The Material Plane
Navash is the name of both the planet and the material plane in which it sits, according to the gnolls of Chak Hruun, anyway. The Orkrell's name for the plane is Ashkarn, which is thought to be a reference to their home planet.
The material plane is at the centre of the Navashi planar system; all other planes are connected in some way to its existence or inhabitants. According to the lattice theory, Navash is the anchor plane - or node - around which the rest of the planar systems spun out or are connected to form their interplanar web.
Divine realms
The divine realms are eternal places beyond the clutches of space and time. They came into being alongside sentient life, emerging in response to their thoughts, dreams and fears. The oldest of these planes emerged even before sentient thought, and were shaped by the wilds of the Navashi worlds. Some say the Orkrell divine realms are the offspring of their planet's wordless dreams.
To be recognised as a god, a being must be an immortal inhabitant of the divine realms. It is not known whether the Beast Chiefs and Orkrell pantheon were brought into being in the same manner as their realms, or if some other hand shaped their creation.
Narr, Realm of the Beast Chiefs
The Beast Chiefs rule over regions of one realm: Narr. Narr is said to be a reflection of Char Navash, but more extreme in its wilderness and savagery. Each Chief shapes their part of the realm to their will, and it is said that the realm grows as more of the faithful dead are transported to the lands of their masters.
Realms of the Orkrell Pantheon
A multitude of realms house to the Orkrell Pantheon. They do not exist like planets, but rather are strange places connected to one another and to Navash by thin planar barriers. Each one once represented some primal aspect of the Ashkarn, but they have been shaped over time by the will of the gods that now rule them. The realms are as follows:
- Nekarn, the celestial realm. Ruled by Banek, god of time, and Elois Starstepper, goddess of the stars.
- Orkrarn, the ocean realm. Ruled by Gorokhan, god of the sun, and Koshtoneth, goddess of the sea.
- Livrarn, the realm of thought. Ruled by Livrana, goddess of knowledge, and Kalash, god of dreams.
- Narn, the realm of the forest. Ruled by Kerrin Niqat, goddess of nature, and Temu Nivach, god of hunters.
- Uharn, the realm of death. Ruled by Uhn, goddess of death and home to Oronor, god of travellers.
- Zirarn, the dark realm. Ruled by Zirruk, magister of darkness.
Invasive realms
These realms originated somewhere outside of the Navashi system. They were either carried from afar by travelling peoples like the Dwerfolk, or assembled in the Navash system by incredibly powerful magic users.
Glimmer, Realm of the Dwerfolk Pantheon
Said to be a patchwork of the planets of the Dwerfolk before they were lost, Glimmer was wrenched from the grip of time and the multiverse and transposed among the Divine Realms to keep them safe for eternity. The dominions of the Dwerrin gods take the form of regions on a single planet, much like the homes of the Beast Chiefs.
Realms of the Bolgrim
Patchwork realms existing outside of known planar space, the Bolgrim's homes are created from bits and pieces of random places from throughout the multiverse that each Bolgrim has taken a liking to. Apparently, they are all connected in a similar way to the Orkrell realms.
- Thronehold, home of Acendant.
- Burning Tundra, home of Cold Flame.
- Twilight, home of Deathless.
- Labyrinth, home of Glamourweave.
- Chthon, home of Outsider.
- Grey Field, home of Whirling Blade.
- Ocean Endless, home of Deep Tyrant.
- Djinn, home of Wishgiver
Magic on Char Navash
The realms of the Navashi system are connected by planar barriers: flows of strange energy that can be perceived by those who are born with or gifted the power to do so. Navashi magic comes from tapping into these flows, and using them to channel energy associated with the realms beyond Char Navash. So far, these barriers appear to be inexhaustible sources of magical energy. The arcane industrial revolution was inspired by the Bolgrim, who were able to connect mechanical devices to the planar energy that holds their realms close to Navash. So far, no ill effects have been noted from the widespread use of this technology, though some worry about the power it puts in the Bolgrim's hands and investigations have begun into machines that could harness the energy of other realms.
The power of different magic users
- Artificers use small mechanical devices keyed to their biology to harness the energy surrounding the Bolgrim realms.
- Bards are gifted with the innate ability to channel magic through their art, drawing from realms connected to their race (Togi bards channel from Narr, Orkrell from either Livrarn or Orkrarn, Dwerfolk from Glimmer and Sennyth from Labyrinth).
- Clerics are gifted the ability to channel power from their god's realm, with a tendency towards spells that approximate the nature of their deity.
- Druids are either born with a sensitivity to nature magic, or gifted it in the service to a god. They commonly draw from Narr, Narn, Glimmer or Burning Tundra.
- Paladins are always in the service of a deity, and are gifted the ability to channel power from their god's realm in the same way as clerics.
- Rangers are born with a sensitivity to nature magic that allows them to draw from Narr, Orkrarn, Narn, Glimmer or Burning Tundra.
- Sorcerers are born with high levels of untamed magical potential. Some are connected to a particular realm, but most can draw energy from any realm at will.
- Warlocks are granted the ability to channel by their patron, and therefore draw energy from their patron's realm.
- Wizards gain access to magical power through pre-written spells that tap into planar energy. Though an individual may have a proclivity for magic of a certain planar flavour, most can channel from any realm as long as they have an appropriate spell.
Arkahn gifts
On Char Navash, planar travellers gifted with magical abilities by the Arkahn will be linked to the following realms:
- Chronoscaper: Nekarn
- Cosmic: Glimmer
- Elemental: None, draws power from own changed form and the material plane
- Enhanced: None, benefits from improved physiology
- Lifebringer: Narr
- Psion: Livrarn
- Reveller: Narn
- Technomancer: Bolgrim realms
- Trickster: Any and all
- Wild soul: Narr
- Wordsmith: Livrarn or Labyrinth
- Wraith: Zirarn or Grey Field
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