The Redemption of Rahymn
The world of Rahymn is far from your typical sphere of rock floating through the void, and it is unique in more ways than one. Airships ply currents of wind between flaoting continents, mages sheathe their wands for fear of catastrophic thaumic overload, and mechanical warmachines plough battlefields with blades and blood.
Rahymn is a smallish gas giant, pale bluish-purple in color, which occupies a complex orbit around a dying orange star. It is the second closest planet to the star, with three other gas giants at greater distances from the solar center, and one closer. The landmasses of Rahymn are floating chunks of earth, suspended through unknown means in the upper atmospheres of the planet, and the only way to travel between them is by dirigible, magical or natural flight, or one of the few remaining gateways still in working condition. It is entirely possible to fall off the edge of a Rahymnian continent or island, and to do so is certain death, being suffocated then crushed in the rapidly increasing atmospheres of pressure beneath—or to splat violently onto the terrain of the Lowlands.
The first civilization of sentient beings on Rahymn, presumably responsible for the landmasses’ very existence, is lost to time; their world-spanning civilization is known either as the Lost Empire or the Hyphaen civilization, and its ruins are beyond dating. Almost every part of the known landmasses shows the mark of the first people, and in places the earth seems more honeycombed with their workings than a beehive, stretching tens of miles in every direction, including downwards. These people were wiped out by an unknown event referred to variously as the Cataclysm, First Tide, or Gammenung, among other names, and it was not until well after their demise that other sentient races begin to appear on Rahymn.
Several iterations of civilization have passed in various regions across Rahymn, leaving behind their own ruins, fallout, and more often than not, remnant societies, eking a living and dreaming of their glorious past. Elves, half-elves, humans, dragonborn, dwarves, shavaris, goliaths, and tieflings have founded cities, kingdoms, and empires, though presently only humans and dragonborn rule what might be considered international powers. Dominant savage races include the rakka, lizardmen, icelanders, brownlings, orcs, gnolls, ents, and turians, among others. Dragons and other elder beings are rare and typically reclusive, but the few that remain often control a considerable swathe of territory, forbidding trespass by outsiders.
The current lingua franca of Rahymn is the tongue of the Ashvadan Caliphate, the greatest of the world’s powers. Each race also has its own tongue, as does each state (though a person of a given race raised far from his race’s habitual home may not know the racial tongue). The Free Cities, as rebellious former members of the Caliphate, speak Ashvadan, though there are regional dialects which create variations on the original tongue.
The year of Rahymn is divided into three seasons plus the Long Night: Aris (spring), Soul (summer), and Phaan (autumn). Between Phaan and Aris, Rahymn is passed in its orbit by the interior planet Vael, entering an eight-day eclipse known as the Long Night. Each season is sixty-four days long, divided into eight weeks of eight days. The days of the week, in Ashvadan, are Ahutor, Eldor, Gamor, Yamistor, Qaidor, Zaldor, Esor, and Ahritor.