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The Shattered God is a setting intended primarily for Dungeons and Dragons 5th Edition. It is a high-magic magitech setting with active deities, largely unexplored territory, and at this point a long, but unwritten, history. For your players, it should be immediately familiar, but still a little strange, with an altered cosmology and (mostly cosmetic) changes to several available player races. Below the cut, you can find some general details about the setting.
Soril, the world of the Material Plane of The Shattered God setting, is a large spherical planet with several major continents. Though the planet has no moon, it does have a fairly sizeable ring system. On the continents, civilizations are few and far between, due in large part to the presence and activity of powerful monsters and dangerous animals. Civilization survives in cities, towns, and villages protected by a closely related family of magical effects simply and collectively called “Barriers.” A Barrier is created and maintained by a specially inscribed Shard; Barriers are widely believed to be the first type of Shardtech ever developed, and generally speaking, they prevent dangerous creatures from entering the protected region. Some act as physical walls, with a few carefully guarded gates allowing entry, some prevent all but specified types of creatures to enter, and so on.
Shards are magical crystals of incredible power. It is fair to describe Shards as the magical and cultural heart of the world, though precisely what they are is not well known. The most widely accepted explanation is that they are the remains of The Architect, the creator deity of the universe. It is said that The Architect could not contain within itself the strain of the dissonance of the various concepts, forces, energies, and matter that were necessary for the universe and the tension ultimately caused it to Shatter, raining Shards down upon all of the Planes. The largest of these Shards formed a deity in each plane where they landed. Though smaller Shards did not form deities, they can be found in every plane, including the Material. Indeed, a large number of these Shards can be found in Soril’s rings.
The mortal races, in an age lost to time, found that Shards can be used to fuel magical creations. Furthermore, by inscribing instructions into a Shard, it was possible to govern its function, creating reliable magical effects, from controlling the rate of flow of a water pump to forming the operating system of a construct. These advancements lead to its adaptation into technology, commonly called Shardtech. The precise knowledge of how to prepare and inscribe Shards with runes, symbols, or glyphs to control their function has resurfaced and been lost several times throughout history. During the time period in which I plan to run games in the setting, it resurfaced within the last century or so, and as such Shardtech artifacts and items are fairly commonplace, but advances in Shardtech are still made with some frequency.