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Cosmology

Lord_Gareth and Ina's conversion of alignment to Magic: The Gathering's color system.

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Cosmology

Postby Ina » Sun Feb 12, 2012 10:49 pm

Conflicted Planes
Nozdar, the plane of Righteous Torment. Primary White, Secondary Black and Red
Liros, the plane of Endless Searches. Primary Blue, Secondary Red and Green
Anroi, the plane of Meted Entropy. Primary Black, Secondary White and Green
Kaldor, the plane of Checked Impulse. Primary Red, Secondary Blue and White
Garon, the plane of Discordant Harmony. Primary Green, Secondary Black and Blue

Complete Planes
Lyria, the plane of Ordered Cadence. Primary White, Secondary Blue and Green
Dondi, the plane of Flawless Strategy. Primary Blue, Secondary White and Black
Jusia, the plane of Shattered Justice. Primary Black, Secondary Red and Blue
Vilon, the plane of Burning Rebirth. Primary Red, Secondary Green and Black
Nara, the plane of Natural Majesty. Primary Green, Secondary Red and White

Domineering Planes
Merisk, the plane of Neverending Harvest. Primary White, Secondary Green and Black
Pheix, the plane of Perfect Mediation. Primary White, Secondary Blue and Red
Fris, the plane of Asserted Dominance. Primary Blue, Secondary Black and Green
Engla, the plane of Imperial Thought. Primary Blue, Secondary White and Red
Venc, the plane of Forbidden Secrets. Primary Black, Secondary Blue and Green
Daran, the plane of Bloodied Battlements. Primary Black, Secondary Red and White
Bazd, the plane of Primordial Forms. Primary Red, Secondary Green and Blue
Sordan, the Plane of Bloody Altars. Primary Red, Secondary Black and White
Dawi, the plane of Evolved Survival. Primary Green, Secondary Red and Blue
Gondil, the plane of Natural Law. Primary Green, Secondary White and Black

Contended Planes
Nisak, the plane of Eternal Vigilance. Primary White, Secondary Blue and Black
Plesk, the plane of Inevitable Conflicts. Primary White, Secondary Green and Red
Ivil, the plane of Fathomless Wisdom. Primary Blue, Secondary White and Green
Mada, the plane of Unbound Genius. Primary Blue, Secondary Black and Red
Haror, the plane of Forced Brotherhood. Primary Black, Secondary Blue and White
Karia, the plane of Reluctant Glory. Primary Black, Secondary Red and Green
Srotta, the plane of Leashed Hatred. Primary Red, Secondary Black and Blue
Vena, the plane of Invisible Chains. Primary Red, Secondary Green and White
Kalos, the plane of Unnatural Selection. Primary Green, Secondary White and Blue
Atna, the plane of Warring Fates. Primary Green, Secondary Red and Black

Harmonic Planes
Romna, the plane of Aqueducts. Primary White, Secondary Blue
Comys, the plane of Settlement. Primary White, Secondary Green
Inar, the plane of Plans. Primary Blue, Secondary White
Haved, the plane of Lore. Primary Blue, Secondary Black
Gerad, the plane of Ambition. Primary Black, Secondary Blue
Idival, the plane of Self. Primary Black, Secondary Red
Pasir, the plane of Hedonism. Primary Red, Secondary Black
Marix, the plane of Anarchy. Primary Red, Secondary Green
Gigon, the plane of Growth. Primary Green, Secondary Red
Medar, the plane of Nurturing. Primary Green, Secondary White

Disharmonic Planes
Holt, the plane of Tyranny. Primary White, Secondary Black
Knit, the plane of Propaganda. Primary White, Secondary Red
Natol, the plane of Sabotage. Primary Blue, Secondary Red
Sil, the plane of Progress. Primary Blue, Secondary Green
Horos, the plane of Armies. Primary Black, Secondary White
Ansen, the plane of Aging. Primary Black, Secondary Green
Eos, the plane of Love. Primary Red, Secondary White
Xanos, the plane of Gambits. Primary Red, Secondary Blue
Bada, the plane of Enlightenment. Primary Green, Secondary Blue
Beit, the plane of Predation. Primary Green, Secondary Black

Perfect Planes
Odan, the plane of Order. Monocolor White
Sian, the plane of Change. Monocolor Blue
Gorn, the plane of Entropy. Monocolor Black
Mont, the plane of Chaos. Monocolor Red
Apel, the plane of Life. Monocolor Green

Colorless Planes
Prima, the plane of Mortals.
Astra, the plane of Travel.
Ina
 
Posts: 21
Joined: Fri Dec 03, 2010 12:34 pm

Re: Cosmology

Postby Ina » Sun Feb 12, 2012 10:50 pm

Note that these are the short versions of the planes, and while containing enough detail to play, are far from the detail planned for the final product.

Nozdar, the plane of Righteous Torment.
Nozdar is dominated by infinite monarchies. Each has a strict yet clear legal code. These monarchies don't see eye to eye, however, vehemently disagreeing upon their respective differences, no matter how subtle.

It is for this reason this plane is physically dominated by heavy fortifications, castles, walls, towers. All made out of perfect stone. And between those fortifications armies march, soldiers led to battle by knights in shining armor.

In between the borders of these monarchies are the monasteries of the Justicars. Great fortified monasteries with strong barred gates. Prevented from assault by the natives by treaties that date back to the dawn of time.

Inside these monasteries are those who have been sent for punishment. Whether they were dissidents to their own monarchy, enemy soldiers captured, or people sent there from other planes, they are here for eternal torture.

The Justicars are dedicated and powerful, knowing ways to torture a soul even after the body has passed on. They are unrelenting in their torture, believing that every single being sent for punishment by them must have committed some kind of terrible crime.

Traits
Primary White, Secondary Black and Red
Normal Gravity.
Normal Time.
Infinite.
Alterable Morphic.

Special Rules
Targets of an Imprisonment spell cast anywhere in the multiverse are sent to a Justicar Monastery, rather than deep underground.


Liros, the plane of Endless Searches.
Liros is an infinite library, its books containing everything that is, was, shall, and could be known. It is therefor a shame that it is so difficult to find what one is looking for.

The plane shifts around when nobody is looking. Just as you leave a corridor behind, a bookcase shifts to block the way back. Just as you leaf through a book, the bookcase behind you shifts to reveal a new pathway.

Fate itself conspires against the seeker of knowledge. That bookcase that just shifted away had the answer you were looking for, but now it is somewhere else inside Liros entirely. Or perhaps you find an answer, but the rules of physics have changed subtly while you were looking, leaving the answer ineffective.

While searching, a subtle tune fills the air, played by instruments that can never be seen, never be found. Its as though its emitted by the plane itself. The music is haunting, and seems to be taunting the seeker.

Occasionally, the music changes. This signifies major changes to the landscape of Liros. Usually this happens when a seeker was particularly close to finding the answer they seek.

As inorganic as it is, Liros is not without its inhabitants. Librarians and Guides, usually both at the same time, inhabit this plane. While even they are near-incapable of finding answers, they know how to travel the plane, and have fast amounts of wisdom to entertain the seekers with.

In fact, this wisdom is the true gem of the plane. While it is near impossibly difficult to find the answer one is looking for; the books and guides seem to provide wisdom that enlightens the seeker in regards to many issues he experience outside the plane. These answers aren't provided by the plane, but rather the seeker's intuition guides him towards what he needs to know, and his destiny makes sure he learns the lesson.

Traits
Primary Blue, Secondary Red and Green
Normal Gravity.
Normal Time.
Infinite.
Highly Morphic.

Special Rules
Those coming to this plane to seek an answer must make a will safe each day (DC 15+amount of days spent here.) If they fail, they become engrossed in their search, never ceasing until they have done the near impossible... found their answer. However, for every two weeks spent searching within this plane, the seeker receives a +1 inherent bonus to their wisdom score. (Stacks with itself and other inherent bonuses, and is capped at a total +5 inherent bonus like usual.)


Anroi, the plane of Meted Entropy.
Life is abundant in Anroi. Too much so. Its inhabitants wage a constant yet careful war to keep life in check. For to not do so means their villages and cities will be overrun and destroyed.

Sadly, they can't just cut down or kill what they can find outside their settlements. For to do so means they are likely to kill vital pieces of the environment which will reverse the situation temporarily.

Starvation is the result of such a reversed situation, and while those never last long, they last long enough to cause the death of many, crippling a settlement for years to come.

Even killing a single plant, if the wrong one is chosen, can have this result. For that plant might have played a big part in the grand scheme, and only the small parts of the scheme can be safely disrupted.

As such, even as they kill and destroy the nature outside their settlement's borders, they never kill what they don't believe was fated to die by their hands, for to mess with those fates is to cause untold death and destruction.

Traits
Primary Black, Secondary White and Green
Normal Gravity.
Normal Time.
Infinite.
Highly Morphic.

Special Rules
Enhanced Magic: Spells that cause growth of plants, animals, or vermin in any way are considered to be maximized and extended.


Kaldor, the plane of Checked Impulse.
Kaldor hates its inhabitants. The plane's natural penchant for order and preparation makes the free-willed inhabitants the plane's natural enemies. This emotion is so fierce, so powerful, that it overcomes even that natural penchant, and turns the place in a plane as chaotic as its inhabitants.

As such, the plane uses magic to create illusions, its got living agents that seek to lure the natives out and get them into Kaldor's many dark traps. The most prominent are the Witches of the Wastes, extensions of Kaldor itself, their siren songs enthrall. When a hapless soul is caught by their song, they are devoured by such a Witch, never to return back to their safe havens.

Because the inhabitants have their Utopian havens. Protected from Kaldor by enchanted domes that cap their cities, the inhabitants pool their knowledge to create orderly defenses. So that the inhabitants of Kaldor's domed cities may live in utter freedom to do as they wish, whether that is song and dance, outright hedonism, or something else entirely.

Too bad that no plants will grow inside the domes. The occasional hunting and gathering party is required to bring food to the domes. Often times, these parties are taken by Kaldor in part or in full. Those who return with food are lauded as heroes, and those who did not are mourned as the same.

Traits
Primary Red, Secondary Blue and White
Normal Gravity.
Normal Time.
Infinite.
Highly Morphic.
Sentient

Special Rules
Besides the monstrous inhabitants of Kaldor, Kaldor is capable of casting major image whenever it likes, and without restraints on area or duration. The Will save DC to disbelief these is DC 25, or DC 20 within five hundred feet of a domed city. Kaldor is incapable of casting these inside the domed cities.


Garon, the plane of Discordant Harmony.
Peace and Harmony are abundant on Garon, its inhabitants helping out one another when help is needed. Thriving communities coexist with abundant natural resources, and with abundant spirits of malice.

These spirits take their sweet time to corrupt the inhabitants of Garon. Researching the weaknesses in their mental state before striking. If at first they don't succeed, they keep on trying and trying until they do succeed.

And that's when the inhabitants crack. Most do, eventually. They turn insane, and most start striking out against the harmony that fills their plane, killing or torturing others because they are no longer a part of the plane's harmonic society. They never live long, soon being killed by those yet sane.

A few of those who become corrupted are more lucky, or less, depending on who you ask. Instead of killing and torturing at random, they attempt to insert themselves at positions of power, and if they succeed, they use that power to disrupt harmony.

They too, tend to be caught. But their effects are more severe, more insidious. More damaging to the harmonic society. Even so, they too are killed, so they won't disrupt harmony any further.

Traits
Primary Green, Secondary Black and Blue
Normal Gravity.
Normal Time.
Infinite.
Alterable Morphic.

Special Rules
Those travelling through or living in this plane must make a will save each year (DC 10+amount of years spent here.) If they fail, they become insane, and start actively disrupting the harmony of Garon.
Ina
 
Posts: 21
Joined: Fri Dec 03, 2010 12:34 pm

Re: Cosmology

Postby Ina » Sun Feb 12, 2012 11:50 pm

Lyria, the plane of Ordered Cadence.
Lyria is a beautiful, utopian place. There are no fights, no conflicts. All the Lyrians know their place in society, and do their best to do their duties.

The plane itself assigns the duties to the inhabitants of Lyria, whether they are native or not. While the Lyrian natives are quite susceptible to this inherent caste system, offworlders do neither realize nor act upon their caste immediately.

This is made worse once you realize that the natives are capable of detecting another person's caste at a mere glance, and regularly do so to know their place in regards to the other, as well as what's expected from them.

It should come as no surprise then, that they fear those who go against their caste. They do not understand non-natives, and they have been told about the wars and chaos that exist on other planes, dreading what those who belong to other worlds will bring.

Worse, those who spend too much time away from Lyria lose contact with their innate caste, alienating themselves from their fellows back home. Likewise, spending too much time on Lyria can make one conform to their assigned caste without meaning to.

Traits
Primary White, Secondary Blue and Green
Normal Gravity.
Normal Time.
Infinite.
Alterable Morphic.

Special Rules
Outsiders travelling through or living in this plane must make a will save each month (DC 10+amount of months spent here.) If they fail, they become in tune with their caste and will act in accordance with it at all times. Only by taking them away from their plane can they be freed, at which point the saves are made each day, and are DC 10+amount of months spent on Lyria-amount of days spent away from Lyria. At a successful save, Lyria's influence over them is gone yet again.

Non-outsiders make the same save, but the interval is once per year (DC 5+amount of years spent here) and the save does not automatically fail on a natural one. Removing a non-outsider from Lyria instantly removes Lyria's influence.
Ina
 
Posts: 21
Joined: Fri Dec 03, 2010 12:34 pm


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