Cosmology (FiD)
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While normally a campaign specific thing, some kind of core cosmology helps us to understand the Action rules.
In Action the basic cosmology has different planes lined up next to each other as if on a string. This string has the present game world in the middle. To one side lie the material worlds and elemental planes - realms of matter and substance. This is called the inner planes or the ethereal realm. On the other side lies the realms of ideas, dream worlds, and the heavens and havens of different religions. This can be called the outer planes or astral realm.
Axis Mundi
This "string" is called the Axis Mundi. On way to think of this is as a 5th dimension (separate from the three normal spatial dimensions and time), that can only be traveled along using mystical means. By going "deeper" or "stepping sideways", a character can distance himself from normal reality without physically moving in normal four-dimensional space.
Each world occupies a position along this string. Sometimes, several worlds can be equally distant from the prime and still be separate, but generally, each spot along the Axis Mundi holds a single plane or realm. In one direction lines planes that have a higher degree of physical reality, but a lower degree of complexity or spiritual reality. These are called ethereal or elemental planes. In the other direction lies planes of less physical and more spiritual nature. These planes are called heavens, afterworlds, or astral space.
The Axis Mundi can be understood as a linear scale with two directions. Prime is in the middle (at zero). Material/Ethereal planes have negative values, while spiritual/astral realms have positive values. Higher absolute numbers means the plane in question is further from the Prime and generally more extreme and different. Note that the numbers are arbitrary; it could just as well be reversed, or centered somewhere else. But as the Axis Mundi has no firm endpoints, it is a practical way for prime beings to understand the orientation of the cosmology by placing their own origin at zero. Creatures and civilizations from other places along the Axis Mundi might use their own homes as point zero, and still arrive at mostly the same results.
Note that not all of the Axis Mundi is occupied - there are stretches of it that are simply empty, where only the Aether exists. This is an empty, hostile place to be. There are also soft spots in the various worlds, "bulges" where a world is bent along the Axis Mundi and thus closer than usual to either the astral or ethereal. Such places are often good starting points for planar expeditions, and some even transport creatures randomly between planes.
The Prime
This is the game world where most of the action happens. It is situated on the neutral point between the ethereal and astral, and gets many of its unique features from the balance of matter and ideas.
The Spirit World
A plane inhabited by Spirits, this plane may be part of the Shell. It surrounds the Prime and allows travel there and to the Shell, and spirits can move from here to the planes they draw power from. It is mostly inaccessible to anyone who is not a spirit.
The Shell
The prime is surrounded by the shell, a barrier that prevents the outer realm from mixing in with the prime reality. Different worlds have shells of different strengths, and a stronger shell bars more inter-dimensional transfers, making the use of supernatural power that much harder. The Shell consists of the closest parts of the Ether (Faery), Astral (Next World), and Void (Netherworld), places similar to the Prime jet with a twist based on the plane they link to.
The Aether
Surrounding all of this is the etheral or astral plane, two distinct regions making up a larger whole. The unified term for this here is the aether. This is the medium trough which all inter-dimensional travel must pass, and this includes most supernatural powers that act as conduits for planar powers. The aether is formless and lacks features. In ethereal realms it is grainy and feels somewhat like a bog; moving trough the deep ether is like swimming in quicksand. In the astral realms it is clear and sharp, but everything appears remote and distant, like stars in the sky. Approaching an astral realm, the barrier between planes is a glowing wall of mist or the shiny surface of a star even further out.
The aether is a dull place, not conductive to life or meaning; it is a conduit between places rather than a place itself. It is possible to construct places here, but these tend to confirm to either the Dreamlands or the Elemental Chaos, respectively and are not truly of the aether.
The Inner Planes
Traveling "down" the Axis Mundi - towards more negative values - you come to the material planes. These are the source of the matter and energy that make up the Prime, but the further you go, the more raw and chaotic these places become and the less meaning and organization there is. Those ethereal realms closest to the Prime are habitable, but as you go further away the mixture of different elements becomes more and more spotty and chaotic. Large chunks of raw elemental energies or clumps of raw matter are not good places for Prime beings to live. The creatures encountered become less and less anthropomorphic, less and less comprehensible, and more and more willfully destructive as you go.
Faery
The closest of the elemental realms is faery, a plane similar to our own, but governed less by reason and psyche and more by raw urges and elemental powers. Faery appears like a more fantastic version of our world; forests are greener, mountains higher, seas bluer and stormier. Changes in the Prime are mirrored in faery, but generally with a long lag; faery resembles the Prime as it was decades or centuries ago.
Deep Faery
Closely linked to Faery, these "deeper regions" are even more wild and unpredictable than normal, and they no longer mirror the Prime. Realms here are often sources of power connected to natural phenomena; there are places like the Winter Palace, Summer Glen, Storm Mountain, and similar more-than-natural sites. Such places tend to be the home of strange fey princes and monsters with little love for the Prime and little regard for the higher realms. The lords of such places gain strange powers related to the nature of the domain, and there are often local magical rules as well.
Elemental Chaos
Beyond deep faery, the ethereal realm breaks up - there are areas of pure elemental forces. These include the classic elements; earth, water, air, and fire as well as positive and negative energy "poles" that are a source of life and undeath, respectively. All kinds of strange mixtures exist here too, but these worlds seem incomplete and half-finished to someone from the Prime.
Abyss
At the far end of the elemental chaos (some call it the centre of it) lies the Abyss, the primal cosmic whirlpool from which all matter comes, but which also dissolves all order and reduces all meaning to nothing.
Astral Realms
Traveling "up" the Axis Mundi, you find places that are more and more idealized, but at the same time less and less real. To begin with there is almost as much a mix of matter and forms as on the Prime, but slowly it polarizes into different realms for different ideas — and these areas cannot tolerate any nonconformity.
Astral Space is a dimension of thought and imagination liked to the Form of Mind. This is where dreamers go and the ethical forms of Darkness, Flux , Light, and Order connect to the physical world.
As used here astral space and astral plane,are merely variations of language, they mean the same thing. The astral plane and its associated realms is sometimes called the higher planes compared to the Ether, the lower part of the Aether.
Visualizations
The appearance of astral space is subjective, each viewer perceives it differently. This is shaped by expectations, a group of people traveling together have usually shared their individual expectations and thus they all experience the same thing.
Many perceive it as a calm sea at night, with the lights above reflected in the sea below. Each such light is a destination, a single consciousness appears as a star, a group of consciousnesses appears as a constellation, a plane of reality appears as a nebula or galaxy. The horizon being subjective; an experienced traveler can reorient the sky so that their destination is always on the horizon, speeding travel.
Another common visualization is the Forest of the Mind , with small animals as individual minds, groups as trees, and pools as doors to other realities. The Grey is another common visualization, a hazy space where individuals appear as motes of light and gates as nebulous patches of color.
The Astral Plane is pure Mind, anything that appears physical here is actually just an Illusion projected by some mind. These illusions are real in the sense that they work, but are always attached to someone and only exist when the wearer focuses on them or if they are an important part of their self-image. This means that some people appear naked, some simply clothed, others elaborately clothed, and a few even wear armor, all according to how they see themselves. A few even lack a body and are look like a floating head or even just the contour of a face or an eye, manifesting limbs and items only as they are needed.
Astral Projection
Travel to astral space involves only the spirit. You leave your body behind in suspended animation and manifest an astral body, identical to your physical body in most respects but shaped by your perception of yourself as outlined above. Mental and social Actions function normally in astral space, but all uses of tools that are not Potent lose Effect. The exception is intelligent items that can project themselves into the astral along with you.
You can look into adjacent planes from the astral, but your senses are dulled and only perceive what is within a few meters. You can clearly see creatures and psychic emanations. When navigating to match an adjacent plane you hover at walking speed and your astral body is hard to see, but it glows faintly in the dark and appears as a grayish outline in bright light.
While you project your astral body, your physical body is like an automaton; it can be led but initiates no actions. Metabolism slows down, reducing biological needs by a factor of ten, but for extended forays into astral space someone needs to care for your body or it will slowly waste away. Your physical and astral bodies remain connected, any Harm to either affects both. When your physical body suffers Harm, you can instantly return to it, dissolving your astral body.
There are few encounters in astral space, and since movement is at the speed of thought, it is almost always possible to avoid an encounter. Astral monsters are more likely to prey on creatures in neighboring planes than on astral traversers, but exceptions exist, certain creatures can trap you in a small dream world and prey on you there. If you want to encounter someone or something in astral space, they must either meet you voluntarily or you need to create some kind of trap to prevent them from just disappearing like a stray thought.
Astral space is not the same as the spirit world. Spirits are not native to the astral plane and have no inherent affinity for it, but can travel there in the same way any other creatures do. A spirit is always considered Materialized while in astral space, even if it lacks the ability to Materialize in the physical plane.
Uses
You can use the astral plane to contact other minds, and through them the physical reality where their bodies reside. This is how you scry using astral space, "peeking over the shoulder" of a mind allows you to perceive their physical surroundings.
You can travel to other the worlds of Darkness, Flux , Light, and Order through astral space. This is very fast if you are familiar with your destination, but slow, probing, and dangerous in strange lines of thought. You can enter other planes through such portals, your astral body leaves astral space and enters the new plane, but continues to work as it did in astral space.
Subrealms
There exits separate places within the Astral Plane, often called the higher planes compared to the Ether, the "lower" part of the Aether.
Next World
The Next world is part of the Shell together with Faery) and the Netherworld. Traveling physically to a higher plane lands you in the Next World. The closest of the higher realms appears as a dim version of the Prime, almost indistinguishable form the real thing and mirroring physical reality, but muted in color and vividness. As opposed to Faery, this realm has a futuristic look, representing the dreams and future visions of people from the Prime. Large areas of the Next World are city-scapes, and more advanced than the cities of the Prime in both size and scope. But there are also regions of perfect wilderness as well as natural places of soul-wrenching beauty.
The recently dead pass these regions on their way to the afterlife, and many linger here for a while, making this a place of shades and ghosts. The good dead usually pass on quicker, while the evil dead are reluctant to go to their eternal reward, so most of the spirits found here are malignant or lost.
Land of Mists
Also known as Ravenloft. Deeper regions of the Next World appear solid and real, but are actually made up mostly of though and imagination, tough they have more real matter than the planes further from the Prime. The Land of Mists allows physical bodies, who contain a lot of elemental matter, making them prizes for locals who desire to make themselves or their possessions more real.
Regions within the Land of Mists are the playgrounds and prisons of powerful or obsessed being, either the dead or those who find their way here when the Prime was no longer sufficed for them to express their egos. Each such realm is separated by mists — seemingly ordinary, but impenetrable to all senses and mystic powers. Effectively, each realm within the mists is a separate mini-reality, usually governed by its own egotistical lord, a manifestation of the lord's subconscious. Such a realm exists and disintegrate with it's lord, disappearing into the mists when there is no strong will to hold them together.
It is possible to learn the paths trough the mists, traveling from one realm to another with some certainty. Sometimes such a passage becomes so well established that anyone can traverse it, and the mists become transparent and barely noticeable, creating countries and continents within the Land of Mists. But such regions are not permanent — they can disappear by the whim of a ruler or just drift apart again.
Dreamlands
Beyond the Land of Mists lies the dreamlands — even more temporary. Every dream ever dreamed takes place here, and the realms can change just as quickly as a dream can.
These are realms of Illusion. They work as physical worlds, but have their own rules and oddities. Most are the dreams of individuals, very fleeting, fading to shadows when the person is awake. The dreamer is very powerful in their own dream, but lacks conscious control, sometimes creating nightmare settings and monsters. There are also consensual dream-worlds, these are more persistent dreams visited regularly by many people. Some travel here willingly, others drift into such worlds or are caught and dragged inside. Dreamers can expand such dream worlds by exploring, and the new areas will persist as long as they are visited.
Few travelers come here except to explore the dream-conscious of someone on their home plane. Some creatures have built homes for themselves here, mostly exiles from the Prime who found their ideas diverge so strongly they can no longer accept consensual reality. Mages build themselves sanctums here, places of retreat where no-one will ever intrude.
Astral Havens
This is the realms of the greatest spirits of all — the gods and devils that capture and channel the imaginations of multitudes of Prime beings. This is where the faithful dead find their final reward or punishment. Each such haven is home to one or more powerful spirits, and these lords can dictate how reality works in their realm. Because these spirits are so powerful, their realms appear much more lasting than those of the Land of Mists. But in actuality, the lords of these realms can change things at whim, and the inhabitant survive only on the mercy of their ruler. Acting out ideas not included in the though of the rulers here is very difficult — which is rarely a problem, as those who reach these places are strongly in tune with the ideals they express.
The Void
The third cosmic power that influences creation, a third direction in the Aether if you will, is the Void. This realm is essentially alien, represents an alternate Axis Mundi, a different blueprint for reality. In the Void, there are no barriers or limitations on what an individual psyche can achieve. No benchmarks or racial limits. Reality is mutable and both spiritual and physical at once. This means that powerful psyches can dominate their surroundings totally, mastering and enslaving lesser wills by their mere presence. The Void has area corresponding to ethereal and astral space, but these are more chaotic and subject to the whim of powerful creatures. Unlike the Astral realms, which are governed by eternal truths, the Void is governed by whim and cults of personality. The ethereal regions of The Void are not so very different from those of Axis Mundi, but the creatures dwelling there shape it to their own ideas, using familiar elemental matter in bizarre ways.
The Void borders the material world in different areas, alien places where the norms and laws of physical existence are weak.
The Netherworld
The most commonly encountered borderland between the Prime and The Void is the Netherworld, a subterranean land of tunnels and lost worlds. Those that explore caves and tunnels often report that there is a lower level to these places, a dimly illuminated land of tunnels and halls that defy rational explanation. Surface dwellers, even entire races like the drow, are attracted to this place by strange and wondrous treasures and magics.
It serves a function similar to Faery and the Next World in being an intermediate layer between the Prime and the Void but is less consistent and more haphazard than those. Mnar, Lightless Depths , and Deep Space may be parts of the Netherworld or gateways to the Netherworld or just named regions within uncharted parts of The Shell bordering the Void.
Mnar
A version of prime affected by the Void. This might be a separate dimension close to the Prime, a version of the Prime from the distant past, or an alternate dimension that by chance is accessible from the Prime. Parts of Mnar might be stolen from the Prime by entities from the Void or other stellar systems influenced by the Void. It might be one place or just a collective name for many places all balancing between the Prime and the Void.
The Lightless Depths
Below the sane seas where merfolk and fish dwell there are deeper realms, unknown and unexplored. This is the home of giant squids and kraken, but also of the aboleths and other cosmic horrors. What few realize is that this is another borderland of the Void, a land of eternal darkness where the rational rules of the universe no longer apply.
Deep Space
Another border region of the Void is in the empty depths of space. While planets and sometimes entire solar systems can be Void realms, the most frightening part of deep space is it's emptiness—an endless nothingness where causality collapses.
The Outer Voids
Also known as the Far Realm. Beyond the border regions lies the further or outer void. This is actually not one realm, but many. The different Old Ones and Outer Gods have their personal realms here, and each of these realms is much like an entire Axis Mundi in itself, a collapsed reality where no will but that of the ruler has any say. Travel to the Outer Void is dangerous in the extreme, and usually happens by accident rather than design.
Parallel Worlds
Parallel worlds have astral-ethereal axles other than the Prime. Intersecting in the Abyss, such cosmi stretch towards another part of astral space, connecting to different ideas and models of reality. Some things in the deep astral plane connect to several cosmi, humans being the most common. In most cosmi anyone has ever visited there are humans. This may be because humans are a pan-universal standard, or that the only cosms we can connect to are those with humans in them.
Because the Void axis is not parallel to any cosm, parts of it can intersect several parallel worlds. One means of travel between parallel worlds is via the The Outer Void — a truly maddening journey.
It might be possible to travel between parallel worlds using the inner planes, but this would require major effort and protection from the destructive energies of the Abyss.
Rules & Consequences
Much of the difference between places are mainly cosmetic and atmospheric. Often simply describing ethereal places as raw, magnificent, overpowering and astral places as sublime, ideal, and ephemeral the correct mood can be created. Still, some things do change from the ethereal to the astral realms.
- FX: Effects tend to be more obvious and spectacular in ethereal realms. Showers of sparks, tornadoes of energy, and tides of radiant light are typical. In the astral realms, side effects are more subtle in nature; moods and hints replace in-your-face obviousness.
- Duration Effects, especially physical effects, tend to last longer in ethereal realms. A fireball continues to glow and smother and might even linger for some time. In astral realms, physical effects are very temporary, almost unreal while moods and suggestions gain a measure of reality they don't have in the prime, increasing duration.
- Environment in the Shell In the area close to but outside the Prime, the environment is more ephemeral and easier to manipulate than on the Prime. In Fairy and the near Ethereal, there is an abundance of energy that a strong spirits can play with at whim. The reality thus created is physical, tough wondrous it doesn't resonate with moods and is on the whimsy side. The Next World and near Astral is like a phantasm, thoughts and ideas given form but little substance. Dreams and passions shape the environment, particularly mood elements.
- Environment in the Far Reaches In both the far Ethereal and Deep Astral realms, physical reality takes on a power and stability it does not have in the Shell, but for entirely different reasons. A fireball that on prime would leave a burnt mark on the ground has less environmental impact at either end of the Axis Mundi. In ethereal realms, physical reality is more real and resistant to impact than in prime. In astral realms, physical reality is ephemeral, and unless whoever controls the local reality acknowledges the impact of environmental effects, they fade away very quickly. This adds subtly to the supernatural feeling of these alien places.
- Teleportation It is harder to teleport in ethereal realms; reality there is more static and resistant to such drastic changes. Often, a teleport in ethereal space end up at a fixed spot or gateway. Teleportation is easy in astral realms, you can move from one place to another like a thought. But whoever controls local reality might set up barriers that are hard to cross, especially in the Land of Mist.
- Conjuration The summoning of elemental effects are easier in ethereal space. While it is hard to change the local environment, there are lots of nearby elemental energies to draw upon. This makes the summoning of elemental creatures easy, and summoned elementals are generally cooperative. In astral space, it is easier to summon and gain the cooperation of non-elemental creatures, such as devils and angels.
- Death Outside of Prime, death is less real and less permanent. In the ethereal, a spirit whose body is destroyed can usually form a new one, even if it might reincarnate in an unpleasant place and the new body is often colored by the environment or your subconscious. Inner attributes become visible physical attributes. In astral space, creatures can continue to function even when their physical form is disrupted; if their motivation is strong enough they can re-animate their own remains as wights or return as ghosts, retaining this form as long as they have a strong enough motivation.
- Corruption Both the Astral and Ethereal worlds corrupt visitors, making it hard to return after an extended stay. The Ether turns travelers into monsters. With so much ambient energy around, it requires discipline to separate what is you and what is the environment. Failure to do so means you incorporate your environment into yourself, becoming a Demon. The corruption of the astral realm is more subtle, and many call it enlightenment. You attune yourself to the perfect truths around you, becoming unable to handle the imperfection of physical reality and finally turning into a monster native to one of the aligned planes.