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The Planes

In the myth of the Progenitor Wyrms—a tale told in some form by nearly every culture—the three Progenitors work together to forge all of creation. After time unknown, their creation consisted of thirteen planes, each one an idealized exploration of a particular concept: Life and death, war and peace, heat and cold, order and chaos, the natural, the alien, the bright, the shadow and the dream.   All of these planes overlap with Eberron in some way, and they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron-sometimes coming close, other times far away-though this manner of expression is merely a metaphor for their shifting influence. When another plane's influence on the Material Plane is especially strong, the plane is said to be coterminous. When its influence is weak, a plane is remote. The state of a plane can be important for performing epic rituals, creating of eldritch machines, or interacting with extraplanar entities.  

Manifest Zones

    At certain places in the Material Plane, the barriers between worlds are thin, and some characteristics of another plane can bleed through into the material world. These places are called manifest zones, and the nature of each one is strongly shaped by the plane it connects to. The city of Sham is located in a manifest zone linked to Syrania that keeps its towers reaching toward the sky and aids flight. Ghosts might linger in a manifest zone associated with Dolurrh, while a manifest zone tied to Lamannia might have wild vegetation and enhance druidic magic.   A manifest zone might include a portal that allows free passage from either plane to the other. Most manifest zones have reliable, persistent effects. Some have only weak connections to their planes, and their properties influence the world only when the plane is coterminous.    

The Planes

Name Essence Inhabitants Examples of Influence
Daanvi, the Perfect Order Discipline and law Modrons, archons and devils Prevention of lies, spontaneous organization, compulsion to obey orders
Dal Quor, the Region of Dreams Dream and memory The Quori None; plane has been severed from the Material
Dolurrh, the Realm of the Dead Despair and transition Souls of the dead, psychopomps and shadar-kai Apathy, despair, enhanced necromancy and restless dead crossing back over
Fernia, the Sea of Fire Flame, change and destruction Fiends, chaotic celestials, elementals and creatures of fire Increased temperatures, enhanced fire magic, improved creation of items
Irian, the Eternal Dawn Light, hope and positive energy Angels, archons and celestials Healing of wounds, enhanced radiant magic, slowed ageing and curing of disease
Kythri, the Churning Chaos Chaos, change and power Unstable elementals, slaadi and githzerai Ability to morph terrain by thought, unpredictable casting of spells, strange warping of nature
Lamannia, the Twilight Forest Nature and the elements Beasts, plants and all elementals Spontaneous creation of elementals, overgrowth of plants, animals running wild
Mabar, the Endless Night Darkness, entropy and negative energy Undead, fiends and shadows Light is snuffed out, evil undead rise, disease and blight take hold
Risia, the Plain of Ice Cold, preserved, unchanging Fiends, elementals and creatures of ice Temperatures plummet, fires are extinguished, food doesn't rot
Shavarath, the Battleground War, conflict and blood Angels, demons and devils in eternal battle Combat becomes more lethal, tensions built towards hostility, weapons are easier to forge
Syrania, the Azure Sky Peace, sky and virtue Angels, followers of the Sovereigns Flight and levitation is easy, skies become clear, aggressive thought becomes difficult
Thelanis, the Faerie Court Individuality, desire, will and nature The fey, plants, beasts, chaotic celesitals Illusions are enhanced, time and space become distorted, animals and plants fall under fey influence
Xoriat, the Realm of Madness Insanity, mutation, the alien Aberrations, the daelkyr Magic becomes unpredictable, creatures begin to mutate, delusions and paranoia become common

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