Atlas of Worlds #2

Name: Hast Lugur, Land of Shattered Stars

Climate: Temperate

Magic: Medium-high; standard D&D/Pathfinder level

Hast Lugur, or the Land of Shattered Stars as those who walk the many worlds know it, is a pleasant enough region. It’s bordered on the south by a shallow freshwater sea and cupped by a curved spine of high peaks to the north, with the land going from low plains to increasingly steep hills as one moves north. Half a dozen nations occupy the region, each one with a capital built around a font of raw elemental energy for one of the six elements known to the arcane arts.

In addition to the familiar elements of earth, air, fire, and water, Hast Lugur recognizes radiance and shadow as elemental forces; those from a more traditional realm might call them holy and unholy, or positive energy and negative energy. To the people of Hast Lugur, they’re simple part of the world in which they live. Indeed, they see nothing evil in the nature of necromancy, and all but the nation of Hannel, where the Font of Radiance is found, use the undead as a part of both their labor force and their armies.

As a result of these fonts of elemental energy, Hast Lugur is a land with many unique properties – elementally-attuned regions that bear the hazards of the power they’re imbued with being the most common – and unique materials that would require extensive effort to create elsewhere in the greater span of worlds. Radiant iron, for example, is a metal that naturally sheds light and which is anathema to creatures such as most undead. The Grand Castle in Hammel uses it throughout the building, such that it hasn’t needed a lantern or lit candle since it was finished, and the production of radiant iron is one of the nation’s most lucrative exports. Similarly, shadewood from Andress dampens light around it and makes it popular along the southern coast for constructing homes that stay cool and shaded even under the bright summer sun.

Curiously, Hast Lugur has no gods; it does have a complex mythology that tells how the world once had gods, a full pantheon of bickering and argumentative deities who meddled extensively in the affairs of mortals. This, according to the myths, came to an end when the six Fonts were opened by mortal spellcasters and their powers were used to forge a ward that locked the gods out of the world. If such a ward truly exists – no planeswalker has found any impediment to their travel to the Land of Shattered Stars – it almost certainly relies on the Fonts remaining active.

That notion is what has prompted a small portion of the population – a few hundred at most – to plot to either cap or destroy one of the Fonts. Some think that whatever gods return will reward them for their actions; others seek to prove that the stories of the ward are false; and a few may well be extraplanar agents of gods who want to move in on Hast Lugur. While few take the rumors of these individuals seriously, they’re active in each of the six nations, and those in Andress have obtained enough radiant iron to produce a chain net that they think will cap the Font of Shadow.

What might happen if they succeed is an excellent question.

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Atlas of Worlds #2

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