Cosmology
of the World of Ere
The
Black (Transitive plane)
The many Prime Material worlds exist in an endless sea of
blackness called The Black. This infinite expanse is an
utterly cold void where billions upon billions of miles
of distance separates one world from another.
The
temperature is cold enough to kill any creature with cold
resistance less than 30, there is no breathable air and
no atmosphere to speak of. It is almost impossible for a
creature to live in its harsh environs.
Unless
a world operates on unique metaphysics, or is connected
directly to another plane, The Black can be reached simply
by traveling upward from the surface of a plane long enough.
Eternity (Transitive Plane)
Slightly out of synch with The Black, Eternity is a transitive
plane where the planes are considerably closer together;
many only a matter of day’s travel from one another.
Eternity however is a sea of metaphysical chaos where the
physical and metaphysical rules of infinite worlds clash
against each other.
Being
unprotected in Eternity is even more deadly than in The
Black. The chaos of Eternity reduces any energy or matter
not protected by spells or special materials to its base
components within a single round of exposure.
The
inky black of Eternity is interrupted by colored haze as
the elemental planes threaten to overlap and burst forth
into the Eternity. Where these planes extrude into Eternity,
planar flotsam forms, protected from Eternity by the proximity
of the plane from wince it came. Planar travelers built
outposts and cities upon these islands.
Entering
Eternity requires a planeshift spell and leaving
it requires a second such spell at the planar boundary with
the destination plane.
The
Ereandu Fragment
At some time in the Previous Age, Ere became disconnected
with the Eternity, its planar boundary growing unstable
and invisible from the Eternity. Where once it had a traditional
‘Wheel’ cosmology, with moral and ethical planes
and connections to the elemental planes, it now has a unique
configuration known to those few that know of the multiverse
as the Ereandu Fragment.
Accessing
a plane in the Ereandu Fragment from the Eternity requires
a planeshift spell and a knowledge (the planes)
check DC 35. Planeshift spells attempting to leave
the Ereandu Fragment only succeed 1% of the time.
The Planes
of Ere
Ere is the center of the unique cosmology of the Ereandu
Fragment. It floats between Ola, its sun and the invisible
black moon, Nubul. Around Ere rotate the planar moons Gracellia
and Mayana. In The Black, Ere is orbited by Azelia, the
green moon. Ere overlaps a plane called the Well of Souls,
which serves as its afterlife.
All
the planes in the Erandu Fragment share an Astral Plane
and a Plane of Shadow. Each plane has its own Ethereal Plane
Ola,
Sovereign Sun
The white star/plane Ola serves as Ere's sun it is a plane
composed of flames infused with positive energy, thought
it is not the elemental plane of fire and not the positive
energy plane. The plane is composed of floating slabs of
scorched carbon floating on a sea of chaotic flame. Many
of these carbon slabs are the size of small continents;
filled with a core of magma.
The
carbon islands are the only places where creatures without
the fire subtype or other immunity to fire can live for
any amount of time and places host to small communities
of remnants from a time when a planar society, now long
cut off from Ola, used the plane’s natural features
to set up massive foundries.
Ola
radiates positive energy into The Black to rain down upon
all the other planes in the Ereandu Fragment.
Ola
can be reached by a planeshift spell.
The
Ola has the following traits:
-
Subjective directional gravity. Inhabitants
of the plane determine their own “down”
direction. Objects not under the motive force
of others do not move.
-
Self Contained – Ola is a great sphere,
looking to be a ball of white fire from The
Black and the Eternity.
-
Fire dominant
-
Major Positive dominant. Some regions of the
plane have the minor positive-dominant trait
instead, and those islands tend to be inhabited.
-
Enhanced magic. Spells and spell-like abilities
with the fire descriptor are both maximized
and enlarged (as if the Maximize Spell and
Enlarge Spell had been used on them, but the
spells don’t require higher-level slots).
Spells and spell-like abilities that are already
maximized or enlarged are unaffected by this
benefit.
-
Impeded magic. Spells and spell-like abilities
that use or create water (including spells
of the Water domain and spells that summon
water elementals or outsiders with the water
subtype) are impeded.
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Azelia,
the Matron
A forested green moon, Azelia is made up of temperate forests,
rolling grasslands and pine covered mountains. It is on
the same plane of reality as Ere and as such is the only
moon that effects the tides.
Azelia
can be reached in sixteen hours of normal travel
in The Black or two rounds of travel in Eternity.
A planeshift spell cannot access Azelia
from Ere or visa versa, but a spell caster with
an understanding of Azelia’s nature (knowledge
(the planes) check DC 20) may attempt to teleport
to a site on Azelia.
The
Azelia has the following traits:
-
Finite. Azelia is a literal moon orbiting
the planet of Ere.
-
Minor positive dominant.
-
Enhanced magic. Spells and spell-like abilities
that use positive energy, including cure spells,
are maximized (as if the Maximize Spell metamagic
feat had been used on them, but the spells
don’t require higher-level slots). Spells
and spell-like abilities that are already
maximized are unaffected by this benefit.
-
Impeded magic. Spells and spell-like abilities
that use negative energy (including inflict
spells) are impeded.
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Gracellia,
the Night Maiden
Formed of elemental air and earth, Gracellia appears to
be an orb of white in the night sky of Ere. It is actually
an infinite, clear blue sky between a ceiling of rolling,
white clouds and a floor of swirling, black clouds. The
light on the plane is created by the ceiling of clouds themselves.
Between
the two float lazily rotating islands of rock, metal and
crystal, where the planes inhabitants have built their homes.
Gracellia
can be reached by a planeshift spell.
The
Gracellia has the following traits:
- Objective
directional gravity. ‘Down’ on
Gracellia is always toward the center of the
largest physical object.
-
Self contained. While Gracellia is infinite
in most directions, moving through the cloud
ceiling will deposit a traveler at the cloud
floor and visa versa.
-
Enhanced magic. Spells and spell-like abilities
that use, manipulate, or create air (including
spells of the Air domain) are both empowered
and enlarged (as if the Empower Spell and
Enlarge Spell metamagic feats had been used
on them, but the spells don’t require
higher-level slots).
-
Enhanced magic. Spells and spell-like abilities
that use, manipulate, or create earth or stone
(including those of the Earth domain) are
both empowered and extended (as if the Empower
Spell and Extend Spell metamagic feats had
been used on them, but the spells don’t
require higher-level slots). Spells and spell-like
abilities that are already empowered or extended
are unaffected by this benefit. This effect
only exists on the islands.
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Mayana,
the Baleful Eye
The red moon, Mayana is a desert world riddled with canyons
and vast underground catacombs. Unlike the other planes,
it does not serve as an elemental plane. Despite the harsh
environs, civilization, mostly underground, have formed.
Some of these even have secret trade with certain organizations
on Ere.
Mayana
can be reached with a planeshift spell.
The
Mayana has the following traits:
-
Fire Dominant. Mayana’s environs are
most unsuitable for creatures of the Cold
or Water subtype, though some aquatic creatures
survive underground.
-
Impeded magic. Spells and spell-like abilities
that use or create water (including spells
of the Water domain and spells that summon
water elementals or outsiders with the water
subtype) are impeded.
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Nubul,
the Hidden Sea
The invisible black moon is a vast sea and Ola's opposite,
drawing off enough bombarding positive energy to keep the
people of Ere from being obliterated by positive energy
death. The sea exists above a core of negative energy, its
life sustained by the positive energy the plane attracts.
Nubul serves the purpose of an elemental plane of water
and negative energy.
Nubul
can be reached by a planeshift spell.
It is rumored that the center of Nubul conceals
a gateway out of the Erandu Fragment.
The
Nubul has the following traits:
-
Water Dominant.
-
Major negative-dominant. The sea surrounding
the core of the plane only has the minor negative-dominant
trait, and is inhabited.
-
Enhanced magic. Spells and spell-like abilities
that use negative energy are maximized (as
if the Maximize Spell metamagic feat had been
used on them, but the spells don’t require
higher-level slots). Spells and spell-like
abilities that are already maximized are unaffected
by this benefit. Class abilities that use
negative energy, such as rebuking and controlling
undead, gain a +10 bonus on the roll to determine
Hit Dice affected.
-
Impeded magic. Spells and spell-like abilities
that use positive energy, including cure spells,
are impeded. Characters on this plane take
a -10 penalty on Fortitude saving throws made
to remove negative levels bestowed by an energy
drain attack.
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The
Well of Souls
The Well serves as both Spirit World and afterlife for Ere.
Those souls that do not remain as undead (such as ghosts)
pass on into the Well. A soul transforms or sinks further
into the well based on their deeds in life, the manner of
their death, or encounters in the Well.
Layers
of the Well
The Well of Souls has nine layers, plus a core called the
Source of All Souls. To return to the Source is said to
be the greatest reward a soul can hope for, but to earn
it, the soul must resist the temptations of the first two
layers (The Realm of Memory and the Realm of Dreams) and
avoid sinking into the Seven Interlocking Hells of Inferno.
To
do so, a soul must be pure, unattached to their past lives,
want not for their dreams and dwell not on their sins. This
is not to say that a soul cannot be content in Memory or
Dreams or even in the Seven Hells.
The
Well of Souls is not accessible except with divine intervention
or artifacts.
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