Planes of Aserra

Here's where to discuss world information. Questions? Comments? Suggestions? Post them on this board. Many articles have a corresponding discussion thread, so if you want more information on a race or nation find the index stickied at the top of the board. Otherwise, feel free to post new topics for questions and such.
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Rules of Development
  1. Keep in mind that this world may be published in one way or another. I encourage you not to integrate any concepts of a story or RPG world that you are creating and intend to publish independent of Aserra.
  2. Any ideas you use must be original, as if I publish this game, I would not like to get slapped with copyright infringement suit for a rip-off I didn't catch.
  3. Do not model any nations or cultures entirely after existing nations and cultures in the real world. You may use aspects of any existing cultures, though, and it would be best to mix things up too.
  4. There is a need to be reasonable with cultures, abilities, and the like that are created for Aserra. I don't want nations that are the epitome of perfection, or an entirely unreasonable set of abilities that causes them to be sensationally over powered compared to others of their race.
  5. I must give approval for anything major created by other players, so until I tell you that I'm ok with that, don't automatically assume that it'll be canon.
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World of Aserra
Leylines and Leypoints

Post by World of Aserra » Thu Jul 24, 2008 6:58 pm

Leypoints and Leylines
Leypoints and leylines are like the world’s circulatory system, but instead of pumping blood, they pump mana, which is the life-force of the world. Upon the creation, a planet creates a stockpile of mana which it uses to fuel the life on that planet. Leypoints are the planetary sources of mana for leylines.

Leylines
Leylines are like the veins of a world and deliver life giving mana to the flora and fauna. Spreading out from leypoints, leylines circle the globe, spidering across the world. Leylines also provide a source of power for mages as well, and anyone who passes through one will feel invigorated. Due to this effect, leylines attract civilization and many cities, villages, and temples are built on them. Adun has approximately one-hundred twenty (120) leylines.

The age and size of the world has a good deal to do with the amount of lines and points. New worlds have an abundance, but over time, they “dry up”. Generally, leylines only number in the low hundreds and below. Adun’s leylines and leypoints are also connected to the seven basic elements ruled by the seven elemental gods. The world’s leypoints correspond to the elements of Air, Water, Earth, and Fire, while the leylines correspond to the elements of Light, Darkness, and Life.

Leypoints
Leypoints are like mana springs; the life-giving energy pours up from within the planet to the leypoint, then trickles out of it through the leylines like spring-fed streams or creeks. They are crucial to the planet, but they can be blocked. If a planet’s leypoints are blocked, the planet will whither over time, but they can be restored. However, restoration often requires extreme measures; even as extreme as destroying an entire continent...

Adun has ten leypoints scattered across the world, corresponding with the elements of Air, Water, Earth, and Fire.
  • Leylines of Life, Light, and Darkness meet at the Air leypoints.
  • Life and Light leylines meet at the Water leypoints.
  • Life and Darkness leylines meet at the Earth leypoints.
  • Light and Darkness leylines meet at the Fire leypoints.


There are two Air leypoints, three Water, two Earth, and three Fire.
  • One Air leypoint exists on the continent of Thiskel, in the northern region of the Ideil mountain range, and the second is in Kalesten’s Gayntos mountain range.
  • The Water leypoints are mostly in the oceans; the first being in the Kalesten sea; the second is Maris’ Lake in the high mountains of Thiskel’s Inais range, which is the source for the mighty Chasm River that flows into the sea of Lertura; and the third is in an undersea mountain range in the the south west of the Tonult ocean, and is the location of the greatest Mariel city.
  • The first Earth leypoint is the Mordac mountain range in the southern half of Thiskel, and the second is on the remainder of the Ageond continent, the Forsaken Land, in the Ormiss mountain range.
  • The first of the Fire leypoints was located in Ageond, but became a wellspring after its sinking; the second Fire leypoint is in the small Ohoni mountain range on the Thiskel Isthmus; and the third is in the southern end of Kalesten.
Wellspring
Aside from unblocking a leypoint, the destruction of a continent also causes a wellspring, which exists in the ocean of Tonult, created after the sinking of the continent of Ageond. At the heart of Tonult is a chaotic mess of energy forming a quadrangle. It is avoided by sailors and the Mariel and Marfod, as many ships and individuals have disappeared in this region without a trace.
World of Aserra

Leylines and Leypoints

Post by World of Aserra » Thu Jul 24, 2008 6:58 pm

Leypoints and Leylines
Leypoints and leylines are like the world’s circulatory system, but instead of pumping blood, they pump mana, which is the life-force of the world. Upon the creation, a planet creates a stockpile of mana which it uses to fuel the life on that planet. Leypoints are the planetary sources of mana for leylines.

Leylines
Leylines are like the veins of a world and deliver life giving mana to the flora and fauna. Spreading out from leypoints, leylines circle the globe, spidering across the world. Leylines also provide a source of power for mages as well, and anyone who passes through one will feel invigorated. Due to this effect, leylines attract civilization and many cities, villages, and temples are built on them. Adun has approximately one-hundred twenty (120) leylines.

The age and size of the world has a good deal to do with the amount of lines and points. New worlds have an abundance, but over time, they “dry up”. Generally, leylines only number in the low hundreds and below. Adun's leylines and leypoints are also connected to the seven basic elements ruled by the seven elemental gods. The world's leypoints correspond to the elements of Air, Water, Earth, and Fire, while the leylines correspond to the elements of Light, Darkness, and Life.

Leypoints
Leypoints are like a world's stockpile of mana, the energy of life, and from these points, mana flows out through the leylines like streams from a mountain water source. They are crucial to the planet, but they can be blocked. If a planet's leypoints are blocked, the planet will whither over time, but they can be restored. However, restoration often requires extreme measures; even as extreme as destroying an entire continent...

Adun has ten leypoints scattered across the world, corresponding with the elements of Air, Water, Earth, and Fire. Leylines of Life, Light, and Darkness meet at the Air leypoints. Life and Light leylines meet at the Water leypoints. Life and Darkness leylines meet at the Earth leypoints, and Light and Darkness leylines meet at the Fire leypoints. There are two Air leypoints, three Water, two Earth, and three Fire.

One Air leypoint exists on the continent of Thiskel, in the northern region of the Pyned mountain range, and the second is in Kalesten's Gayntos mountain range. The Water leypoints are mostly in the oceans; the first being in the Kalesten sea; the second is Maris' Lake in the high mountains of Thriskel's Inais range, which is the source for the mighty Chasm River that flows into the sea of Lertura; and the third is in an undersea mountain range in the the south west of the Tonult ocean, and is the location of the greatest Mariel city. The first Earth leypoint is the Mordac mountain range in the southern half of Thriskel, and the second is on the remainder of the Ageond continent, the Forsaken Land, in the Threth mountain range. The first of the Fire leypoints was located in Ageond, but became a wellspring after it's sinking; the second Fire leypoint is in the small Ohoni mountain range on the Thriskel Isthmus; and the third is in the southern end of Kalesten.

Wellspring
Aside from unblocking a leypoint, the destruction of a continent also causes a wellspring, which exists in the ocean of Tonult, created after the sinking of the continent of Ageond. At the heart of Tonult is a chaotic mess of energy forming a quadrangle. It is avoided by sailors and the Mariel and Marfod, as many ships and individuals have disappeared in this region without a trace.
World of Aserra

Planes

Post by World of Aserra » Sun Jul 27, 2008 5:26 pm

Prime Material Plane
This is the world of Adun, the physical plane that the Adunians exist on. The “real world”, if you will.

Astral Plane
The astral plane is a sub-plane that connects the other planes and allows travel between them. Nothing lives here, only passes through. Many Adunians unknowingly enter the astral plane while their bodies sleep, causing an "out of body experience". Individuals with trained minds may consciously leave their bodies to travel this plane.

Ethereal Plane; Aerun
Aerun is a parellel world of Adun where the souls of the departed live alongside their human counterparts The aether is where all those who disbelieve in an afterlife go, or those who are too worldly bound by worries, grief, or anger to move on peaceably. If the resentments or binding chains of the dead are too great they can return to Adun in the form of undead, a phenomena that appears all too readily when the dead of the battle fields is overwhelming.

Zephaer, City of the Gods
Zephaer is the home of the gods, the plane of Light, and the seat of divine power. It is imagined to be a lush gardened city around a mountain. There are seven layers to the city; the gods aligned to Light inhabit the highest point, along with angels and higher spirits. The second level is home to light elementals and is the afterlife and interim waiting place for the souls of Idayn to be reincarnated. The souls of humans pass through the lower five levels of the city for reincarnation; the lowest level is for new souls, while the souls nearest reincarnation move up to the fifth level.

Seven Infernal Chaotic Chambers of Malbolge
The plane of Darkness, and Adun's Hell. This is the home of Ispa and her children, also shared by demons and dark spirits. Souls of the dead who are judged to have Karmic debt are sent here to work off their debt until they can pass to Zephaer. The first of the seven levels of Malbolge is the home of Ispa, her children, and demons. The second level is the home of the dark spirits and afterlife for the Danaij. The rest of the levels are chambers of punishment for human souls deemed “unclean” for Zephaer, each of the remaining five levels set aside for different levels of Karmic debt. The lowest levels are for the worst offenders, who will receive the most punishment and spend the longest time repaying their Karmic debt.

Maze of Dreams, The Spirit World

The Maze of Dreams is the realm where the fae exist, and it is a sub-realm between Prime Material and the Ethereal. This is also the elemental realm ruled by Entra.

Whispering Heavens of D'neiw
The plane of Air elementals, ruled by Zelan. Sylphs make their home here, and the souls of the Zaedyn come here to await reincarnation.

Deep Ocean of Welis
The plane of Water, ruled by Maris. Undine makes her home here, and the souls of Mariel come here after death to await reincarnation.

Burning Mountains of Magnal
The plane of Fire, ruled by Alaezo. Salamanders make their home here, and the souls of the Asath come here after death to await reincarnation.

Rock Kingdom of Enos
The plane of Earth, ruled by Brecha. Gnome and other Earth elementals make their home here, and the souls of the Brech'mar come here after death to await reincarnation.
World of Aserra

Planes

Post by World of Aserra » Sun Jul 27, 2008 5:26 pm

Prime Material Plane
This is the world of Adun, the physical plane that the Adunians exist on. The “real world”, if you will.

Astral Plane
The astral plane is a sub-plane that connects the other planes and allows travel between them. Nothing lives here, only passes through. Many Adunians unknowingly enter the astral plane while their bodies sleep, causing an "out of body experience". Individuals with trained minds may consciously leave their bodies to travel this plane.

Ethereal Plane; Aerun
Aerun is a parellel world of Adun where the souls of the departed live alongside their human counterparts The aether is where all those who disbelieve in an afterlife go, or those who are too worldly bound by worries, grief, or anger to move on peaceably. If the resentments or binding chains of the dead are too great they can return to Adun in the form of undead, a phenomena that appears all too readily when the dead of the battle fields is overwhelming.

Zephaer, City of the Gods
Zephaer is the home of the gods, the plane of Light, and the seat of divine power. It is imagined to be a lush gardened city around a mountain. There are seven layers to the city; the gods aligned to Light inhabit the highest point, along with angels and higher spirits. The second level is home to light elementals and is the afterlife and interim waiting place for the souls of Idayn to be reincarnated. The souls of humans pass through the lower five levels of the city for reincarnation; the lowest level is for new souls, while the souls nearest reincarnation move up to the fifth level.

Seven Infernal Chaotic Chambers of Malbolge
The plane of Darkness, and Adun's Hell. This is the home of Ispa and her children, also shared by demons and dark spirits. Souls of the dead who are judged to have Karmic debt are sent here to work off their debt until they can pass to Zephaer. The first of the seven levels of Malbolge is the home of Ispa, her children, and demons. The second level is the home of the dark spirits and afterlife for the Danaij. The rest of the levels are chambers of punishment for human souls deemed “unclean” for Zephaer, each of the remaining five levels set aside for different levels of Karmic debt. The lowest levels are for the worst offenders, who will receive the most punishment and spend the longest time repaying their Karmic debt.

Maze of Dreams, The Spirit World

The Maze of Dreams is the realm where the fae exist, and it is a sub-realm between Prime Material and the Ethereal. This is also the elemental realm ruled by Entra.

Whispering Heavens of D'neiw
The plane of Air elementals, ruled by Zelan. Sylphs make their home here, and the souls of the Zaedyn come here to await reincarnation.

Deep Ocean of Welis
The plane of Water, ruled by Maris. Undine makes her home here, and the souls of Mariel come here after death to await reincarnation.

Burning Mountains of Magnal
The plane of Fire, ruled by Alaezo. Salamanders make their home here, and the souls of the Asath come here after death to await reincarnation.

Rock Kingdom of Enos
The plane of Earth, ruled by Brecha. Gnome and other Earth elementals make their home here, and the souls of the Brech'mar come here after death to await reincarnation.
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Re: Leylines and Leypoints

Post by J. M. Vincent » Tue Jun 08, 2010 4:58 pm

Updated to fix some continuity errors.
World of Aserra

Planes of Aserra

Post by World of Aserra » Tue Feb 08, 2011 10:14 pm

There is more to Aserra that what can be seen. Gods, angels, demons, and spirits of all kinds exist on higher and lower planes than what is tangible on Aserra itself. While these entities can sometimes cross planes and influence Aserra, they still live in a separate layer of reality. The elements and materials that make up the world of Aserra cannot transfer planes, but energy can.

Prime Material Plane
The central plane of existence, the tangible world upon which the peoples of Aserra reside. The Gods and other higher beings are intangible in this plane as they cannot cross their physical bodies into the Prime Material plane. However, they can overcome this by either possessing spirit mediums or clerics, but most effectively, and for long term purposes, they can create bodies from the elements of the Prime Material plane that will allow them to walk amongst the Aserrans.

Astral Plane
The Astral Plane is a sub-plane which connects the other planes and allows travel between them. Nothing lives here, but many beings may pass through. Aserrans may travel through the Astral Plane by creating a psychic projection of themselves. This happens for many people, often when sleeping, though few remember their astral adventures. Individuals with a trained mind may consciously project themselves onto this plane and travel to any place they want to go. The Astral Plane appears as a ghostly copy of the real world, or a veil over the world, and paths that lead to other places can be found by those who seek them.

Ethereal Plane
The Ethereal Plane is a parallel plane to Aserra where the souls of the departed live alongside their human counterparts. The aether is where all those who disbelieve in an afterlife, or those who are too worldly bound by worries, grief, or anger to move on peaceably go. If the resentments or binding chains of the dead are too great, they can return to Aserra in the form of undead, a phenomena that appears all too readily when the dead on battlefields is overwhelming. Much like the Astral plane, the Ethereal plane is like a veil over the Prime Material Plane, only much thinner. Spirits can affect the material plane by moving objects or people if they exert enough energy.

Zephaer, City of the Gods
Zephaer is the home of the gods, the plane of Light, and the seat of divine power—an equivalent of “Heaven”. Zephaer is a massive mountain of a city, rising up in seven enormous terraced levels out of a sea of clouds. The city lushly gardened in all manner of vibrant and beautiful flora. Zephaer’s top level is a marble palace that is home to the gods and angels. The second level serves as a “plane of light”, or a home for the light elementals, and afterlife for Idayn souls between incarnations. The second level appears to be a moat of golden light, warm and inviting.

The third through seventh levels are places of rest for the souls of humans and other races as they await reincarnation. Souls closest to reincarnation are at the third level, while the newest arrivals inhabit the seventh. Of course, nearly all souls must first pass through Malbolge for Karmic balance before they can proceed to Zephaer to be prepared for reincarnation.

Seven Infernal Chambers of Malbolge
Mimicking Zephaer, as it serves a purpose for all souls, like the Divine City, Malbolge is a seven-leveled pit of despair that is home to Ispa and her children. Like an inverse of Zephaer, the first level where the dark gods and higher demons reside is the bottom of the pit. The second level of Malbolge, a ring one level above the pit, is a mass of absolute darkness, serving as a “plane of darkness” where Shades reside, and where Danaij souls go to await reincarnation.

The third through seventh layers are where souls of humans and other races are punished for Karmic debt. These souls toil in labor and punishment until their Karma is balanced, at which point they can move up to Zephaer to await reincarnation. The seventh level is home to those with the least negative Karma; either those who have died with slightly negative Karma, or those who have nearly finished their toil. These individuals are the next in line to move onto Zephaer. Those from the sixth level down have higher debts to be repaid, and those at the third level are the most vile, accursed souls of men that have the greatest amounts of negative Karma.

Maze of Dreams
The Maze of Dreams is Entra’s realm, the world of the many races of Fae, and the entrance to the world of dreams. Elves, faeries, nymphs, satyrs, fauns, pixies, and many other kinds of Fae call the Maze home. The Maze of Dreams is a combination of a lush temperate garden and forest. As its name suggests, it is easy to get lost in. Paths through the gardens and forests make a suitable maze, and visitors risk being led off course by any trickster Fae that find them unworthy of their realm.

Aserra’s dreamworld—a loose ‘realm’ in which the dreams of mortals can be reached—is protected by the Maze. Luma, a daughter of Entra, oversees the protection of the portals to the dreams to keep mischievous spirits and Dreamwalkers from intruding on the dreams of others.

Whispering Heavens of D’neiw
The elemental plane of Air, the element ruled over by Zelan. The God of Air calls this realm home, as do the Sylph spirits. This is also the interim afterlife for Zaedyn. The Heavens appear to be the tops of cloud-covered mountains, with clear blue sky and white, fluffy clouds. Zelan’s modest marble palace sits atop a mountain, wrapped in hazy wisps of clouds.

Deep Ocean of Welis
The elemental plane of Water, the element ruled over by Maris. The Goddess of Water lives here, as well as Undine and other spirits associated with water (such as Nereid and Naiad Nymphs). This is also the interim afterlife for Mariel and Marfod. Welis is a realm of mostly ocean, with the exception of one lush island upon which’s rocky shores Maris’ palace sits. The island has a deep lake at its heart and is covered in streams and rivers that flow into the vast ocean to provide a comfortable place for water spirits that prefer fresh water.

Rock Kingdom of Enos
The elemental plane of Earth, the element ruled over by Brecha. Home to the Earth Goddess and Gnome, the Earth elementals, it is the interim afterlife for Brech’mar souls. Enos is a mostly a subterranean realm, though well-lit by skylights in the ceiling. Fertile gardens flourish under the skylights and the realm is adorned with veins of precious metals and crystals left to grow on their own. Brecha lives in a stone fortress at the heart of the realm.

Burning Mountains of Magnal
The elemental plane of Fire, the element ruled over by Alaezo. Alaezo inhabits this realm alongside Salamander spirits, the elemental spirits of Fire. Magnal is the interim afterlife for Asath. Magnal is seen as a ring of eternally erupting volcanoes sending sloughs of lava down their sides to form a lake in between them. At the center of the lake, a single island stands with the obsidian tower that Alaezo calls home.
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