The Fragment
✦  9th Era  ·  Science Fantasy  ·  Pathfinder 2e

Thirteen worlds.
One Fragment.
No answers.

It has always been there. Before the first world sent its first ship into the black, before the first era was named, before anyone was left to name it. It sits at the center of everything and it burns like a sun and it has never once opened. Eight eras of civilization have tried.

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What is true in the 9th Era
01  ·  The System

Thirteen worlds. One star. One mystery.

They orbit the Fragment, not Sol. Sol is out at Rim 560, just another body in a crowded dark. Thirteen worlds is what scholars have agreed on. Scholars have been wrong before.

02  ·  Magic

Magic is a measurable property of matter.

A library radiates arcane. A corpse radiates divine, fading. A storm radiates primal. Something that should not exist at all radiates occult, the term scholars settled on for phenomena without apparent cause. Magic is measurable. It follows rules, even when those rules permit instability.

03  ·  The Rules

Pathfinder 2e. Rebuilt.

Built on Pathfinder 2e with significant modifications. Stamina pools. A moment-to-moment XP system. Soul levels. Magic type interactions. Collective casting. Where a rule here contradicts the base game, this takes precedence.

04  ·  Scale

Any scale. Any starting point.

A grounder who has never left their city is playing the same game as a spacer captain who cannot remember which planet they were born on. The system does not require you to pick one. Some parties have both at the same table.

05  ·  Factions

Dozens of factions. No clean sides.

Assassin guilds, capitalist empires, monastic orders, prophecy hunters, pirates, ghost fleets. Most conflicts in the 9th Era have more than two sides. None of them are entirely wrong. Most of the dangerous ones believe they are entirely right.

06  ·  The Center

No one knows what is inside.

Eight eras of civilization tried to breach it. None succeeded. In the 9th Era, some have stopped asking how to open it. They have started asking why it hasn't opened itself. Whether these are the same question is a matter of some debate.

The Thirteen Worlds
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Fadali
Theology is law. The gods are real and they are ranked.
Rim 4  ·  No Space Travel
Yalos
The forge of the system. It sells to everyone who can pay, which is almost everyone's problem.
Rim 4  ·  Space Travel
Mourne
Cold plains. Careful records. Something about this world makes divine magic feel far away.
Rim 11  ·  Space Travel
Tafe
The most educated world in the system. Also the most extremists per capita. These facts are connected.
Rim 19  ·  Space Travel
Veshari
Forty-day tidal surge cycle. Specialists are not trusted. Everyone does everything, or no one eats.
Rim 23  ·  No Space Travel
Gadar
Buys the living and the dead. Sees no moral difference between them that the market hasn't already settled.
Rim 34  ·  Slave World
Orthuun
Meritocratic empire. Surprisingly, the emancipation paperwork works. This is considered remarkable.
Rim 47  ·  Space Travel
Peth
No government survived the Sovereign Sickness. What replaced it was not what anyone expected. It worked.
Rim 56  ·  Space Travel
Solveth
Entirely covered in city. The first question is what you do. The second is who you owe.
Rim 71  ·  Space Travel
Caruun's Wake
A civilization built on the ruins of a destroyed world. 1,200 years in the making. Still building.
Rim 88  ·  Debris Field
Disilix
Magic does not recharge here. Something in the air hunts casters. Scholars study it from a distance.
Rim 113  ·  Limited Travel
Threnull
No surface civilization. The storms will not allow it. The Arks do, if you can earn passage.
Rim 138  ·  Space Travel
Ulveroth
Its orbit is expanding. Every year, a little further from the Fragment. Every year, a little colder.
Rim 155  ·  Expanding Orbit
The Mouth
The edge of the system. Things come through from the other side. Most of them do not explain where they have been.
Rim 489  ·  The Void is Closest
✦  At the center of everything

The Fragment

Nobody named it first. Nobody built it. It was there before the first era was counted, before the first ship left the first world, before anyone was left alive to ask the question. It burns. It is sealed. The shield that surrounds it turns away everything that has ever been aimed at it, and eight eras of civilization aimed quite a lot.

It does not respond to communication. It does not threaten. It has been compared to a locked room, except the room is the size of a small moon, it has been locked since before recorded history, and no one has found a door. In the 9th Era some scholars have stopped calling it a problem. They have started calling it a message. The distinction has not won them many friends, but the argument has proven difficult to put down.

Present since Era 1 or earlier Shield has never been breached Radiates heat across inner worlds All 13 planets orbit it Sol orbits it at Rim 560 No known interior
Selected Factions

✦ Keepers of the Light

They carry starblades and the conviction that the darkness is organized. The most coherent force in the system when something genuinely terrible arrives. Called zealots by everyone until they're needed.

💰 The Coin Lords

They do not trade. They own the terms of trade. They fund both sides of wars, which means they win both sides of wars. Their loyalty belongs to no world. They have never pretended otherwise.

🗡 The Imari

Space-based. Asteroid safehouses. The contract is paid upfront, never discussed afterward, and has never publicly failed. Whether it has privately failed is not a question they answer.

🌟 Servants of the Chosen

They study prophecy the way a mathematician studies a proof. When a Chosen One appears, they mobilize completely. Whether the Chosen One wants their help is rarely something they pause to ask.

🌑 The Groundward Covenant

Space travel was a mistake. They are willing to go considerably further than most to prove it.

🌿 The Anchients

Monks and druids who chose a bounded path, on purpose, with eyes open. Spiritually, some of the most capable people alive. The occasions where they have intervened are well-documented and short.

☠ The Vashier

Necromancers with strongholds on three worlds, command vast undead hordes, and some of them have taken to space. No one who has faced a Vashier horde in a sealed ship corridor has published an account of it.

💀 The Hollow Fleet

Unmanned ships from before the 7th Era, crewed by something that is not undead and is not crew. They appear near worlds before catastrophe. Three of the last five appearances preceded a catastrophe. The Sunward Pact tracks their movements.

The Kind, Five Peoples

Grounders

Born on a world, live on a world, die on a world. Most lack steam technology. Looked down on by nearly everyone in the black. They are also most of the people who have ever lived.

Skylords

Ships and flying cities. The most technologically sophisticated people in the system, a fact they remind others of frequently.

Void Walkers

The Void is compressed space, navigable only by those trained from childhood in how not to be destroyed by it. Almost exclusively pure-blooded. Almost exclusively enigmatic about why.

Spacers

The most militarily capable people alive. Hardened by constant war in the black. Every world with a navy recruits from them first.

Estari

Their origins are not discussed here.

The Four Types of Magic
Arcane
Knowledge. A library radiates it. So does a surgeon's knife, held with enough understanding of what it is doing.
Divine
Life. Breath, heartbeat, the pull of one living thing toward another. It fades in the dead. It intensifies in belief, which makes it dangerous at scale.
Primal
Substance. Rocks. Metal. Storm. The magic of things that simply are, and have always been, and will continue to be regardless of whether anyone is watching.
Occult
Inexplicability. Things without cause. It works, and no framework has successfully explained why. Most researchers consider the discomfort part of the mechanism.

All matter is magical. Everything trends toward zero, toward stability, toward silence. A spell is a deliberate act of instability injected into that silence. Stability always reasserts itself. Most spells last seconds. The powerful ones last long enough to matter. Read more about the nature of magic.

Campaign Reference Hub
Core Rules
Stamina, point buy, magic wheel, soul levels, collective cast, healing restrictions.
XP & Leveling
Custom moment-to-moment XP. Triggers, per-session cap, full level table.
Materials
Complete crafting material reference from Common through Legendary.
Feats
Custom and modified feats for the Estari setting.
Class Web
Visual map of available classes and their relationships.
🚀
Ships
Ship building rules, components, and combat in the black.
Crafting
Extended crafting rules, downtime, and material costs.
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Lore
Cosmology, eras of history, the five kinds, dozens of factions across the system, the thirteen worlds.