The Altengt

The World Tree that binds all

The Altengt or "All Connected" is the Universe's depiction of the planes of existence and the realms that dwell near the Material Plane. The higher you travel through the Astral or Ethereal Plane the more "Good" the realms mimic, and the opposite the lower you travel through the Travel Realms. The more left you travel the more lawful the realms become, and the opposite the more left you go.

Structure

The Planes are connected by the Ethereal and Astral Plane. The most used is the Astral due to its more chaotic nature, sometimes tame and causes no strife, or completely chaotic taking lives of hundreds of travelers. The Ethereal Plane is the plane of ghosts and spirits that are going to their respective deities or dwelling in the planes that they perished in waiting for their bonds to that world to sever so they may go where they please.   The Material Plane is surrounded closely by the Shadowfell and Feywild; direct copies but with a grim or fantastical twist. The elemental planes surround these, continually rotating around these three Planes. Causing rifts in the planes that open minor portals in hidden areas that are closest the the planes, or giving great power to the creatures that are tied to these realms. Above are realms like Mount Celest or Elysium, truly lawful and good places that want nothing but peace and kindness. Below are the Nine Hells or the Abyss, truly nasty realms that only think about themselves and destruction of the universe and bring back the darkness that was before all.   Some realms are tightly knitted together, such as Mechanus and Limbo, complete opposite realms that wish to consume the other. These sit close together but sit on opposite side of the tree, top and bottom. Where only a vast sea of the Astral Plane fill the void. Now beware, if these were to successfully consume the other, depending on which one consumed which, it can either flip the world tree. Or invert it causing most creatures of the realms to shift alignments and cause unfettered chaos, regardless of if the winner was good or evil.  

Realm Shifting or Plane Travel

If one were to travel across realms or see what else lays outside their own realm, would most likely use a Gate Key, spoken more in depth in a side section of this article. These Keys are rare and dangerous to hold. Continually shedding magic power, any that would be able to sense such acute magic can find them with ease, only the most daring or stupid of mortals would carry it in a pouch. Most powerful entities will place this in a magic lock box or hidden away in deep caverns or temples. Otherwise powerful magic casters can use their knowledge of the Dunnlear or Magic Weave, to Realm Shift into other planes of existence. However, using such powerful magic requires a knowledge of the plane or an idea, thought, or material from that location in order to be taken there safely.  

The Positive and Negative Realms

Sitting naturally around the Altengt are the realms just before the Eldar Realms. These realms respectfully hold each other in balance and circle ever so slightly. The Negative Plane is just as the name describes, negative. Death and Decay sit here, nothing from the Altengt travel there unless lost or failed a deal with an Eldar. The Positive Realm, being as it would. Is positive, however there is a down side for unyielding good. It is said that no creature can last in this realm unless their heart is truly pure. With no evil intentions and has only done good, for the name of good.
The Celestial Shift is a series of events of which the Negative and Positive Realms that sit in their respective areas will shift and the Negative Plane will be above the Altengt and Positive Plane will be underneath. When this occurs good aligned gods will be more chaotic and Devils and demons will be more patient. DO NOT let this deceive you, Gods will still do their duties and Devils/Demons still want their way, its just easier to deal with either one. -Nicole Greenwig
 

Eldar Realms

These realms are lost and forgotten but are not necessarily dead. The Eldar, are a group of primordial beings that lived before the Unity. When all was dark and cold. These Eldar are horrific creatures that try and involve themselves in the lives of mortals. Giving them powerful magic that can disrupt the Dunnlear, possibly causing a tear. This is their wish, to tear the Dunnlear and cause all magic to cease. When done the Eldar can invade the Planes and harvest the souls of powerful beings.

Realm Shifting

Realm shifting is a form of teleportation when a magic caster casts a certain spell such as Gate the caster must have a clear recall, the item from that location, or even a name of the location. When done the willing participants are taken through a straight tunnel and end up on the other side at their desired location. However, if none of the following are had the participants are launched into a random location that is or is not on the desired plane. Stranding the caster and his participants.
I was once hired to take a noble to the Plane of Water to speak to a wise Marid. Nor he and I had an item or any location so I merely thought of "lots of water" and we ended up in a upside down lake in the Elemental Chaos that is Limbo with a very angry Salaadi King. -Donimer the Lost

Plane Travel

When a physical gate or rip in time and space is made or used. This is considered Plane Travel, it is more reliable and gives the user multiple singularities inside the gate to exit from. For example if a Runed Stone Gate (the 2nd most effective type of gate), is opened to the Plane of Fire. The user walks in and is given a windy path forward that has multiple different runoffs that lead to similar places inside that Realm. BEWARE! If the gate is primitively destroyed or closed before a selection is made, the paths will sway and not be reliable. A time limit of 1 minute will happen at that time and at the end the teleportation will end and any creatures inside it will be taken and thrown into the Astral Plane.

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