors, navigate
chaotic elemental storms, and fight unhinged angels aimlessly
wandering their dead gods ruined domain.
Since then, he and I have been
pitching, reversing, bolstering and molding ideas back and forth
which have sprouted into a lot of the lore that has been posted on
this blog space, and you readers have offered some invaluable
insights on.
One of the particular areas of detail
that Antioch and I are trying to hammer out, along with our friend
and resident cartographer Victor, and hopefully the people who read
and comment on this blog, is the makeup of the Sundered World's
“landscape” for lack of a better term.
Previous to the mysterious cataclysm
that tore open the veil between realms, the Sundered World was made
up of five(ish) distinct planes, each with it's own character and
inhabitants:
The celestial heavens of Empyrean, and
the infernal hells of Apollyon were a vast expanse of stars and free
floating domains where devils and gods dwelt, along with their
angelic servitors and the souls of the devout. The astral plane was a magnificient realm of opulent ivory palaces floating upon magical golden nimbi, and stygian black iron citadels wreathed in blue hellfire.
The Maelstrom was a roiling mass of
elements, constantly colliding and reforming into new matter. It was
believed that from this storm of constant destruction and reformation
the rest of the universe was thrust into being. This is where
elementals lived and thrived. At it's very heart, the eye of the
elemental storm, is a vast, unfathomably deep well of utter
darkness called the abyss. This is where demons made their home, frequently making incursions into the space beyond.
Faerie was a wild and verdant mirror
realm to the Prime Material plane, where magic courses through the
roots of the great godtrees and the loamy soil like blood through a
man's veins. Before the Sundering, mortalkind who found themselves in
the fey realm either by wandering through faerie rings or through
design, often became transfixed with the beauty of the faerie
landscape and found themselves wandering and wondering endlessly,
until they lay down and die of old age many decades later. The fey
creatures who made this realm their home, are often so intuned with
the freely flowing mystical forces of Faerie that they possess innate
magical gifts. Creatures like Elves, gnomes, dryads, unicorns, etc.
The Prime Material plane was the native
home of humankind, and the world most like our own. It is the nexus
point where all other realms meet, each touching the plane in some
way. This was also the center and the strongest point of the Axis
Mundi, which is what connected the planes to one another, but also
kept them separate. This made the Prime a place of strategic
significance to imperialistically driven races from the other planes.
In fact, many of the races who made their home on the Prime Material
plane were actually refugees from other planes who grew acclimated to
the realm over the course of generations.
And then there are the things from
Beyond. Maddeningly strange and incomprehensible things native to
somewhere beyond the planes. Alien horrors that view all life in the
known universe with mocking contempt and disdain. Abominations that
feed on fear and insanity just as they consume flesh and bone.
Though the details may have long faded
from memory of even the oldest beings, there is a reason that
Celestials and Primordial eventually stopped warring with eachother.
There is a reason that scores upon scores of angels and devils
entered aberrant stars to fight side by side. There is a reason that
the instinct of demons is to flee away from the Abyss.
This was the makeup of the multiverse
before the Sundering. Now, the celestial heavens are a vast sea of
stars wherein pockets of space that used to belong to other planes
now float like islands in a sidereal ocean.
So what then would this blasted
starscape actually look like if you were to map it? Well - we don't
know exactly. Antioch and I both have different ideas which we'll
detail here and hopefully get some of our readers to weigh in, as
your input has proven to be a valuable asset to us in the creative
process.
Antioch's take:
Antioch envisions the geography of the
Sundered World as a vast expanse of space in layers with
free-floating motes of lands from other planes suspended therein. The
uppermost layer is comprised of starry space, while the bottommost
layer is a roiling cauldron of wild elemental energies descending
into the great Abyss. Picture if you will, the universe as a tea kettle sitting on a gas burner.
His take springs from the idea that players will be faced with potential perils on all sides, with the Abyss at one end, and the boundless mysteries of deep space beyond.
Gizmoduck's take:
The picture I have of the Sundered
World in my headspace is a similarly immeasurable span of starry
space that is bisected with a great diagonal gash of wild elemental
energies, as though space had been slashed with a great sword, and is
bleeding fire and ice and living earth.
My idea is that domains would be
situated on one side of this scar or the other, and that travel
between them is a perilous prospect...sort of like mariners
traversing the worst stormy sea you can imagine and oh yeah there's
demons.
So there you have the basic mental maps
of our grandiose cosmic ruin. We'd love to hear what you guys and gals
and arthropods think.
Another model I had considered was to shape the "landscape" similarly to our galaxy, with the Elemental Chaos in the center surrounding the Abyss. This follows the idea of the Astral Sea having a kind of plane/horizon that inert matter settles to (making it more similar to an ocean).
ReplyDeleteIf nothing else, being able to largely ignore a myriad of differing elevations would make it easier to map.
Yet another model is more akin to 3rd Edition's Astral Plane, with everything scattered about wherever. Here the Elemental Chaos would not be one place, or even a "layer". I would imagine numerous elemental maelstroms floating about, occasionally ejecting pulses of matter similar to how some stars unleash bursts of radiation or solar flares.
I like that idea. You know, some believe that a black hole exists at the center of the milky way. That could be either the Abyss or the Far realm?
ReplyDeleteI think that the potential adventure ideas make it worth the trouble to map elevation.
Adventurers might make a mistake traveling to a certain dangerous layer, or maybe they were tricked?
Just use the same tricks that WotC used to map Sharn.
I would have the Abyss in the center, and the Far Realm beyond the edges of creation, kind of how the Wyld works in Exalted. Of course, there could be multiple mouths leading to separate parts of the Abyss.
ReplyDeleteThe setting just gets richer with every post. I've said it before and I'll say it again: If Eberron were less awesome, this would be #1.
ReplyDeleteStill, ASW is still sitting pretty at #2 :)
Second is better than third. I already posted this on G+, but might as well repeat here that we are at 40 of a projected 150 pages.
ReplyDeleteEberron presents a nearly insurmountable level of awesome for another setting to compete with. We are just happy that gamers have rooms in their lives for more than one setting : )
ReplyDeleteAs for the idea of the Sundered World being shaped somewhat like the milky way, but with the Maelstrom as it's soft nougat center, I am a fan. I like the idea of having an expanse of wild and unpredictable space that people either need to traverse, or go around because I don't think long range travel in the setting should be point A to point B. In a setting like a Sundered World, just getting to the adventure should be an adventure in and of itself.
I can kind of picture planetoids moving in non-concentric, independent orbit, often eclipsing eachother and that light and heat come from the maelstrom. A campaign front could be the impending danger of two planetoids colliding, or that instead of orbiting, they are being slowly and inexorably drawn into the abyss.
As for the Far Realm...I don't think it should be part of the cosmology at all. I think the relationship between the Far Realm and the Sundered World should be like the relationship between our world and Abeir-Toril: a completely separate reality. I like the things from beyond to be utterly alien in ever possible way.
I am the same anonymous from all the posts above (just to clear that up).
ReplyDeleteI'm not completely sure that I'll be able to pitch the setting properly to my group, but I will try after we're through with this campaign.
Well since we are still in the middle of writing setting info, what type of stuff would you want us to map, elaborate on, or include?
ReplyDeleteYou actually want my full opinion?
ReplyDeletehere goes.
The vehicles look awesome, but I don't have the book that includes the full vehicle rules. Unless I'm missing something...
Some of the areas should be no more than a paragraph for good DMs to flesh out, but I'm not very good at that sort of thing so I'd like comprehensive info on the more important/interesting sites, such as that one dead city, Horizon, Astrazalion, Gloomwrought might be here with some changes as well, and some unique adventure sites. Not just politics, but also basic NPCs that have quests to give, or just bartenders and innkeepers. The more quirky the better!
I'm not that big a fan of city maps. Maps only restrain the city. They restrict the potential for spur-of-the-moment invention and creativity. Sharn is the only exception, since they're only district maps.
I think that the small villages should be just as interesting as the bigger cities and corpse stars (big fan of those as well) in their own heroic-tier way.
If there are some setting-specific feats, Paragon Paths, and Epic Destinies, or at least advice on modifying some of the fluff, that would also be great.
My 2 cp.
For Dungeon World vehicles will have tags for the various engines, as well as a simple system for constructing and using a vehicle in play. For Dungeons & Dragons, they will affect things like speed, fuel, and ideally things for using them to power magic, weapon systems, and the like.
ReplyDeleteNot every area is equal. Some settlements will have many paragraphs going into the people, places, adventure hooks and the like, while others will just get touched on so that DMs can flesh them out how they like.
I had not thought about maps restricting creativity...might still be useful for Horizon due to its multiple tiers. If nothing else that is one less thing for us to worry about. :-P
The idea is that if a place is not interesting, there is no reason for us to bother including it. DMs can crank out generic villages just fine on their own: the goal here is to make places that spark interest and get creative juices flowing.
For Dungeon World, I am working on a sorcerer and warlock class. For Dungeons & Dragons, expect an "Essentials" warlord, serpent shaman, red dragon-themed wizard magic, magic items, and other stuff refined from homebrew material from the original campaign.
At the least, we keep thinking up new things as we write.
Wait... are you actually going to refine Josh's class from the ASW posts?
ReplyDeleteOh yeah. And write up power blocks for Danh's serpent powers, the magic items, some of Lothelle's stuff that I wrote up but did not get a chance to reveal before the campaign ended, monsters on Acamar, clockwork horrors, and more.
ReplyDeleteIf only I had a time machine to the future...
ReplyDelete:)