Radix - End of an Era
The world contains three huge landmasses, floating in the midst of the Astral Sea and tethered by huge earthen roots that extend to a depth unknown to most men (although many a mathematician has theorized). In addition to these land masses, there are six huge Roots that extend past (and in some cases, through) the “Material Planes” and to each of the Elemental Planes [Fire, Earth (associated with Acid), Air (associated with Electric), Water (associated with Cold), Necrotic (Negative) and Radiant (Positive)]. Each of the Roots are comprised of the primary element (not necessarily the energy type if it’s different from the element) and are unscalable, due to size and general makeup (climbing fire is… well, silly). Roots from these planes then extend out to three additional planes, which I will cover later.
The first land mass is Hydranatos, called the Land of Water. The Root of Water extends through the center of the capital city, and it is the only landmass with naturally occurring water. The leader of the country, normally a very strong Paladin, resides in the same temple. Typical classes are divine casters and fighters, along with a fair smattering of rogues and other shadowy types that tend to show up where there are a large number of people, and most of the people congregate together in large cities. The capital city, which shares the name of the country, holds a large temple that actually encompasses the root, and all known water flows from the temple’s channels. Humans, dwarvers, gnomes and high-elves are prevalent in the area.
The next land mass is Declaria, or the Land of the Wood. The Radiant Root extends through a part of this country. As a result, it is the main source of plant and wildlife for the world and, as such, controls most of the world’s supply of food. A council of elders rules the country, each from a different village. The country itself is dotted with such villages, some grounded and some high in the trees. The council is very large, as there is a representative from each village. The inhabitants typically stick to ranger, druid and barbarian, as well as other Nature-oriented classes, with only a few taking more directly martial routes. Most permanent inhabitants are Halflings and wood elves, with a large number of humans, half-elves, half-orcs and a few Dwarves as well.
The last country is Aracanoc, or the Land of Magic. Aracanoc has two Roots coming through it, Fire and Earth. As such, the energy provided by these roots lead to the country being the only one where magic can be learned (although it can be used anywhere). It is because of Aracanoc that all of the countries have enough water and food to sustain their populations; they provide the magic portals and canals that transport goods from one country to the other, without which Aracanoc would be a barren wasteland. Aracanoc is actually a huge, magically constructed landmass that is suspended hundreds of feet over the original landmass by four huge magical pillars, originally contructed to allow the mages respite from attacks from an unfortunate by-product of having two roots: an enourmous, constantly growing number of monsters. It is the original mages that raised the pillars that rule the city, and their constructs are the police force. Native are typically arcane casters of any type, although there’s the periodic rogue as well a few martial members of society. Any race can be found in Arcanoc, but most that trace their lineage back here more than just a generation or two are humans, gnomes, Halflings, half-elves and, surprisingly, the Drow, who originally inhabited the world below before a contingent of them managed to make a home for themselves in Aracanoc proper.
The Roots of Air and Necrotic both are in the Astral Sea, and as far as anyone knows, pierce no landmass (the Air Root seems to repel all those who come near, and no one has seemed to survived getting close enough to the Necrotic Root, so no one knows for sure).
The Astral Sea is much like space, with the exception of some magical properties: first, unlike the Plane, it holds anything in it in stasis. Anything from one of the planes follows the laws of inertia, with a few limitations: the space itself is rounded, like a globe, and so travelling in a “straight line” is actually more like an orbit around the center. Travel “up” and “down” is next to impossible without being actually from the sea itself, like a few creatures are. The only exceptions to these rules are the planes floating within the sea. As such, vessels were created to “sail” the astral sea, and allow for more control over movement. They do so by creating a “planar bubble” around them, through various magical means (each country has its own way of doing so), and guiding the “plane” through the sea. Stronger magics will even allow the bubble to ascend or descend, but it takes a rare ability to make such a ship.
Religion in the world is not so much a worship of Gods but a worship of idealisms, epitomized in fourteen thrones which sit far above, rested upon the ends of the Roots. Six of the roots sit at the pinnacle of a single root; the other eight sit where shoots of three roots meet. Each throne sits at the center (or as center as the plane allows) of a Greater Plane that was created at the time of the Throne’s creation, and altered by the one who sits upon it. Upon each throne is a phrase. This phrase tells what it requires of the one who sits upon it. If you fulfill what the Throne requests, you may sit upon the Throne, gaining immortality and Godlike power. But first you must touch the root (or one of the roots) that touches the Throne, and defeat the one that occupied the Throne before you within the Arena. What exactly “defeating” may entail is unknown.