The Realms Between the Mysts Wiki



Welcome to the Realms Between the Mysts
Gabe's Homebrew DND setting.

Realms
Reality can best be imagined as an endless turbulent ocean upon which can be found a seemingly endless row of bridged islands. Each island is unique with its own native inhabitants, many of which are perfectly content to remain on their island while others seek to explore or conquer adjacent islands. In this analogy, the ocean is the Mysts, a sort of backstage to all reality that cannot be traversed with a proper ship and the islands are realms or planes. It is far safer to use the bridges if you know where they lie. The islands are more or less oriented in ultimate good realms at one end and ultimate evil realms at the other. In the center exist 7 unaligned realms in which the mortals mainly live. Furthermore, all the good-aligned realms have a mirrored counterpart amongst the evil realms.

Religion and gods
Gods come in many forms. What defines a god may vary between races. and the universe is under no obligation to create gods that fit any definition. That being said there exists one rigid classification of Gods and they are the Planar bound gods. They are gods that draw power from the realm they reside on and can channel power across the planes. However, planar bound gods cannot leave their plane, they can only create temporary avatars on other planes. Aside from bound gods, there are unbound gods and primordials. Unbound gods can grant power in more limited ways, new ones can be created somewhat easily and they can travel between realms though they tend to be less powerful. Primordials come from outside of all known reality and though they had a hand in the creation of the many realms, most people are not aware of them.

"To kill a god, you must simply destroy their name."

The green mother's first children populated the realms between the mysts. They made homes on these realms and had children of their own. They were the old gods and their reign was long but became stagnant. Progressive generations became weaker and malformed. Unprecedented wars spread over every realm and will cause permanent scars on the land. Eventually, a hero emerges. They gain a mass following or the malformed inhabitants of the mid-realms, and creates a new ordinance in the realms. The followers of this hero, including some old gods, reign over the new order and shape the peoples into the first mortal races.

Unlike gods, mortals do not become weaker over progressive generations. Although their lives are finite, their legacy is eternal. Mortals are also unique in their nature, they are dual souled. Within every mortal is their best and their worst version, and when they die, whichever is bigger will pull them to the appropriate outer realm.

History
The Realms have had four eras since their conception, beginning with the creation of the many realms from the Mysts.

Five thousand years ago, the Rite of Genocide was completed leading to the annihilation of an entire culture of humans. In response, The Ward sealed all passage to and from Ortia, effectively putting up a dividing wall in the center of this reality and kicking off the Reformation Era.

Though the Ward was in place, Ortia was not in good shape. The human culture that was wiped out was the Skippellosi, The most technologically advanced, worldly and richest of the humans. The details are unclear but globally on ortia, Economical, social and political structures began to topple like Dominoes. Ortia was then plunged into a millennia long dark age. During this time, there were two locations remained alight in the growing darkness: the greatly reduced Kingdome of Dakkir and the city state of Quibe (kybe).

Starting from about 1280 R.E. and ending 3577 R.E. is considered the Mythic age. The hight of a bronze age and when the humans cultures began to recover from the devastation of the previous Dark age. It is a time of City states, Kings and Elemental Creature.

From 3578 R.E. to 4465 R.E. is what's known as the Renaissance Age. Iron Working was rediscovered along with arcane magic, and many other things from the pre-reformation era. The 7 Great schools of magic are established on Ortia during this time.

From 4466 R.E. to 5108 R.E. is the modern era. It is characterized by the formation of the modern nations and states. Because of Global trade permeating in this time cultural and religious practices Merge to Form the Current 5 distinctions.

The Burning of the Great Library of Quibe has brought an end to The Ward as it was the last place her true name was known. As an immediate consequence, Ortia re-entered the greater world. In the next ten years, people from other worlds have wandered into Ortia and vice versa. The death of The Ward marks the ending of the Reformation era.

Since then humans have lived in complete isolation from the rest of the other realms. Though humans were once the weakest of the mortal races, progressive generations have become stronger.

Magic
All magic is powered by life. This is most apparent in the ring of dead plants around a casting wizard, or animal sacrifices used in powerful rituals.

All existence floats on top of flowing energy, by changing the flow of this energy reality can be warped. This however requires an input of energy and can be very taxing on the body and soul. 