Pay the Toll
Stakes The elites want controlled travel and private rift access, while workers and hunters demand open routes before the civilization's remaining worlds become permanent class prisons.
World Atlas·Shattered·A broken world keeps moving, and someone is paying to decide where it goes.
Political and financial center · Shielded megacity
Hook
The city sells clean air and legal resurrection while its lowest levels are slowly filling with rift water.
Crown and Engine is a shattered planet whose continents drift as colossal fragments around a dead world-core. Spatial rifts stitch the pieces together, but each crossing risks invasion by creatures from hostile planes. The wealthy live in shielded arcologies and private orbital decks, while workers, salvagers, mercenaries, and monster hunters survive in exposed settlements and asteroid habitats. Every route is a business, every miracle leaves a debt, and every shard remembers the civilization that broke it.
Themes
Form · Shattered
The planet was broken into continental shards, asteroid habitats, orbital wrecks, and core fragments that drift around a sealed planetary heart.
Traversal
FTL ships, licensed gates, pirate routes, and living rift guides connect the shards, but routes shift whenever planar pressure changes.

Shattered

Magic
Mythic

Technology
Futuristic

Death & Souls
Before the Break
Crown and Engine
The Shattering
Mind the Gap
The High Decks
Keep Below
The Open Rift
Saints and Scavengers
Pay the Toll
The elites want controlled travel and private rift access, while workers and hunters demand open routes before the civilization's remaining worlds become permanent class prisons.
Keep the Door Shut
One side seeks to seal the rifts, one worships what comes through them, and one profits from keeping every border open.
The Circus Route
A traveling dark circus is recruiting monsters and desperate people for a ritual performance that could redraw the shard network.
The authority wants to privatize every stable rift, keep the lower shards dependent on licensed transport, and recover the old planetary control system.
The guild wants profitable contracts, legal recognition, and enough influence to decide which monsters are hunted and which are studied.
The fleet wants to break the Gate Authority's monopoly, though its captains disagree about whether freedom means trade, rebellion, or conquest.
The cult believes the rifts are wounded mouths and intends to feed them enough souls to awaken the intelligence beneath the broken planet.
The troupe stages impossible performances to negotiate with interplanar entities and secretly prepares a ritual disguised as its final show.
Stakes The elites want controlled travel and private rift access, while workers and hunters demand open routes before the civilization's remaining worlds become permanent class prisons.
Stakes One side seeks to seal the rifts, one worships what comes through them, and one profits from keeping every border open.
Stakes A traveling dark circus is recruiting monsters and desperate people for a ritual performance that could redraw the shard network.
The old civilization joined divine sorcery with machine intelligence, building a prosperous planetary network that treated distance as a solvable inconvenience.
A failed attempt to open permanent routes between planes tore the planet into drifting shards and filled the void with unstable rifts.
Survivors built sealed cities, orbital habitats, and asteroid settlements, dividing society between protected elites and exposed workers, hunters, and salvagers.
Modern crews cross the fragments by FTL craft while guilds, pirates, cults, and planar beings compete to control the widening wounds in reality.
A luxury FTL liner arrives with every passenger alive but carrying memories from a different timeline.
A guild contract requires the party to hunt a rift monster that speaks with the voice of a dead planetary governor.
The Black Tent offers the party a fortune to perform in a show where the audience includes beings from three hostile planes.
Workers on the Lantern Belt discover that their asteroid homes are secretly being moved into a ritual formation.
A pirate captain offers safe passage through an uncharted rift in exchange for stealing a soul-print from a High Deck vault.
The planetary core is alive and dreaming.
Discovery · Old navigation charts disagree about the planet's original shape, and every chart omits the same central coordinate.
Impact · The shattering was not an accident, because the old civilization broke the planet deliberately to imprison its awakening intelligence.
Every soul-print is being drawn toward one hidden destination.
Discovery · Soul-print clinics quietly report that copied personalities share memories of a place none of them have visited.
Impact · The rifts are not merely doors, because they are collecting minds to assemble a new body for an interplanar entity.
The major powers were founded by the same vanished founders.
Discovery · Circus performers, pirate captains, and Gate Authority officials all carry the same antique coin.
Impact · The Black Tent, the Gate Authority, and the pirate fleet began as one emergency evacuation program and may still share a buried command structure.