Primal Planes

At the end of the First Age, the Gods altered the flow of the magic to the world. Instead of letting it grow and pool in the physical world, they moved the fount of magic to a separate plane and allowed it to gently trickle into the physical world before ultimately being pulled out via a vacuum created by a different plane that was utterly devoid of living magic. There the magic would be dispersed and reborn before pooling again. It eternally ensured that the Flow of magic that is harnessed by Wizards, Sorcerers, and every other magic user that draws on the Arcane would be stuck with the limited source that was passing through the world at any time.  

The Cycle of the Flow

The process created by the gods is thus:
The raw elements of Creation Magic are drawn from the Aetherial and grows in the Fae, where it pools into pure arcane energy.
This arcane energy is drawn to the vacuum created by the Fell, and trickles out of the Fey through the Prime Material Plane and into the Fell.
In the Fell, the magic breaks down back into its raw components and returns to the Aetherial.   These planes that comprise the Gods’ system of pulling magic through our world are known academically as The Primal Planes due to their adjunct nature to the Prime Material Plane of the Great Disc. However, like most things they have a number of names across the world. The Fey is named Faoltyr but sometimes known as the Kingdom of Faries or the Wild Lands. The Fell is named Morteren but is sometimes called the Shadow Lands or Kingdom of the Dead.  

The Celestial Gate

It was originally thought that these realms were cut off from mortals and were the domain of the Gods alone, but in the Second Age, Elven Arcanists were able to tear a hole into the Aetherial known as the Celestial Gate in search of additional and more powerful sources of magic. An Age later, cunning and desperate people seeking to flee the dragons wrath attempted to mimic the earlier Elven experiment but instead found themselves fleeing into the Fell never to be heard from again. However, this did prove that through enough effort these planes could be penetrated and explored.   This has led some to spend their lives looking for ways to enter the planes. For reasons of seeking power, expanding knowledge, or even for the pious a chance to glimpse the Gods in person.  

The Planes

Faoltyr

(Main Article)
The plane used to nurture, develop and congeal raw magic into a pure arcane power that can be safely wielded by anyone. The wild and unpredictable nature of the magic has caused it to be dubbed 'Wild Magic' by the people of the Disc. Faoltyr is also viewed as the domain of faeries and fairy kind. The Courts of Light and Shadow rule over and maintain the balance of Faoltyr in service to Silvox the Spring Child.  

Morteren

(Main Article)
A desolate plane devoid of living creation that serves as a vacuum to draw the magic of Faoltyr through the Material Plane and into itself where it can decay and break down to be recycled back into the Aetherial Plane. There is a school of magic known to utilize this decayed magic known as 'Dead Magic' to accomplish amazing feats never thought possible with conventional magic, but with it also comes the great risk of dancing on the line between life and death. Morteren is the home of a number of beings that call the shadows home, not least of which is the Shadaari elves who have forged a Kingdom of the Dead in this nightmarish plane.  

Aetherial Plane

(Main Article)
The furthest Primal Plane from the Great Disc, the Aetherial Plane is the domain of raw, untampered Creation Magic before it has been processed into wild arcane magic. The Aetherial Plane is a realm of possibility, and thus is an ever-changing specter that has been best described as a mist that sometimes feel like taking shape. Despite being the furthest from the Material Plane, it has the strongest connection to it due to their shared history. They were once the same world, sundered and divided by the Gods to keep the power of creation out of mortal hands. Because of this, there exists a number of spells and creatures who can peer into or even momentarily visit the realm of creation.  

The Veil

(Main Article)
While not explicitly a plane of existence, the Veil occupies a unique obstacle in seperating the rest of the Primal Planes from the Material world.  When The Betrayer first established the Veil, it was meant to be a means to seal away the Gods from the Great Disc and thus preventing them from continue to work on their creation.  In order to do this however, the Veil had to block access from the Divine Planes to the Prime Material Plane.  This mystical 'wall' however sealed away the connection to all of the other planes from the Disc.  Any spell, portal, or gate must pierce a hole in the Veil to continue on toward their end goal.  A number of methods have been devised, many of which are based on the designs of the original Celestial Gate that tore open the sky itself into the Aetherial Plane.
Type
Planar Sphere/Grouping

Articles under Primal Planes