Gradus Geographic Location in Sundered Cosmos | World Anvil
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Gradus

adapted from Dominaria - MTG Wiki and Golarion - PathfinderWiki
The planet Gradus orbits a yellow sun in the far reaches of the Sentryverse. Third of eleven in orbit, this blue planet contains vast oceans and lush green lands, the perfect environment for countless cultures to thrive. Indeed, Gradus is the most populous planet in its solar system. Gradus' crater-scarred moon, Artis, fills its night sky, and its nearest planetary neighbors, Dian the Green World and Aris the Red Planet (second and fourth from the sun, respectively), are easily visible as colored stars.

Geography

Gradus contains four continents amid immense seas.
  • Geiddnir - Geiddnir is a lush continent that lies west from Saskhij and Mariana across the Marianas Ocean. 1,000 miles from the shores of Mariana, there are infrequent trade and colonization efforts from the Eastern Hemisphere to Geiddnir.
  • Mariana - Mariana is a once-great island-continent of the coast of Saskhij. Azlant saw the rise of the first human civilizations. All that remains of Azlant today is a series of jutting crags and narrow, twisted channels; most of the continent sunk beneath the sea when the Elemental Titans fell from the sky.
  • Mifob - Mifob is the largest continent, spanning much of the world's Western hemisphere and containing two massive and powerful empires.
  • Saskhij - Saskhij is a large peninsular continent that expands from the ruins of Mariana. Saskhij plays host to a number of civilizations built upon the ruins of great past empires.
  • Subterra The Under Contenent of Gradus

Fauna & Flora

Due to its innately hospitable and life-sustaining environment compared to other worlds, presumably the work of the gods.  

Ancestries of Gradus

  • Catfolk - Curious and gregarious wanderers, catfolk combine features of felines and humanoids in both appearance and temperament. They enjoy learning new things, collecting new tales and trinkets, and ensuring their loved ones are safe and happy. Catfolk view themselves as chosen guardians of natural places in the world and are often recklessly brave, even in the face of overwhelming opposition.
  • Dwarves - Dwarves have a well-earned reputation as a stoic and stern people, ensconced within citadels and cities carved from solid rock. While some see them as dour and humorless crafters of stone and metal, dwarves and those who have spent time among them understand their unbridled zeal for their work, caring far more about quality than quantity. To a stranger, they can seem untrusting and clannish, but to their friends and family, they are warm and caring, their halls filled with the sounds of laughter and hammers hitting anvils.
  • Elves - As an ancient people, elves have seen great change and have the perspective that can come only from watching the arc of history. After leaving the world in ancient times, they returned to a changed land, and they still struggle to reclaim their ancestral homes, most notably from terrible demons that have invaded parts of their lands. To some, the elves are objects of awe—graceful and beautiful, with immense talent and knowledge. Among themselves, however, the elves place far more importance on personal freedom than on living up to these ideals.
  • Gnome - Long ago, early gnome ancestors emigrated from Entia, Realm of the fey. While it’s unclear why the first gnomes wandered to Gradus, this lineage manifests in modern gnomes as bizarre reasoning, eccentricity, obsessive tendencies, and what some see as naivete. These qualities are further reflected in their physical characteristics, such as spindly limbs, brightly colored hair, and childlike and extremely expressive facial features that further reflect their otherworldly origins.
  • Goblins - The convoluted histories other people cling to don’t interest goblins. These small folk live in the moment, and they prefer tall tales over factual records. The wars of a few decades ago might as well be from the ancient past. Misunderstood by other people, goblins are happy how they are. Goblin virtues are about being present, creative, and honest. They strive to lead fulfilled lives, rather than worrying about how their journeys will end. To tell stories, not nitpick the facts. To be small, but dream big.
  • Halfling - Claiming no place as their own, halflings control few settlements larger than villages. Instead, they frequently live among humans within the walls of larger cities, carving out small communities alongside taller folk. Many halflings lead perfectly fulfilling lives in the shadows of their larger neighbors, while others prefer a nomadic existence, traveling the world and taking advantage of opportunities and adventures as they come.
  • Hobgoblin - Taller and stronger than their goblin kin, hobgoblins are equals in strength and size to humans, with broad shoulders and long, powerful arms.
  • Human - As unpredictable and varied as any of Gradus’s peoples, humans have exceptional drive and the capacity to endure and expand. Though many civilizations thrived before humanity rose to prominence, humans have built some of the greatest and the most terrible societies throughout the course of history.
  • Kobolds - Every kobold knows that their slight frame belies true, mighty draconic power. They are ingenious crafters and devoted allies within their warrens, but those who trespass into their territory find them to be inspired skirmishers, especially when they have the backing of a draconic sorcerer or true dragon overlord. However, these reptilian opportunists prove happy to cooperate with other humanoids when it’s to their benefit, combining caution and cunning to make their fortunes in the wider world.
  • Leshy - Guardians and emissaries of the environment, leshies are immortal spirits of nature temporarily granted a physical form.
  • Lizardfolk - Lizardfolk are consummate survivors, heirs to empires considered ancient even by the elves.
  • Orc - Orcs are forged in the fires of violence and conflict, often from the moment they are born. As they live lives that are frequently cut brutally short, orcs revel in testing their strength against worthy foes, whether by challenging a higher-ranking member of their community for dominance or raiding a neighboring settlement. Many orcs seek glory as soon as they can walk and carry a blade or club, taming wild beasts or hunting deadly monsters.
  • Shoony - Diminutive humanoids who resemble squat, bipedal dogs, shoonies are sometimes mistaken for weak and insular pacifists. However, their sheer perseverance, incredible work ethic, and resourceful use of diplomacy make shoonies far from helpless.
  • Tengu - Tengus are a gregarious and resourceful people that have spread far and wide from their ancestral home, collecting and combining whatever innovations and traditions they happen across with those from their own long history.
  • Ysoki - Ysoki—as ratfolk call themselves—are a clever, adaptable, and fastidious ancestry who happily crowd their large families into the smallest of living spaces

History

The Age of Dragons

In ancient days, Gradus was one of the planes involved in the Elder Dragon War, but even after the end of those conflicts, it kept being terrorized by dragons for ages.   Later, Primeval Dragons conquered the globe and ruled it harshly until they were overthrown by elementalists, who stole their powers. these powerful spellcasters called themselves the Pact and governed Gradus for an unknown period of time.  

The Marianan Empire

After the Pact had fallen to infighting, there is a large gap in our knowledge of the history of Gradus. We only know that in this gap the Marianan Empire was founded on the continent that would bear their name. Around 3072 Zionic Reckoning, this empire had outposts from Sunheon to Karhe. However, a man named Gothnuct managed to usurp most of the power in the empire, which led to both civil war and war with the various other countries of Gradus. Eventually, the Marianan Empire collapsed, but Gothnuct survived, having traveled to Skavondart where he would become a godlike being and turn the other Marianan refugees into his monstrous servants. In the final moments before the Marianan capital of Dasho was destroyed, Crebic managed to seal the portal between Gradus and Skavondart, locking Gothnuct out for millennia.  

The Time of Legends

After the fall of the Mariana, the technological advancement and mobility of Gradians seemed to have dropped rapidly. The various continents all developed in their own way.
  • On Saskhij, artifice was rediscovered after the fall of Mariana, but magic existed only in several isolated places.
  • On Geiddnir, the country of Aya was founded, which was probably the first human nation of that time to fully master magic.
  • On Mifob a dark age took place. A woman calling herself Tiy Ropad led her dragons to conquer the continent. Magic was abundant, but powerful individuals abused it in seemingly endless conflicts over territory.

Maps

  • Gradus

Gradus  Plane 

Type
Planet
Related Ethnicities
Characters in Location

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Age of Reformation

8140 ZA 4669 ZA

Age began with the founding of the Havrilic civilization and spanned three and a half millennia until Andreus founded the great city of Kanmar, ushering in the Age of Ascension. It was marked by the re-emergence of human civilization after the barbarism of the Age of Night and the Age of Pain.

  • 8140 ZA

    4669 ZA


    Age of Reformation
    Celestial

    Age began with the founding of the Havrilic civilization and spanned three and a half millennia until Andreus founded the great city of Kanmar, ushering in the Age of Ascension. It was marked by the re-emergence of human civilization after the barbarism of the Age of Night and the Age of Pain.

    Location
    Gradus
  • 7982 ZA


    Discovery of Krypis
    Discovery, Exploration

    While studying the Quan, an ancient race whose machines were the main reason for Casantoa's camp, Zantis discovered that all of the sites where large amounts of Quan devices were found seemed to circle around a central point. Casantoa, Zantis, and Shimra flew to this place in an Ornithopter. Once there they found a large Quan city, which Zantis named Krypis. They landed and wandered among the ruins of the city, and when they finally got to the center of the city they found a great machine powered by a Quan Mana Battery. While inspecting the machine there was an explosion; when they awoke from the aftermath each brother was holding one half of the great battery in his hand.   After the explosion, each brother became increasingly hostile towards one another. The stones seemed to have odd effects on both living and nonliving things. Zantis' stone, which he named the Amp-Node, seemed to make things stronger than normally possible, while Shimra's stone sapped the strength from both artifacts and living creatures. Zantis named this the Syphon Core. Another effect the visit to Krypis had was that Mishra had disturbing dreams about darkness, trying to lure him to somewhere.   One night after drinking Shimra went to confront Zantis and tried to take the stone from him, the fight was heard around the camp, and when Casantoa tried to stop the brothers she was caught in between the power surging from the two stones and died. Shimra, ashamed at what he had caused, fled during the confusion that followed.

    Location
    Krypis
  • 7979 ZA

    7971 ZA


    The Bonding of the Guant
    Military action

    Shimra traveled across Geiddnir, and eventually called back to Krypis by the darkness in his dreams. Before he could reach it, he was captured by the Ming, a militant faction of the Guant, was subjugated into slavery for them and had the Syphon Core taken from him. He was forced to do all sorts of menial tasks until he came across Raj Har, a young Guant who had been at Casantoa's camp. Raj convinced the Khan of the Ming to appoint Shimra as Vizer to his young son, teaching him the language of Mariana. Shimra's lot improved for a few years, but the Khan began to worry about his son. In Guant culture, it was seen as a weakness to rely on others, so the Khan began to ponder having Shiram killed so his son would not rely on him.   That plan never developed, for one night, Shimra had another disturbing dream, of a mechanical parody of nature. Waking from this screaming, he had no time to dwell on it, for a giant mechanical beast in the shape of a Dragon appeared from under the ground and started rampaging. The Khan was killed in the confusion. Shimra and Raj used this confusion to retrieve the Syphon Core, so Shimra could weaken it, but to everyone's surprise, Shimra found he could directly control it.   The Khan's son became the new Khan, and appointed Shimra his Magister and set about using the dragon engine, or Mechanicus Dracon , to unify the Guant people under the Ming.

    Location
    Geiddnir
    More reading
    Guant
  • 5964 ZA

    5952 ZA

    1 Gates

    Crowning Crusade
    Military action

    Using his tactical prowess, superior forces, and uncanny luck, Tabat the Great then led his troops in a 12-year-long war of conquest beginning in that transformed his estate in Belfosa to a fledgling unified nation of city-states. He first attacked the larger cities along the Inner Sea coast that posed the greatest threat. Once he had secured their allegiance and resources, he turned his attention on the more distant settlements of the area. He then declared his new nation as the Principalities of Tordal, ruling over an area that stretched across the Northern coast of Saskhij.

    More reading
    Tordal
  • 5301 ZA

    20 Birth

    The Titan of Saskhij
    Disaster / Destruction

    The beast known as the Titan of Elemental Fire rampaged across the Pentaregnum Mountains and into Tordal. The city of Tabat was destroyed in the process and although the nation eventually recovered, the wounds of the rampage can still be seen across the land.

Comments

Author's Notes

Adapted from MTG Wiki- Dominariaand pathfinderwiki- Golarion


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