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May 14, 2011, 6:08 pm

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Cheka Man

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Pocket Realms of The Sundered World


The world was ripped apart in a great cataclysm 3,000 years ago. This is a Codex of the pocket realms created by that great sundering.

The World

Originally whole, the world has since been sundered into hundreds of pieces. The cumulative lands of the undivided world were oblong in shape, rooted deep in a broad, impassable ocean. The gods decorated the sky with celestial bodies and set them on their courses, ensuring the cycles of day and night, summer and winter. The world was not a planet, not spherical. The lands lay flat across its surface, the entire world enclosed within a bubble, floating within the endless Ethereal mists.

The different races developed in their own ways and ignored each other, for the most part. The elves lived deep within the wilds where men feared to go, the dwarves dwelt in their high mountain valleys. Men wandered where they would, just one savage race fighting amongst others. But men were the more adventurous and, with the help of their gods, began to develop civilizations. Made aggressive by their age-old wars against the monstrous races, men eventually turned upon each other. Thus was born the Empire.

The Empire and the Sundering

The Empire itself had no name. It simply existed as The Empire. The first of its kind in history, all peoples fell before its armies, all lands swallowed up. In their hubris and unquenchable thirst for power, the Council of Wizards, those near-immortal advisers to the Emperor, were tricked by demons and lost all (as described in The Lost Empire.) The world was ripped asunder and the pieces flung into the Ether. Each a singular entity with no outside contact. Each left to its own devices, suddenly released from the Empire’s grasp.

Three thousand years have passed without change. In most places, the Empire is remembered only in vague, mythological terms. The sundering of the world figures prominently in myth and legend but its cause can only be guessed at. Each realm has moved on, surviving the devastating changes as best they can. Some had it easier than others, with tracts of arable land and productive mines. Others were left with few resources and bizarre landscapes. Some lands were stricken with truly strange effects, such as The Three Cities of Dusk, Dawn, and Luna. Some may even be barren of natural life.

The Role of The Crystal Tower

The only thread linking each pocket together is the Crystal Tower. In each realm the Tower wears a different face, and yet there is only one true Tower. Originally used by the wizards as a magical gateway for keeping tabs on the far flung regions of the Empire, it now stands as an impenetrable mystery. Inaccessible without the key, an artifact long lost to the demon realm, it is untouched by both mortal hand and time. If the key can be retrieved, the different realms may once again be traversed by strangers.

Who knows? Maybe this sundered world will become whole once more.

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Pocket Realm: Anquocia - Former Seat of the Empire By: MysticMoon ( Locations ) Continent - Any

A pocket realm of forest and farmland surrounded by a ring of mountains, ocean, and the mists of the Ethereal Void.

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The Lost Empire By: MysticMoon ( Locations ) World - Any

The Imperial city has been sucked into hell and the rest of the world has been ripped apart. And tying it all together is the Crystal Tower. The Tower lives in all realms, a needle piercing the fabric of each reality and threading them all together.

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The Pocket Realm of Brocschtal By: MysticMoon ( Locations ) Area - Mountains

The People of the pocket realm of Brocschtal are simple folk who live as they have for thousands of years. Farming the land, raising sheep, getting in the occasional brawl. And fighting off the infernal attacks of ghouls.

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The Three Cities of Dusk, Dawn, and Luna By: MysticMoon ( Locations ) City - Mountains

Three cities that come and go, yet never see the shining sun.

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Comments ( 6 )
Commenters gain extra XP from Author votes.

June 2, 2011, 11:35

Not sure why there aren't any comments but I couldn't take seeing it without anymore. 

Fairly basic creationalism with all the race stereotypes. That might be why the lack of comments. I will admit I haven't dug into the others but this just doesn't draw me in. There is no hook or uniqueness that really sets it apart and it makes it difficult to comment on.

I am certain once I dig farther there will be those things, but this main post doesn't draw me in.

June 2, 2011, 12:09
Yeah, I wasn't expecting much on this one until I'd written up more realms. The one I've been working on (Anquocia) seemed a little blah, which was why I put it in Requesting Advice. Between feedback on that, helpful chats, and responses in Sagely Advice, I believe I will be able to deliver more creative realms. Due to outside time constraints ( which I'm sure everyone is familiar with :) ), it is taking me far longer than I expected to get to this.
June 2, 2011, 12:43
Forgot to mention this, but I take your point on making the Codex itself more interesting.
Voted valadaar
April 2, 2014, 20:12
Perhaps using this sub to detail the Crystal Tower would the best use of this Codex - nothing stops it from using that configuration and avoids this one being some utilitarian gathering point.
Voted Aramax
October 10, 2014, 11:44
3.5 great cocept needs more entries, would love to up vote this!!!!!!!!
October 10, 2014, 12:44
This has been on the backburner for a long time now, but someday...

Random Idea Seed View All Idea Seeds

Wet Faeries

       By: Murometz

Sages and naturalists frown at the common name given to these strange creatures by the small folk, but sometimes the silliest nicknames for creatures, places and people persevere in the minds of many. “Purifiers”, “Pond Jellies”, “Breath-Stealers”, “Lung-Ticklers” and “River Butterflies” are much less commonly heard appellations for these life forms. Wet Faeries are basically (and simply) a species of fist-sized, fresh-water jellyfish. Several traits steer them toward the peculiar category however. Firstly, Wet Faeries are nearly invisible in the water, much like their marine cousins but even more so. One can swim in a river swarming with these critters and not even notice their presence. Secondly, they possess the unique ability to clean and purify whatever body of water they inhabit. They do this via some sort of biological filtration process, sucking in all toxins present in the water, and releasing it back in its purest form. Needless to say, they are both a blessing and a curse to whichever folk dwell beside the rivers and lakes Wet Faeries inhabit. On one hand, no purer water can be found anywhere than a Wet Faerie lake or pond, and yet, in “pure” water “life” tends in fact to die out, lacking the needed nutrients to prosper. Thirdly, their “sting” is (unfortunately) virulently poisonous to all mammalians. Wet Faeries are loathe to sting anyone or anything, using their barbed fronds as a last line of defense, but if stung, most swimmers will suffer respiratory arrest, and die within minutes, usually drowning before they can make it back to shore.

Alchemists, druids, and less savory characters have studied these creatures over the years, and have predictably found all the ways Wet Faeries could be exploited. Morbidly humorous, some bards find it, that the Poisoners and Assassins Guilds as well as the Healer’s Union, all prize these creatures. The assassins use the extracted venom in obvious fashion, while the priests and healers use the still-living jelly-fish to sterilize other poison potions and to cure those already poisoned on death’s door.

It is known that a certain Earl Von Trumble keeps his vast castle moat stocked with Wet Faeries, the waters so clear that every bone of every one of his past enemies can be clearly seen on the bottom, twenty two feet below.

Encounter  ( Any ) | June 20, 2014 | View | UpVote 6xp

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