Waking Materia

A large water-world on the outskirts of the Known Universe

Cholmedrine Elit-Ondra sat at the edge of the chair, leg pumping, smoking his pipe so fiercely his head was barely visible in the cloud of smoke. He turned his gaze out the window, glared analytically at the one old woman on the road below and, satisfied she was no threat, returned his eyes to the door. It was two minutes past the appointed time. Had something happened? Should he flee?   Just as he was planning his escape out the window, the envelope arrived beneath the door. Cholm counted to ten—ten torturous seconds—then loped across the room and snatched the letter as if rescuing it from a fire. After a brief scan of the contents he let out a moan. His pipe now drooped from his mouth like a sad flower. Waking Materia. He had heard of it. By all accounts a giant swamp in the far reaches of the Silurian Eigth where one must sail primitive tallships past colossal monsters and hauntstorms to get anywhere.   He would need good boots, he decided.
  Waking Materia, often simply called Materia, the Material World or the Waking World, is a large, Waterworld-type plane in the Known Universe. It is a distant, backwater plane relative to the multiplanar hub known as the Eridún Crux, in a remote cluster of the "Silurian Eighth" (an approximately triangular eighth of the universe, radiating outward from the Cruxplane of Silur). It is a 5th Tier plane (five degrees of separation from the Crux).

The name "Materia" likely derives from the Ancient Rozsan word materiet, meaning "foundation" or "autochthon". It is the root for words like matter and material. It is sometimes qualified with the term "Waking" to contrast it with its "Sleeping", coterminous realm, the Duskscape.

Waking Materia has a Low interplanar integration score, meaning fewer than 1% of Waking Materians are aware of other settled planes.

Most Waking Materians use the Yasnan Calendar to measure their days and, within these pages, that is how events pertaining to Materia will be reported.  

The Duskscape

 
Duskscape
Geographic Location | Jun 20, 2025

The Dreaming Mirror of Waking Materia, but also vast and diverse realm all to itself

  Waking Materia is unusual in that its Material layer (of the same name) is partly separated from its Spective or Spiritual layer by a mysterious phenomenon known as the Veil. As a result of this separation, its spiritual layer has grown into a vast and dizzying mélange of alien paraecologies and demonic civilizations. Waking Materians give these shadowy, esoteric realms many names: the Dream Time, the Gloaming, Terra Incognita, Nod, the Umbral Provinces, the Ambient, the Night Country, the Farfields, Metaterminus and more. The Author will generally use the Middish Common term: the Duskscape.  

Material Geography

Despite his demureness, S'vectra Soth's laugh was wide-mouthed, revealing prominent canines. "Have I heard of Waking Materia," he murmured. "Hearing of Waking Materia is not the issue, my dear Hare. It's deciding what you hear is true or false. At any rate, it's a place to be avoided. A world haunted by its deeply troubled past. Very dangerous. You should choose somewhere else."
 

Waking Materia is a large (5,600 km diameter) plane with an enormous, deep ocean in the centre, called the Sunken Expanse, with a series of scattered continents and archipelagos ringing its outer peripheries. This is the result of a catastrophic, plane-wide flooding event known as The Deluge, now nearly a thousand years past.

The landmasses closest to the planar centre are the Autumn Isles and the Ten Thousand Islands, still several hundred kilometres outward. The landmass closest to the planar perimeter is called Bayelon ("Heavensgate"), extending from Voidwestern Khayyam to about 50 km from Voidspace.

 
 

Life on a Water-World

The Deluge had profound effects on life on Materia, not just due to the immediate destruction and displacement, but the resulting, heavily aquatic and island-based geography.

Heavily vertical architecture is common among may Material cultures, due to a relative lack of continental territory, especially after the assignment of viable lands to crops and pasture. It is common to sculpt dwellings and other buildings directly out of hills, mountains and cliffsides; a famous example is the civilization of Ket, a series of cities entirely made up of warrens and cliffside platforms built into two colossal plateaus, however there are hundreds of other examples across the plane. Arcane study is common if for no other reason than to achieve prestigious positions as stonesculptors, who use Stoneshape-type spells to rapidly speed up this process.

Their situation has also forced on Materians an advanced knowledge of agriculture in otherwise inhospitable ecozones, from brackish marshland to sparse highlands, with arable midlands being uncommon and dangerously warred-over. The plane possesses knowledge of plant breeding decades ahead of their median advancement: Material turnips, artichokes, leafy greens, et cetera, are highly valued in interplanar markets for their dense nutrition, and relative ease to grow in arid or saline conditions. The use of "floating gardens" is common on the plane: sometimes tens of square kilometres of lakeland are covered in crops grown on floating platforms, often made of bamboo or darkwood and cultivated by canoe. Kelp farms are common on coasts, including an ancient red kelp that gives some cultures a slightly coppery skin colour.  

Navigation

For a more detailed explanation of Material navigation, see the full article: Navigation on Waking Materia.

Material navigation is generally measured by two axes: degrees of rotation from a reference point (usually clockwise from Stargrave) and horizontal distance from the central point of the Sunken Expanse.  

Quadrant System

Materia uses a Quadrant system to divide the plane. The plane's four Quadrants are ordered in the Westward/Clockwise direction, beginning with Stargrave as an analogy to True North or 12:00. The primary civilizations of the Alpha Quadrant include Tiam's Cradle, Skylands, the Mazes of Oloraan and the Commonwealth of Marai.

The Beta Quadrant is largely made up of the massive, haunted floodplain and walled Sultanates of Khayyam.

The Gamma Quadrant encompasses a scattered and diverse crescent of islands that are sometimes collectively called the Broken Empire, once largely united under the Holy Empire of Jura before their sudden retreat. The farthest eastern stretch of this archipelago is called the Spine of Yorm, under which is hidden the magnificent dwarven civilization of Nibelheim.

The Delta Quadrant includes the Constitutional Queendom of Valamon, the Dwarven Megalopolis of Túúr, the Lost Necrocracy of Nireau and the Firstsong Islands.  

Biology

Biodiversity on Waking Materia is moderate to low. Oceanic biodiversity is higher than the planar average, however this is outweighed by a low terrestrial diversity. This is due to a historical, plane-wide catastrophe known as The Deluge, which eliminated many historical ecosystems and left only upland-type zones, which have been heavily settled by humanoids and their livestock. There remain some areas where natural selection flourishes, but they are at risk as the second chapter of Waking humanoids advances.  
 

Sentient Species

 
Sapient Species of First Age Materia
Ethnicity | Jun 26, 2025

Sapient Species who populated Waking Materia only during its bustling First Age


Sapient Species of Third Age Materia
Ethnicity | May 20, 2025

Sapient Species of Third Age Materia; includes First Age and indigenous species that remain to this day

 

Once dominated by interplanar colonization and trade, Material humanoids are highly Meranthic (mixed human-elven), with only a few pure-blooded human (Ur-Anthra) societies and virtually no basal elves (Ur-Mera).

Relatively pure human societies include the Maraian Commonwealth and the Kalevan Freelands of Valamon.

Meranthic elves on Materia include the eladrin, drow and enari. The eladrin are relatively ubiquitous but are especially native to the continent of Ilhalvalaut, as well as a smaller population on the Coreward Maraian islands known as the Rakuyōsei Peoples. Drow primarily reside in the caverns beneath the Emerald Expanse and the Spine of Yorm. Enari are primarily found on smaller, more isolated islands surrounding Stargrave, Tiam's Cradle and the Broken Empire.

Small populations of relatively homogenous arakh exist around the Skylands, Tiam's Cradle and Zvaal.  
 

Wildlife

 
Biology of Waking Materia
Species | May 23, 2025

The non-sapient biology of the plane of Waking Materia

  Many oceanic and amphibious species are descended from early placoderms. A common sight around Material coasts and caves are aspid salamanders, with their bony heads taking on a more triangular shape. A particularly feared apex predator is the Dire Skullfish (Earth designation Dunkleosteus), however the apex predators to overshadow all others are the kaiju, a colossal, mysterious and poorly-defined family of what can only be described as sea monsters. Common types of kaiju include linnorms, dragon turtles, mokele-mbembes, dire spinosaurs, krakens and dhuthorexes, however sightings have reported even more individual and often horrific forms. It's theorized they're not fully Material organisms, and may have partially qlippotic or chimeric essences due to bleed-over from the Duskscape (indeed, the Veil is known to be weak in and around Sunken Expanse).  

Climate

Waking Materia is a generally temperate and humid plane. Due to its highly "fractured" landmasses, very few locations are far from the ocean. Average temperatures tend to decrease Coreward and increase Voidward. The plane cycles between the standard four seasons, with each season lasting an average of 365 days according to the Yasnan Calendar, though historical records tell of certain anomalies, for example a decade-long winter in the Middle First Age known as the Darkest Decade.

The Arcane Layer overlying Materia is moderate to high in activity, resulting in relatively bright days. This in turn means at least partially subterranean lifestyles for light-sensitive species like dwarves, drow, wayangs and svirfneblin.  

Cosmology

Waking Materia is the Mundane layer—or Weave—of a Class IV or 'Interesoteric' universe, making it one of only a handful of known planes with full Class IV status, below a (still theoretical) Class V or inter-multiversial plane.

Behaviours of the other three layers of the planar complex are as follows.

  • The Wyld (Layer I) is moderately active, with slightly above-average frequency of arcane-aspected births and sorcerous bloodlines among Material peoples. Wizardry is not unusually easy or difficult (though it is culturally rare due to a massive loss in magical scholarship due to catastrophic worldwide flooding at the end of the First Age).
  • Waking Materia is partially separated from its Spective or Spiritual layer (Layer III) by a mysterious phenomenon known as the Veil: see "The Duskscape" section above.
  • The Wane (Layer IV) occurs at a few locations on the plane, most prominently the phenomenon known as Quietus, around which the demonic city of Dis is built. The city is located in the Third Layer; see The Duskscape section, above.
 

Importance

Waking Materia is a relatively backwater plane settled by only a few Colonial Gods during the First Age, mainly the Lichlord Inum'indiron'aravaut of Lorgain and the siblings Nir and Nef of Rozsa.

Its relatively peripheral location means it was also not directly involved in the wars against the Daybreak Empire. Nonetheless it is distantly involved in the resistance, with the Dragon Knights of Tallarax acting as hosts and sometimes partners to major personnel within The Victorious Noontide, who represent the bulk of the resistance. It is even thought that one or more of the seven demigods leading the Noontide has used Stargrave as a base of operations, seemingly with Tallari-Anaviri-Irallat's blessing.
  The Skygardens of Kaln were built in First Age Nefirot. Only one such garden survived The Deluge, located on the far Voidward stretches of the Emerald Expanse. It is now maintained by the Knight-Sages of Tallarax.

Waking Materia


Type
Plane of Existence

Class of Reality
Class IV (Interesoteric)

Cruxplanar Region/Tier
Silurian Eighth, 5th Tier

Planar Integration
Low

Daybreak Designation
SW8222

Banner: The planar layout of Waking Materia. Drawn by The Author.

Table of Contents


  The nigh-apocalyptic Deluge of 2850 I.M. has defined Waking Materia to this day: a water-world heavily adapted to scarce resources and harsh conditions.
  Many cities spared the direct assault of the Deluge's tsunamis nonetheless found themselves underwater as the Sunken Expanse blanketed much of the plane's lowlands.
  Limited in arable land, population centres are usually dense and built away from flat land, like cliffsides. Material societies often have innovative methods of farming in unusual ecosystems, like brackish wetlands or sheer slopes.
  A cliffside house in the Midlands.
  A rural palace of the Iname clan of Marai. Stilted or floating settlements are also common. Low-light-tolerant crops may even be cultivated underneath these buildings.
  The demonic city of Kloster Storkenfels. Cities even more alien than this are found in the Duskscape: an adjacent realm not only of dreaming & departed souls, but also of intelligent life utterly unfamiliar to the Waking psyche.
  A portrait of Emeliat Reis, mortal name of the being now known as the Lady of the Mountain. The Waking Gods are among the most powerful beings on the plane. Somewhat precognitive, their ways can seem alien and unpredictable.
  Edvardine Castle in Kintyria-Mors, The Broken Empire.
  An enari ranger of the Autumn Isles, clad in landcrab carapace armour.

Articles under Waking Materia


The First Age of Meranthic Man

0 P.M. 611 I.M.

Also known as the Kelpeater Era or the Age of Insurgency, the First Age of Man represents the period of history from the arrival of the First Empire, known as the Kelpeaters, to the arrival of the Second Empire, known as the New Rozsans. Generally agreed to be from 0 I.M. (Intra-Merantha) to about 611 I.M. on the Yasnan Calendar.

Much of this period is characterized by warring between the Kelpeater Gods and the Insurgent Gods, after the latter's arrival around 40 I.M..

  • 0 P.M.


    The Arrival of the Kelpeaters
    Era beginning/end

    An imperial disapora from the faraway plane of Lorgain plane-hops their way across the Void in search of a new home. After nearly four decades of travel, they eventually settle on the backwater plane of Waking Materia. This diaspora was colloquially known as the Kelpeater Empire, and despite their innocuous nickname were a ruthless, militaristic and theocratic federation of multiple Egwithian cultures, under the absolute rule of their God-Emperor and Lord of Lords, the Reiver King Inum'indiron'aravaut.

    Additional timelines
  • 40 I.M.


    Arrival of the Insurgent Heroes
    Revolution

    The first Insurgent Heroes, who would later become known as the Insurgent Gods upon ascension, begin to arrive on Waking Materia, determined not to let the Reiver King wreak havoc on an unspoiled and undeserving plane.

    Additional timelines
  • 180 I.M.

    300 I.M.


    The Dye Wars
    Military: War

    The displaying of certain colours was an important part of the Kelpeater Empire's caste system, and as such dyes were a significant part of their economy. While the materials to make dyes were common enough on Lorgain, there were more scarce on Waking Materia. The resulting dye prices would trigger a thriving interplanar market centred around the otherwise backwater plane, and with it large increases in piracy, and warfare between different trade guilds. Though such competition occurred before and after these dates, the period of 180-300 I.M. represents the height of the fighting.

    Additional timelines
  • 200 I.M.


    The Ascension of the Insurgent Heroes
    Life, Supernatural

    As the Dye Wars raged, the Insurgent Heroes and their multiplying adherents used the chaos to their advantage, further undermining the Colonial Gods. The Wardens of Reis & Merlinkainen and the Sagasingers of V'Shaat & mac-Kenzie grew into populous, multi-societal movements, increasingly worshipful of their now-legendary progenitors. And for all this to happen, the Insurgent Heroes continued to live, now hundreds of years beyond their life expectancies. They had become immortal. They had become the Insurgent Gods.

    Additional timelines
  • 215 I.M.


    Establishment of the Sovereign Nation of Iyō
    Political event

    Lichlord and Colonial demigod Io'a defects from the leadership of The God-Emperor of Alanthan'aravaut. He and some tens of thousands of his army and fiefs established an independent society in what is now the Emerald Expanse of modern Marai. They became known as the Iyō.

    Location
    Emerald Expanse
    Additional timelines
  • 400 I.M.

    766 I.M.


    The Ap'shetran Era of Sovereign Iyō
    Political event

    After Godlord Io'a's assassination and a string of weak leaders, the vibrant but feral Iyō would stagnate for a few centuries. However around 400 I.M. rulership fell to a previously obscure but brilliant Queen Regent named Ap'shetra of Saulot. She appears to have achieved Lichdom, whereupon she would rule for nearly four centuries until her ascension to local demigodhood and abandonment of her rule, around 766 I.M., whereupon the nation rapidly fell as its predecessor did. Nonetheless under Ap'shetra's rule, Iyō experienced an explosion of prosperity, modernization and territorial expansion, both into proto-Marai on one front and Alanthan'aravaut on the other. Much of the surviving art, literature and architecture of Iyō comes from the Ap'shetran Dynastic Period.

    Location
    Emerald Expanse
    Additional timelines

The Middle First Age

612 I.M. 1152 I.M.

Also known as the Elmdorian Age or the Age of Villains, the Middle First Age begins approximately six centuries after the arrival of the Kelpeaters. It, too, represents the arrival of an extraplanar, colonial empire, this time from the plane of Rozsa. It is generally characterized by a waning of influence by the Insurgent Gods as they were now forced to fight two enemies (though to be sure, the Kelpeaters and Rozans were not friends either).

  • 612 I.M.


    Arrival of the Rozsans
    Population Migration / Travel

    A second extraplanar, colonial empire arrives on Waking Materia, this time from the small but relatively advanced plane of Rozsa. It would be called The New Rozsan Empire, led by the Lichlords and twin siblings, Nir and Nef. They would eventually attract the [antagonistic] attention of both the Insurgent Gods and The Kelpeaters, and despite their smaller population would gain significant ground and influence over the following decades.

    Additional timelines
  • 720 I.M.


    Establishment of the Sovereign Firstsong Islands
    Founding

    At some unknown point in the later 600s or early 700s I.M., a small but stable population would defect from the New Rozsan Empire to begin an independent nation in a small Voiward archipelago that would become known as the Firstsong Islands. Expeditionary forces under Vierix Echidna first noted their presence in 720 I.M., and soon after their refusal to resubmit to New Rozsan rule. These people would become known as the Noa-Aina-Koroa, and would maintain their independence despite a series of violent campaigns to bring them back to heel. The Firstsongs are the second of only two nations to defect from the First Empires prior to the the Great Fractionation.

    Additional timelines
  • 950 I.M.

    955 I.M.


    The Galateid Invasion
    Military: War

    Under the genius of the Lichlord and Colonial God Vierix Pramanix, the New Rozsan Empire discovered the ability to create Galateids some few hundred years I.M., however by all accounts Pramanix abandoned the project shortly thereafter, deciding the standard Rozsan use of undead chattel slavery was more flexible and efficient than the creation of artificial, fully sentient beings.

    The project, however, secretly continued on its own, under the guidance of a particularly driven and megalomaniacal galateid named Arcturinox-XIII, one of Pramanix's "first generation" creations that appears to have escaped the Lichlord's attention and disappeared. Arcturinox patiently developed its plan for centuries, and when it sprung this trap it used every ounce of power it had into one galactic sucker punch to the throat of the "Organics'" central leadership, whereupon it would then give this new realm the enlightened citizenry it deserves...

    Additional timelines

The Late First Age

1152 I.M. 2850 I.M.

Also known as the Age of Fractionation, the Late First Age is characterized by the Great Fractionation of the major empires due to socioeconomic strain from the Darkest Decade. Dozens of new nations split from their former leaders, forced to fend for themselves amid the plagues and droughts that thrived without bright daylight. Once on the losing side, the Insurgent Gods gain several new allies against the weakened Colonial Empires. It is a time of grat upheaval and rich cultural evolution.

Some scholars instead refer to this period as the Era of Ascension, as more heroes and antiheroes arise from the continued (and now more equitable) wars between the Colonial and Insurgent Gods. The mighty warbodies of the Lichlords begin to fall in combat for the first time. Children were born in free societies that would never know life under the strict gaze of a god-emperor.

  • 1153 I.M.


    The Darkest Decade
    Disaster / Destruction

    The Darkest Decade refers to an unknown amount of time in the First Age, wherein much or all of Waking Materia experienced ceaseless night. The effects on the plane were utterly catastrophic: crops failed, resulting in starvation and malnutrition; new plagues emerged, so virulent even New Rozsan bioengineers struggled to keep up. It resulted finally in The Great Fractionation, where nations were forced to split from their parent empires in order to fend for themselves.

    Additional timelines
  • 1160 I.M.


    The Great Fractionation
    Population Migration / Travel

    Though the Darkest Decade had innumerable consequences on Waking life, most important was the Great Fractionation, wherein the near-planewide empires of Alanthan'aravaut and New Rozsa split into dozens of independent nations as remote regions lost Empyreal support and were forced to fend for themselves. Among present-day cultures, the most ancient began during this event.

    Additional timelines
  • 1210 I.M.

    1260 I.M.


    The Dragon Wars
    Military: War

    Catastrophic and unexpected, the Dragon Wars began when the extraplanar god of destruction and draconic supremacy, Elir-Otrinax, decided Waking Materia would make an enjoyable buffet-slash-playground. Heavily divided by the Great Fractionation, civilized resistance was disorganized and vulnerable. The overwhelming power and unpredictability of Otrinax and its True Dragon armies were proving too difficult even for the temporarily unified Colonial and Insurgent Gods, resulting in several divine fatalities and an untold number of mortal ones. All seemed lost until another extraplanar god, Tallari-Anaviri-Irallat, arrived...

    Additional timelines
  • 1812 I.M.


    The Hemlock Veldt Disaster
    Disaster / Destruction

    The Hemlock Veldt Disaster was the culmination of a short but brutal series of wars between a group of Hecath Queens, most notably the heroic Raggedy Azra, and the cruel, ambitious Lichlord Vierix Euphraxia. The Lichlord sought to subdue the Hecath by unleashing an occult contagion on their lands which would drive the local spirits berserk; though Raggedy Azra was unable to stop the necessary ritual, she was able to "detonate" it early, saving untold thousands but resulting in the death of both demigods.

    Additional timelines
  • 1919 I.M.


    The Founding of Nefirot
    Founding

    The great Lichlord and Colonial God of the New Rozsan Empire, Nef, quietly and mysteriously abandons his position despite centuries of loyalty to his sister and co-ruler, Nir. Nireauan accounts believe he began his own, isolated magocracy named Nefirot, but if such a place existed, even these contemporary accounts knew almost nothing about it.

    Additional timelines
  • 2804 I.M.


    The Näckros War
    Military: War

    Suddenly and without warning, a massive army (perhaps the entire population) of Näckros mer-giants emerged from the ocean and attacked the continent of Valamon, riding enormous flying manta rays and vanguarded by "land sharks" running on sturdy, crustaceon-like legs. It would take an unprecedentedly broad, multi-species alliance to weather the vicious, seemingly desperate assault, and still with a devastating casualty count.

    Species
    Kaiju
    Additional timelines
  • 2850 I.M.


    The Deluge
    Disaster / Destruction

    Inexplicably and with no warning, untold megatons of demon-infested brine well up from the centre of Waking Materia and cascade outwards in a catastrophic bloom of storms and tsunamis, destroying or submerging nearly two thirds of the plane. Millennia later, life on Materia is still profoundly affected by this disaster.

    Location
    Sunken Expanse
    Additional timelines

The Second Age, "The Lost Era"

2851 I.M. 4277 I.M.

Also known as the Lost Era or the Era Best Forgotten, the Second Age was a period of chaos, confusion and vicious territorial warfare after a catastrophic, plane-wide flooding event known as the Deluge. Across the plane, civilizations desperately try to gain a foothold on an unrecognizeable new world. Travelers and diplomats find they cannot return to their home continents as the world's oceans are now haunted by demonic creatures and anomalous weather, forcing them to seek permanent hospitality from their hosts. It was not a time of scholarship, and many surviving records from the First Age (already a small fraction) are allowed to rot and weather, turning many First Age events into vague memories and questionable mythologies. A once bustling, multiplanar hub becomes a backwater once again.

What's more, surviving practicioners of Duskscape-based magic find the Veil between the Waking and Sleeping realms is now nearly impenetrable, making black magic difficult if not impossible. Knowledge of these methods erodes way over the following centuries.

  • 2852 I.M.


    The Wars of Finality
    Military: War

    In the wake of The Deluge, Waking Materia was left partially submerged beneath the haunted brine of the Sunken Expanse. This ultimately spelled the doom of the once invulnerable Lichlords: those whose whose phylacteries were left beneath the waves were now doomed to oblivion upon being slain, as their souls were torn to pieces by the ghosts of the Expanse long before reaching their destination. This phenomenon was known as the Great Severance, and it triggered a series of campaigns to end the rule of the Lichlords once and for all. They were largely successful.

    Additional timelines
  • 3030 I.M.

    3060 I.M.


    The Second Dragon Wars
    Military: War

    The isolated, Alpha Quarter archipelago of Tiam's Cradle falls into violence as several tribes of the local Ghost Elves declare all-out war on the local Tiam-Anzu population after a major spiritual leader and U'shu'e knowledge-keeper was slain by one of the feathered dragons. The Ghost Elves became sharply divided among the Himadri peace-seekers and the Inquanok dragon-hunters, with the latter taking up most of the population at its height. The local tiam-anzu were driven to near-extinction; the remainder fled.

    Species
    Anzu
    Additional timelines

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