Magic

In this setting, magic is relatively common: mystical creatures lurk in every environment, some with particularly unusual powers; in some places, the earth bleeds energy, and people are capable of harnessing these through various means.  
Each major nation has its own particular energy source that is drawn from when using magic. In Ogygia, the elemental nature magic in the surroundings is the main source of power for the nymphs, and other entities who conduct magic also draw from it. In Ithara, the chaotic aether irradiating the entire nation is a power source for both magic and advanced technology. In Tron Daurat, the creation magic that spawned everything in existence still suffuses the land and its people, and that power can potentially be turned into whatever the weilder can imagine. In Azuma, the land holds spirits in all things, much like the nymphs of Ogygia, and calling on their power or the power of the mystical yokai powers most magic.
 
However, while each major nation has localized forms of magic, creatures who use these magical powers and practitioners of magic can still rely on them when they leave their nation of origin. High concentrations of magical usage leave their mark on living things, and over time, a skilled practitioner of magic becomes something like a lesser battery for that power. In this way, many magical adepts can move from location to location without fear of losing their abilities, and creatures with magical powers become more potent energy sources.
 
As for how to channel magic in the first place, the particular techniques are almost as variable as there are people in the world. The different classes players can be indicate many different ways one can harness magic: artificers who engrave sigils and glyphs into technology and use magical power as if it were electricity; bards whose emotional performances seem to change the very fabric of reality; clerics whose fervent belief that another's cause is just grants them the power to emulate those heroic abilities; druids who divest themself of civilization and absorb what nature provides; paladins who devote themselves so strongly to a cause that they swell with magical strength; and more besides. It seems that a certain level of belief is required for magic to work, and something within the magic feeds on that belief and makes it reality.
 
While these aspects have all been observed, there are still some matters that are up for debate among scholars. These magical sources can vary in their concentration, but are they finite? If technology can be made to allow a layman to cast spells and mathematical equations can turn potential into reality, how much is personal belief necessary to manipulate magic? Are these sources all connected in some way, the remnants of some ancestral truth imbued in the world at the spark of creation?
 

Planes

Planes as they are understood in Forgotten Realms do not quite exist in this setting, but there are still many locations that battle with the laws of reality and function as their own metaphysical realms. If a spell or effect references planes, one of the following options can be used in its place as appropriate. One exception is spells or effects that refer to the ethereal plane; these just make the target intangible for the duration.  
Some spells or effects indicate that a creature is summoned from a plane. While demons can be summoned from the Nightmare and rakshasa can be summoned from Ersetu, nearly all creatures are unrestricted by these special locations and can be found wandering the world. In this situation, the spell would simply summon these creatures whole-cloth from wherever they may be, calling to them and allowing them to manifest directly in the conjurers vicinity.
 

Planar Replacements

The Trench of Lethe off the coast of Ogygia; a theoretically infinitely deep trench beneath the sea, where the titans Phorcys and Ceto were sealed and the mighty cetea emerge from. The deeper one goes, the less of their identity and sense of self they maintain.
Ersetu beneath Ithara; a massive space with a ceiling of sand, where ancient civilizations eventually land as they sink through the earth. Filled with maddening, corrupted aether that transforms creatures into rakshasa.
The Nightmare afflicting Tron Daurat; a force from beyond the stars, capable of transforming life into demons or even manifesting them from thin air with Tron Daurat's creation magic. It is unknown where it comes from exactly, but in its cosmic depths are horrors and agony beyond imagining.
Yomi beneath the Genbu region of Azuma; the land of those who have died and are unable to pass on due to a grudge, resentment, or some other lingering emotion. The fury of the dead turns the ground as soft as rotten meat and infests the water with maggots and filth.
Jigoku beneath the Suzaku region of Azuma; the land of those who sinned in life and must have their sin purified before they pass on. A burning pit where kasha nekomata and oni torture the dead with spikes, grinders, and flame.
Takamagahara above Azuma; the holy land of those who have achieved enlightenment and immortality, as well as the heavenly kitsune. Home to many celestial yokai, as well as the angelic tennin whose rainbow-feathered robes mark their ascension.

Contents

Type
Metaphysical, Arcane