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The histories below apply equally to most of the inhabited worlds as the gates allowed for easy travel and communication between worlds. Gaia is a world in this setting and is mentioned specifically at the end.
The Gods didn't create just one world, they created many. Across these worlds, they created many plants, beasts and eventually mortals. To connect these worlds for their creations, they built a series of permanent gates (or portals). For a long time, there was no barrier on these gates and anyone who attempted to block a gate risked the wrath of the Gods.
As time progressed, the Gods periodically fought, and one consequence of this, weak points between the worlds were created. The larger weak points quickly tore into a hole to an adjacent world, but the gate's were unstable. The Gods closed most of these, but some of the smaller or less fragile weak points were missed. Over time, these weak points grew to become chaotic gates between worlds, and the Gods closed those that appeared.
After the Gods disappeared however, the weak points continued to tear into chaotic gates. The Elders, the 1st race of Gods, took it upon themselves to close these gates if they were a danger or open them fully if they were useful. After a time, they delegated this work to the Gatekeepers. After the Gatekeepers split from the Elders employ, these gates were thought a liability, especially to balanced worlds, and were shut down in the name of protecting from the Unbalancing.
After the Gods left the worlds, the worlds very slowly began to stop working correctly. In some worlds, the sun would dim and eventually stop shining. In others, extreme weather and climates (storms, ice ages, drying of a planet, loss of atmosphere, etc) would take over. In some cases, the orbits of celestial bodies planets would destabilize, causing asteroids to smash into planets to for planets to be ejected far from the warmth of its sun. When conditions became incredibly severe, these world's would eventually collapse, and the gates to neighboring worlds would stop functioning entirely, often in such a way as to cause much damage in the neighboring worlds.
Worse than this, when one world became “unbalanced” and began to fail, it's unbalancing would eventually spread to its neighbors. Therefore, world after world sicked and collapsed. Refugees fleeing their failing worlds would flee into neighboring worlds. This caused tension between these groups of peoples, but the Elders (and later the Gatekeepers) kept a degree of peace allowed for the flow of refugees. However, the Unbalancing continued to spread over the millennia and nothing seemed to be able to stop it.
The Elders, the 1st race of the Gods, took on countering the unbalancing as their race's mission and began dedicating all of their resources to stopping. The Elders found that they could slow the Unbalancing but could not stop t. Research continued, and time raced on. Unfortunately, the Elders, despite their power, were slowly dying off, and in their eyes, the lesser races were of a limited ability to assist. The Elders did not quit, and delegated much of their ancillary work to the lesser races (such as the Gatekeepers) so they would better focus. Most of their ideas failed to work, but a few had the potential to save everything. They just needed more time.
The Gatekeepers (see faction info below for more detail) grew to believe that allowing travel between an unlabanced world to a balanced world was contributing to the spread of the unbalancing. They began to limit and eventually ban all unofficial travel to balanced worlds, but this limited the ability of refugees to flee as well. This put them at odds with the Elders who had assigned them in part to protect refugees. However, the Gatekeepers continued to do most of their other assigned functions, and the weakening Elders decided to not directly appose their now former employees.
Gaia, one of the remaining stable worlds, was cutoff from the remaining worlds by the Gatekeepers around the time of the end of Age of Magic. (Aside: Some historians believe that the Gatekeepers encouraged this collapse because Wizards were frequent planewalkers, but there is no substantial proof to back this.) Much of the knowledge of the worlds was tied into magical knowledge and therefore intentionally expunged from written record in Gaia. The end result is that Gaia has almost no knowledge of worlds outside theirs, the factions that move between the worlds, and even the Unbalancing.
Most religions/histories agree that magic is the tools of the Gods that the Gods have allowed (intentionally or otherwise) mortals to use. After the (mythical) Age of Gods, the mortal races embraced magic to protect themselves from many of the dangers in the world. Over the centuries, they mastered the arts. However, the magic practitioners consolidated their knowledge and stopped sharing with their brethren, and this lead to stark class system based on one's access to magic. Many people suffered during this time. Most religions and many histories argue that the magic also corrupted the users and made them evil. Protests eventually overthrew those at the top, magic was banned throughout the world, and the Age of Magic ended. For long after this period, those found practicing magic were subjected to some of the harshest punishments imaginable.
Despite this, the practice of magic continues throughout the world albeit mostly in secret. Those who practice magic tend to fall into one of the following:
This setting has multiple levels. The highest level are a collection of worlds that were created by the Gods. The world, Gaia, one world among many and is the focus of this setting. Finally, one corner of Gaia (presently nameless) is the focused region of Gaia and is described below.
Geography: The southern reaches is an arhipelogo covered by swamps. Further north, a river runs northwest boarding the Wildlands (home to many beasts as well as races not always friendly to humans). To the west lies arid land that leads into the Barrens. The river continues further north into the mountains, ruled by more beasts and non-human races. Westward of this point lies a trading path across the Barrens to the faswestern kingdoms. The trail is dangerous but lucrative.
History: Long before the Free Cities, this land was a true wildlands, occupied by beasts and wild races. The land was poorly suited for agriculture, surrounded by dangerous wildlands (swamps, forests, mountains, deserts), and therefore largely ignored by the civilized lands for a long time. Eventually, they moved in and waged war on the lands in an effort to domesticate them but mostly failed. The most successful attempt was the human kingdom of _ expanding from the south, but they too eventually withdrew their claim to the land. But a small trading and fur-trapping presence remained behind. These traders provided trading opportunities between the mostly human lands to the east and south to the feral wild lands and non-human kingdoms to the north. A trade route across the barrens was also discovered and brought with it a trickle of wealth from the farwest. As stability came to the surroundings lands, trade grew, and the area became more established. Raiders and pirates began targeting the trade through these lands but many eventually became traders as it proved to be more profitable. Unrest in neighboring lands and a desire for money and a new life drove both humans and non-humans alike to these lands, and the populations swelled. A number of trading companies, each run by a hierarchical family, grew to prominence, and decided to organize the growing trading towns into a collection of city states called the Free Cities. Until Myst, there were four primary city states in the Free Cities. From south to north, they were Clusas, Veritas, Pragos, and Lophia. Because these settlements were originally trading outposts run by trading companies, the prominent trading families decided that each city should be a plutocracy run by those who had the most to gain from it (i.e. themselves) and was therefore the most invested in the cities outcome. Each city was setup to be run by a committee of the most prominent merchant families. A seat on each city's committee (and therefore voting rights) required a notable contribution of money to the city which allowed the city to invest in itself and continue to grow. At first, each city was run by 5 to 10 families each, with a few families holding positions in multiple cities. As the wealth of the region increased, the number of seats grew until each city placed a cap on the number. The governmental styles of each city continued to grow in different directions, but all four share the same roots.
The southern most city of Clusas was the least prominent of the four. While the closest port to the human lands, it was probably the most poorly chosen location. It was placed inland a few miles up a small river to prevent flooding. However, mosquitos and disease from the swamps swept through from time to time, and raiders from the north and east raided the settlements heavily in the early years. Pirates operating with the Blue Sea were more prominent in this area and could easily block the narrow shipping lanes through the swamps. With a partial bailout from the other Cities, Clusas invested in a number of mercenary companies which setup shop there and eventually repelled many of bandits in the area. In addition to being an important trade hub, Clusas is known for its hospitals, breweries, and mercenary companies.
Farther north, the City of Veritas was also built on a series of 4 rocky islands among the swamps. While Mosquitos and disease were similarly rampant, the city was protected from land-based raiding parties by being on islands, and the city maintained a reasonable naval presence to prevent significant losses to pirates. The city struggled with flooding during the early years but a series of canals were built throughout the city to manage the water. In addition to being an important trade hub, Veritas is known for its boatyards, glassblowing, and universities.
The third city was Pragos. It was located inland, up the _ river and at the fork with the _ tributary. The _ running northwest was a major trade route and the tributary running north east allowed for convenient trade into the wild forests of _. The city was located on the west bank of the river which offered it a fair amount of protection from wilds to the east. Bandits from the eastern Barrens did venture into the area from time to time, but never grew root. Pragos was perhaps the most successful of the Free Cities in terms of wealth and growth. Because of its success and being centrally located, Pragos is often the meeting area when the Free Cities discuss trade and policy between themselves and when the Free Cities need to be unified against the outside world. In addition to being an important trade hub, Pragos is known for its lumber, pottery, tourism for “wild” hunting, and culinary cuisines. It has also become the headquarters for the Artificer's guild.
The fourth city was Lophia. It was located further up the _ river and in the foothills of the _ mountains. It also marked the end of the navigable portion of the river and where trade needed to continue by cart. Because of the proximity with many of the cave dwelling races in the mountains, Lophia became known for metal forges and jewelry craftspeople. Due to religious persecution from the Church of the Flame, it has also become a sanctuary for many religious types. Before Myst, it was the last major trading station across the Barrens to the fareast.
The fifth and by far more recent city is Myst (see below for more detail). Myst was formally a minor trading station at the edge of the Barrens and along the route to the fareast. With the discovery of a temperamental network of cross-planar gates (the Ryft), the potential for wealth was immediately recognized when early explorers returned with riches from uncharted lands. Myst derives its name from the gut churhing myst that periodically spills forth from the Ryft and swallows part of the city. Myst is heavily defended at present to protect the gates from a mysterious faction called the Gatekeepers that demand that they be allowed to shut the gates. Myst is known almost exclusively for the Ryft, and the riches (including strange artifacts) that come from the other side of the gates.