The world-chains of Ashandri Geographic Location in Braythe: Shattered Realities | World Anvil

The world-chains of Ashandri

The world-chains: Massive metallic structures that float in the Braythian Void, keeping the world-islands in place. Each chain link is several hundred miles long, and a complete chain can extend between a couple thousand and tens of thousands of miles. Not surprisingly, there is more to them than just metal.   The chain between Ashandri and Va'Laeth consists of thirteen individual chain links, each one about five hundred miles long. As the chain links overlap for about thirty to fourty miles where they connect to each other, the entire chain is short below 6.000 miles long.   The chain leading to the other neighboring world, Morothai, is shorter: While each link is also five hundred miles long, there are only seven links. The whole chain is about 3.200 miles long.   Most travellers are ignorant to it, but these structures are vibrant with energies. Some species and individuals (in particular the champions) can even sense a beating pulse within them. This has led to rumours the chains might be living, possibly even sentient creatures. Others believe they are like veins in a body, constantly refreshing the life force of world-islands. In any case, they hold the worlds they are connected to - literally.   As long as a world is linked to its chains, nothing can move it from its place. This also protects the world-isles from being transported out of the Braythian Void. Not even the most powerful deities can overcome this effect of the chains.  

Chainmetal

  The material that the chains are made of has special properties - if you manage to mine it somehow. The metal has a natural durability and strength comparable to magic armor or weapons with a +1 bonus. This inherent, non-magical quality means that only tools capable of damaging such magic items can help in mining (and later forging or shaping) the material.   Another challenge for miners is that the metallic substance crumbles away into nothingness when not attached to the ground anymore. Only few things can stop this dissipating effect: A contingency spell, curiously, can halt the effect for a day. Chainwalkers are capable (but rarely willing) of carrying the metal without it wasting away. Aside from that, there are a few specialized items that miners use:  
  • Chain-Vaults: The magical chests halt the evaporation of the metal similar to a contingency spell, as long as the metal is tightly locked in the vault.
  • Chaindeath Potion: These sluggish, pitch-black potions can be poured over a cubic foot of chainmetal. For a few minutes afterwards, the metal releases a toxic purple mist in a five-foot radius. Afterwards, the metal can be handled like any other regular substance, while retaining all other properties except the dissipating effect.
  • Hagfire Forge: This is a mobile forge - basically a carriage with a magic forge on top - sustained by a vile, black fire burning inside. When chainmetal is thrown into this fire for at least ten minutes, it has the same effect as the Chaindeath Potion. The toxic mist is instantly consumed by the black fire, though, heating up the flame even more. Some miners bring along an entire blacksmith's equipment, and forge new items from the metal right where they mined it.
  Rumours are that the Night Queen Agrutha from Hag's Rest creates these items. She seems to pursue a goal for which she wants to weaken or even destroy the world-chains connecting to Ashandri. Whether these rumours are true or not, the black markets in her city freely accept (and sell) items made from chainmetal.   Aside from its duration and strength, chainmetal can be used in the creation of magic items, increasing the bonus or adding other properties. Many places outlaw the use of this material, though, being fully aware that chipping away the chains that keep your world in place might not be a good idea. Certain black markets still occasionally sell the material or items crafted from it, often at exorbitant prices.  

The Chainguards

  As Ashandri's champion can't be everywhere at once, a group of people have created a loose organization to battle the mining of the world-chains. The chainguards hunt criminal organizations, help people that only go mining to survive somehow, and most importantly: They actively fight against the Night Queen of Hag's Rest.  

Travelling the chains

  Due to the massive size of the world-chains, journeying between two worlds can take months. You have to pack enough rations and water for the entire journey, especially since there are little to no food sources on the chains. The properties of the void, making eating and drinking unnecessary, do not apply here.   Aside from having faster mounts or vehicles, there is one other option to reduce travel times. A few inhabitants of the world-islands seem to be naturally attracted to the chains. These chainwalkers, as they are called, have an instinctive connection to the world-binding structures that grant them special abilities. While on the chains, these individuals sense any living or undead creature within a three mile radius. They also have the power to linkport once a day, transporting them and up to ten other beings to the same point at an adjacent chain link. Most of the times, those that accompany them don't even notice the transit (perception check against DC 15), unless there are obvious changes in the landscape.   Gravity on the chains is always towards the ground below you, which means you can walk over all sides of a chain. Hopping or falling off is impossible, but hovering or flying into the void is feasible. There is a space of about 300 feet surrounding the chains that is free of the purple nebula.  

Light and vision

  The first two or three chain links are still illuminated by the light of the sky emerald. But beyond that, the chains lie in darkness - unless you bring your own light source, or you have an ability or spell like darkvision.   All the world-chains are covered in some sort of rust, a bit more purple than red. This rust is somewhat flammable. It needs a longer time of exposure to fire (about a minute) or an especially hot flame (like dragon fire or a fireball spell). Once burning, though, it doesn't extinguish for 1d4 days.   This can create areas of fire on the chains, but the rust can also be put on less flammable items to create long-lasting torches. Despite the disapproval of Marisha Veilbreaker to harvest or mine anything from the chains, some people gather the chain rust to sell it back in Ashandri.  

People and creatures on the chains

  While the world-chains do not have any natural inhabitants, it is possible to meet other people and creatures. Some might travel over the massive metal structures, other might have gotten lost.   Gatherers and Miners: Even if Veilbreaker frowns upon these actions, some people take the risk of being caught and try to bring rust or metal from the chains home to Ashandri. These materials make a lofty price, if you find the right buyer. Some of these gatherers are individuals simply trying to find a way to survive, others are organized criminals - and might react badly to being discovered. Due to Marisha Veilbreaker's constant patrols on the chain to Va'Laeth, many miners focus on the world-chain to Morothai. They have to cross through the Mesmerizing Mountains for that, but the prize is worth the risk for many.   Spies and scouts: Especially on the the chain between Va'Laeth and Ashandri, it's always possible to meet an agent of either world. Whether they are patrolling their end of the chain, or trying to get into the neighboring realms, these emissaries always have a specific mission or task. Their reactions to meeting other travellers will depend highly on what helps them on their quest. The world-chain leading to the other neighboring world, Morothai, sees only few agents. The followers of Marisha Veilbreaker seem not to be very interested in this area. But occasionally, a Va'Laeth agent succeeds in journeying all the way from the chains over the entire world of Ashandri to Morothai.   Nourishers: A few people have made it their mission - and business - to nourish the occasional traveller. These individuals or small groups have brought their own soil to create gardens on the chains, some even keeping livestock there. Both Va'Laeth and Ashandri agents usually treat them fairly, because they offer such valuable goods on the long journey. Most nourishers come to the chains to seek isolation, and some might be socially awkward or just not very talkative.   Sages and researchers: The chains are clearly supernatural, but what they are, exactly, is a mystery to most. Some individuals try to find answers, travelling the chains to study their nature. These might be lone sages, or scholars accompanied by guards. They are often interested in the exchange of information, and might also trade goods.   Void travellers: Although rare, sometimes travellers through the Braythian Void make a short stop on a world-chain. The adventurers might meet a group of people travelling on a voidship, or even a small scouting party of a civilization living on an Old Beast. Some of these encounters might be friendly, while sometimes conflict will be unavoidable. In the case of a friendly encounter, such travellers might even speed up the journey by letting the characters travel with them for a bit, dropping them off at a different chain link.   Void Wraiths: While Hollow Spirits avoid the chains entirely, in some rare occasions, a bigger and more powerful void wraith might show up here. Like ghosts, they can move through the chains themselves, seeking prey. Tales of these creatures suddenly erupting from the ground and attacking travellers have become cautionary tales to keep people from travelling the chains.   Burning Spirits: These ghostly entities seem to be unique to the chain between Ashandri and Va'Laeth. They are the spirits of Laethian soldiers that died on the chain. While they usually avoid Marisha Veilbreaker and those who accompany her, the Burning Spirits hunt out any living denizen of Va'Laeth. Some people see this is a clue that Marisha herself had a hand in their creation, and somehow uses these lost souls as guards against agents from Va'Laeth. The dangerous undead occasionally attack other travellers, too, as long as the champion of Ashandri is nowhere nearby. Their touch burns any living creature, and anyone born on Va'Laeth that is killed by them transforms into a Burning Spirit themselves. People from other worlds seem to be immune to this effect.   Stray creatures: While sentient beings often journey the chains for a specific goal, creatures of lesser intelligence sometimes simply get lost on them. From animals that were too curious for their own good to monstrous beasts looking for food, these beings simply took the wrong path. They might see adventurers as prey, or as possible rescuers. Those who have been here long might be starving, making them either particularly aggressive or needy.  

Other effects on the world-chains

  As if void wraiths, agents and stray beasts were not enough, the chains also offer a couple of natural dangers and other things that can make a journey interesting. The most common among these are the following.   Chainquakes: Basically earthquakes on the chains, these tremors always only affect a single chain link. They range from small vibrations of the ground to massive disruptions, even to the point that the metal ground tears up. In the most extreme cases, this can create miles-deep chasms. These areas are precious hunting grounds for miners and gatherers, to collect as much as they can from the ruptured metal. The fractures in the metal always seem to heal by themselves, but it can take weeks or even months before they are fully closed.   Pulse dreams: A few travellers have reported a strange event they called pulse dreams. Everyone in a certain area that was sleeping felt a pulsating vibration, going through both their bodies and minds. It was as if these waves of energy pulled the affected individuals into an even deeper slumber. Everyone then dreamt the exact same dream - sometimes random, confusing images, sights of foreign worlds, strange beasts or wondrous places, but occasionally also foreboding or helpful visions. In at least two known cases, the dreamers saw nothing but absolute darkness - until The Perishing appeared in their dreams, staring at them for a few moments, before the sleepers suddenly woke up.  

Making a journey interesting

  As a game master, all the above options might not be enough for you to make a months-long journey over the world-chains interesting. There aren't any big settlements or abandoned ruins on the chains, so unless your group is accompanied by a chainwalker for faster travel, you need something to spice up the journey.   The best option is to have a couple of sidequests prepared. Time between the sidequests can simply be skipped with nothing noteworthy happening for a bit. Such sidequests can revolve around people accompanying the adventurers, or they might be approached for help by other travellers. The characters might even be hired for a sidequest mission before they start their journey. Possible adventure hooks range from sages looking to explore a deep chasm, to miners or nourishers that have a missing family member or friend, or the search for an item that someone lost on the chains.

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