What is the overall Theme (High-fantasy? Post-apocalyptic?)?
Gritty High Fantasy. Think the Witcher.
How diverse are the cultures?
Today, the world is a patchwork of cultures and kingdoms, each with their own
perspective on the Collapse and its lingering effects. In the hundreds of years
since the collapse people have become more insular.
Many communities have developed strong local identities, with their own customs,
dialects, and traditions that set them apart from their neighbors. Trade still occurs
between regions, but cultural exchange has become limited, leading to distinct
pockets of civilization that view outsiders with varying degrees of suspicion. This
isolation has only deepened the divide between different societies' interpretations
of historical events, particularly regarding the Collapse.
What Races or Species are available for play?
Mostly mortal lived races. Longer lived ones aren’t very common.
The world of the this campaign is shaped by its diversity, with most of its
population consisting of mortal-lived races such as humans, halflings, orcs, and
goblinoids. These groups dominate the fractured lands, known for their
adaptability and resilience in the face of instability. Humans, as the most
widespread, form the backbone of many cultures, including the Tharnites, who
represent only one of the many peoples struggling to maintain their heritage after
the Collapse. Halflings thrive in tightly knit communities, while orcs and goblinoids
are valued for their strength and pragmatic approaches to survival in the wilds.
Rarer, semi-mortal races such as tieflings, genasi, and firbolgs reflect the
lingering magical scars of the Solaen Collapse. Their unique planar or elemental
connections set them apart, often making them both revered and feared by the
superstitious. Half-elves, existing between the mortal and immortal, are scarce,
their existence often tied to small, insular communities. Meanwhile, the long-lived
races, such as elves and dwarves, are exceedingly rare. These groups have
largely withdrawn from the world’s conflicts, retreating into isolation to preserve
their dwindling numbers and ancient traditions. Their absence contributes to the
dominance of mortal-lived cultures and the rapid, volatile evolution of society.
The presence of exotic or constructed races, such as aasimar or the occasional
warforged, hints at the world’s deeper mysteries. These individuals are rare and
often tied to ancient legacies or planar phenomena, making their stories and
contributions to the world all the more unique. In this setting, survival, magic, and
the scars of the Collapse have shaped a world where diversity is strength, but
longevity is a fleeting privilege.
What are the magic, science, and technology levels?
Era of Copernicus. Early renaissance for science and technology. Since the
collapse magic which used to be the most advanced has fallen out of favor
allowing the other two fields to flourish. Some magical researchers are attempting
to bring back the arcane arts to prominence but it’s a slow road. Arcane
knowledge is usually passed down directly from a teacher to student with very
few magical academic institutions surviving.
How much history does the world have? Is some of it lost or is all of it recorded?
Pre-Collapse is it’s own ball game in this world. Little is known or has survived.
The collapse happened 446 years before the start of the campaign. The period
post-collapse has been tumultuous to say the least. There has not yet been a
power capable of uniting the region though some have certainly tried.
What is the economy like? What are the major economic pushers of the world?
The world’s economy would largely revolve around copper, silver, and gold,
with larger economies (like guilds or kingdoms) employing platinum for
significant transactions.Rhyse likely avoids drawing attention to the company’s more lucrative
activities, ensuring that most of the world sees The Banner as just another
mercenary group struggling to make ends meet.
How are the different planes handled?
In the Riftspan Campaign, the cosmology follows a structure similar to the
Forgotten Realms’ Great Wheel, but the catastrophic Solaen Collapse has left the
Material Plane deeply scarred and destabilized. The event disrupted the barriers
between the planes, causing unpredictable interactions with magic tied to the
Inner and Outer Planes. This instability has made planar magic widely distrusted,
even feared, by the general population. Summoning magic, planar travel, and even
creating extradimensional spaces are seen as dangerous, reckless acts that invite
disaster.
The Outer Planes, traditionally associated with celestial and infernal forces, are
viewed as corrupting influences. Even divine casters, such as clerics and
paladins, who channel power indirectly from these planes, are treated with
suspicion if their magic appears too “otherworldly.” The Inner Planes, while seen
as less sinister, are unstable, and elemental magic often carries risks, such as
creating rifts or drawing unwanted creatures into the Material Plane. The Astral
Plane, typically a realm of thought and potential, is seen as a “wound” in the
cosmos, scarred by the Collapse and linked to the Riftspan itself.
As a result, planar magic is heavily stigmatized. Common folk associate it with
arrogance and catastrophe, blaming practitioners of planar arts for events like the
Collapse. This distrust manifests in laws and customs—many regions outright ban
planar magic, while others enforce strict regulation of its practice. Superstitions
around protective wards and anti-planar charms are common, particularly near
areas impacted by the Collapse. This pervasive mistrust shapes the world, casting
a shadow over anyone who wields magic tied to the planes and reinforcing the
mystery and danger surrounding the pocket dimension.