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The Pillars of Everything

'When time began, the pillars already existed. Those who stood atop the pillars declared themselves Gods, and went to war over the title of the True God. The war ended with the destruction of nearly everything, land protected by the pillars, separated by enormous expanses of sky.'

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The land which remained developed their own worlds and gradually forgot the rest of the world.

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You can find the stories written in this world here.

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Below are the various worlds that have developed since the end of the great war.

Horizon

Horizon is a technology focused civilisation focused on providing a comfortable life to its citizens. Tall sky scrapers and sprawling cities surround the two pillars Horizon is located by. Roads circumnavigate the exterior of Horizon, providing gorgeous views to anyone looking.

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Magic in Horizon is predominantly justified as Esper powers, scientifically reasoned abilities that are given rank by strength and versatility. Power ranks range from One to Ten.

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Having developed a sustainable and thriving world, through a combination of technology and esper powers, Horizon set its sight on the sky beyond the horizon. Numerous sky fleets have been sent into the sky, searching for other worlds outside their own, many returned without success, and some never returned.

Althal

Althal is the land where the remaining God reside. A world filled with constant hostility as the Gods and their followers still fight for power. Rules and laws vary between the lands of the Gods, but a few things are constant, flying outside Althal is forbidden as discovering new land could drastically tip the balance of power among the Gods.

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Attached to Althal is a land of beast-people, humanoid animals of various races. These beast-people follow no God, because of the God's previous actions. The Gods, after the end of the war called for the extinction of harpies, bird beasts capable of flying. Genocide of this race has never been forgiven.

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In Althal, magic is known as Blessings. These blessings are handed down from Gods to their followers. Outside of Blessings, magic and magic-like abilities do not exist.

Knoktree

Knoktree was protected from destruction by its pillar, as its residents believe. The warped idea that being close to the pillar meant one was worthy has caused Knoktree to split into two distinct classes. The royals, close to the pillar and surrounded by an enormous wall, experience a life of luxury, they have whatever they want and take whatever they want. Outside the wall, the common class work hard and are heavily taken advantage of by the royals, taxed heavily, possessions stolen and livelihood taken.

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The pillar, royals and wall around them is protected by hundreds of thousands of knights. Golems made from the material of the pillar. Anyone who approaches the pillar is relentlessly pursued by these knights, given only two options. Be killed, or destroy a knight. Destroying a knight is the only way for a common class citizen to reach royalty, and be labeled as a Conqueror of Knoktree.

Grallia

Grallia is a metal fortress anchored between four pillars. Horizon began expeditions in it's attempts to explore the sky, Grallia was one that never returned. The founders of Grallia would not let their work go to waste and tethered the flying sky vessel to the pillars. Grallia has since expanded.

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Four police branches operate within Grallia, two handle external problems for Grallia and two handle internal issues for Grallia.

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With the technology left over from the original expedition, Grallia has focused on and developed significantly improved flight technology.

Hunnus

Hunnus is a very small chunk of land attached to a thin pillar. The civilisation of Hunnus consists of 50 people, and varies slightly throughout a year.

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Hunnus cannot sustain more than 50 people and animals to support them, as a result, every person is given a role when they are born that they will fulfill, and every animal is tracked. Pre-designation of one's life is never an issue, as the society has never known anything different, they cannot know if their lives could be better.

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Magic in Hunnus is cast through conduits. Magic in the air passes through the caster, into the conduit, which stores the knowledge of magic and casts a spell. Conduits are not locked to any person, and are passed down through generations.

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