A realm is a group of associated shards that have many connections between them. The inhabitants of a realm often interact with each other and may in many instances, not know that that their worlds are on distinctly different land masses to begin with.
Realm, refers to this as a geographical marker rather than a matter of polity where the boundaries between different locations are not so extreme and inaccessible to one another.
Uniformity in a Shifting Ocean
Colloquially a realm is what one would call a world. The shards of a realm group are strongly connected enough that animals, plants, minerals and people can migrate at such a regular frequency that some may forget the shards are separated land plates all-together. At the realm level things become stable and manageable enough to govern and manage nations and form confederations. Cities can form realm trade routes with eachother without fear of regular extraplanar interferance or attack from otherworldly creatures. Taxes can be collected and troops can be levied within the span of weeks and days allowing the progression of projects and campaigns. Realms that have strong edges sometimes experience such long bouts of peaceful isolation that the populaces that live there are unaware of the greater multiverse around them, often fixated on their own internal affairs and tribulations.
Effects of Magic
Great
archmages tally their domains by Realms, as they wage their great territorial disputes against one another. Magic is chaotic within the
aetherial drifts of the Nebula, but it is most consistent inside Realms where reality is it's most consistent. Teleportation and telecommunication spells require lower ranks of magical power to work inside the Realms, requiring the likes of Teleportation and Sending. Outside of those extraplanar boundaries a great mage has to resort to planar magic to make it past the background nebular feedback. Operations rarely make their way to stellar bodies or connection outposts by measure of just how dangerous such isolation can be. Temporary connections made through the use of powerful magic such as Gate can be used only by the most absurdly powerful mages, and even so only a couple times a day. Logistically, their empires run on the same principles as small time counts, kings and emperors despite their powerful control over the eldritch forces that govern the Nebula.
Infographical Value
At the realm level, different information becomes more pallatable and easy to filter in. Here, all sorts of different demographics, geological phenomenon, biomes and national borders can be depicted meaning that this is the map scale that is most likely to be circulated.
Depicted: A realm map of Leshrenia, highlighting the different shards and connections it has.
Fundamental Simplicity
Unless otherwise mentioned, the Fundaments of a realm are the same throughout each incorporating shard. The strength of such bonds is attributed to the prior high rate of collision and the exchange of fundamental notions creating a cohesive reality over the entirity of the realm. Shards where fundaments differ will occur, creating supernatural phenomenon as the notions between the shards find consensus between discrepencies. This often manifests as islands that float above the rest of the realm or woods that remain haunted with the spirits of the dead despite having no prior traumatic events happening there.
Such places create attractions and resources that might otherwise be difficult to come across and so become a special interest to nations and entrepreneurial types. Realms may even experience rogue
connections at such localities that create an avenue to another local realm. Apetures may manifest in the realms such as a wellspring that carries water from another realm, a wild hedgemaze that brings travelers into a primeval paradise or a mirror lake that causes swimmings to fall into the full the moon.
Comments