A post-cataclysmic arcane-industrial world. Sixty-seven years after the Long Night. The Empire controls the north. The Shatterds controls itself. Something beneath the ocean floor is waking up.
Sixty-seven years ago, the wizard houses destroyed the ley line network that held the world together. What followed was the Long Night — three generations of darkness, mass death, and the specific kind of civilization that emerges when survival is the only available project.
What emerged is Onan: arcane-industrial, politically fractured, and sitting on top of a mystery that nobody in power wants examined closely. The Empire controls the north through refined Essa, the Church of Flame, and a god that isn't what anyone thinks it is.
The Shatterds is where the Empire's reach runs out.
Five lineages across six chapters. Every species built with a Species Points progression system, three-tier feature tree, and a specific place in the world's ecology.
Five classes that couldn't exist in another setting. Plus every standard 5e class reflavoured for Onan's political and theological reality.
Six concurrent situations already in motion before the players arrive. The ones they ignore keep moving.
Five tracks. Four finales. The world moves whether the players are watching or not.
Every named NPC has a life, a want, and a fault line. Nobody is waiting to give you a quest.
D&D 5e 2024 compatible. Creative Commons licensed. Available in digital and print.