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Thursday, December 8, 2022

Reality Prime: The Cosmos of Aldyryc

This is the breakdown of the cosmos in which exists my book and D&D campaign world of Aldyryc. 


 

Planes of Existence

Eleven Dimensions: 3 Spatial, 3 Temporal, and 5 Spherical

Plane

Sphere

Realm

Notes

Void

Omnipresent

Omnipresent

Infinite expanse of eternal duration

Outer Darkness

Existential Background

Existential Background

The most basic manifestation of the Tao field, the spirit of the Void from which Existence is formed

Maelstrom

Hyperspace

Hyperspace

The result of overlapping, conflicting realities

The Primal Sphere is where spirits are conceived from Qi coming from the Wellspring of Light and Fountain of Darkness. The Telestial Realms are spiritual in nature with physically being malleable. Chaos is strongest in the Primal Sphere and decrease inward toward the Mortal Sphere. Spirits mature through a fetal stage to either “birth” into the Astral Sphere or as native entities.

Genesis

Primal Sphere 

Telestial Realms

Positive energy and light Qi; contains the Wellspring of Light; Native entity: Lux: The environment inflicts 2d10 Radiant damage per round.

Pandemonium

Primal Sphere

Telestial Realms

Contains Valhalla and strongest Maelstrom storms; Native entity: Flux; The environment inflicts 1d10 Psychic and 1d10 Thunder damage per round.

Abyss

Primal Sphere

Telestial Realms

Negative energy and dark Qi; contains the Fountain of Darkness; sealed by Demon Wall; Native entity: Demon; The environment inflicts 1d10 Cold and 1d10 Necrotic damage per round.

The Astral Sphere is where infant spirits learn and develop on their way to becoming adolescents in the Virtual Sphere or native entities.

Novus Lucidum

Astral Sphere

Telestial Realms

The Cosmic Nursery; Native entity: Seraphim, the Shining Ones; The environment inflicts 2d10 Radiant damage per minute.

Astral Sea

Astral Sphere

Telestial Realms

Deepest reach for Maelstrom storms. Complete islands float alone and in chains on the Astral currents, travelled by merchants dodging the Astral Vortex as well as Githyanki pirates in ordinary sailing ships hunting the Illithids. Only the Astral Core Islands remain fixed in place, everything else revolving and swirling around it. 111 small Ring Islands, each with a megalithic black metal monolith standing on its highest central point, surround Tachyon Island, largest in the Astral Sea. The city of Nexus,   hub of Astral intrigue and trade, covers most of the Aeon island. Serving as the power circle’s focal obelisk at the exact centre of island and city, the black metal chimney of the Crossroads, Ptah’s interdimensional inn, rises from its central fireplace watched over by bartender Bacchus. The major hang-out of divine powers and other beings the Twins, Axvin and Hexxis, have permanent rooms. Native entity: Aeon,

Gehenna

Astral Sphere

Telestial Realms

Contains Mount Doom; sealed by Demon Wall; Native entity: Daemon; The environment inflicts 1d10 Acid and 1d10 Fire damage per minute.

The Liminal Sphere is the place from which young spirits can be summoned to take temporary form, grateful for the experience of life even if short and violent. They remain here until maturing in complexity enough to be born as mortal or become native entities. . The border between the Dreamworld and the Mortal Sphere is touched by some dreamers, those using visionleaf and the Dram Walk spell.. Internal Dreamscapes are shielded by the bodies of the dreamers. Sometimes a dreamer rises through their body into the Dreamworld. The Dreamworld can be access from both the Material and Ethereal planes. Dreamspawn such as gorgons, succubae and night hags hunt the Dreamworld and can use Etherealness to pass from it to the Ethereal and from there to the Material Plane.

Ekstasis

Liminal Sphere

Telestial Realms

Plane of Fantasies; capital Utopia ruled by Elysian Council located near the Hollywood Forest border with Fantasia where Shaykspeyr has her Cosmos Theatre; Native entity: Agathion; The environment requires a DC15 Wisdom save each hour or become lost in a personal fantasy with a new save made each hour. While lost the creature is Incapacitated and will resist attempts to disturb its state generating an effect like a Confusion spell if its bliss is disturbed or anyone attempts to take them from the plane with its knowledge.

Dreamworld

Liminal Sphere

Telestial Realms

 Plane of Reflections and Shadows, borderlands are Fantasia and the Mirkwood. Xoll’X dwells in the Dark Web dimensional bubble and Lowyatar in the Donjon bubble, both accessed through the Mirkwood ruled by the Wyrd Sisters from Baba Yaga’s hut; Native entity:  Fayd, Dreamspawn

Abaddon

Liminal Sphere

Telestial Realms

Plane of Nightmares; Shadowlands border sealed by Demon Wall; Orcus rules from the Dark Tower in city of Dystopia; Native entity: Feyr; The environment requires aDC15 Wisdom save each hour or be affected by a Phantasmal Killer with the same DC. Its damage reduces maximum hit points an equal amount and cannot be healed while on the plane.

The Mortal Sphere is half spiritual and half physical, the Ethereal and Material being coexistent. Entry is barred to Powers except through avatars. Spirits of the newly dead wait in the Ethereal Plane for the Pearly Gates of Anubis to open during the Witching Hour of the last night of each month, allowing them pass into the Immortal Sphere and the Afterlife.  Some cling to life, unwilling or unable to recognize their state and leave. A spirit can hold on up to thirty days after ignoring the Gates. Clinging longer requires such twisted passion and dark depth of intention that it draws upon dark Qi willing provided by Orcus for this purpose. Rawna’s reapers guard the spirits pf the dead and the Gates but don’t prevent the willing acceptance of darkness. On the Night of Darkness, spirits who cling on to life rise as ghosts during the Witching Hour.

Material Plane

Mortal Sphere

Terrestrial Realms

The Physical Universe

Ethereal Plane

Mortal Sphere

Terrestrial Realms

The Spiritworld divided by perspective into Paradise, Limbo, and Purgatory.

Formerly Eden, the Immortal Sphere is encased in a shell formed by the Earth Realms, the ground of the Fey Realms with the Celestial Realms forming the central sun of the hollow sphere’s sky, the Air Realm. The Celestial Realms are parts of Yggdrasil or inside its trunk. The Immortal Sphere is dominantly physical and orderly, where spirit and body combine and magic effects are limited in scope and power by the inflexibility of reality, becoming fixed, determined, entropic history inside the Keystone.

Air Realm

Immortal Sphere

Fey Realms

The sky of the Fey Realms

Fire Realm

Immortal Sphere

Fey Realms

The upper pole

Earth Realm

Immortal Sphere

Fey Realms

The ground  and Terran Mountains between Fire and Water

Water Realm

Immortal Sphere

Fey Realms

The Fey sea

Meadows of Spring

Immortal Sphere

Fey Realms

Rolling, fertile, coastal plains dotted with verdant deciduous copses and vast colourful carpets of new plants with juvenile animals playing in the eternally fresh breeze and renewing warmth.  

Summerwood

Immortal Sphere

Fey Realms

Equatorial rainforest of massive redwoods and tangled jungle plants.

Tors of Autumn

Immortal Sphere

Fey Realms

Maple-emblazoned highlands with craggy peaks gradually transitioning to thick, dark coniferous forests covering the Faerie Shield that becomes boreal muskeg forest increasingly covering in hoarfrost and snow.

Winterwaste

Immortal Sphere

Fey Realms

The frozen skeletal boreal and arctic forest in the eternal gloom of lower pole where the wendigo howl over the bitter wind and the stooped, wizened giant of Old Age waits for all mortals and Jealousy seduces with bewitching spite.

The Celestial Realms are contained within Phlegethon (2d10 radiant and 2d210 Fire per round) and Lethe (Intelligence DC15 save each round or lose all memory, including skills, knowledge, language, and identity until cured by a Wish)  the sun of the Fey Realms, and grow from Yggdrasil the Tree of Life. The entire Celestial Realms are protected by a Forbiddance which prevents all below Occult rank from travelling within through planar means or teleport and that targets Fiends.

Heaven

Immortal Sphere

Celestial Realms

Upper trunk nodule; Seven Principalities ruled by Divine Prince Sirsyr, with Angelic Princes Mikael, Gabriel, Raphael, and Angelic Princesses Ariel, Uriel, and Galadriel; brightest at the core where sits Athena’s radiant throne; Legion: Cherubim; Host: Saints

Karmic Wheel 

Immortal Sphere

Celestial Realms

Mid-point trunk disc; Qohlahb the Celestial City divided into 5 Factional Wedges with five Dharma spokes crossing the Central Divide to the Cosmic Hub, location of the Celestial Parliament, Celestial Courts, and Mouth of Acheron; Legion:  Ophanim; Host: Archons

Hell

Immortal Sphere

Celestial Realms

Lower trunk nodule; Nine Circles of Hell ruled by Archduke Asmodeus and the eight Dukes; darkest at the core where Sàtan’s Obsidian Palace rises from the centre of Kali-Set’s Midnight Jungle surrounded by the frigid ashen sand of the Desolation of Iniquity ; Legion:  Nephilim; Host: Hellspawn 

Acheron

Immortal Sphere

Celestial Realms

Heart cavern containing the Styx, Kokytos, Isle of Tranquility, and Keystone of Reality

Heart of Existence

Immortal Sphere

Existential Background

Core of the Keystone, realizes quality and form in static and entropic Qi once per instant

 

Fey Geography

The Fey Realms form the inside land surface and starcore shell of the Immortal Sphere with the Celestial Realms as its sun-like core.  The following chart lists the geographical features of the shell starting at the northern “pole” and deciding in order to the southern “pole”. The northern pole of the Celestial Star is as bright as the first cresting rays of the suns at its northern pole and an eye of darkness at the southern, casting the southern Fey Realms into deepening night. The slight precession of the “star” causes some variation in the otherwise constant level of daylight

Realm

Region

Notes

Fire

Firestorm Island

Island at the heart of the Sea of Flames where Pyros City is overlooked by the Obsidian Palace of Loki and Zeus, rising near the erupting peak of Mount Prometheus.

Blazing Sea

Sea of fire contained in a magma “bowl” formed at the meeting with Earth with islands inhabited by Azers and Minosi.

Burnt Coast

The basalt and obsidian coastline bounding the Sea of Flame

Earth

Black  Bluffs of Khazad-dûm

Sharp, jagged, basalt and obsidian

Terran Heights

Location of Vulcan’s city of Moria whose mines reach deep into the Sea of earth that forms the ground of the Faerie and the shell of the Immortal Sphere. Where Dwarves become united.

White Cliffs of Dwarrowdelf

Sheer chalk, gypsum, and salt

Water

Sea of Aquarius

Sea of water ruled by a loose federation of underwater settlements and cities built in and on floating coral reefs. Where Tritons dwell

Nautilus

Capital city rued by Poseidon from Neptune Palace.

Islands of Dawn

Neverland Island holds Oberon’s Fountain of Youth

Great Barrier Reef

Colonized by Octopods in their Afterlife

Meadows of Spring

Pisces Coast

The golden Sands of Renewal

Aeries Green

Roamed by centaurs and Fey Cattle (5e Gorgons)

Taurus Plains

Roamed by centaurs and Fey Cattle (5e Gorgons)

Gemini Fields

Roamed by centaurs and Fey Cattle (5e Gorgons)

Summerwood

Wildrun

Dense young growth and large trees

Lothlórien

Mature, huge trees, moderately thick undergrowth, where Elves become Eladrin again

Leo Jungle

Deep in Lothlórien, ancient dense tangled growth surrounds Mount Aslan

Cancer Canyon

Box canyon in the base of Mount Aslan filled by Lake Narnia

Lake Narnia

Filled with ooze and slime surrounds Virgo Island

Virgo Island

Covered by the Garden of Eden

Garden of Eden

Last original living remnant of Eden location of the Libra Palace.

Libra Palace

The living tree home of KI

Zyon

Crown of Mt. Aslan, the ruins of the Antha capital of Eden, home the Quorum  of 13, the surviving Rakshiri

Arborlon

Old  colossal trees  and sparse undergrowth

Tors of Autumn

Scorpio Hills

Emblazoned with color, Wonderland home of Bumpkins & Munchkins.

Sagittarius Highlands

Coniferous home of the Lord of the Hunt

Crags of Capricorn

Home of the Bear King

Twilight Timberland

Home of the River King

Winterwaste

Niflhel Fens                 

Home of the Queen of Witches, consort of Pan

Black Forest

Home of the Queen of Night and Magic

Midnight Barrens

Tundra patrolled by Titannia’s Redcaps

Decrepit Knolls

Home of the Moonlit King and dwelling place of Derro

Blizzard Peaks

Home of the Snow Queen

Valley of Dementia

Entrance guarded by Thrym’s snow castle Hoarfrost

Frozen Forest

Location of Titannia’s Ice Palace.

Air

Firmament

Sea of air ruled by Auran Federation of cloud islands with sky castles and settlements, where Ikari spend their Afterlife

Myst

Largest cloud Island, location of Oz

Windy City of Oz

Capital city, location of the Palace of Four Winds

Palace of the Four Winds

Home of Freya