There are certain worlds that, for whatever reason, are not yet connected to the Fracture, but still send forth elements. In fact, scholars during the Modern Age have noted that as a world begins to ‘bleed’ more into the Fracture, the more likely it will become fully connected, and thus, doomed. The below are a few of those worlds.
Out of Play Note: The worlds below are not applicable for starting characters, however, a player may select one of them after completing a 6-game block as a full-time NPC. These worlds represent strange and exciting expansions to the game, and a character from them is bound to be unique.
The Adamantine Pass
Contained within the vast mountain range of the Timbermites is an endless and colorful place full of magic and wonder. The blue sun provides long days. Four moons adorn the night sky, providing light in even the darkest and coldest of places. Vast untamed wildlands make up much of the world, both known and unknown, for the skies belong to the dragons, the seas to the colossal, the land to the gargantuan, and the underground to the monstrous. Great and wondrous beasts can be found, but their size and deadly nature leaves them to be greatly feared. The inhabitants’ numbers remain small, and are largely spread out throughout the lands. Smaller numbers attract less attention from the great beasts, and so they go about their unindustrious lives.
The Desert Penninsula
There exists a world made of blasting sands and crystal waters, where the sun scorches the surface and the moon freezes blood. It is a world of extremes, harsh reality, and survivors. Two races dominate this land, expanding their domain over countless small islands through warfare. Though beautiful to behold, the Desert Peninsula is a world stained with centuries of warfare.
Deep beneath the surface of a lush green world, entire cities have been hewn from rocks and moss. These cities are populated by those seen as unfit for civilized life on the surface: criminals, mutants, the infirm, or just those who challenged the Order of the Sky. Aligning themselves with the subterranean race of Neliphan, these survivors settle a new world…or seek to return to the old one with a vengeance.
In the cold expanse of endless space, a group of ships carry the final survivors of humankind to a pre-charted location: Paradise. Their journey spans generations, but recently, strange ghosts of ethereal blue have begun to appear, threatening the precious integrity of the hulls.
Amid seas of blood and roads paved with the bones of children, dark castles pierce a constantly burning sky. Hateworld was once a pinnacle of cooperation and peace, with a multitude of races working and living within their own kingdoms, guided by a wise Council of Men. Now there is only one king, the Hated King, who sits atop a throne of skulls, constantly searching for new lands to raze.
The Nursery of Infantile Tyranny
Playthings are daily taken from the chest, forced to enact twisted and disturbed plays for the entertainment of the Young Mistress. Each night they are placed back in their prison. Some are broken apart and reassembled to each other, as befitting their role and station. Others merely break over time from use. When a Plaything is no longer wanted, it is Lost in the Dusty Trench; a dark forest of clinging moss and terrifying creatures–or worse, abandoned in the Verdant Sea and left to fall through the cracks of time.
Wave of the Setting Sun
In the great oceans of the Fracture that most of the mortal inhabitants never see live a race of aquatic humanoids known as the Sahagin. Several groups of them exist, and their culture is quite complex, though most of the air-breathing “landwalkers” would never know that great cities lie on the ocean floor in the dark and icy water.
A World of Frost and Iron
On a strange, coin shaped planetoid, two distinct civilizations live in nervous harmony. The children of the light, crafters of the finest metallurgy, trade their goods with the huntress-led tribes of the dusk, expert hunters and trackers. In the great city of Axis, a magical point where the two sides meet, the leaders of both worlds gather to discuss the strange incursions beginning to expand across the sky, and the glimpses of a dark world seen beyond them.