--
In the beginning, and perhaps after the
end, there were the Far Realms, maybe. Their nature will be discussed later,
but for now, Sages believe it to be a sort of alternate multiverse or
primordial chaos of infinite possibility, bubbling and dissolving.
There was one such bubble of ethereal protomatter, still and quiescent, free of change, causality, and time. Or so the theory goes.
Perhaps a passing Elder Thing or Outer
God stuck in an appendage and swirled it before moving on, as some sort
of incidental Prime Mover. And the swirling Ether eventually
coalesced into the Planes of Positive and Negative energy. They spun about, endless founts of
Creation and Destruction, constantly energizing and polarizing forces
around them, until the planes of Fire, Water, Earth, and Air
stabilzed around them. From then on, intersectional Elemental Planes of all possible interactions were born. Mud, Salt, Vacuum,
Steam, Radiance, Smoke....eventually, Phosphorous, Uranium, Gold,
Sodium, etcetera, with the Positive and Negative Energy Planes
intersect to create Temporal Energy.
All Positive Energy eventually
transitions and converts to the Negative Energy Plane, and in however
many kalpas, eventually it is all that will remain. This is Entropy,
and the Temporal Energy Plane measures this, and all possible
transitions of time. The timeline(s).
Eventually, all the possible extant
Elemental Planes intersected to create the Prime Material Plane,
though parts of it were too bright and dark to stabilize, creating
the mirror worlds of Feywild and Shadowfell. More on these two,
later. There are infinite worlds in the Prime Material, as Temporal
Energy made every possible outcome of causality extant in its own
timeline. Indeed, even if you root down to the First Cause, there are
infinite worlds for every POSSIBLE first cause. The Feywild and
Shadowfell mirror every possible Prime Material World, and intersect
with every possible Elemental plane, save for the Energy Planes.
Positive/Temporal/Negative already map to Feywild/Prime/Shadowfell.
The Feywild is the plane where things
are more alive, more manic. Everything can talk and bargain here.
Everything lives. Every passion is given drive. This plane can change
you, and make you a more manic, impulsive, inconsistent person. The
Shadowfell is a more dead world. Illusions persist here, forms
without substance and substance without form. It is a more mutable
plane but its people are more static. The moroseness and depression
makes you more resistant to change, drive, and passion. You're
reduced, made less.
The Ethereal Plane has near and far
shores; the Near Ethereal is less a plane and more a phase-shift to
the Material. The state of being intangible. The Ethereal Plane
connects all the elemental and material worlds; Demiplanes can exist
out here, and you can reach other Prime Material planes save for ones
based on your own direct timeline. From Oerth to Krynn, as opposed to
Alternate Oerth.
There is also the Astral Plane, the
plane born of thought and memory, which connects to and contains the
Outer Planes, as in Planescape. The world of Beliefs and Ethos made
manifest. The Ethereal and Astral planes
intersect to create the Dream Plane, the world where Thought Appears
To Have Form. The Dream Plane intersects with the
Outer Planes to create the Questing Grounds, the Plane of Narrative,
where Thoughts and Symbols Appear to Have Meaning. Archetypes,
stories, and narrative causality rule here. Here, travel is only made by progressing stories, and distance is measured by how long a story is told.
The Inner and Outer
Planes intersect to create the Ordial Plane, where Belief has
Substance. The Plane of Proof. It is the Akashic Records. Anything
can be learned and proved here, but this is a perilous place, because
ANYTHING can be PROVED here, even if it's not true.
Many who search the Ordial Plane for
Truth end up being lost in their truth, and are trapped in a fantasy
world of confirmation bias.
The Intersection between Ordial and
Narrative is the Meta-World, which intersects with the Multiverse and
the Real World. It's the plane of the 4th Wall, where PCs can become
aware of the actual truth of their world, and transcend what they
are. This plane leads to other campaign worlds and RPG systems. PCs
can talk directly to their players and the GM here, and in a
text-based game can actually read the text. Portals here lead not to planes, but to stories; different campaigns in the same world, or a movie and its sequel, would all be separate portals.
There is the Mirror Plane; the world
behind every mirror. It connects all possible Prime Worlds,
essentially where Temporal Energy meets Dream; Alice could tell you all about it, honestly.
The Dungeon Plane is one of the only planes that touches all others, and one of the planes where Demiplanes can be created (the others being Ethereal, Astral, Dream, and Meta). It is alive, and cancerous. An infinite, ever-evolving Megadungeon. It is sentient but perhaps not intelligent. It grows and burrows into the other planes, connecting to places that could be defined as 'dungeon' and expanding them into true Dungeons. These dungeons are like split personalities or perhaps offspring, separate mindshards that can grow into their own. It is the Mythic Underworld, but not the place of the dreaming dead. Every dungeon contains a secret exit into the Dungeon Plane, and thus from Dungeon you can reach all possible places, save for perhaps a place of true peace.
Good luck finding one of those.
The Dungeon Plane is one of the only planes that touches all others, and one of the planes where Demiplanes can be created (the others being Ethereal, Astral, Dream, and Meta). It is alive, and cancerous. An infinite, ever-evolving Megadungeon. It is sentient but perhaps not intelligent. It grows and burrows into the other planes, connecting to places that could be defined as 'dungeon' and expanding them into true Dungeons. These dungeons are like split personalities or perhaps offspring, separate mindshards that can grow into their own. It is the Mythic Underworld, but not the place of the dreaming dead. Every dungeon contains a secret exit into the Dungeon Plane, and thus from Dungeon you can reach all possible places, save for perhaps a place of true peace.
Good luck finding one of those.
The Far Realms are...'not'. There is nothing outside the Outer
Planes. Nothing inside the Inner Planes. Nothing before or after the
end of time. Nothing on the other side of Dream where no one
observes.
But if you go to these places, you find
the Madness.
The Far Realms are the Minus World,
basically; it's a mindrape zone created phenomelogically when you try
to perceive Something where there is Nothing. Perhaps the Far Realm is not truly an
alternate cosmology; perhaps it's the Abyss. Not the familiar abyss of chaos and
evil... but the Abyss of Choronzon.
The things you encounter there are
Not-Things. Hallucinations and shapes in the void moving with agency
and half-life because of your perception. If your mind can survive this
ego-death, and traverse to the other side of the Far Realms.... you would find a truly empty space, defined
by none but you.
You are God.
God.
Maker Anew, of a place that can never
be where you were before; purified of every mental and spiritual flaw with no regard to the safety or well-being of your mortal ego-identity.
This is where multiverses come from.
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