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(Taken from the Royal Library of Evendarr 7/22/603)
Amaliel Golindreth Master Archivist Arch-Wizard of Records & Lore The Elven Institute of Learning
& Magick Helevorn The following treatise was written
in the year 575 ER and contains the operating principles upon which the
cosmology of Tyrra is based as it applies to elementals, planes and domains. This treatise is not expected to be
absolute fact, but offer an understanding about the Planes and their Aspects.
This is largely due to many elementals being known to lie or be deceptive or
uncooperative concerning information about themselves, their origins, current
allies/enemies, their missions, etc. However, consistency of
Identification within a Think of the planar cosmology as a metaphysical brain without a proactive mind operating it. The planes create elemental aspects of themselves to deal with the Day to day and long term goals of the plane. Most often the plane maintains its existence through these elementals, using Mortals to help them fulfil their needs so as not to allow there plane to unravel and cease to exist. I.
There are five major types of elemental planes: Fire, Earth, Air, Water
and Time. Four of them each consist of a
single physical element (Fire, Earth, Air, and Water).
Their advantage is that each one is pure and eternal.
Their disadvantage is that they are incapable of change or imbalance.
There is only one of each of these four Physical Planes, although their
metaphysical "size" may make them seem almost boundless. The fifth type - Time - is formed
from the infinite possibilities of combinations of the other four.
Their advantage is that each is unique and capable of constant change or
evolution. Their disadvantage is
that they are of finite duration. Each
one has a beginning, middle, and an end, ranging from nanoseconds to billions of
years. The number of Time planes is
currently unknown, and reaches into the near infinite.
Each, however, is "bounded". Each of the four major physical
planes - and each one of the countless Time planes - can be compared to a
separate region of the "brain", and a network of synaptic pathways
connects all to one another. The
pathways are what we call Magic. There is no "plane of
Magic" in the Tyrran universe. At
the planar level the magic is undifferentiated, being neither "Earth"
nor "Celestial". Creatures
who are capable of drawing upon the magic will do so
according to their nature and abilities. There are FIVE recognized major
elemental planes: Fire, Earth, Air,
Water and Time. These major planes
cannot be paired opposites because of their odd number.
It is quite possible for any one or
combination of the major elemental planes to oppose any other, or even for
several to form a temporary alliance against one or more of the others.
At the planar level, Tyrran cosmology is NOT dualistic; although paired
opposites do exist among the Time Domains (see below), and creatures from any of
the planes can certainly promote an idea of opposition if it suits their
purpose. All elemental dynamics described
below are predicated upon the universal compulsion of anything which exists to
promote its own welfare and interests: to continue "to be", as it
perceives its own necessities. All elemental creatures inherently
seek to further their own influence. In
the case of the Physical Planes, the elementals of Fire, Earth, Air and Water
are generally little interested with the happenings of the living creatures of
the Time planes, and are more concerned with the preservation and expansion of
their specific planar realm. Their
primary driving force is always to further those ends. II.
Useful definitions: Time Planes: Created from the
combined influence of the Physical Planes.
These planes have a beginning, middle and end, and multitudes of these
exist simultaneously. The universe
of the planet of Tyrra is a Time Plane, and so is the world of the Folke (for
example). Time Planes allow for the
development of living creatures, and also give rise to Time Elementals. Time Elementals: Time Elementals
exist in the presence of any and all Time Planes.
They have no "home" plane in particular but draw great power
from all their planes. Their special ability is to stop time in a local area.
Time Elementals do not have a need to further their influence in the Time
planes. They exist to ensure that
time marches on, and are the elemental police of the Ancient Law of Balance
(described later). They are far
more interested in the struggles of the other elemental creatures than they are
with the living inhabitants of the planes.
Because of the unique abilities of Time elementals, other elementals tend
to bend to their will upon a Time Plane. It
is not within the best interests of the other elementals to pick a fight with
Time creatures, who can effect time itself. These creatures Identify as having
the pure essence of Time, to whatever degree of power they have. Time Domains: While these are
similar to Physical Planes in that they are magical realms of great power,
Domains exist within Time planes and can directly influence all of them.
Time Domains do not exist outside of a Time Plane.
The Domains of Time are: Life-Death, Order-Chaos, Reason-Dream, Light-Dark.
Beings from the Domains Identify as the essence of whatever Domain they
represent, with overtones of Time. The primary motivation for any
actions by creatures from the Domains is to promote the ascendancy of the
quality represented by that Domain. The
Domains of Time tend to use the existence of sentient creatures as an
opportunity to further their dominance over the Time planes and each other.
The Domains of Time exist in a state of flux where each Domain is paired
with another Domain that is inherently opposite to itself.
No Domain or Domain elemental is
inherently good or evil: they are simply aspects of Time.
Players will place these labels themselves, and the labels will depend on
the prevailing cultural values of the area. There is no Life without Death, and
the brightest Light creates the darkest Shadow.
The Domains of Time are paired as
follows (from Roger Gaudreau): Order
- Chaos Reason
- Dream Light
- Shadow (Darkness) Life: Life ranges from Creation to
Retribution. As Life struggles to
regain balance with Death it creates new Life; however, if Life abounds
unchecked, those who stand in the way of this process are eliminated to make
room for those who cooperate. Death: Death ranges from
Regeneration to Destruction. The
taking of Life allows for more Life to be created; however, the other extreme is
that Death becomes Destruction, reaching out to destroy everything. Order: Order ranges from Law to
Tyranny. The use
of the principles of Law are used to keep Chaos in check, but the extreme
is Tyranny, where all must obey the law or be destroyed, with no compassion or
justice. Chaos:
Chaos ranges from Freedom to Anarchy. Chaos
ranges from the occasional stepping outside the law to keep balance with law, to
anarchy where there is no respect for any order and all must struggle to survive
in a world where there is no law or accountability.
It is the domain of Chaos that provides the magic necessary to create and
control undead. Reason: Reason ranges from Logic to
Insanity. The clarity of logic
allows for a consistent and logical approach to life.
In extreme aspect, Reason is the inability to distinguish between true
and false Logic, causing madness. Dream: Dream ranges from Inspiration
to Nightmare. Inspiration creates
goals and a reason to look to the future and see possibilities everywhere.
Dream unchecked leads to Nightmare, as people embrace
their dreams and lose touch with reality only to find that it brings empty
illusion. Dreams may be
waking or sleeping, and may be from outside forces as well as internal ones. Light: Light ranges from
Illumination to Inquisition. Those
Illuminated fight to see that people are safe from the engulfing darkness.
In excess, people ruthlessly invade every shadowy corner with Light,
seeking to utterly destroy every vestige of Darkness, and it matters not what
sacrifices or examples may be made. Shadow: Shadow (Darkness) ranges
from Stealth to Deception. In
lesser aspect, people use the Shadows and Darkness to move quietly and without
notice as they pursue their goals. In
excess, Darkness cloaks everything and no one can be sure of the truth.
The living become consumed with mistrust and
suspicion. The creatures that are generated by
each Time Domain are not narrow in their scope of behavior or motivation.
Domain creatures have aspects that tend to be revealed the most clearly
in their conflict with their paired Domain, but are NOT revealed in a Celestial
Identify. Thought Manifestations may appear as
physical or spectral beings. They Identify
as creatures of pure Magic of the planet of Tyrra, and can have any power that
is appropriate to the situation that created it. Thought Manifestations brought to
Tyrra from another Time Plane (like that of the Folke) cannot continue to exist
on Tyrra unless they can quickly adapt their power to a Tyrran-based source.
If beings from the other Time Plane continue to exist on Tyrra, or if the
Thought Manifestation can command the belief of Tyrran natives, then the Thought
Manifestation will undergo a metamorphosis within a brief period of time and
Identify as above. If there is no
power source to maintain them on Tyrra, they will soon dissipate. Most Thought Manifestations can not
be Banished, since they were created on the plane of
Tyrra.
III.
Each Physical Plane, the plane of Time, and each of the Time Domains
generates a creature known as an Icon Elemental to oversee an area within its
domain. These domains are often linked to specific areas on the Prime Material
plane, where the planets of the multi-verse reside.
In the case of the Domains, the Icon elemental can exhibit all of the
types of behavior listed above. The
planes and domains also generate lesser elementals as needed.
These are frequently created to deal with a specific matter or threat at
hand and thus a lesser elemental encountered may only be able to act in a
particular way. For example, a
lesser Light elemental may be virtuous and completely incapable of Inquisition
while the Icon elemental would easily be able to exhibit these behaviors and the
full range in between. Completely
opposite elementals of the same domain can exist in the same area at the same
time. Icon and Greater elementals
also have the ability to travel across the Time Planes. Each domain usually has one Icon
elemental and multiple Greater aspects that reside at opposite ends of the
motivation guideline above. Therefore,
the Domain of Life, for example, has an Icon Life Elemental,
A Greater Creation elemental and a Greater Retribution elemental, as well as
countless lessers. From the top of the food chain down,
the more powerful elemental has automatic command and control over a lesser
creature from the plane. This
control is absolute. Time elementals do not fall under
the above limitations. There are Icon time elementals, and Lessers that do their
bidding, but the Greaters are also performing a specific tasks, or tasks as to
the wishes of the Plane or the Icon elementals. Time has no opposite aspect. Planar creatures do not travel to each other's planes or domains, which is why they use places like Tyrra to spread their influence. For example, Water elementals do not go to the Fire plane, Order doesn't go to Chaos, etc. Elementals travel between their home plane or Domain, and the worlds of Time planes only. IV. Information pertaining to
Identifications: An elemental Identified in a Elementals Identify as the pure form
of the plane or domain of their origin, but the aspects of Domain elementals are
not revealed For example: a Fire elemental will
always Identify as the pure essence of Fire to whatever degree of power it
contains; but a Chaos elemental will only Identify as pure Chaos with overtones
of Time, and with no information about whether it represents Freedom or Anarchy.
V.
Where elemental creatures come from: Icon elementals are always created
on and from their home plane and are the purest elemental power.
They are created by the plane to replace an earlier, but now deceased,
Icon creature. When an Icon or
Greater elemental is totally destroyed, (through great effort as I have
described in the "design" section to follow) then a new one is
created. This fledgling Icon
elemental is hugely powerful on its own plane but must grow in power before it
can rift and affect the Time planes. It
is therefore the basic instinct of all the elemental aspects to try and find
ways to defeat their planar opposites. This
allows them to manipulate and scheme on the Time planes without having to worry
about there opposite showing up for a while.
It buys them some "time". Greater and Lesser Elementals can be
created in at least three ways:
2. Spontaneously, by the plane itself, to deal with the need at hand (see
the Ancient Law of Balance): the plane can create an Icon, a Greater, or Lessers
when it feels the need. Often times they are created by the plane to deal with Mortals
who enter their domains, be it through conversation or war.
3. From a living form: Living creatures that
become elementals may retain their spirits and could choose to resurrect on
their elemental plane or on the plane where they existed prior to becoming an
aspect. Elementals with spirits can eventually die permanently. They may become
a true elemental as well. If the living creature becomes a true elemental, then
their link with the living is gone and they could be destroyed, as would any
elemental creature of their power. Elementals can evolve and devolve within their planar realm as well. If an Icon creature or Time Elemental spends a lot of time on Time Planes, it may become influenced by those planes and become narrowly aspected in its dealing with them, going from Icon to a Greater for example. This explains why some elementals encountered have changed their classification, and how the planes generate new Icon Elementals. In any case, the overall structure of the plane remains the same and change only occurs when there is room or need for it. VI.
Strengths and Weaknesses of the Elemental Aspects: Elemental
creatures are embodied with the basic essence of the plane that they came from.
Their basic attack or prime ability often has some connection to the
plane or is the most effective form of attack, or furthers their goals against
there opposite if they are from a Time Domain. Elementals can rift into any
location but diminishes the strength of the elementals rifting. There are times
when an elemental could easily rift into a Circle of Power and other times when
it may be unable to access a Ward, based on the power needed once it gets there
and the power limits placed on the creature by the plane.
Most elementals can rift into an area once per Tyrran day, any more may
place them in serious jeopardy of a retributive strike by its opposite. If the
creature rifts more than once a day, they are most times seriously and
noticeably weakened. An elemental generally has no spirit
unless created from a living creature that still retains its spirit.
When it is "killed" or cut-down, the energy reforms in the
plane of origin. Icon and Greater
elementals reform and must gain power before they can rift again. Lessors are
often destroyed and must reform on their plane and gain their strength back
before striking out again. An elemental can be permanently
Banished or destroyed though it is unlikely to occur. It is not an easy task to
Banish or Destroy an Elemental and usually involves great risk to those who
attempt it. Most often, an elemental that is banished or destroyed will be used
elsewhere by the plane, and the plane will send another in its place. Motivations: In designing the elementals and assigning statistics and backgrounds, it is important to carefully design the abilities and motivations of the creature. A smart PC should be able to determine what types of planes are out there, and through the reaction of elementals to each other the PC's should be able to conclude the relationship of the planes. This information should not be very apparent but should be consistent. VII.
Life on the Planes: Elemental planes - including the
Domains - are intrinsically hostile to mortals.
Should an individual somehow enter or be thrust into the planar/domain
heart they will most often be attacked, and may resurrect back on their home
world. The elementals have absolute power
within their planes, and are most often exponentially tougher if confronted
there. Even the Domain of Life is too
powerful for mortals to endure for any length of time; the connection between
body and spirit cannot be maintained. When a mortal travels to one of the
planes, it is very unpleasant for them without a Planar Asylum. The planes
themselves cause damage to living creatures in the form of body damage at
regular intervals during their visit. Some planes, like chaos, kill mortals
without Planar Asylum within a few minutes. Each plane is surrounded by a
"planar margin". This is an interface area between the plane or domain
and the rest of the universe - where mortal life can exist for a brief period
unprotected (about 15 to 30 minutes), and for a bit longer (a few hours) with a
Planar Asylum against that element. Elementals often meet
VIII.
Creating the Elementals - Statistics: Elementals are not affected by
anything dependent on metabolism, charm, sleep, and poisons - although for
Chaos, and in the case of those pesky Dream elementals, Awakens should have
effect. Elementals are healed by the magic
closest to the power of their planes. Each
elemental Aspect has strength appropriate to its plane, but all have some
weakness that would allow for their defeat.
The Elemental Icons are not created
to be all-powerful, but they are very tough to defeat as they have been given
their powers by the plane in order to complete their task. Lesser elementals can range in power
equivalent to a goblin, or to a Death Knight.
There is a great deal of flexibility for power levels and abilities
through these lessers. A Banish
should send any of them home unless the elemental has the magical defenses to
block the attack. The use of the verbal:
"Elemental Stone/Ice/Fire/Lightning" is for creatures from the
physical planes. Special Elemental Attacks are given
to creatures from the physical planes. The attack is elemental in nature,
usually varies with the power of the creature, and can be blocked by an
Elemental Shield. The number of times per day that an elemental can use these
special attacks varies with the power of the creature, but most of them can use
the attack two to five times. An example of an Elemental attack would be Elemental Fire that causes damage equivalent to a Cause Serious Wounds spell.
IX.
The Elemental and their manifestations upon the planes: It is possible for elementals to
appear in many places at the same time, as they are physical extensions of
planar energy. The following descriptions depict the elementals that have been
experienced widely across the continent of Avalon, and the planet of Tyrra.
Icon Order: Traditionally appears wielding a sword "Virtue" and
shield. His skin has a golden tint.
Minions are golden in color, and wear lots of white
Greater Destruction (Death domain): Appears with claws, and can deliver
an Obliteration Formal Magic Spell via a Magical attack while on its own plane.
The Icon usually has horns and ragged red and black blotched skin.
Icon/Greater Life Elemental: this aspect of Life generally appears as an
elemental of white composition, and white hair. They can appear in other living
forms but their true form is all white, almost non-corporeal.
Light/Shadow: these creatures appear with either a white or black base
respectively, and usually contain intricate purple designs.
Earth: these creatures walk
among the planes on their stocky legs. They usually appear as brown-ish
humanoids with black splotches on their body.
Water: These water colored
(blue-ish) creatures have a complete blue coloring about them.
Fire: theses creatures appear as red or orange from top to bottom. X.
Random Thoughts on Elementals:
There are differences between the
widely motivated Icon class and the Greater Aspects in each Domain. Icons often
display all motivations while the Greater Aspects are more focused. All Elementals have a planar realm or domain they call home. For example, an
Entropy Elemental can come from the Death or Chaos domain. The domain often be
determined via an Identify, though it’s difficult to get an elemental into a Most elemental Aspects have a boss
or two, and generally know who its enemies are. This information, if drawn out
of an Elemental, can help scholars and academics determine which planar realm it
is from and give hints and clues to its current task. Elementals, when encountered by Mortals, will sometimes accept a gift in exchange for some sort of aid be it for information, mediation, or warfare. Many times the elementals will help or aid mortals in their tasks so that the plane can call upon those they have helped, to help them when the plane has need. This is very similar to the favor for a favor theory used by the Folke people when dealing with Mortals. The Ancient Law of Balance: The Ancient Law of Balance is the
basic nature of the Time Planes. For
each action there is an equal and opposite reaction.
This principle does not necessarily apply to the source or perpetrator of
the action, but to the action itself. When one element takes an action in a time
plane, the other elements are empowered to take an action as well. This
maintains a balance throughout the planes that is most often monitored by the
time elementals. Perhaps the most interesting thing
to accept is that the Elemental Planes and their Elemental Aspects are almost
exactly equal to each other in overall power. Neither one can ever physically or
magically defeat the other, unless it is through a follower that is most often
not an elemental but a mortal from a Time Plane. Therefore, when Elemental
aspects are generated by the planes according to the Ancient Law of Balance,
they are created almost exactly the same in overall power. Icon Time elementals are the only
exception to this, as it can use any means to keep the Law of balance intact and
functioning without fear of each of the other elements taking an action. The balance can and does fluctuate.
By this we mean that on occasion, for example, Order will be more prevalent than
Chaos in an area. Most often this type of damage to the
balance is caused by those that the Elementals recruit to their cause, thus
causing the other planes to do the same, and maintain the balance. Be
assured that when Order prevails in one area, Chaos prevails in another area.
The planes do not always target the location of imbalance to once again bring
and maintain balance to that area. Rather, the planes will often increase its
presence in an area that is susceptible to alteration. Once a plane regains
overall balance, it will concentrate on the area where its opposite is stronger. END Copyright 1998-2003 NERO International Holding company, Inc., All Rights Reserved NERO is the Registered
Trademark of NERO International, Inc. US PTO Trademark Registration Number
2,270,409 The NERO Rule Book© is Copyrighted 1989-2003 by NERO International Holding Company, Inc., All Rights Reserved.
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Please contact the head of Research, Eric
Augustson, with any comments or corrections.
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