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settings:planes:elemental_planes

The Elemental Planes

The Elemental Planes (sometimes referred to as Elemental Realms) are unique even among vast numbers of existing planes. Some believe that these planes are the source of where primordial resources originated before their use in the material planes. These Realms are dominated by elemental energies with little traces of psionic magic or divine presence.

There are four Elemental Planes in total:

Despite the differences in their nature, the Elemental Planes share some similarities:

  • No gods claim them as their home planes, though their presence can still be felt here
  • Elemental spells of plane’s element cost half as many units to cast while on the plane
  • Spells of opposite element (earth-air, fire-water) cost twice normal amount of units (PWR restriction applies)
  • Elemental unit regeneration rate is doubled for creatures with matching first element

Creatures of the Planes

Many unusual creatures live in the alien environments of Elemental Planes. Some of them, like elementals, do occasionally venture out either on their own accord or when summoned by powerful magic. Most others are creatures with animal levels of intelligence. Many of these beings can be considered subspecies of normal Jaernian animals that were brought here by careless mages. Others were caught up in some magical cataclysm and then acclimated to harsh conditions of Elemental Realms through years of hardships and natural selection.

Language

Sentient creatures that are native to Elemental Planes all share similar Primordial languages. The Primordial language is magical in nature and can only be fully spoken by beings with capacity to store and release elemental energy. While speaking it without the release of elemental energy is possible, it leads those who do so to have a certain accent accompanying their words. Mages tend to have only a slight accent depending on how much time they've spent studying elemental spells or on the elemental planes.

The language has four dialects, one for each element. The release of the elemental energies is what separates the dialects from one another, leading those from differing dialects to have an “accent” to one another. While a person’s first element defines what dialect of Primordial they speak, there are cases of people being able to speak multiple. This varies from learning multiple elemental types to growing up or living among a separate element then one's “first”. These dialects however, do not affect one's ability to read and write- as Primordial has only one script shared among all dialects.

Written Primordial is very close to various ciphers of elemental magicians, as they were based on the principles of Primordial. Mages under effect of Lexesoterica (Elemental Core, Tongues and Scripts, rank 1) can understand about 50% of text written in Primordial. This works both ways, as being that knows Primordial can comprehend half of text written in an elemental cipher without using the Lexesoterica spell.

Guardians

Balance of power within the Elemental Plane varies from realm to realm, but one thing remains the same: every Plane has a Guardian. The Guardians are beings of pure elemental energy, outclassing every other elemental being with their strength. They do not interfere with mortal affairs or even internal fights on the plane. Their two purposes are to protect the Plane from external threats and guide those brave and powerful enough to embrace primordial energies.

The age of the Guardians is unknown, as they predate all other beings. The most popular theory is they were the first elementals, born from the primordial energy as it separated into the four common elements shortly after the creation of the known multiverse. For that reason they predate the Gods as mortals call them, though the Guardians refer to them only as “Young Ones”.

While some presume it is technically possible to defeat a Guardian, such a feat has never been achieved. Their age has given them untold experiences that, along with their full control over their environments and element, deter most foolhardy adventurers. Scholars are also uncertain as to what would become of a plane should its Guardian fall, the consequences alone are enough to deter anyone else from trying. Despite their ability, and luckily for the rest of the multiverse, the Guardians are not interested in expanding their domains.

Archean, the Everstanding Peak

At first glance, the Earth Guardian is easily mistaken for just another piece of the plane. Further examination, however, reveals her to be a giant earthen worm. Archean often lays unmoving for centuries at a time, denizens of the plane jokingly call them her “naps”. When she eventually does move, the remaining imprints of her slumber turn into new caverns for those who live within the plane. These caverns tend to be safer for settlements, as the ambient magic from the Guardian's slumber keeps the ever shifting rock from collapsing for a few eons after Archean moves.

If one is able to get her attention, they then have to attempt to actively keep it while speaking with her. She might seem slow and melancholic, but this is often deceiving- she knows everything that happens around her. The phrase “earth never forgets” is thought to have originated from her and the elemental plane. Archean's favors are scarce in their existence, as she needs to be awake to even obtain one. Those that are lucky enough to obtain one can find it lasting through many generations. Out of all the other guardians, Archean dislikes Fractus for their excessive and boundless energy.

Nenque, the Everlasting Flame

The Guardian of the Fire Realm usually takes the form of a giant flaming bird that perches at the top of the world. Whenever Nenque chooses to descend from his perch, the land around where he alights boils and melts around him, creating large lakes of lava. The lava oceans that cover large swaths of the plane are in part due to Nenque, who melts any landmass who he sees as a threat to the height at which he perches.

Nenque is extremely arrogant and impulsive with volatile emotions, often changing forms on a whim. He is very hard to reason with, as he refuses to concede on his opinions and tends to act before he thinks. This attitude can sometimes be used to one’s advantage as Nenque will always try to outdo the other Guardians and Gods when granting favors. Still, it is recommended to tread with caution whenever interacting with the Guardian- lest you anger him, as nothing remains of those who do.

Fractus, the Everchanging Storm

Despite being made out of swirling clouds and wind, the Guardian of the Air Realm's form resembles that of a ginormous flying fox. Akin to the mortal brethren he takes after, Fractus never lands upon the top of the floating islands the crowd parts of the elemental plane, preferring to hang from beneath them. His form is never solid, allowing for islands to pass through him as he flies. Islands that find themselves within Fractus are buffeted by raging storms that seem to transcend time itself, seeming to last longer then the mere moments that they're actually within the gale.

Fractus has an easy going personality as long he is interested in what you are talking about. Those topics, like unpredictable winds, change constantly- which leads him to loose interest and rush the conversation just to get it over with. When talking with Fractus, its best to finish your business as quick as possible. His favors tend to be underdeveloped and lacking if you, or the favor asked, is uninteresting. This underdevelopment can lead to these favors bringing immeasurable strength or crippling you from unexpected downsides.

Azura, the Everflowing Current

The Guardian of the Water Realm's form flows like the waters she inhabits, usually taking the form of a sleek moray eel. She rarely stays in the same location, constantly moving and flowing with the currents. The temperature of Azura is as ever shifting as her form, though it tends to stay colder then the ambient ocean temperature. This leads to chunks of “primordial ice” forming along her body as she swims, if the chunks ever become too large they will flake off of her body and drift afloat within the elemental plane. These chunks do melt, eventually, though the rate at which they do so is too slow for short-lived mortals to notice it.

Azura's personality is hard to describe in a few words, since it flows between different states easily. In some cases she is said to be gentle and easygoing as flowing water, in others she is cold and indifferent as ice, and on the rare occasion furious and unforgiving as a storm. These changes in personality carry over into her form, though her emotions rarely stay extreme for long. Her favors tend to be smaller and less extravagant, though they rival Archean's in their longevity.

settings/planes/elemental_planes.txt · Last modified: 2024/08/08 22:07 by shadowthorn15