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Mag Mor

Geography

Mag Mor's true nature is elusive, even when held against the already loose standards of Faerie geography, resulting in a number of competing theories about its location. A widely held belief claims that the Plain of the Dead exists as a discrete place within Faerie, possibly to the far west of the Fortunate Isles. Acompeting theory argues that Mag Mor exists as its own reality, entirely separate from both Faerie and Bedouar, while a third posits that it does not exist at all. Given the strange nature of Mag Mor and the current limitations of understanding, its is unlikely that any of these theories will be confirmed or disproven for some time, if ever.   There exists no definitive description of Mag Mor, as each telling may differ significantly. However, some commonalities stand out throughout most of them. The Plain is typically described as a remarkably flat and seemingly infinite space, without any hills or valleys to break up the immediate areas experience. The featureless sky is made of bright white light from an unknown source, diffused through a constant blanket of Feth Fiada. Dark shapes in the form of stone ruins, menhirs or formless monoliths occasionally appear suddenly out of the mists, sometimes accessible, but with the latter of these constantly receding as approached. Bright trails of light have been noted as well, resembling roads across the otherwise empty plain.   Although the topography is fairly constant, the ground cover is not, with a variety of landscapes being described by witnesses. The most common experience is an endless field of bleached grass, ranging from short and sparse shrubs in rocky earth to waist-high fields of wild wheat. Other accounts describe a woody forest, a sandy shoreline, a field of snowfall or even a vast desert of loose sand, all bearing the same bleached white and grey palette. A large ocean, similarly featureless and fogbound, sailed by grey ships crewed by shades, has also been described, although it is unclear if this is the same, or a parallel space.   Notable is the general absence of colours, with the entire experienced as being cast in tints of white and grey.  

Notable Locations

  Despite the seemingly endless expanse of Mag Mor, there are several notable locations that exist within its expanse, remains of Old Elfriche. These locales can be access from Mag Mor as well as the world of the living, through pockets of magical Bleed.  

Magh Airthech

The home of the souls of deceased musicians and bards.   The "island" of Mag Airthech is ringed by low sandy beaches around a wide bay, with numerous rivers flowing into it. A great palace is carved beneath the rocks, with music drifting out from it at all hours. A great wall of green flames seperate Mag Airthech from the rest of Mag Mor. Footsteps left in the sands glow with green light.    

Mag Argentel

The home of the souls of deceased hunters and the hunting preserve of Manannán mac Lir.   Mag Argantel is a quiet pastoral glade made of silver, cloudlike hills and surrounded by rowan trees with brilliant red berries. The trees are always in their blossoming stage and the berries offer supernatural rejuvenation and sustenance. The deer that roam Mag Argantel have antlers of pure gold.   The Castellan of Mag Argantel is the Eladan Ri Benn Auberon, an old hunter with prosthetic feet made of white bronze.  

Mag Imchiunn

  The home of the souls of deceased artists and athletes.   Here, the white plains are broken up by fields of vibrant red flowers and golden rivers. A great palace of shining gold sits on a small hillock, offering within it a great feast. The castle is known for its clover-mead, brewerd in a cauldron made from the husks of 5 trees.   Rain falls over the plain in the form of glowing silver flame, which remains on the red flowers as dew, retaining its flamelike shine until it dissipates. Red Adderstones can be found on the edges of the sea here, and are prized as potent Talsims.  

Mag Muir

An undersea castle beneath the White Sea of Mag Mor. Each morning, a parade of golden chariots races out of the castle gates, chasing the rising sun with the tide. It is claimed that Mag Muir can be accessed from Enez-Sun of the Ar Mor Armorica.  

Les Roches Argentes

  Roches Argents

Ecosystem Cycles

The climate of the Great Plain has been described as cold and wet, similar to passing through the mists of the Feth Fiada, but without any trait reaching notable levels beyond this general description. The Plain has never been described as having any wind, rain or other weather beyond the baseline misty fog, nor does it appear to have distinctive seasons or even a day/night cycle.

Fauna & Flora

Several types of flora have been described, but none in great detail, mostly consisting the bleached grasses and, more rarely, trees that are encountered by many travelers. Likewise, the plane seems devoid of native fauna, except for the Herla sluagh, grey shades that wander across the endless plain, interacting with nothing as they walk silently onwards. It has been noted that the directional consistency of the Herla of Mag Mor is a great deal different from the Grey Wanderers found elsewhere.   The Ankou seems to have some connection to the Great Plane riding in their carts or pushing their wheelbarrows along the glowing "roads" of the Plane. They are only slightly more responsive than the Herla, although this seems to be an intentional choice rather than sensory obliviousness.

History

Descriptions of Mag Mor appeared following The Tear, usually from mystics and those suffering near death experiences. Concrete details among the living are sparse and inconsistent, with many doubting that the Endless Plain even exists.

Tourism

Mag Mor is considered by many to be a metaphysical afterlife or underworld, as described by those claiming to have glimpsed it through near-death experiences, prophetic visions or similar misadventures. The dead, in a form similar to the shades of Herla Slaugh, traverse the largely empty void along an unknown path, while Bag Noz cross the waters in a similar fashion. The Lethaned believe that an Anaon takes 9 generations to cross Mag Mor. Warriors killed in battled and the especially pius are carried across in the Ankou's cart in three generations.   The most typical "visitor" to the Plain come in the form of those undergoing a near death experience, coming back from the brink of death with tales of the mysterious field of white. Soldiers finding themselves in Mag Mor describe their deceased companions walking wordlessly away, with no indication of noticing the "survivor" or others. Prophets and seers often describe the Plain, coming to them in dreams or under the influence of various narcotics, most commonly an overdose of Dreamdust.   In rare cases, especially during Kalan Goañv and Emwalc'h, the living stumble through the Feth Fiada and find themselves in the Endless Plain. Lengthy stays are dangerous, as the Plain is a Fisher Kingdom and prolonged exposure may result in a visitor becoming Herla themselves and joining the other shades in their traversal.
Alternative Name(s)
The Great Plain, the Plain of the Dead, the Endless Plain
Type
Dimensional plane
Location under
Included Locations
Characters in Location

Articles under Mag Mor


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