Veeery interesting. If you care to, I would love an elaboration
Also, one of my own campaigns (well, the one I gave over to my buddy) is set in the
Shattered Lands (they are also present in the wider world, and they also have a story of how the shattered, although it is known as "The Skyfall"). Weird, inn'it?
More details in my original Post on the campaign:
http://www.enworld.org/forum/showth...alms-a-Homebrew-Cosmology&highlight=cosmology
Plus my campaign world history/timeline:
History of The Shattered Realms
The Pre-Shattering world: Most records of the world before the Shattering are lost, but this much is known. It was a relatively normal world as such things go. Elves, dwarves, the occasional dragon. Wizards and priests, fighters and rogues, kings and kingdoms. But even in those distant days the whispers had begun - the gods were growing more distant, granting fewer prayers. People found it easier to contact the fiends of the lower planes and the first Warlocks walked the land. Some even whispered that the magic was fading. Undeterred, the minds of men sought new avenues to power and advanced the alchemical and technological arts.
The Shattering (Year 0): Some say it was caused by the priests as they attempted to regain the favor of the gods. Some say it was caused by the wizards, trying to renew the fading magic. Some say it was the warlocks, trying to open a massive gateway to their infernal masters. Still others claim it was caused by the new breed of technologists, tinkering with the laws of nature itself. Perhaps it was none of these things.
The world ended in a single day. A sound was heard across the world, a sound that heralded the end. A sound of breaking glass that gave the event its name: The Shattering. Mountains cracked and crumbled, continents sank. New lands arose from the seas or descended from the skies as the fabric of reality itself was rent asunder. Entire nations disappeared, their people scattered across distant realities, while new races walked the lands in the wake of the Shattering. Magical storms raged across the lands, transforming creatures and terrain.
Magic returned to the world in full force, if it had truly been fading. The advanced technological arts were lost, except for a few scattered relics. Likewise, the alchemical arts were also lost except for those preserved by the secretive guilds of the city of Kimera.
The continent of Althule: The kingdoms of central Althule were devastated as a vast mountain range erupted throughout the interior of the continent. The once fertile plains and farmland was transformed into majestic mountains and hidden valleys. The civilized races migrated to the coasts and established new kingdoms while the more monstrous races were pushed into the interior. (This is the main setting of the campaign.)
The Dragon Empire (Year 62 to 1066): In the wake of the Shattering a new power rose in the island nation to the east of Althule. The Dragon Emperor. Legend has it that he was a man transformed into a gold dragon during the Shattering. Some scholars speculate (very quietly) that he was “merely” a gold dragon that learned enough magic to shapechange into a human. Regardless of his true origin, it is a fact that he rapidly established himself as both a military and magical force to be feared. He quickly established himself as a ruler - first as King, then Emperor as his domain expanded. His most trusted generals and allies were also gifted with the ability to transform into dragons, and within a few generations their descendants showed traits of both human and dragon - the first of the Dragonborn race.
The Dragon Emperor led his forces on a campaign of conquest against the mainland, and within a decade had conquered all of Althule. His reign lasted for a thousand years, ending a little over five hundred years ago when the Dragon Emperor vanished without warning, leaving the Jade Throne empty. Legends say that he was assassinated and his body dismembered, the pieces hidden away to prevent him from resurrecting himself. His heir vanished as well, either assassinated as well or going into hiding.
The Empire fell as the Dragon Warlords fought amongst themselves for the title of Emperor. The kingdoms of Althule united long enough to drive the fractured Emperial forces back to their islands, where they have existed as a collection of warring states for the last 500 years. None have been able to claim the Jade Throne, all who have attempted to do so have been rejected by the Throne itself, usually fatally. It is said that the Empire is cursed to remain fragmented and at war with itself until a true heir claims the throne (or the Emperor himself returns).
Even though the Empire retreated from Althule nearly 500 years ago, the Empire left its mark on the mainland nations it left behind. (Much the way the Roman Empire left its mark on Europe and the UK after it fell.) Many weapons and buildings still use Imperial designs and themes. The martial training and spiritual traditions of the Monks originated in the Dragon Empire. The Halfling Nightblade clans, the Dwarven Deepguard units, the Elven Bladesingers, etc. all originated during the time of the Empire as the Emperor required each race to provide him with specially trained warriors, mages, or scouts
Present Day (Year 1563): Most of of Althule is divided into small kingdoms and city states along the coastline. A few dwarven kingdoms control key mountain passes, but most of the mountainous interior has been ceded to the monstrous races - goliaths in the highest mountain areas, orcs in the temperate regions, and goblins in the caverns below. Below the goblin controlled caves lies the Subterrain - a system of vast caverns and underground rivers that are said to connect to cave systems in other worlds and strange realms. The Subterrain is the home of the Drow, Duergar, and Svirfneblin - twisted parodies of their surface brethren, they exist in a near constant state of war with each other, the goblins, and any surface dwellers who venture into their territories.
The City-State of Althas: A cosmopolitan port city, this city state is the main hub for adventurers and mercenaries looking for work. Opportunity abounds as goods both mundane and arcane move through the docks, roads, and Dragon Gates that link Althas to the other major cities on the continent. The reason for this is the Imperial Bank.
The Imperial Bank of Althas: It is called the Imperial Bank despite being founded after the fall of the Empire by a coalition of gnome and halfling clans . It was felt that the name invoked a sense of power and stability. That, and the gnomes and halflings couldn’t agree on which family to name the bank after. The gnomes felt that calling it “The Lightfinger Bank” would give a bad first impression, and the halflings felt that the gnomish name of Rumpelstiltskin would be too hard for the patrons to pronounce (or spell) and that the old tale about spinning gold into straw would give people the wrong idea about how the bank acquired its wealth.
The Imperial Bank’s success lies with the Pre-Shattering artifact that it uses to safeguard the money of its patrons. Patrons may purchase a deposit box for 50 gold, in return they are given a ring that will work only for them. If they take the ring to one of the bank branches in another city, they can use it to withdraw anything from their deposit box (1 gp access fee, and costs 1HP to activate ring.). It is withdrawal only, to put things in the deposit box the gold or other items need to be physically transported to the main branch of the bank in Althas. The bank charges a 5% annual fee for storing and guarding their patrons wealth.
A common job for adventurers is to guard a bank caravan that is transporting gold and other items to Althas to be stored in the bank.
There is a premium service that allows patrons to both deposit and withdraw items into their deposit box at any branch, without the need to physically transport the goods to the main branch first. The ring for that service costs 1,000 gp. (10 gp access fee and 1 HP to activate the ring).
The rings do not require attunement, but will only work for the person they are created for, and only while that person is alive and not under the influence of Enchantment magic.
The Dragon Gates: A massive set of stone portals that links to other Dragon Gates around the continent. They were created by the Emperor’s Artificers. The secret to their creation was lost when the empire fell, but someone with sufficient magic can still activate the gates.
In order to operate a gate you must be Attuned to it. You do not have any Gate Attunement slots unless you can use teleportation type magic. If you can, you have a number of Gateway Attunement slots equal to your proficiency bonus, plus one attunement slot for every Teleportation type spell you know (Misty Step, Dimension Door, Teleportation Circle, Arcane Gate, Teleportation). Certain magic items may increase this number.
So a lvl 3 character with Misty Step would have 3 Gateway Attunement slots, while a lvl 7 character with Mist Step and Dimension Door would have 5 Gateway Attunement slots.
It takes 1 hour to attune to a gate, and you can only travel between gates you are attuned too. If your Gate Attunement slots are full when you attune to a new gate, you must select a previously attuned Gate to replace with the new one.
Activating the gate requires you to cast one of your teleportation spells, and the number of people who can go through the gate is equal to the number of people the spell you use can transport. (For example, Misty Step will keep the Dragon Gate active for one person - and it does not have to be the caster. Dimension Door will allow two people to transport through the Dragon Gate, and again the caster does not have to be one of them. Arcane Gate is the spell of choice, as it allows unlimited transport of wagons and creatures for the duration. Mages with the ability to cast it can make a good living selling their services those with a lot of cargo and wagons to transport.)
The city of Althas generally charges a 100 GP fee before they will allow someone to attune to their Dragon Gate. If the person is guilty of a crime in the city, they will not be allowed to attune to the gate. People found guilty of a crime after being attuned have the attunement forcibly revoked by means of a ritual.
The Althas Dragon Gate is continually monitored and can be quickly deactivated by the Gate Guardians if something dangerous is detected coming through. While deactivated no one can connect to the gate, attuned or not.
Slavery: Slavery is not legal in the city of Althas. Slave ships are allowed into the harbor but are not permitted to dock. Any slave that manages to jump ship and make it to the shore or dock is considered a free person. Despite this, slavers often use the harbor as a safe port and a neutral place to conduct clandestine transactions.
The Arena: Despite not allowing slaves, the city does have an Arena left over from the Imperial era. While the fights cannot compare in size or variety to the Great Arena of Kimera, it does have a small but loyal fan base. All fights are voluntary. Combatants are either professional gladiators, adventurers out to make a name for themselves, or criminals hoping for an early release if they win enough fights.
Combats are rarely to the death, and deliberately killing your opponent is a crime. The arena grounds have been enchanted - when blessed by a Cleric or Paladin (i.e. they expend a use of Channel Divinity while touching the ground) all death saves within the Arena are automatically successful for 1 hour.
Private individuals can sponsor special gladiatorial events, bringing in exotic beasts or setting up special combat scenarios. They foot the bill for any expenses and hope to make it back from the sale of tickets.
The City-State of Kimera: The last remaining practitioners of the lost arts of Alchemancy, the City of Alchemists is run by the Alchemist Guilds. The guilds zealously guard the secrets of their craft, and are constantly experimenting in order to recover lost techniques or discover new ones. The region around Kimera is dangerous due to hybrid and mutated creatures that populate the area - escaped experiments, or failed experiments that were released, or just local creatures were mutated after drinking from the river that has been tainted by magically active waste dumped into it.
The city has a branch of the Imperial Bank, a set of Dragon Gates, and the largest Arena on the continent.
The laws of the city are strict and heavily biased in favor of the Alchemist Guilds. Fines are the preferred form of punishment for breaking the law.
Slavery: Slavery is legal, and those who run afoul of the law can quickly find themselves sold into slavery to pay off their fines.
Slaves are either sold to the Great Arena, or to one of the Alchemical guilds to use in their experiments.
The Colosseum: The largest Arena left after the fall of the Empire, in 500 years none have surpassed it. It features frequent fights to the death against exotic beasts brought in from abroad, or monsters created in the laboratories of the guilds. Criminals turned slaves are frequently offered their freedom if they can win enough fights. This is a very rare event, as they are usually killed by either the monsters they fight, or the professional Gladiators.
While the grounds of the Colosseum bear an enchantment similar to the Arena in Althas, it is usually not activated for fights between slaves and monsters. It is always used for a fight with Gladiators involved.
Kimera has the only Gladiator Guild on the continent. Professional Gladiators rarely fight to the death - they are too valuable. They are masters of showmanship and combat. Usually there is a manager with a stable of gladiators who work for them. Many choose to leave and become adventurers after a few years in the Arena.
The Island Kingdom of Schaden: Home of pirates and raiders, their ships are the scourge of the sea. They raid coastal villages and port cities, making off with goods and slaves that are either sold or given to their king as tribute.
Schaden is ruled by the Lich King, a powerful undead Warlock. He first appeared nearly 500 years ago, not long after the fall of the Empire. At that time Schaden was a poor nation and its people were on the verge of being wiped out by natural disasters, monster attacks, and raids by sea pirates. The man who became the Lich King made a pact with a powerful demon, and in return gained enough power to defend his people. Soon he became their leader, but felt that he needed even more power to make them truly safe. So he made a second bargain with the demon, one that required a yearly tribute of living souls. Since then his kingdom has grown, as has the power of his people. Five hundred years later, he is a lich, most of the people of Schaden are Tieflings, and they have become the very raiders and sea pirates that once preyed on them.