Cosmology of Eorðe in Eorde | World Anvil
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Cosmology of Eorðe

The world of Eorðe is considered the material plane of existence and while not much is know of the other planes mages do have a slight grasp on their formation and Eorðe's place in the universe. The current understanding is that each dimensional plane, called a Path, has an associated domain or aspect. The planes themselves age and some are much older than others. The planes that are currently open to use from magic both arcane and divine are the younger dimensional planes called Paths. The Paths connect back to an originating ancient or primal plane called a Hold. The Holds are ancient and much is unknown about them. those who attempt to access them are killed from elemental or psychic backlash   There is thought to be one plane nearly identical to the material plane which is the ethereal plane.      

The Holds

Ancient and mysterious, no living creature has seen the holds. They represent the primal energies of the world through which the Paths channel. There are eight holds. These include the Holds of Time, Death, Life, Light, Darkness, Shadow, Beast, and Dragons  

Hold of Time

The Hold of Time represents dimensions of the mental realms. These paths don't usually physically interact with the material plane. The paths of the Hold of Time include  

The Path of the Arcane

The Path of the Arcane is ruled by The Old One, a mysterious figure who is thought to be a powerful mage from long ago. This path is most used by mages as it holds vast amounts of arcane power non-elemental in nature.  

The Path of Knowledge

The Path of Knowledge is the most metaphysical of the paths. Ruled by Eotrix an ancient silver dragon. Through this path flows most divination magic. When mortals wish to know the past present or future the energies in this realm can give that knowledge. Those that have been there say it resembles an enormous library.  

The Path of Order

The Path of Order is rigid. Ruled by Haxion a god who finds his sole purpose in upholding order and the natural way of things, this path has not changed since its creation.  

The Path of Creation

The Path of Creation is ever changing. The ruler of this path is Sankal. Most summoning spells use this path.  

Hold of Death

The Hold of Death is one of the most ancient of all the Holds and its power of the power is never ending. Death has always been apart of the world and always will be. The paths of the Hold of Death include  

The Path of the Dead

  The Path of the Dead is the name for the Path that all souls must traverse from the material plane to the afterlife. This is not their final destination. Often as they travel this road the souls themselves do not know they are dead. Once they come to the realization that they are no longer living they are sent to the personal realm of The Shade, The Realm of the Dead.  

The Path of War

The Path of War is currently contested by three gods, Fenrir , Varaha , and Dawon. These three have been locked in the struggle for dominance for the past millennia. The appearance of the Path is that of a war torn battlefield.      

Hold of Life

The hold of life encompasses the opposite of the hold of death. The powers contained here give life to all creatures in the world. All healing magic comes from this hold. The paths of the Hold of Life include  

The Path of Life

The Path of Life is ruled by Larathien. A very powerful plane, the path of life actually doesn't interact with the material plane very often. Spells from the necromancy school such as resurrection, often use the power of this path.  

The Path of Water

The Path of Water is ruled by Nir. The first of the elemental paths this plane plane is compromised of nearly 90% water. Aside from a few floating islands this plane is one vast ocean.  

The Path of Healing

The Path of Healing is ruled by Yashva. The path of healing is different from the path of life in that it can only regenerate or recover the life of a still living creature. People who traverse this path often describe it as if they were walking through a hot spring or sauna.  

Hold of Light

  The paths of the Hold of Light include  

The Path Light

The Path of Light is ruled by Luxalla. This path is a world of never ending day. A eerie place of no darkness or shadows. Light eminates from everything to some degree on this path.  

The Path of Fire

The Path of Fire is ruled by Otashan. Fire is the light's heat channeled. This plane is full of raging ever burning wildfires. Firestorms fill the skies and the heat of all these flames is everywhere.

The Path of Wind

The Path of Wind is ruled by Melzi. The winds never die in this plane. From rough storms to gentle breezes all winds here carry a message.  

Hold of Darkness

  The paths of the Hold of Darkness include  

The Path of Darkness

The Path of Darkness is ruled by Tharzidun. A plane of pitch black darkness. With zero light only a creature with blindsight or devil's sight could hope to travel here. Darkvision provides to help here.  

The Path of Ice

The Path of Ice is ruled by Hood. An icy world covered in ancient glaciers. the coolness of the dark is made manifest here in the path of ice.  

The Path of Tempest

The Path of the Tempest is ruled by Fortuna. A never ending hurricane travels this plane. Without an expert guide mages or clerics who try to travel here are often tossed aside and lost. one must travel in the heart of the storm to survive.  

Hold of Shadow

Though to have been created after the planes of light and dark mixed, the hold of shadow is a murky world. The paths of the Hold of Shadow include  

The Path of Shadow

Grey and murky the Path of Shadow is filled with swirling mists that blur the vision. It is extremely easy to lose ones way when traversing this path. The ruler of this path is the Queen of Shadows . She rules from her throne of shadows.  

The Path of Trickery

Loki is the ruler of the Path of Trickery . An old saying among the mages and clerics who travel this path is to never trust anything. The path of trickery is so named as its appearance can change on the whim of Loki.  

Beast Hold

The Beast Hold is a place of natural power. Some scholars believe this is the plane which the creatures of the world came from. Rough and wild this hold is a primal place. The paths of the Beast Hold include  

The Path of Earth

The Path of Earth is ruled by Terra. A solid and sturdy plane, the path of earth often varies between long treks along underground tunnels to steep mountain paths.  

The Path of Nature

The Path of Nature is ruled by Sovena. The path of nature resembles a never ending forest. All types of plant and animal life can be found here. Any natural flora and fauna created throughout the ages is said to reside here somewhere.  

Hold of Dragons

The Hold of Dragons has no paths. It is said that only the dragons can access this domain and that much of their magic power comes from this plane.

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