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Magh Mor

Magh Mor in Cosmology

  The Realm of Magh Mor is one of the four "core" realities that make up Alvez, along with Bedouar, Dindan, and Old Elfriche. In the most widely circulated cosmological models, it is typically depicted as surrounding the others, a formless cloud without hard borders.   While Bedouar is governed by Chronos (Measured Time) and Old Elfriche by Kairos (Experienced Time), Magh Mor is seemingly disconnected from its flow entirely, effectively frozen in unchanging perpetuity. The Hud continues to flow through the plane in rivers of white light, eventually reaching the endless sea.

Geography

Magh Mor is the realm of the dead, traversed by Anoan, the souls of the departed, as they make their journey across the White Plain to unknown points far beyond its vast expanse. The divide between the word of the living and the dead were ripped assunder during The Tear, leading to the intermingling of the once largely inaccessible realities.   Most accounts of Magh Mor are taken from regions of Bleed near Bedouar, and describe a low-lying, generally featureless meadow or field, filled with waist high grass, barley or wheat, all in shades of white and grey. A thick blanket of Feth Fiada hangs over the landscape, defusing a uniform and ever-present white light across the entire plane. This mist greatly limits visibility, and makes exploration and charting difficult, if not impossible. Those who enter the Land of the Dead by sea describe a vast white ocean, covered in fog and similarly featureless and colourless. Regardless of the surroundings at the entryway, all bleeds bordering Bedouar share these features.   Further exploration, however, begins to reveal more variety. Those who brave longer journeys into the White Plain reveal the presence of gently rolling hills, snowfields, sandy deserts and even forests, all rendered in the same monochromatic greys and misty whites. Some have even found shorelines of sandy beaches and marshy wetlands on the borders of the endless sea, or seen islands in the foggy distances. These geographical features are typically described as minor, and subdued, without the great heights and lows found in the other planes.   As one adjusts to the White Plain, dark shapes begin to emerge from the mists, taking the form of ruined structures, Standing Stones or monoliths. Some are approachable, while others perpetual recede no matter how much effort is expended in approaching them, maintain a constant distance at all times. These are thought to be forgotten relics of the realms of Alvez from before the Tear, or from other planes entirely.  

Notable Locations

  While typically described as desolate, formless and endless, there are actually numerous natural and built landmarks scattered in the mists of Magh Mor.  
Magh Airthech
A home of the souls of musicians and bards, the "island" of Magh Airthech is located on a tidal plain on the coast of the Endless Sea, with numerous channels of luminous rivers flowing around it. A palace is carved beneath a great stone archway, hanging above the waters like a stalagtite, music and laughter drifting out from it at all hours. A winding path, walled off by green flames, leads up the arch into the palace. Footsteps in the sands below it glow with green light. Stepping into the palace opens travelers to a world of colour as vibrant as any in Old Elfriche.  
Magh Argentel
The home of the souls of hunters, Magh Argentel is an otherworldly hunting preserve, a quiet pastoral glade made of silver, cloudlike hills and surrounded by rowan trees with brilliant red berries. The trees are always in their blossoming stage and the berries offer supernatural rejuvenation and sustenance. The deer that roam Mag Argantel have antlers of pure gold.   The Castellan of Magh Argantel is the Eladan Ri Benn Auberon, an old hunter with prosthetic feet made of white bronze.  

Magh Imchiunn

  The home of the souls of artists and athletes. Here, the white plains are broken up by fields of vibrant red flowers and golden rivers. A great palace of shining gold sits on a small hillock, offering within it a great feast. The castle is known for its clover-mead, brewed in a cauldron made from the husks of 5 trees.   Rain falls over the plain in the form of glowing silver flame, which remains on the red flowers as dew, retaining its flamelike shine until it dissipates. Red Adderstones can be found on the edges of the sea here, and are prized as potent Talsims.  

Magh Muir

An undersea castle beneath the White Sea of Mag Mor. Each morning, a parade of golden chariots races out of the castle gates, chasing the rising sun with the tide. It is claimed that Mag Muir can be accessed from Enez-Sun of the Ar Mor Armorica.  

Les Roches Argentes

  Roches Argents

Climate

The climate of the Great Plain has been described as cold and wet, similar to passing through the mists of the Feth Fiada, but without any trait reaching notable levels beyond this general description. The Plain has never been described as having any wind, rain or other weather beyond the baseline misty fog, nor does it appear to have distinctive seasons or even a day/night cycle.

Fauna & Flora

Magh Mor is the realm of the dead, but is far from a barren wasteland. Fields of white grass and wheat-like grains cover most of the fields, giving the White Plain the impression of an endless meadow. Forests filled with grey-trunked trees can be found deep within it, as well as rare patches of brightly coloured plantlife.   The main "inhabitants" of the realm are the Anoan, the souls of the deceased that make their way across the fields. Some find their home in the various locales that dot the landscape, while others continue on to part unknown. Likewise, the spirits of animals can often be found in the wilds of Magh Mor.   The Gargan can occasional be found residing in Magh Mor, as can the spirits of great heroes, hosting feasts, hunts and drinking halls in the mists.  

The Unquiet Dead

  Following the Tear, the line between life and death became blurry. The Sluagh are the most prevalent of these, hollow bodies given to base impulses. The Sluagh wander freely through Magh Mor, but more dangerously, into Bedouar.   On the other side are the Envorad, spirits of the untethered dead who roam the Bleeds of the world. Some are merely psychic memories, shadows locked into a set cycle, while others are something more entirely.  

The Ankou

Alternative Name(s)
The Great Plain, the Plain of the Dead, the Endless Plain
Type
Dimensional plane
Location under
Included Locations
Characters in Location

Articles under Magh Mor


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