The Five Earths
image from here |
not sure about the artist, think its from a WoD book |
Draco the world of the Sleepers.
Draco is the most populous human world. Separated from
the rest of the multiverse by a great chasm in reality known as Ginnungagap, the
tides of magic are sparse, manifesting as sporadic waves, channeled through the plane’s ley-lines, or coalesced into physical manifestations
of mana.
The Somnium: Humans of this plane suffer from Disbelief, an ability that unravels magic and occludes the supernatural from their awareness. While they sleep, their minds form powerful dream-realms, and there are clusters of these realms called 'Skerries' all around the Material plane of Draco. It is from here that the most reliable source of magic flows, and the nature of dreams and skerries are closely tied to the position of nearby ley lines.
Lords of the Shadows The effects of the Somnium on non-humans
varies, but it is a pervasive and negative force. As such, Draco is populated
nearly exclusively by humans. But the plane also supports a large population of
vampires. They are sheltered amongst the crowds of humanity, and go out of
their way to protect Draco's civilization from outside threats. Their powers
function relatively flawlessly in the presence of Disbelief. The most severely
hurt by the abyss are the elves, who grow sickly and malnourished as they are
slowly starved of magic. Still, elves are one of the few races able to bypass Ginnungagap and travel in and out of the plane, so Draco is not totally bereft of
their presence. Elves make occasional forays here, to procure childer or
supplies, or else to study the Somnium, in hopes of preventing it from
spreading to other planes.
Iseult the
dungeon planet
Iseult is a overgrown world teeming with monsters. A great core of crystal sits at the heart of the planet, and the abundant energy accelerates plant and animal growth, promotes mutation, and makes the land itself seem alive in its geography and it's intent. Vast networked tunnels of rust and metal passages criss-cross beneath the surface, hidding technologically super-advanced ruins, fused reactors of Orichalium, humming kazadite batteries, time-generators, and strange mutants and guardian creatures.
The Pulse: The pulse is a wave of psychic energies, that moves
across the plane like a great wind, and as regular and unstoppable as the
tides. The pulse frequently sucks in planar travellers who come to close,
hijacking flawed spells and breaching the containment fields of damaged
vessels. The pulse hexes out electronic equipment, gunpowder, computer chips,
and so on, so after a crash people are frequently marooned.
The Ma-Gith: Iseult is ruled by an empire of the Gith, marooned there generations ago when their damaged vessel was drawn into the plane by the Pulse. These Gith, like their brethren of the Astral plane, are a race bred for war, and have subjugated the much of the jungle and now rule the planet from their floating iron citadels.
The Ma-Gith: Iseult is ruled by an empire of the Gith, marooned there generations ago when their damaged vessel was drawn into the plane by the Pulse. These Gith, like their brethren of the Astral plane, are a race bred for war, and have subjugated the much of the jungle and now rule the planet from their floating iron citadels.
The former seat of the Reman empire, a technologically
advanced civilization that expanded its influence across the multiverse,
establishing colonies on most of the Five Earths, and numerous other planes. They are known today by the ruins of their crashed battleships, strange warp-gates, and their surviving colonies, including the cities of Zenith and Tash on the plane of Tristran.
Project Ragnarok: The scientists of the empire dabbled with
powerful forces, attempting to bend reality itself to their will. The project
backfired, and caused a seeping unreality
that continues to eat away at parts of the plane. This mutating force, dubbed the Torque, has given rise to insane forms of life, strange mutations, and the
bizarre traditions among the surviving beings in the radioactive ruins.
The Solar Empire: When the unreality came, it set of a series of chain reactions within the great planet-spanning warpgates in orbit over the Empire's colonies.
The Solar Empire: When the unreality came, it set of a series of chain reactions within the great planet-spanning warpgates in orbit over the Empire's colonies.
from event horizon |
Tristran the
lost colony
Tristan was home to Tara's largest and most
established colonies. After the disaster on Tara,the warpgate connecting the
two worlds collapsed, and the empire lost contact with the colony. The paranoid
colonists split into factions, and warred with one another. With access to
horrifically powerful weapons, including torque bombs, they devastated much of the population, and the
remaining factions exist only in two highly populated cities, each shielded by
powerful magic.
TheInfinite City: Zenith, the capital of the Vale, is ringed
by a circular wall a few miles around, but apparently extending infinitely into
it’s
centre. The population clusters near the edge, while certain neighborhoods move
around within, controlled by a massive arc-like structure known as the
wheelhouse. Outside, it controls a small nation situated on a fertile river
delta and surrounded by smaller settlements.
The Wicked City: Zenith’s
enemy, the Witchocracy of Tash, controls the far side of the continent with
their biomancy-fuelled adaptations. Although Tash claims to have 'won' the war, and claims more viable territory on Tristran itself, Zenith is ahead in establishing colonies on
other planets, thanks to their alliance with the kings and queens of Seriphos,
and their access to the gate-relics that alliance grants them. Tesh, though,
has colonial ambitions as well.
Seriphos the Last Homely World
Decadent, crumbling cities ring a sea lit by low-hanging stars. In the north, a line of light across the landscape, beyond which sits interminable darkness. The south, largely unexplored, is a land of steaming jungles, dominated by capricious wind gods and enormous dragons. Once a forgotten backwater, the collapse of the Remans left Seriphos as the greatest remaining population of humanity.
The Equinox. Every three hundred and three years, Seriphos enters into conjunction with Hell, and the hordes of demons spill forth. The last time that happened, it nearly spelled doom for humanity, and only the actions of the Unknown Hero forestalled the end. The most recent conflict ended with victory for humanity, thanks to an alliance between Zenith and the city-states of Seriphos. Now the forces of humanity push back against the demons, their airships sail with impunity raining bombs down on the hells, and the demon's capital chaffs under humanity's control. Still, demonic taint and unreality spreads throughout once untrammeled corners of the plane,
and the champions of Seriphos scour the forests and mountains to root out the
remaining monsters.
by pascal casolari |
Oricalium: Besides the obvious trade value, there are many alchemical uses for gold, namely to produce the
insulating material Oricalium. Ships must be plated with Oricalium to traverse
the Blind Eternity between the planes, and many spells require gold components. It is also one of the easiest materials with which to confer Reality, and is retrievable from many worlds that are otherwise unreal. Seriphos sits adjacent to several stable dimensions of the Long Earth, all rich with gold, and from here prospectors set out to stake their claims in this new wave of reality-mining.
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