Nine Plains

The universe is made up of what is essentially numerous separate volumes encompassing a large four dimensional hypervolume you can’t even conceive of. These are the different plains of existence. The known plains are all made up of sub-regions that also require travel in four dimensions to go to.

Law Neutral Chaos
Good White Haven Avina Cha’artica
Neutral Sirius The Elements Pandemonium
Evil Hell Grloth The Pit

When a god does travel to another plain, they lose most of their immortal powers during their stay, though they can leave at will still. Mortals, on the other hand, don’t lose anything from travelling to different plains in most cases, though some places are safer than others.

White Haven: White Haven is a place of utmost peace and serenity, though it is easily the hardest of all of the plains to reach, with its only known gates being buried deep on planets way out in the Reaches. In other plains there are not even any known gates leading there. White Haven is home to many compassionate beings, and anyone entering the plain is treated well. However, most people are eventually made to leave, because only the most inherently good of souls are allowed to live freely on White Haven.

Avina: Avina is a meeting place for the greatest of heroes. People gather there, in the one city that exists in the mountains of that plain, and speak of how to eradicate evil, without regards to law or chaos. Many people who want to achieve true righteous balance make a pilgrimage to Avina some time in their lives. It is not terribly hard to reach, luckily, with a portal even on Azureus existing.

Cha’artica: Cha’artica is a haven for those with good intentions in mind who do not wish to be constrained by law. The entire plain has only one truly evil being residing at all times, and the warriors of the population are in a constant struggle with that being. The plain has a few sub-regions in it which offer similar situations, with the solitary evil getting more prevalent the deeper you go. Magic in Cha’artica is unpredictable, and most essentians avoid using their powers to be safe, though empaths have less to worry about. Cha’artica has at least two entrances in the planets of the Graduill system at least.

Sirius: Sirius is the galaxy within the plain that Emaria rests in. There is little else to say except that it is the only plain without any sub-regions in it and is one of the most diverse as well.

The Elements: The elements are the five regions that embody the five forces of nature: fire, water, air, earth, and essentia. They are difficult for a mortal to survive on, but they are the prime location to summon creatures from for battle or whatever purpose. Unlike the other plains, there are no warp gateways to the elemental plains, but they can be accessed through magic easily due to their central location.

Pandemonium: Pandemonium is a plain of confusion, with little to no consistency within itself. It is a haven to the insane, ever changing and to the demented, never boring. Pandemonium has two regions, the bottom of which is downright dangerous to the mortal. The top has four seasons on its one planet: Mania, Delirium, Dementia, and Hysteria. The four come in a seemingly random order and cause untold damage to the psyches of anyone in the plain. Regardless of the emotional danger, a good empath can survive in the plain unscathed.

Hell: Hell is the largest plain of existence, with there being nine separate regions, all based on one of the seven sins, and not being altogether unpleasant. The last two correspond to those who have died within Hell itself, and those who were in life indescribably evil. Hell is the usual location for those who die on Sirius, and the dead then continue their lives in Hell, living within the region of their most prevalent sin. Some dead, the insane, instead go to Pandemonium, and those who are exceptionally virtuous but don’t ascend find themselves in White Haven. The dead can move from plain to plain, though it is not easy, and most choose not to.

Grloth: Grloth is a place of unpleasantness, a place where a gloomy shadow covers everything, and there is no enjoyment. It is easy to get to and hard to leave. That said, the amount of irremissible evil is negligible, and the place is more of a purgatory than a hell. Common effects from travelling within Grloth include apathy and depression. Creatures native to Grloth are often strong, but slow-moving or slow-witted.

The Pit: The pit is the ultimate plain of evil. It’s composed of three regions, representing various depths of madness and anguish. The pits themselves consist of one large pit in the ground, with a clear exit in sight, moonlight beaming down in one shaft, but clearly no way to reach the exit. The walls of the pits seem closer the more desperate to escape the being is. The region is inhabited by creatures of malice that can’t decide between killing outsiders or letting them suffer in the pits for eternity. The region below, the catacombs, is a labyrinth of twisting corridors and torture rooms, as well as crypts where they feed the souls of the dead to beasts of indescribable evil. Below even that is a region encased in flame that burns the flesh and soul of all who dwell within.

These plains all have their place in the web, and there are more outside of the nine, but they are beyond the understanding of mortal humans or even any of the Sirisian gods.

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One Response to “Nine Plains”

  1. Commentary: Much of this draws inspiration from D&D once again, including the Elemental plains (though in D&D they are situated away from the outer plains where I got most of these ideas from) and Pandemonium, which I think is a more unpleasant place in the Forgotten Realms mythos. I also drew a hint of inspiration from The Elder Scrolls, specifically the Daedric realm of Sheogorath, with two of the seasons of Pandemonium named after the two regions of his realm and carrying roughly the same ideas with them. Hell is of course inspired by The Divine Comedy in a way.

    In case anyone is, um, wondering, Arkturus and Silvikk, who both die after a long life together, wind up in Hubris and Envy, respectively, though Silvikk gained passage to Hubris herself eventually.

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