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Cosmology: The Fractured Veil

Creation Myth

In the beginning, there was only the Void, an endless expanse of nothingness. From this emptiness arose two primordial forces: Eos, the Light of Creation, and Nekros, the Darkness of Destruction. Together, they wove the Veil of Existence, a delicate barrier that separates reality from the chaos beyond.

The Veil fractured during their struggle, creating the multiverse: countless worlds, realms, and dimensions, each a reflection of the balance—or imbalance—between creation and destruction.

The Celestial Realms

The Veil itself is now divided into several key layers, each serving a different purpose in maintaining the balance between Light and Darkness:

  1. The Celestial Plane (Elysium): This is the domain of pure light, where the gods of creation reside. It is an ever-shifting landscape of radiant towers, floating islands, and rivers of pure magic. The Celestials believe their role is to preserve the universe by keeping the forces of chaos at bay.

  2. The Abyss (Nekrion): The counterpart to Elysium, this is the endless dark realm where the gods of destruction dwell. Nekrion is a realm of entropy and decay, where entire worlds can be consumed and reduced to nothing. Its denizens believe that destruction is a necessary part of the cycle of existence.

  3. The Mortal Plane (Midveil): A fragile realm suspended between the forces of creation and destruction. It is where mortals live, dream, and die, and where the influence of both the Celestial and Abyssal realms seeps through. Mortals can tap into these powers, but doing so risks unraveling the Veil further.

  4. The Veilscape: A mysterious and liminal space between the known planes, inhabited by spirits, forgotten gods, and creatures that slipped through the cracks of creation. Magic in the Veilscape is chaotic, and reality itself is malleable.

Deities & Cosmic Beings

  1. Eos, the Shining One: The embodiment of creation, light, and life. Eos is seen as the source of all magic and knowledge, and followers believe that to create is the highest purpose. Temples to Eos are places of healing and learning, often found in the heart of mortal civilizations.

  2. Nekros, the Devourer: The god of destruction, death, and entropy. Nekros's followers believe that all things must eventually return to the void and that death is as sacred as life. His shrines are hidden, feared, and often shunned, but many secretly invoke him for power.

  3. The Weavers: Demi-godlike beings tasked with maintaining the balance of the Veil. They are enigmatic, sometimes helping mortals and sometimes working to maintain cosmic order. They can be summoned by powerful magic, but their motives are always unclear.

  4. The Fractured Ones: Ancient entities that emerged when the Veil was first torn. Some of these beings were once gods, now twisted by chaos. They roam the multiverse, influencing events from the shadows, and are often worshipped by secret cults.

Magic & Its Source

Magic in this cosmology is the manifestation of the Veil’s power. Different kinds of magic draw from different aspects of the Veil:

  1. Light Magic (Aether): Draws from Elysium, focusing on healing, protection, and creation. It is often used by clerics, paladins, and mages dedicated to preserving life.

  2. Dark Magic (Umbra): Draws from Nekrion, centered on destruction, curses, and death. Necromancers, warlocks, and cultists are the most common practitioners.

  3. Veil Magic (Arcanum): A chaotic and unpredictable form of magic that taps directly into the Veilscape. It can alter reality, but its use is dangerous, risking further fractures in the Veil. Sorcerers and rogue scholars often dabble in this form of magic, with unpredictable results.

Mortal Races & Their Roles

  1. Humans: Known as the Wardens of Balance, humans are seen as both protectors and threats to the stability of the Veil. They have the most varied relationship with magic, often using it for both creation and destruction.

  2. Elves: Descendants of the Weavers, elves are deeply connected to the Veil and are often seen as its natural guardians. They have a profound connection to Aether and are long-lived, which gives them a deep understanding of the cosmos.

  3. Dwarves: Born from the earth when the Veil fractured, dwarves are a grounded and resilient people. They tend to shy away from magic, instead focusing on technology and craftsmanship to maintain the world’s balance.

  4. Veil-Touched: Mortals who have been affected by exposure to the Veil. They might have strange, otherworldly powers and mutations, and are often seen with suspicion or fear by others.

Cosmic Conflict

The universe exists in a constant state of tension between creation and destruction. Periodically, great cataclysms known as Veilstorms occur when the balance tips too far in one direction. These storms rip through the multiverse, destroying entire realms or radically altering them.

Players are often caught in these cosmic struggles, either working to prevent the next Veilstorm or seeking to harness the power of the fractured Veil for their own purposes. Powerful factions have arisen, each with their own agendas for the Veil:

  1. The Aetherian Order: A religious and political faction dedicated to preserving the Veil through control of magic. They see themselves as the rightful rulers of the Mortal Plane, believing that only their order can prevent cosmic collapse.

  2. The Nekrion Cults: Secretive groups who believe that the Veil must be fully torn to achieve true freedom and power. They seek to summon the Fractured Ones to finish what Nekros started.

  3. The Free Weavers: A neutral organization that works behind the scenes to maintain balance. They operate in secrecy, believing that neither creation nor destruction should dominate the universe.

Adventure Hooks

  • Veilstorm Onset: A massive Veilstorm is predicted to strike the Mortal Plane. The players must either find a way to stop it or survive its chaos while dealing with power-hungry factions.

  • Hunt for the Fractured One: A cult is trying to summon a Fractured One, and the players must stop them before they tear a hole in the Veil that may never heal.

  • The Lost Weaver: A legendary Weaver has disappeared, and the players must navigate the Veilscape to find them, unlocking secrets about the origins of the universe in the process.

  • Veil-Touched Rebellion: The Veil-Touched, long shunned by society, are rising up to claim power. The players can either aid them or prevent their rebellion from creating another Veil fracture.

This cosmology provides the backbone for world-building and storytelling, offering many opportunities for both high-stakes cosmic adventures and more grounded, personal conflicts involving the manipulation of magic, gods, and the fabric of reality.

Here's a cosmology for your RPG based on 9 distinct planes, each representing a fundamental aspect of existence. These planes are linked by various cosmic forces, each with its own unique laws, deities, and magical influences. The balance between these planes shapes the multiverse, and disruptions can lead to massive conflicts or even apocalyptic events.

Cosmology: The Ninefold Realms

Creation Myth

At the dawn of time, the universe was an infinite expanse of raw potential. From this primordial chaos emerged the Nine Primordial Entities, each embodying a fundamental aspect of reality. These beings forged the Ninefold Realms, each one a reflection of their own nature. Together, these realms form a balanced multiverse, where each plane exerts an influence on the others, and their harmony maintains the integrity of the cosmos.

The Nine Planes of Existence

1. The Luminara (Plane of Light and Order)

  • Nature: This plane is the source of light, law, and divine order. It is where the gods of justice, creation, and truth reside.

  • Description: A realm of golden cities, endless daylight, and perfect symmetry. The laws of the universe are written here, and celestial beings act as enforcers of these divine decrees.

  • Magic: Light magic, protective spells, and divine blessings. Healers, paladins, and law-driven magic-users draw from this plane.

  • Deity: Illuminaris, the Eternal Judge, who oversees the balance of laws and creation.

2. The Umbrara (Plane of Shadow and Chaos)

  • Nature: The opposite of Luminara, the Umbrara is a realm of shadow, deception, and chaos. Here, entropy reigns, and everything is in constant flux.

  • Description: A twilight world where shadows twist and reality warps. Structures shift unpredictably, and the rules of time and space are malleable.

  • Magic: Illusions, curses, and chaotic magic that defies natural law. Warlocks and trickster mages often channel power from this plane.

  • Deity: Nykalor, the Shadow Weaver, a deity who thrives on deception, secrets, and manipulation.

3. Pyros (Plane of Fire and Passion)

  • Nature: The embodiment of flame, destruction, and raw emotion. Pyros is the plane of unrestrained passion, where creation and destruction are intertwined.

  • Description: A world of ever-burning flames, molten rivers, and volcanic mountains. The land constantly reshapes itself in eruptions of both beauty and violence.

  • Magic: Fire magic, spells fueled by emotion, and destructive sorcery. Elementalists and sorcerers often draw power from Pyros.

  • Deity: Ignoros, the Flamebringer, a god of passion, change, and destruction.

4. Aquara (Plane of Water and Life)

  • Nature: The plane of water, nurturing life and endless cycles. Aquara represents both the gentle flow of rivers and the overwhelming force of oceans.

  • Description: A vast, shimmering ocean with islands of coral and seaweed, where the currents are alive with magic. The deeper one goes, the more alien and powerful the creatures become.

  • Magic: Water magic, healing, and spells related to the flow of life. Druids, healers, and sailors often invoke Aquara's power.

  • Deity: Thalassia, the Tidekeeper, a goddess of oceans, renewal, and the flow of life.

5. Terros (Plane of Earth and Stability)

  • Nature: The plane of earth, representing strength, endurance, and stability. It is the foundation of all that is solid and permanent.

  • Description: A realm of towering mountains, deep caverns, and endless plains of rock. Time moves slowly here, and the plane exudes a sense of timelessness.

  • Magic: Earth magic, spells of protection and resilience. Dwarves, geomancers, and warriors draw strength from Terros.

  • Deity: Durak, the Stonefather, a god of the earth, permanence, and endurance.

6. Aetheris (Plane of Air and Freedom)

  • Nature: The plane of air, representing freedom, thought, and the infinite sky. Aetheris is a place of constant motion and boundless exploration.

  • Description: A realm of floating islands, endless skies, and roaring winds. Gravity is optional here, and the horizon is always just out of reach.

  • Magic: Air magic, spells of speed, flight, and mental clarity. Wizards, explorers, and inventors often channel Aetheris.

  • Deity: Zephiros, the Sky Wanderer, a god of wind, inspiration, and change.

7. The Netherdeep (Plane of Death and Decay)

  • Nature: The realm where souls go to be judged and reincarnated or dissolved. The Netherdeep represents the inevitability of death and the natural decay of all things.

  • Description: A dark, misty underworld where rivers of souls flow. The ground is made of bones, and crypts rise like mountains in the distance.

  • Magic: Necromancy, death magic, and spells related to the cycle of life and death. Necromancers and death priests invoke power from this realm.

  • Deity: Mortav, the Reaper, a deity of death, judgment, and the afterlife.

8. The Astralis (Plane of Stars and Fate)

  • Nature: A realm of cosmic forces, destiny, and the threads of fate. Astralis is where the stars move and where the threads of all living beings' destinies are woven.

  • Description: A vast, starry expanse filled with celestial bodies, cosmic entities, and radiant nebulae. The movements of the stars here determine the fates of mortals and immortals alike.

  • Magic: Divination, fate magic, and spells connected to the stars and time. Seers, astrologers, and oracles often draw upon this plane.

  • Deity: Seraphion, the Weaver of Stars, a god of destiny, time, and the night sky.

9. The Nexus (Plane of Balance and Creation)

  • Nature: The Nexus is the plane that sits at the center of the cosmology, binding the other eight planes together. It is the realm of pure creation and balance, where the raw energy of existence can be tapped.

  • Description: A bright, vibrant realm of ever-changing landscapes where reality is fluid. It is the source of all energy, and all other planes draw upon its power.

  • Magic: Pure arcane magic, spells of creation, and the manipulation of reality itself. Archmages and reality-benders often tap into the Nexus.

  • Deity: Primus, the Architect, the primordial deity of balance, creation, and the raw forces that bind the multiverse.

Interactions Between the Planes

The Ninefold Realms are interconnected, each exerting a subtle influence on the others. However, they are not static; the boundaries between them can weaken, leading to planar breaches where the magic and creatures of one plane spill into another. Mortals can travel between the planes using ancient portals or powerful spells, though such journeys are dangerous.

Planar Conflicts

  • The Eternal Struggle: Luminara and Umbrara are locked in a constant battle of order vs. chaos, with mortals often caught in the middle.

  • The Flame and the Tide: Pyros and Aquara often clash, as the forces of fire and water seek dominance over the material realms.

  • The Shifting Horizon: Aetheris and Terros embody the tension between freedom and stability, and their influence often plays out in mortal realms as the conflict between innovation and tradition.

Magic and Its Sources

Each type of magic in the multiverse is tied to one of the Nine Planes. For example, fire-based magic draws its power from Pyros, while healing magic is often tied to Aquara or Luminara. Spells and rituals may require invoking the powers of these planes, and some rare individuals can draw directly from multiple planes, though this often comes with risks of imbalance or corruption.

Deities and Their Worship

The deities of each plane have their followers, temples, and orders in the mortal realm. For example, the followers of Ignoros may form fiery cults focused on passion and destruction, while those of Seraphion might establish astrologer-priests who read the stars for guidance. Each god’s worship shapes the cultures and societies that align with their principles, and conflicts between the gods often play out in the material plane through divine interventions, cataclysms, or planar rifts.

Adventure Hooks

  1. Planar Invasion: A rift has opened between the Mortal Realm and Pyros, and creatures of flame are ravaging the countryside. The players must journey to Pyros to close the rift.

  2. The Astralis Conjunction: The stars have aligned, and an ancient prophecy tied to Seraphion’s will is about to unfold. The players must race to either fulfill or prevent it.

  3. The Veil of Shadow: A cult dedicated to Nykalor is threatening to merge the Umbrara with the Mortal Realm, and the players must stop them before chaos consumes the world.

Here’s a cosmology that defines the relationship between three heavenly realms for your RPG. These realms are celestial in nature but differ in their philosophies, purposes, and rulers. The dynamics between them set the stage for cosmic tension, alliances, and conflicts that players can explore.

Cosmology: The Triad of Heavens

The Three Heavenly Realms

  1. Aetherion (Realm of Order and Light)

    • Purpose: Aetherion is the realm of absolute order, law, and divine justice. It represents the pinnacle of structured creation, where everything has its place and function.

    • Description: A realm of gleaming marble cities, endless daylight, and perfect harmony. The land is divided into vast districts, each governed by a celestial hierarchy that ensures everything functions according to the divine law.

    • Ruler: Solarius, the God of Light and Law, a stern but just deity who seeks to impose order upon the multiverse.

    • Inhabitants: Angels, archons, and other lawful celestial beings who believe in maintaining cosmic balance through order.

    • Magic: Magic from Aetherion is focused on light, law, protection, and purification. Its followers favor spells that bind, shield, and reveal truth.

  2. Elysium (Realm of Life and Harmony)

    • Purpose: Elysium is the realm of life, growth, and peaceful coexistence. It is a paradise where mortal souls who have lived virtuous lives come to rest and enjoy eternal serenity.

    • Description: A vast, rolling landscape of verdant fields, crystal-clear lakes, and peaceful forests. The realm is alive with the music of the universe, and its inhabitants live in harmony with nature.

    • Ruler: Aurelia, the Goddess of Life and Harmony, a nurturing and benevolent deity who desires growth, peace, and the flourishing of all life.

    • Inhabitants: Celestial beings associated with nature, life, and healing, as well as the souls of mortals who have earned a place in this paradise.

    • Magic: Magic from Elysium is centered on life, healing, nature, and peace. Its practitioners use spells of restoration, growth, and calming influence.

  3. Empyrea (Realm of Glory and Heroism)

    • Purpose: Empyrea is the realm of glory, valor, and divine heroism. It is where the souls of great champions and warriors go after death to continue their eternal quest for righteousness.

    • Description: Empyrea is a land of towering citadels, grand arenas, and fields of golden battle, where eternal champions strive to prove their worth. Its skies are filled with radiant energy, and its ground trembles with the footsteps of gods and heroes.

    • Ruler: Valkyros, the God of Heroism and Glory, a powerful and charismatic deity who encourages noble deeds and epic quests.

    • Inhabitants: Celestial warriors, champions, and demigods who seek eternal glory through righteous combat and heroic deeds.

    • Magic: Magic from Empyrea empowers warriors and champions. It includes spells of strength, courage, divine wrath, and the ability to inspire others to greatness.

The Relationship Between the Three Realms

Though all three realms are considered "heavenly" and share a general opposition to evil and chaos, they differ in their approach to cosmic order, life, and heroism. This creates tension, alliances, and sometimes rivalry between their rulers and inhabitants.

  1. Alliance of Purpose:
    All three realms are united by a shared goal of protecting the mortal world from evil forces. Aetherion defends against chaos and corruption, Elysium seeks to nurture life and peace, and Empyrea fights to inspire greatness and destroy malevolent beings. When evil threatens the multiverse, the three realms often work together in powerful alliances, sending celestial champions to assist mortals in dire need. However, their methods often lead to friction.

  2. Conflict of Philosophies:

    • Aetherion vs. Empyrea: Aetherion values strict adherence to law and order, while Empyrea champions individual heroism and personal glory. Solarius believes in the collective power of a structured society, where everyone plays their part according to divine law. Valkyros, on the other hand, encourages bold, independent action, where the strength of a single hero can change the course of history. This philosophical divide often leads to clashes, with Aetherion criticizing Empyrea’s emphasis on personal glory over collective duty, while Empyrea accuses Aetherion of being overly rigid and stifling individual potential.

    • Elysium vs. Aetherion: Elysium’s focus on peace, life, and harmony sometimes puts it at odds with Aetherion’s rigid enforcement of law. Aurelia believes in the natural flow of life and the importance of fostering growth and freedom, while Solarius prioritizes maintaining order above all else, even if it means imposing strict rules that limit freedom. This tension can create subtle political struggles between the two realms, with Elysium opposing what they see as Aetherion’s authoritarian tendencies.

    • Elysium and Empyrea: While Elysium and Empyrea share a deep respect for life and noble virtues, they differ in how they express these values. Elysium believes in peaceful coexistence and healing, while Empyrea values conflict as a means of proving one’s worth. Aurelia views constant battle as unnecessary and destructive, whereas Valkyros sees it as the highest form of devotion. However, they often find common ground in their shared goal of protecting the innocent.

  3. The Celestial Concordat:
    To maintain balance and avoid outright war between the realms, the rulers of Aetherion, Elysium, and Empyrea established the Celestial Concordat, a divine treaty that outlines how the realms should interact and resolve disputes. This accord is maintained by a council of high-ranking celestials from each realm, who meet periodically to discuss matters of cosmic importance and mediate conflicts. Though this treaty helps prevent open conflict, the realms are still prone to tension and political intrigue.

Role of Mortals

Mortals are often caught in the cosmic web spun by these three heavenly realms. Each realm seeks to influence the mortal world in different ways, and mortals may find themselves aligning with one realm’s philosophy over another. The heavenly realms occasionally send champions, visions, or blessings to guide mortals toward their causes, leading to conflicts between those who serve different celestial patrons.

  1. Aetherion's Influence: Mortals who follow Aetherion’s teachings are often paladins, judges, or law-keepers who seek to impose order and justice in the world. They believe in the power of institutions, rules, and divine mandates. Clerics of Aetherion often preach strict moral codes and the necessity of a structured society.

  2. Elysium's Influence: Mortals who worship Elysium’s ideals are healers, druids, and peaceful sages. They work to protect life in all forms, fostering peace and growth wherever they go. They oppose unnecessary violence and seek harmony between people, nature, and the divine. Clerics of Elysium are known for their compassion and ability to heal even the deepest wounds.

  3. Empyrea's Influence: Mortals who are drawn to Empyrea are warriors, adventurers, and heroes. They believe that individual greatness can change the world, and they strive for personal glory through valorous deeds. Empyrean clerics and champions often seek out epic quests, seeking to inspire others through their bold actions and achievements.

Adventure Hooks

  1. The Celestial Tournament: Every century, Empyrea hosts a grand tournament where celestial champions and mortal heroes can compete for the favor of Valkyros. Mortals who enter must navigate not only the physical challenges of the arena but also the political tensions between the realms of Empyrea and Aetherion, where Solarius’s agents are secretly working to undermine the tournament.

  2. Aetherion’s Law: A powerful mortal kingdom has been influenced by Solarius and has begun implementing draconian laws that prioritize order above all else. Elysium’s agents believe this regime is stifling the natural flow of life and seek to subvert the harsh rulership, recruiting the players to lead a peaceful rebellion.

  3. The Withering of Elysium: A curse has begun to spread through the realm of Elysium, causing its fields to wither and its lakes to dry. The players must journey into the realm to discover the source of the decay, but they soon find themselves caught in a political struggle between Elysium’s peaceful denizens and agents of Empyrea, who see the curse as an opportunity to rise in prominence.

This relationship between the three realms—Aetherion, Elysium, and Empyrea—creates a dynamic framework for celestial politics, moral dilemmas, and opportunities for characters to interact with or oppose divine forces. The players may find themselves navigating the tensions between law, life, and glory as they choose which heavenly ideals to follow or reject.

Here’s a cosmology defining the relationship between three underworld realms for your RPG. These realms represent the darker aspects of death, punishment, and transformation, each with its own ruler and purpose. The relationship between them is shaped by ancient rivalries, power struggles, and fragile alliances, creating a dangerous but fascinating landscape for players to explore.

Cosmology: The Triad of the Underworld

The Three Underworld Realms

  1. Nekros (Realm of Death and Passage)

    • Purpose: Nekros is the realm of transition, where souls of the dead arrive to be judged and either sent to their final resting place or reincarnated. It represents the neutral force of death, neither inherently good nor evil.

    • Description: A vast, mist-covered land of twilight, filled with endless rivers that carry the souls of the dead to the judgment halls. Silent, robed figures ferry souls across the waters, while massive, shadowy beings wait to pass judgment.

    • Ruler: Mortus, the Pale King, a stoic and impartial god of death who oversees the fate of all souls. He ensures that the balance of life and death is maintained.

    • Inhabitants: Soul reapers, psychopomps, and spectral judges. These beings are dedicated to the impartial handling of souls and resist any influence that seeks to disturb the natural order of death.

    • Magic: Nekromantic magic related to death, spirit communication, and the preservation of the natural cycle. Necromancers and spirit mediums often call upon Nekros’s power.

  2. Tartarus (Realm of Punishment and Torment)

    • Purpose: Tartarus is the realm of eternal punishment, where wicked souls are sent to suffer for their crimes in life. It is a place of immense suffering and cruelty, ruled by a tyrant who delights in inflicting pain on the damned.

    • Description: Tartarus is a land of fiery chasms, endless wastelands, and massive iron fortresses where the worst of the dead are imprisoned and tortured. Rivers of molten lava flow through its desolate plains, and screams echo through the air.

    • Ruler: Erebos, the Iron Tyrant, a cruel and vengeful god who takes pleasure in the suffering of those sent to his realm. He is obsessed with power and control over the condemned.

    • Inhabitants: Demonic jailers, torturers, and cursed souls. These beings enforce the endless torment of the wicked, ensuring that their suffering continues for eternity.

    • Magic: Dark, infernal magic that binds, curses, and torments. Warlocks, inquisitors, and those who seek vengeance often tap into the dark power of Tartarus.

  3. Nyxara (Realm of Shadows and Transformation)

    • Purpose: Nyxara is the realm of shadows, mystery, and transformation, where souls lost between life and death are sent to either fade into oblivion or be transformed into something new. It is a place of liminality, where the boundaries between life, death, and the unknown blur.

    • Description: A surreal and ever-shifting landscape of dark forests, shadowy mountains, and swirling fog. The very fabric of reality in Nyxara is mutable, with illusions and nightmares bleeding into the physical realm. Souls here are neither at rest nor in torment—they are suspended in a state of uncertainty.

    • Ruler: Nyx, the Shadow Queen, a mysterious and enigmatic goddess of shadows, dreams, and transformation. She controls the liminal space between existence and nonexistence, guiding or manipulating souls into their final forms.

    • Inhabitants: Shadow spirits, nightmarish creatures, and beings of pure illusion. These entities guide souls through trials of transformation, though many are consumed by madness or fade into the void.

    • Magic: Shadow magic, illusion, transformation, and dreamwalking. Sorcerers and mystics who deal with the unknown often invoke Nyxara’s power, though her gifts are often double-edged.

The Relationship Between the Three Realms

Though all three realms belong to the underworld, they serve different purposes and their rulers have complex relationships. The balance between them ensures the multiverse's life cycle continues, but there are constant tensions and power struggles that play out in the dark corridors of death.

  1. The Balance of Death:

    • Nekros serves as the neutral arbiter of death and the first realm all souls encounter. Mortus is responsible for determining whether souls are sent to their eternal punishment in Tartarus, transformed in Nyxara, or reincarnated. Because of his role as a neutral overseer, Mortus is respected by both Erebos and Nyx, though neither fully trusts him, believing he holds back too much power for himself.

    • Tartarus and Nyxara both rely on the souls sent from Nekros, but their approaches to the afterlife are vastly different. Erebos sees his realm as a necessary force to punish evil and impose strict order on the damned, while Nyx believes in the fluidity of death and transformation, offering a path to rebirth—or oblivion.

  2. Tension Between Punishment and Transformation:

    • Tartarus vs. Nyxara: Erebos and Nyx are in constant philosophical conflict. Erebos sees punishment as the ultimate fate for wicked souls, believing that eternal torment is the only justice for those who have sinned. Nyx, on the other hand, views death as a state of change, where even the most cursed souls may be transformed or reshaped. Nyx accuses Erebos of cruelty, while Erebos sees Nyx’s realm as too forgiving and chaotic, a place where souls are not properly dealt with. Their agents occasionally come into conflict when they vie for souls that Mortus has yet to assign.

    • The War of Souls: At times, Nyxara and Tartarus engage in “Soul Wars,” where their minions vie to claim the lost or powerful souls passing through Nekros. Erebos’s infernal forces battle Nyx’s shadowy agents over these souls, each seeking to gain more power over the dead. These conflicts are often short-lived but fierce, with Tartarus pushing for order through domination and Nyxara seeking chaos and transformation.

  3. The Role of Nekros:

    • Mortus maintains a fragile balance between Tartarus and Nyxara, ensuring that neither realm gains too much influence over the dead. He acts as a mediator, though his neutrality makes him the target of both Erebos’s schemes and Nyx’s seductions. Mortus's power lies in his authority over death itself, but he is wary of tipping the cosmic scales too far in favor of one realm or the other. Nekros serves as the ultimate decider of the dead’s fate, and as such, Mortus is both feared and respected by Erebos and Nyx.

    • Neutrality in the Underworld: While Mortus may favor order and the proper flow of souls, he occasionally allows some souls to slip into Nyxara to escape Tartarus's torment, or vice versa, depending on cosmic circumstances. This decision-making process keeps both Nyx and Erebos guessing, preventing either from fully understanding Mortus’s motives or intentions.

  4. The Fate of Souls:

    • Nekros's Judgment: When a mortal dies, their soul arrives in Nekros, where they are judged by Mortus’s spectral judges. Souls that are deemed wicked or irredeemable are sent to Tartarus to endure eternal punishment, while those that are lost, confused, or in need of further transformation are sent to Nyxara. Occasionally, Mortus reincarnates a soul directly, though only in rare cases.

    • Nyxara’s Transformation: Souls that are sent to Nyxara face trials of the mind and spirit. Those who survive Nyx’s trials may be transformed into new beings or spirits, reborn with new purpose or dissolved into the shadows. Some are given a second chance at life, though often in altered forms, while others simply fade away.

    • Tartarus's Punishment: Souls that end up in Tartarus face endless torment under Erebos’s rule. The more powerful or malevolent the soul, the harsher their punishment. Escape from Tartarus is nearly impossible, though some souls manage to outwit their captors or strike dark bargains to gain temporary freedom.

Role of Mortals

Mortals are often caught in the cosmic web of these underworld realms. Some seek to avoid the torments of Tartarus by currying favor with Erebos in life, while others turn to Nyxara in hopes of avoiding death entirely or being reborn. Necromancers, priests, and death cults often align with one of the three realms, offering prayers or sacrifices to influence their fate after death.

  1. Cult of Nekros: Mortals who revere Nekros often serve as undertakers, necromancers, or spirit guides. They believe in the balance of life and death and seek to uphold the natural order of the cosmos. Priests of Mortus are known for their rituals that help guide souls to their proper place in the underworld.

  2. Cult of Tartarus: Followers of Erebos often believe in strict justice and vengeance. They are warlocks, inquisitors, or warriors who enforce harsh laws and believe in punishment for wrongdoers. They may even strike pacts with Tartarus's demonic agents to ensure that their enemies suffer in the afterlife.

  3. **Cult of Nyx

For your RPG, here's a relationship between three Mortal Realms, where each realm has its own culture, resources, and governing principles, which lead to alliances, conflicts, and intrigue. The dynamics between these realms can provide rich storytelling opportunities and create tension as players navigate the complex political and magical relationships between them.

Cosmology: The Triad of Mortal Realms

The Three Mortal Realms

  1. Valoria (Realm of Honor and Conquest)

    • Description: Valoria is a land of noble houses, vast armies, and a culture built around honor, martial prowess, and conquest. It is a highly stratified society where one's status is defined by their deeds in battle and their loyalty to the realm's ancient code of honor.

    • Capital: Valorum, a massive walled city surrounded by rolling plains, known for its grand tournaments and towering keeps. The seat of the High King who rules over Valoria, though internal power struggles among the noble houses often threaten the unity of the realm.

    • Culture: Valorians pride themselves on their military might and their rigid code of honor, where a warrior’s worth is measured by their deeds in war. They are expansionist and often seek to bring neighboring realms under their rule, believing it is their divine right to rule over all.

    • Ruler: High King Arvidus, a charismatic but ruthless leader, seeks to unite all of the mortal realms under Valorian rule. He believes in the divine mandate of his bloodline and has ambitions to conquer or ally with the other realms.

    • Magic: Magic in Valoria is focused on war, strength, and protection. Battle mages wield fire and steel to enhance the realm's military might, and sacred orders of knights are often blessed with enchantments to bolster their honor and valor.

  2. Erevar (Realm of Trade and Innovation)

    • Description: Erevar is a bustling mercantile realm, where trade, innovation, and wealth are the highest values. It is a realm of vast cities, bustling marketplaces, and guilds that control both industry and politics. While it lacks the martial culture of Valoria, Erevar dominates the world's trade routes and wields economic power.

    • Capital: Erethon, a sprawling coastal city known for its towering spires, advanced clockwork technology, and bustling harbors filled with ships from every corner of the world. Erethon is a hub of commerce, diplomacy, and intrigue.

    • Culture: The people of Erevar value ingenuity, commerce, and technological advancement. Inventors and merchants are seen as heroes, and wealth is the ultimate measure of success. Guilds and merchant houses often control the political landscape, and the balance of power shifts with the flow of trade.

    • Ruler: Prime Merchant Soranos, a brilliant strategist and shrewd politician who rose from a minor merchant house to control the Grand Council of Erevar. He seeks to maintain Erevar’s dominance over trade and expand its influence by exploiting the tensions between Valoria and Sylara.

    • Magic: Magic in Erevar is intertwined with technology and innovation. Artificers and alchemists create magical machines and enchantments to enhance industry, while wizards focus on spells that manipulate the elements for trade, navigation, and invention. Rune-smiths are highly prized for their ability to bind magic into objects.

  3. Sylara (Realm of Nature and Mysticism)

    • Description: Sylara is a realm of dense forests, ancient mountains, and vast wildernesses where nature and magic are intertwined. The people of Sylara live in harmony with the land, ruled by druids and mystical orders who seek to preserve the balance of the natural world.

    • Capital: Arboris, a city built within the heart of an ancient forest, with grand tree palaces and natural architecture that blends seamlessly with the landscape. It is a sacred place where the Druids of the Sylvan Circle hold sway, and the people live in accordance with the natural cycles.

    • Culture: Sylara is deeply spiritual and connected to nature. The realm’s inhabitants revere the ancient spirits of the forest, mountains, and rivers, and their society is organized around balance and sustainability. They are deeply suspicious of the expansionist ambitions of Valoria and the industrialization of Erevar.

    • Ruler: High Druidess Seraphina, a powerful and wise leader who communes with the spirits of the land. She is a guardian of the natural balance and seeks to protect Sylara from the encroachments of both Valoria’s armies and Erevar’s trade influence.

    • Magic: Magic in Sylara is drawn from nature and the spirits of the world. Druids and shamans wield spells of healing, growth, and transformation, while powerful sorcerers can call upon the elements and the ancient spirits to protect the land. Nature itself bends to the will of Sylara’s magic, making it a formidable defense against invaders.

The Relationship Between the Three Realms

The three mortal realms—Valoria, Erevar, and Sylara—are constantly shifting between uneasy alliances, fierce rivalries, and occasional conflicts. Their relationship is shaped by geography, resources, and philosophical differences, creating a complex web of power that players can interact with and influence.

  1. Economic and Diplomatic Rivalry: Valoria and Erevar
    Valoria and Erevar are locked in a constant struggle for dominance, though their conflict is as much diplomatic as it is militaristic. Valoria desires to conquer Erevar and bring its wealth and trade under Valorian rule, believing that Erevar’s riches and technology could further its empire. However, Erevar wields its economic power like a weapon, using trade embargoes, tariffs, and strategic alliances to weaken Valoria without direct confrontation.

    • Conflict: Valoria’s need for resources to fuel its military machine often brings it into conflict with Erevar’s merchant guilds, who control vital trade routes and supplies. Skirmishes over trade hubs and valuable resources are common.

    • Diplomacy: Despite their rivalry, there are moments of fragile peace, often brokered by Erevar’s Grand Council, who use trade deals and mercantile alliances to stave off open war. Valorian nobles sometimes marry into Erevar’s wealthy merchant houses, cementing uneasy alliances.

  2. Philosophical Divide: Sylara vs. Erevar
    Sylara views Erevar’s technological advancements and industrialization with deep suspicion, seeing them as a violation of the natural order. Erevar, in turn, views Sylara’s mysticism and refusal to embrace progress as backward and limiting. This divide creates tension between the realms, especially as Erevar seeks to expand its trade routes through Sylara’s untamed wilderness.

    • Conflict: Sylara’s druids often clash with Erevar’s prospectors and traders who venture too far into the forests and mountains, seeking to exploit Sylara’s natural resources. These skirmishes sometimes escalate into full-blown conflicts, with Sylara’s nature magic pitted against Erevar’s technological marvels.

    • Diplomacy: Despite this, Erevar’s Prime Merchant Soranos occasionally offers Sylara lucrative trade deals, promising to respect the natural balance in exchange for access to rare magical herbs, minerals, and other resources unique to Sylara’s wilderness. High Druidess Seraphina is wary of these deals, but some factions within Sylara advocate for a closer relationship with Erevar to keep Valoria’s expansionist ambitions in check.

  3. Military Tension and Alliance: Valoria and Sylara
    Valoria and Sylara have a complicated relationship. On one hand, Valoria respects Sylara’s strong connection to the land and sees their druids and rangers as potential allies against Erevar’s encroachment. On the other hand, Valoria’s desire for conquest and expansion puts it at odds with Sylara’s commitment to preserving the natural world.

    • Conflict: Valoria has long coveted Sylara’s fertile lands and magical resources, but it is wary of the realm’s powerful druids and their control over nature. Skirmishes along their borders are common, though full-scale war is avoided due to the unpredictable consequences of Sylara’s magic.

    • Alliance: Despite their differences, Valoria and Sylara occasionally form alliances against Erevar, whose economic dominance threatens both realms. Valoria’s warriors and Sylara’s druids have fought side by side against Erevar’s trade armies in the past, though these alliances are often short-lived and fraught with distrust.

Power Dynamics and Intrigue

  1. Valoria’s Ambitions: High King Arvidus seeks to conquer both Erevar and Sylara, believing it is his destiny to unite the mortal realms under Valoria’s banner. However, he knows that an all-out war with both realms would stretch Valoria’s resources too thin. As such, he uses diplomatic marriages, espionage, and strategic alliances to weaken his enemies from within. Valorian spies operate in both Erevar and Sylara, seeking to sow discord and turn factions against each other.

  2. Erevar’s Subtle Manipulations: Prime Merchant Soranos is a master of intrigue, using Erevar’s vast wealth to buy influence in both Valoria and Sylara. He funds rebellions within Valoria’s conquered territories, and his merchants quietly undermine Valoria’s supply lines. In Sylara, Soranos funds certain factions within the druidic orders, hoping to turn them against Seraphina and push for a more trade-friendly regime.

  3. Sylara’s Defense of Nature: High Druidess Seraphina is less interested in conquest or wealth and more focused on defending the balance of the natural world. However, she is not naive—she knows that both Valoria and Erevar could destroy Sylara if they united against her. She uses Sylara’s deep connection to nature to protect her borders, and her druids are adept at guerilla warfare, striking at enemies who venture too far into the wilderness. Additionally, Sylara’s mastery of ancient magic gives them a powerful, if unpredictable, edge in any conflict.

Role of Players in the Triad

Players can become deeply entangled in the politics and power dynamics of these three realms. Whether they are knights from Valoria, inventors or traders from Erevar, or druids from Sylara, they will have the chance to shape the future of these realms. Their actions could tip the balance toward peace or plunge the realms into full-scale war.

  • Diplomatic Envoys: Players might be tasked with brokering peace (or war) between the realms, navigating the complex relationships between the ruling powers.

  • Mercenaries or Warriors: They could serve as soldiers for one of the realms, fighting on the front lines of conflicts or participating in secret missions to undermine an enemy.

  • Agents of Change: The party may have the power to change the course of history, perhaps by supporting a revolution in one of the realms, forging a powerful alliance, or discovering ancient magic that could shift the balance of power.

This dynamic relationship between Valoria, Erevar, and Sylara creates a rich tapestry of alliances, conflicts, and intrigue for your RPG world. Players will have countless opportunities to engage with these mortal realms, whether through diplomacy, war, or exploration.

Elandor: The Land of Forgotten Kings

1. The Age of Dawn (0 - 1000 years ago)

Elandor was once a vast, uncharted wilderness inhabited by ancient, magical creatures known as the Faerune—beings of elemental power and ethereal beauty. Humans were a nomadic race during this period, living in fear and reverence of the Faerune, worshiping them as gods.

  • Founding of the First City (Year 500): A visionary chieftain named Thalor the Bold united several nomadic tribes to found the city of Veridale, near the Great River Elys. With the aid of a mysterious artifact called the Stone of Omens, he brokered peace with the Faerune and laid the foundations for the first human kingdom in Elandor.

  • The Pact of the Faerune (Year 800): The Faerune granted humanity dominion over the land in exchange for ritual offerings and preservation of nature. This led to a time of peace where humans flourished under their protection.

2. The Age of Kings (1000 - 1500 years ago)

With the power of the Stone of Omens, the human kingdoms grew, and soon Elandor became a land of prosperity. However, not all humans honored the ancient pact with the Faerune.

  • The Great Expansion (Year 1020-1200): Under King Alistair of Veridale, Elandor expanded rapidly, conquering neighboring territories and building magnificent cities. The powerful House Valen rose to prominence, becoming the ruling dynasty of Elandor.

  • The Sundering of the Pact (Year 1300): King Alistair’s descendant, Queen Thariel, sought to claim lands deep within the Faewoods, breaking the ancient pact. The Faerune, feeling betrayed, withdrew their protection. This sparked a series of cataclysmic events known as The Sundering—rivers dried, crops failed, and magical beasts attacked human settlements.

  • The War of Reckoning (Year 1350-1400): The Faerune waged war against the humans, leading to widespread destruction. However, the humans rallied under King Odrin Valen, a charismatic warrior-mage. Odrin sought help from The Order of the Seraphs, a secretive order of wizards who had long studied the Faerune’s weaknesses. In a final, desperate battle, Odrin shattered the Faerune’s dominion, though he perished in the conflict.

3. The Age of Shadows (1500 - 1900 years ago)

The death of King Odrin ended the Age of Kings, and Elandor descended into a dark period of strife, magic, and chaos. Without the protection of the Faerune, the land became unstable, and magic grew volatile.

  • The Fall of the House of Valen (Year 1510): With no clear heir, the great houses of Elandor turned against one another. The Valen dynasty collapsed, plunging the country into civil war. Warlords, minor kings, and rogue mages seized power across the land, leading to the fragmentation of Elandor into city-states.

  • The Rise of the Covenants (Year 1600): During this time, various magical factions emerged to claim power. The most notorious were The Covenants of Night—shadowy collectives of necromancers and blood mages that ruled with fear and dark magic. These covenants warred with one another and controlled many of the once-great cities.

  • The Plague of Twilight (Year 1750): A magical plague spread across the land, twisting humans and beasts into horrid abominations. This forced what remained of the old nobility to band together and form alliances for survival. The country’s once-beautiful landscapes were ravaged, and dark magic pervaded every corner of society.

4. The Age of Reclamation (1900 - 2300 years ago)

As hope seemed lost, a hero arose—a commoner from the ruined capital of Veridale, who bore a strange resemblance to the long-dead King Odrin.

  • The Rise of Queen Aerlyn (Year 1925): Aerlyn, the so-called "Silver Queen," claimed to be the last descendant of Odrin Valen. With a group of skilled warriors, mages, and scholars, she began a campaign to restore Elandor. Her knowledge of lost magics and a powerful relic known as the Heart of the Faerune allowed her to heal the land, driving back the Covenants and lifting the magical plague.

  • The Restoration of the Kingdom (Year 1950): Aerlyn reclaimed the capital and crowned herself Queen of Elandor. She unified the city-states, restored order, and re-established the royal court. However, not all were pleased with her reign—remnants of the Covenants still lurked in the shadows, while the noble houses bickered for power.

5. The Current Age (2300 years onward)

Elandor is now a kingdom on the rise, but its future is far from secure. The balance of power is fragile, and the magical forces that once plagued the land are stirring again.

  • The Faerune Return (Present Day): Strange omens have been seen across Elandor—ancient Faerune sites have reawakened, and reports of magical creatures emerging from forgotten realms have spread. Some say the Faerune are planning their return, while others whisper that Queen Aerlyn’s descendants have lost control of the ancient magics.

  • The Factions of Elandor:

    • The Crown: The ruling monarchy, still led by the descendants of Queen Aerlyn. The royal family seeks to maintain peace and order, though their power is waning.

    • The Noble Houses: Ancient families like House Greyspire and House Ravencall, who vie for control of key regions and hold centuries-old grudges.

    • The Covenants: Though their power is diminished, remnants of the dark magical orders from the Age of Shadows still manipulate events from the shadows, biding their time to strike.

    • The Faerune Cults: Secretive groups who seek to restore the Faerune to power, believing that humanity’s reign over Elandor is unnatural.

    • The Order of the Seraphs: A mysterious group of wizards and scholars who seek to prevent the return of the Faerune at all costs.

Elandor’s modern-day challenges include an impending Faerune resurgence, internal conflicts between noble houses, and the lingering threat of rogue magical factions. Players in this world can become involved in courtly intrigue, search for forgotten relics of power, fight ancient magical beasts, or even try to reshape the fate of the kingdom itself.

Aelath: The Shattered Land of Stars

1. The Age of Stars (0 - 800 years ago)

Aelath was once a land favored by the celestial beings known as the Starlords—cosmic entities that brought light, knowledge, and powerful magic to the early inhabitants of the land. The Starlords taught the people of Aelath how to harness the power of the stars, and for centuries, the nation was a beacon of prosperity and learning.

  • The Founding of the Celestial Cities (Year 100): The Starlords guided the humans in building vast cities known as the Celestial Cities, great towers of shimmering crystal that harnessed the power of the stars themselves. The capital, Astara, became the center of learning and magic in the known world.

  • The Celestial Covenant (Year 300): To preserve balance, the Starlords created a Celestial Covenant, a sacred agreement that allowed the humans to wield star magic in exchange for maintaining peace and order. A Council of Astral Mages was formed, chosen by the Starlords to guard the secrets of the stars.

  • The Golden Age of Aelath (Year 300-800): Aelath prospered for centuries. Its star-powered magic made it the most advanced nation in the world. Art, science, and magic flourished, and the people lived in harmony with the cosmic forces.

2. The Age of Dissonance (800 - 1300 years ago)

But all golden ages must end. Over time, the Starlords grew distant, and humanity’s ambition for power grew unchecked. This led to a catastrophic event that would reshape Aelath forever.

  • The Fall of the Celestial Cities (Year 810): A faction of mages, led by the ambitious sorcerer Valdris Arkein, sought to control the star magic for themselves. They defied the Starlords and attempted to seize the Celestial Crown, a powerful artifact said to grant control over the cosmos. In their arrogance, they tore open the Starveil, the boundary between the material world and the realm of the Starlords. This unleashed cosmic energies that obliterated the Celestial Cities and turned Astara into a ruin.

  • The Shattering of Aelath (Year 820): The destruction of the Starveil caused the Shattering—a magical cataclysm that fractured the land. Great rifts formed, cities crumbled, and the once-beautiful landscapes of Aelath were transformed into wild, unstable regions where magic ran rampant. Many of the surviving mages were corrupted by the star magic, becoming twisted beings known as Starborn Wraiths.

  • The Exile of the Starlords (Year 850): The Starlords, angered by humanity’s betrayal, abandoned Aelath, vowing never to return. Without their guidance, the Council of Astral Mages dissolved, and the once-unified nation descended into chaos. The survivors of the Shattering were left to rebuild in a land scarred by cosmic magic.

3. The Age of Fractures (1300 - 1800 years ago)

Aelath was no longer the beacon of hope it once was. Instead, it became a land of fractured city-states, isolated by the lingering effects of the Shattering and ruled by ambitious warlords, mages, and tyrants.

  • The Rise of the Mage-Lords (Year 1300-1500): Powerful mages who survived the Shattering took control of the few remaining cities. These Mage-Lords ruled with an iron fist, using their star-touched powers to dominate the common folk. The most notorious of them was Lady Sarynth, who declared herself the Star Queen and ruled over the broken lands of northern Aelath for nearly a century.

  • The Wars of the Fractured Crown (Year 1500-1600): Many sought the remnants of the Celestial Crown, believing it to be the key to uniting Aelath once more. These relic-hunters, driven by greed or misguided hope, plunged the land into constant war. Several factions rose and fell during this time, each claiming to be the true inheritors of the ancient Celestial Covenant.

  • The Starveil Wastes (Year 1600-1700): The regions closest to the ruined capital of Astara, now known as the Starveil Wastes, became increasingly dangerous. Strange creatures born of the shattered magic roamed the lands, and entire cities vanished into the voids between worlds. Some brave souls still ventured there in search of the lost knowledge of the Starlords.

4. The Age of Reclamation (1800 - 2100 years ago)

After centuries of chaos, a new force emerged—one that sought to reclaim Aelath’s former glory, but not without opposition.

  • The Reformation of the Astral Order (Year 1800): A group of idealistic mages, led by the scholar Kaelen Thorne, rediscovered fragments of the Celestial Covenant and sought to restore balance to Aelath. They founded the Astral Order, a new council dedicated to healing the land and reviving the lost magic of the stars. The Astral Order gained many followers, especially among those tired of the endless wars.

  • The Starveil Accord (Year 1850): The Astral Order brokered peace between several warring factions, including the Mage-Lords and the mercenary armies of the southern city of Damaris. The Starveil Accord established a fragile peace, and efforts began to rebuild parts of the ruined capital. However, many Mage-Lords retained their power and saw the Accord as a threat to their rule.

  • The Return of the Starborn (Year 1900): Strange omens began to appear in the skies, and the once-dormant Starborn Wraiths stirred in the Starveil Wastes. Rumors spread that the Starborn King, an ancient entity believed to be a corrupted Starlord, was preparing to return and reclaim Aelath for the celestial realms.

5. The Current Age (2100 years onward)

Aelath is a land of tenuous alliances, powerful relics, and lingering magic. The future is uncertain, with forces both ancient and new competing for control.

  • The Celestial Court (Present Day): The Astral Order, now led by High Mage Vaelaen Thorne, seeks to rebuild Aelath into a unified kingdom under the guidance of the Celestial Court—a council of mages, scholars, and leaders devoted to the ideals of the Celestial Covenant. However, the Mage-Lords, now led by Archmage Syndra Caine, view this as an attempt to strip them of their hard-won power.

  • The Relics of the Stars: Several powerful relics, including the remnants of the Celestial Crown, are rumored to lie in the depths of the Starveil Wastes. Adventurers, mercenaries, and scholars alike seek these artifacts, hoping to wield their power—or prevent them from falling into the wrong hands.

  • The Starborn Threat: The Starveil Wastes have become increasingly unstable, and sightings of the Starborn Wraiths have grown more frequent. Many fear that the Starborn King is gathering his forces to reclaim Aelath and usher in a new era of darkness.

Factions of Aelath:

  1. The Astral Order: A faction of mages and scholars dedicated to restoring Aelath to its former glory, led by the idealistic High Mage Vaelaen Thorne.

  2. The Mage-Lords: Powerful individuals who control fractured territories, most notably Archmage Syndra Caine, who seeks to expand her domain.

  3. The Celestial Court: A political and magical council formed by the Astral Order to maintain peace and reclaim lost knowledge.

  4. The Starborn Cults: Mysterious groups that worship the Starborn Wraiths and the Starborn King, believing his return will bring them great power.

  5. The Free Cities: Independent cities like Damaris, which operate outside the control of the Mage-Lords or the Astral Order, ruled by wealthy merchant princes and mercenary lords.

In Aelath, players can explore the ruins of the Celestial Cities, uncover lost relics of the stars, engage in magical and political conflicts, or face the rising threat of the Starborn Wraiths. The future of this fractured land is uncertain, and their choices may shape the destiny of Aelath.

 

In this cosmology, the universe is governed by two primordial forces, The Bright One and The Dark One, who exist beyond the confines of time and space. These two beings are not merely deities but are the embodiment of cosmic principles, each playing a crucial role in the eternal cycle of creation, destruction, and rebirth

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