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Disclaimer: This guide to the setting of Sundering Shadows is a WIP. Please contact Kismet via discord or in-game mail if you have comments, questions, or thoughts!
Sundering Shadows is a high magic, low-tech fantasy setting. While originally based on the Dungeons and Dragons Forgotten Realms setting, it is now a highly unique world with its own lore, history, pantheon, and geography. In this guide, we will cover important aspects of the setting and mention things that every character living in our world would know and be impacted by.
Sundering Shadows has a large established world and an even larger continent that is not yet coded. These maps of the mainland and the known islands show you the most important regions in the coded world.
Generally speaking, a Kingdom's jurisdiction reaches a few miles outside the walls of its main city, up to the last farm that pays their allegiances to it. The roads are considered somewhat safe for travelers, but bandits have been known to frequent the main trade routes. The forests, hills, and mountains, however, are riddled with beasts and should be explored with care. A city is unlikely to investigate a crime committed outside its area of influence unless the victim is of some importance to the authorities. Normally, such investigations fall to temples and other organizations.
The rules within each city vary, but most will have a sign set up at their main gates listing the important ones. Among the actions most commonly considered crimes are: Murder, assault, thievery, property damage, using offensive and/or dangerous magic, wielding weapons and displaying tools most often associated with thieves (lockpicks, etc.), and assuming a dangerous form, such as a dragon, wolf, bear, weretiger, etc.
Note that most of these crimes aren't hard-coded. Unless an actual fight occurs, your avatars won't know you've broken the law. We ask you to consider the setting and your character when entering a city and think logically about things. Your character may not care about the law, but how would the guards react if a werewolf with whirling swords surrounding it suddenly stalked into town wielding twin battleaxes? Would they attack? Ask it to leave? Runaway? Likewise, if you see someone doing this, react accordingly to help increase immersion. If an avatar is available, you could use the <thought> command to let us know if you see something that the world should react to.
Magic is an abundant and living force in the world. While mastering it takes talent, dedication, and/or practice, it is common enough to play a role in day-to-day life. City lights are powered by magic, city guards have magical equipment, and entertainers use it to bedazzle and impress. Cities employ healers, wizards, and telepaths to aid both citizens and visitors. There are mage and psionic guilds in many major cities, as well as magic portals (also known as nomadic portals) that connect allied cities.
Religion is an important part of everyday life in the world. Every city has one or more churches where people can seek aid, guidance, and enlightenment. Priests are often called upon to help with childbirths, injuries, illnesses, and funeral rites. Religion is very much real in the world of Sundering Shadows. Deities exist beyond doubt, clerics wield the divine power of their patrons and even a commoner may pray and have their wishes heard by their chosen god. It is just as common to pray to many gods as it is to pray to one, and very few individuals pray to none.
Given this reliance on magic, the advancement of technology has been slow, and in most cases, technology has a magic component. Examples of this include running water, clockwork toys and one known early-model version of a spelljammer. The recent decade has seen the rapid progression of technology, with the introduction of pistols and more advanced clockwork/steam-powered engines. As such, the pre-industrial era of the late 1600s is a good real-world frame of reference.
The history of Sundering Shadows is marked by the many brave adventurers and villains who have inhabited it through the years. It is riddled with war, dragons, demons, allegiances, gods, destruction, and renewal. The faith of the world has hung in the balance many times, but the forces of good have always prevailed. Thus far.
In recent years, a few events have had such world-reaching consequences that they would be known by most people:
(To be elaborated on.)
The destruction of Daggerdale
The Attack of the Tarrasque
The Liberation of Tharis
The Shade Invasion
The Silence
The First elemental storm
The Second Elemental Storm and the ascension of Ryorik
The Days of Eternal Night
The Awakening of Edea and the taming of the storm.
There are many languages spoken in the world and most races have their own tongue. The human tongue, known simply as common, is the most widely spoken language and is used by traders on the surface. Undercommon, by contrast, is a language spoken by many that trade in the Underdark and/or in criminal circles. Some races, particularly elves, dwarves, and fey, are hesitant to teach their language to other races, preferring to learn common instead.
Note that humans all speak common, though there may be regional differences in speech patterns and expressions.
When roleplaying, please refrain from using modern abbreviations (such as lol, brb, idk, etc.) and words/idioms that would not make sense in a fantasy setting (big as a truck, Christ almighty, etc.) Beyond that, the language used on Sundering Shadows is contemporary English.
When referring to game mechanics, such as character levels, spell levels, weapon enchantments, and exp for instance, we ask that you use terms a character would relate to, instead of the OOC terms. Sometimes, this means we have to speak in a roundabout way to express ourselves.
Experience points (exp) is an out-of-character term (OOC). It can represent the amount of training it takes to learn a new ability (feat or stat point). It can also represent the relative strength of your soul and/or mind.
Examples include: