The Setting

Onan: The Shatterds

The world burns. The wise learn when to breathe.

Onan is a post-cataclysmic arcane-industrial world shaped by the aftermath of the Pulse Wars — a magical arms race that nearly destroyed all civilization. Roughly seventy million survivors are spread across a wounded planet, clustered in dense citadels, fortress valleys, and cliff-cities surrounded by vast wilderness. Only about 10% of the planet is truly controlled civilization. The current year is AI 67 — sixty-seven years After Ignition, since civilization began clawing its way back toward the surface.

The Pulse Wars

The Pulse Wars

No one agrees on what to call it. In the north, the Pulse Wars. Among soldiers, the Forever War. In old imperial chronicles, the World War. Scholars whisper the Wizard War. Nomads call it the Hundred Year War, though it lasted far longer. It was an age of magical escalation — kingdoms at war, wizard houses above nations, citadels raised on ley lines, and war engines capable of breaking continents. By the end, the world was already failing under the strain.

The Thirteen Shifts

The Thirteen Shifts

The Pulse Wars did not end in a single cataclysm, but in thirteen. Each Shift was a ley line rupture event — a failure of the world's hidden architecture so violent that cities vanished, seas boiled, and whole civilizations were erased. In the final Shifts, the wizard houses burned. The world's heart ruptured. Essa flooded the bones of the planet. The old order died with it.

The Long Night

The Long Night

Then came the Long Night. The sun vanished between one season and the next. Ash choked the sky. Cold took the fields. Hunger took the weak. Three generations lived and died underground. Somewhere in those buried decades, the dead stopped staying dead. The Husks claimed the surface. Something began to gather them, direct them, shape them into more than mindless ruin. Those who survived emerged into a world they no longer recognized, carrying silence like inheritance.

The Age of Fire

The Age of Fire

AI 67 — the Age of Fire. The sun has returned, but the world has not healed. The Empire consolidates. The Shatterds rise. The Blackglass Wastes remain in Husk hands. Wizard survivors hide. The King's Council, the Godkiln, and the Guild Web hold together an uneasy peace built on mutual hatred and mutual dependence.

Map of the Shatterds

Map of the Shatterds

Timeline

Age of Escalation
~200 Years Before AI 0
The old kingdoms war without end. Above them, wizard houses rise beyond nation, oath, and crown. Citadels are raised atop ley line convergence points—fortress, factory, and weapon in one. The veins of the world are bent into roads of war. Dragon enclaves fracture. Great beasts feel the sickness in the earth before mortals name it. Artificers, engineers, and alchemists become the most valuable minds alive. In this age, the first ancestors of the Essa Knight, Rigger, and Patchrunner traditions are forged.
The Final Century
~100 Years Before AI 0
The Pulse Wars enter their final age. Wizard houses cast off all pretense of national allegiance. War escalates beyond armies and into reality itself. Seas are poisoned. Mountains are shattered. Time is wounded. Cities vanish between heartbeats—not conquered, but decided out of existence. Beneath every victory, the ley line network strains toward catastrophe.
The Thirteen Shifts
~100 Years Before AI 0
The Pulse Wars do not end once. They end thirteen times. Each Shift is a catastrophic rupture of the ley line network. Each begins with the failure of a nexus. Each tears whole civilizations from the world. To those who endured them, the Shifts seemed random. They were not. The pattern can still be read in the scars of the earth by those who know where to look. The ruptures come over years. The last brings the Long Night. In the final Shifts, the world's heart breaks. Essa floods the bones of the planet. The dead begin to rise. The wizard houses burn in the ruin they made.
The Long Night
~90 Years, Ending at AI 0
The sun disappears between one season and the next. For three generations, humanity survives below ground. The dead refuse death. On the surface, the Husks gather into vast dominions, and something begins to guide them. When light finally returns, the survivors emerge into a world that no longer remembers them kindly.
Year Zero
AI 0 — After Ignition
In Corvath, the Godkiln produces the first stable refined Essa. The Empire names this moment the beginning of the Age of Fire. All years are counted from it.
The Age of Fire: Early Reconstruction
AI 1–20
Cities rise again over ancient ruins. The Guardian Wall is begun, and an empire-wide draft is called to fortify the mountain barrier that holds the dead beyond. The Leviathan Line begins construction. The Blackglass Wastes are surrendered to warlords, scavengers, and the restless dead.
The Age of Fire: Consolidation
AI 21–50
Imperial power hardens. The last natural magic users within the Empire are hunted. The Suppression Grid is activated, though never fully. Beyond imperial law, the Shatterds grow into a rival power of salt, blood, and broken law.
The Age of Fire: Tension
AI 51–67
The world does not heal. It merely pauses. The dead hold the desert. The Husks rule their territories without challenge. The Hidden Balance endures by a thread. If any wizards, witches, or sorcerers still live, they do so in silence.
Now
AI 67 — The Present
Everything is moving. Nothing is settled. The campaign begins here.

Major Factions

empire
The Empire of a Hundred Kings
Led by The King's Council (collective rule)

A feudal military coalition that emerged from organized survival — not from comfort or commerce. Its right to rule rests on one fact: it holds the Wall. Many kings and lords exist — hence 'a Hundred Kings' — but true power has centralized into the King's Council. In practice, the Council rules. The Empire controls Essa production, suppresses natural magic, and maintains the Guardian Wall that separates the civilized north from the Blackglass Wastes.

Northern landmass; nine major citadels; Guardian Wall frontier
empire
The King's Council

The supreme ruling body of the Empire. A small number of dominant bloodlines who collectively control the Wall, the Godkiln, the founding citadel, and imperial policy. They do not hold absolute individual power — they hold it collectively. The five Oligarch Houses form the core of the Council's power.

Corvath Citadel Core; political reach across all nine imperial citadels
empire
House Korran — The Water Lords

One of the five Oligarch Houses. Commands the glacier canals of the Crown Range. Control of water equals control of who lives at altitude — a stranglehold more powerful than any army.

Crown Range glacier systems; Corvath Second Band administrative offices
empire
House Solmere — The Forge Barons
Led by High Hierophant Caldris Solmere

Masters of Torv. "Fire is the only honest power." Built the conduits that feed the Godkiln. The Forge Barons control the industrial spine of the Empire. High Hierophant Caldris Solmere — half man, half reliquary — governs the Godkiln from a sealed furnace chamber.

Torv; Godkiln District within Corvath; forge-industrial networks
empire
House Veyra — The Sky Merchants

High-born Anaki elves of Nexar. Control banking, skyships, and Essa trade routes. House Veyra operates at the intersection of imperial politics and Shatterds commerce — their true home is the floating city of Nexar.

Nexar (floating metropolis); imperial trade offices; Shatterds commercial ports
empire
House Dravenn — The Blood Keepers

Rule the valley-floor agrarian zones and arenas. Economy of debt, labor, and spectacle. The Blood Keepers manage the Empire's most politically vulnerable resource: the enormous, underpaid, resentful laboring population.

Valley floor regions; Grainmark; arena districts across the Empire
church
House Callith — The Flame Priests

Define what is sacred. Oversee the Church of Flame. Temples always at peak elevation. The Flame Priests control the Empire's spiritual infrastructure and the Order of the White Veil — the priest-engineers who run the Godkiln.

Peak citadel temples; Godkiln District; Church of Flame networks
church
Order of the White Veil
Led by High Hierophant Caldris Solmere

Governs the Godkiln. Their creed: "To refine is to worship." Priest-engineers who manage the most powerful Essa production facility in the world. Their unseen master is High Hierophant Caldris Solmere, dwelling within a sealed furnace chamber — half man, half reliquary.

Godkiln District, Corvath Citadel Core
corsair
Free Corsair Compact

Pirate alliance enforcing rough maritime order across the Shatterds. Not righteous — useful. The Compact maintains enough order on the water lanes that trade can function, while extracting tribute from that same trade.

Breakhaven; Shatterds channel routes; The Planks commercial district
criminal
The Black Tithe

Shadow economy. Debt, coercion, quiet dominance through scarcity. The Black Tithe does not announce itself — it accumulates leverage. When someone in the Shatterds owes a debt they cannot pay, the Black Tithe owns whatever comes next.

All major Shatterds ports; black market networks; debt ledger operations
empire
Empire Tower Proxies

Corporate Empire expansion. Economics as conquest. The Tower Proxies are the Empire's commercial arm in the Shatterds — operating as legitimate trading companies while systematically buying out local infrastructure.

Salt Kiln; major Shatterds trade hubs; Essa processing facilities
church
Leviathan Priests

Sea-religious order with authority over deep remains and taboo harvests. The Leviathan Priests claim spiritual jurisdiction over the corpses of the great sea creatures — giving them enormous leverage over the Salt Kiln's most valuable raw material.

Salt Kiln docks; Shatterds deep-water harvesting sites; coastal temples
guild
Salvagers' Union

Labor and claim enforcement. Can shut down ports faster than a blockade. The Union controls who has legal claim rights on salvage — the primary economic activity of the Shatterds — and enforces those claims with professional violence.

All major Shatterds ports; salvage registration offices; dive operation bases
independent
Storm Witches

Practitioners bargaining with what lives inside storms. Storm Witches are natural Essa channelers — technically suppressed by Imperial doctrine — who have built an independent practice in the Shatterds where the Suppression Grid has no reach.

Remote Shatterds islands; storm-channel routes; hidden coastal enclaves
independent
Reef Nomads

Hidden fresh water and shallow wreck expertise. The Reef Nomads know the Shatterds as no outsider ever will — they live in its margins, trade in its secrets, and survive through knowledge others do not have.

Reef systems; hidden fresh water sources; shallow wreck networks

Key Locations

Corvath illustration
Imperial Capital
Corvath

The largest city in the world and the seat of the King's Council. Population approximately one million. Located in the northern peaks of the Empire. Cool air. Glacier-fed water. The safest place on the planet. Contains the Godkiln District — the most powerful Essa refinery in existence.

  • Population ~1,000,000 across four concentric rings
  • Outer Band (~900,000): Laborers, craftspeople, soldiers, pilgrims. Full Aetherbinder use required in lower sections.
  • Second Band (~90,000): Guild halls, academies, merchant estates, minor noble residences.
Guardian Wall illustration
Imperial Defensive Structure
Guardian Wall

The great defensive structure that made imperial civilization possible — formed from the old mountain system and reshaped into near-impassable terraformed cliffs. Stretches across the entire southern frontier of the Empire. It is not one state expense among many. It is the reason everything else exists. If the Wall falls, the Empire stops being an empire.

  • Spans the entire southern frontier of the Empire
  • Formed from reshaped mountain systems — not merely built, but terraformed
  • Ashgate: The Wall's front door. Half city, half military base. Last imperial city before the dead lands.
Blackglass Wastes illustration
Dead Zone
Blackglass Wastes

One unified region south of the Guardian Wall. Temperatures reach 130–160°F. The ley line nexus beneath was among the first to rupture in the Thirteen Shifts and has never recovered. Tone: Dune crossed with Walking Dead crossed with Mad Max: Fury Road. The glass sings at night. The Sand Dragons move at dawn. The dead own the ruins. The living own nothing but their next hour.

  • Temperature 130–160°F — the most extreme environment on the planet
  • Surface fused into black glass from ley line rupture heat
  • Husks dominate the ruins — organized, patient, directed by something
Vel'Anor illustration
Sovereign Elven Territory
Vel'Anor

The world's last great natural paradise. The only region where ley lines survived the Thirteen Shifts intact. Home of the Elian peoples: Anaki, Felloni, Nill, Virel, and Gree. The Empire has tried three times to establish a presence. Each expedition returned changed, with no memory of what turned them around.

  • Only region where ley lines survived the Thirteen Shifts intact
  • Home of five Elian peoples: Anaki, Felloni, Nill, Virel, and Gree
  • Empire cannot enter — three expeditions returned changed with no memory
The Mirelands illustration
Eastern Delta Region
The Mirelands

Eastern delta and marshland. Home of the Godan cold-blooded species. The drifting capital Zan'Vorr moves through the delta on enormous barges. Blends south into the Shatterds.

  • Godan (small amphibious frog-kin) are the primary inhabitants
  • Drifting capital Zan'Vorr moves through the delta system
  • Blends into the northern Shatterds — contested border territory
The Shatterds illustration
Independent Archipelago Region
The Shatterds

A vast labyrinth — approximately 3,000 miles in diameter — of volcanic islands, sheer cliffs, and drowned canyons. Surface temperatures 100–130°F. The Salt Kiln is the dominant Essa refinery, processing T2–T4 grades. Shatterds culture is built around archipelago navigation — canyon channels, reef labyrinths, and island mazes. The Shatterds are not open-ocean sailors — they are coastal abyssal edge-runners, storm-channel pilots, and dragon-water opportunists.

  • Approximately 3,000 miles in diameter — an enormous labyrinth
  • Volcanic islands, sheer cliffs, drowned canyons, reef systems
  • Surface temperatures 100–130°F
Dragon's Reach illustration
Dracilian Territory
Dragon's Reach

Far southeast. Dracilian territory. Living magma. Temperatures 150–200°F. NOT "Southern Reach" — Dragon's Reach is the locked canonical name.

  • Temperature 150–200°F — extreme even by Onan standards
  • Living magma fields — geologically active
  • Dracilian apex predators in their natural environment
Nexar illustration
Independent Floating City
Nexar

The Floating Metropolis. Levitating platforms above canyon seas. Anaki merchant families, skyships, banking. House Veyra's true home. Produces T3 Trade/Sky Essa.

  • Levitating platforms above the canyon sea — a feat of Essa engineering
  • Home of House Veyra and the Anaki merchant families
  • Skyship docking infrastructure
Breakhaven illustration
Independent Pirate Citadel
Breakhaven

The pirate citadel. Free Corsair Compact runs the docks. The Planks: an entire commercial district built on lashed timber over open water. Black market T1–T2 Essa.

  • Free Corsair Compact controls all dock operations
  • The Planks: commercial district built entirely on lashed timber over open water
  • Black market for unlicensed Essa, salvage, and information
SaltKiln illustration
Independent Industrial Citadel
SaltKiln

The Shatterds' industrial engine. Leviathan carcasses processed on the docks. Raw T2–T4 Essa refined here. The smell of rendered Leviathan fat and Essa burn is permanent.

  • Leviathan carcasses processed on the open docks
  • Raw T2–T4 Essa refined from Leviathan organs
  • Controlled by a rotating council of guild representatives
Korrak illustration
Independent Warlord City
Korrak

The Warlord's City. Leadership decided in the arena. Basalt walls. The most democratic city by the most violent method. Bulk raw T2 Essa processing.

  • Leadership determined in arena combat — open to any challenger
  • Basalt walls — among the most defensible natural fortifications in the Shatterds
  • Majority Vorran and Kavari population
Torv illustration
Imperial Forge Citadel
Torv

The Iron Forge. Every weapon in the Empire starts here. Loud, hot, proud. T3–T4 Combat Essa. Part of the Eastern Triangle with Grainmark and Besoth.

  • Every imperial weapon begins with raw metal from Torv
  • Essa Knight and Wall Soldier training academies
  • T3–T4 Combat Essa production
Rylis illustration
Imperial Diplomatic Citadel
Rylis

White towers. The Empire's hospital and diplomatic mouth. Neutral ground for negotiation. T2–T3 Healing Essa.

  • White towers visible from miles — a deliberate statement of neutrality
  • Empire's primary hospital and healing Essa research center
  • Neutral ground for inter-faction negotiation — all weapons checked at the gate
Ashgate illustration
Imperial Wall Citadel
Ashgate

The Wall's front door. Half city, half military base. The last Imperial city before the dead lands. T3 War/Defense Essa.

  • Half civilian city, half military installation — permanent state of readiness
  • Last resupply point before the Blackglass Wastes
  • Wall Castellan command structure governs military operations
Durnhold illustration
Imperial Power Node
Durnhold

The Wall's power source. The ground hums constantly. Soldiers here age faster than they should. T3 Conduit/Relay Essa.

  • Powers the Guardian Wall defensive systems
  • Ground hums constantly from Essa conduit load
  • Soldiers and civilians here age faster — unexplained Essa accumulation effect
Ragged Hook illustration
Shatterds Sub-Region
Ragged Hook

A massive sub-sea cliff-shelf descending in layers into the deep canyon systems of the Shatterds. The Ragged Hook is the primary adventuring environment of the Shatterds sourcebook — a vertical world of stacked ecological zones, each more dangerous than the last.

  • A vertical geography descending from sea-surface to deep canyon floor
  • Upper Shelf: Surface operations, markets, relatively safe
  • Mid-Shelf: Working salvage zones, moderate Leviathan presence