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The Plane of Void


The Plane of Void; The Emptiness; The Empty Garden;
The Endless Fog; Realm of the Cursed;


THE DEVOIDS - three Void Gods - Nulu, Shoony and Ize
Creator = Sharran
~ ancient writing speak of Sharran be aided accidentally by Perdita of The Enduring Ones, because of Perdita's own never-ending despair and anguish ~

Language = Deep Speech
Associated Gems = Void Crystals ("Shooney Crystals" Nuummite; Black Onyx; Black Zircon; Blizzard Stone; Moldavite; Peridot; Moonstone; and Obsidian.
Associated Direction = Central or Gaps - people decorate by placing hot coals and soot from a fire, which are used to burn off the grass in the centre or where gaps in a design naturally appear.


SYMBOLS
~ considered bad to draw, as will make Void creatures able to locate a place or person ~
Ancient = Large swirl enclosing two full moons with a five petals near opening (representing the five other elements).
Triangle = blacked out triangle drawn in any direction


VOID is the black of Outlying Space, gaps and shadows. It is frequently associated with forgetfulness and the blankness in a person's mind.


The Plane of Void is a world of monochrome (black, grey and white) - there are no shadows; colour itself has been bleached from the environment. This colourless place is gloomy and appears in parts empty.
Sharran has a residence of The tower of loss within the plane of Void. Perdita of The Enduring Ones is a regular visitor to the plane, often to sit with the Void Banshee Malzan - bringing despair and anguish with her. The two often sit silently for long periods of time - or grumble the occasionally comments.

The Plane of Void has no ties to the underdark of Ru'Mal and Ru'Than, except for Sharran - therefore each as entrances to the plane, found within the Underdark.

The terrain of the Plane of Void is usually "falsely" similar to the area where the traveler enters from the Prime Material Plane of Esau and Lyre.

+ If one wizard travels onto the Plane of Void from a forest, she first sees an equivalent forest formed of shadows, except with monochrome colours. If she starts underwater, she appears within a shadowy, colourless sea that behaves like a Prime Material Plane ocean, so her water breathing spell still works.
However, as she moves away from her entry point, the terrain of the Plane of Void changes dramatically, to a uneven rocky grey terrain, with deep crevasses - with absent of much of the other elements - the air is thin, the water is sparse, the tree/plants/wood are bare and few, the fire only glows not burns high, the earth is only rocky and harsh.



The place is an eerie darkness. Not a sound. Even if you shuffle your feet, to insure you do not fall off the narrow ledge, since you cannot see – even with dark vision. Feeling around the ledge has one sheer cliff on the left side. To your right there seems to be nothing – when you foot found itself it mid air you could not tell how long the fall would take. The lack of sound and sight makes it seem endless.


HAZARDS

* Hazards Notes
+ Memory Moss = appears as a 5-foot square patch of black moss. It grows in temperate or warm climates and is sometimes encountered in subterranean realms. Memory moss cannot abide the cold or the arid clime of the desert and is never encountered in such environments.
When a living creature moves within 60 feet of a patch of memory moss, the moss attacks by attempting to steal that creature’s memories.
It can target a single creature each round. A targeted creature must succeed on a DC 14 Wisdom saving throw or lose all memories from the last 24 hours. This is particularly nasty to spellcasters, who lose all spells prepared within the last 24 hours. (Only those spells actually prepared in the last 24 hours are lost; spells prepared longer than 24 hours ago are not lost.)
Once a memory moss steals a creature’s memories, it sinks back down and does not attack again for one day. If a creature loses its memories to the memory moss, it acts as if affected by a confusion spell for the next 1d4 hours. Lost memories can be regained by eating the memory moss that absorbed them. Doing so requires a DC 11 Constitution saving throw, with failure resulting in the creature being nauseated for 1d6 minutes and poisoned until it takes a long or short rest. A creature that eats the memory moss temporarily gains the memories currently stored therein (even if they are not the creature’s own memories). Such creatures can even cast spells if the memory moss has stolen these from a spellcasting creature. Any non-spellcaster that attempts to cast a spell gained in this way must succeed on an Intelligence check (DC 10 + spell level) or the spell fizzles away.
After 24 hours, the memories fade (including any spells not yet cast).
Creatures eating the memory moss to regain their own lost memories do not lose them after 24 hours. Cold or fire damage kills a patch of memory moss.
When first encountered there is a 25% chance that the memory moss has eaten within the last day and does not attack by stealing memories.
In such a case, the moss contains 2d4 spells determined randomly from any spell caster’s list with no spell over 4th level. When a living creature moves within 60 feet of a sated memory moss, it assumes a vaguely humanoid form and casts the stolen spells at its targets. The moss casts these spells as a sorcerer of the minimum level necessary to cast the stolen spell (save DC 10 + spell level, + spell level +2 to hit with spell attack).



ENTRY POINTS FROM Esau

* In Tucalyos, deep within the Sun Woods is Ag'hast Han - cave hidden behind a waterfall is an entrance to the Plane of Void;
* At the entrance to The Gahara in the Northern Isle is a shadowy cavern, goes unseen by most explorers;
* Vortices within the Elemental Plane of Void often took the form of a column of blackiness or a huge swirling empty space.
* Elemental vortices could occur wherever a high concentration or nearly pure form of an element was found, and could be temporary or permanent.
* Vortices to the Plane of Void could often be found in deep dark places and near the entrances to Ru'Mal and Ru'Than.
* Temporary gates could be created by the plane shift spell or the abilities of high-level druids.
* The spell astral projection could be used to reach the Plane of Void, via a swirling empty space.
* The gate and plane shift spells could be used to open a temporary portal to this plane. To reach the Plane of Void by means of a plane shift spell required two tuning forks made of a Void Crystal Shard tuned to the notes of F and C.


THE RIVER STYX

The Styx, also known as the River of Blood, is a cross-planar river that linked the topmost layers of The Hells, Acheron plane: The Infernal Battlefield, and The Plane of Void.
The huge and stinking river flows deep and fast - making it uncrossable. Those who touch or drink from the Styx risk completely forgetting their past lives temporarily or permanently.
The river is so deep and swift, a torrent that cannot be forded. The water at the surface moves slowly and sluggishly, hiding a dangerous subsurface current that can quickly pull boats and swimmers to the bottom.
Travelers are advised to use the boatman Charon or his servants, the merrenoloths, to navigate the river. (If called via spells such as summon monster VIII, holy word, or blasphemy, a merrenoloth typically answer the call within seconds.) They charge a fee of 100 gp in advance per passenger and never carry cargo.



NAME UNSPOKEN

The Plane of Void is not spoken of among most races and cultures of Esau.
The knowledge that if "Void" is spoken 3 times in a person's lifetime, that one of the Void Elementals will come and remove you; and any memory of your existence; limits people desire to say the word. This saying "Void" is over any lifetime. Few people have ever been to The Void, and even fewer have returned = none speak of the plane.
Avoiding this fate requires finding a certain Fey known as a Jinx Fey.


Drawing the symbol of a black triangle = people assume is a "do not use"; "do not enter" symbol - actually it allows the Void mephits and Jinx Fey entry to the material Plane.


+ When anyone enters The Plane of Void, they have to go through a ritual that sends them off. While in the plane, any memory of that person, is lost and forgotten for that time.
+ Some prophets claim that The Plane of Void is also the Plane of Nonexistence. If that's true is not known for sure by anyone, except the natives who have always lived there.
+ The plane of Void does not have any clear ends, it is just infinite, at the same time it small. It is more like a dream world, not dissimilar to The Dream Realm, where anything can happen. No living person except the natives of will ever be able to fully understand it.
+ If a person survives travelling there, they will almost certainly have acquired a greater understanding of the whole Universe and Moata Solar System, along with the essence of existence itself. Their mind empties for a while, allowing them to see, hear, touch, understand and open their mind to. If careful, they may also have acquired a great deal of magical or martial knowledge and power. However, the one thing is known for certain, is they are never going to be the same.
+ Many people who do return from the Plane of Void, go mad with the knowledge and cannot explain themselves clearly, ever again.


VOID Elementals

The Void Elementals create fear - because of their ability to remove a person and all memory of them from the Prime Material Plane. The Elementals can steal away any spell cast at them, so unable to be used again until end of combat. Careful of the Void Elemental's tendril barb.
Not mention in the journal entry titled THE UNSPOKEN ELEMENTAL.



Even the terrain of The Plane of Void may have "minds" of their own. It may seem like some open plains does not do much, but they can if they will. They might create some unnoticeable, difficult terrain while you're in a fight, or while you simply walk over it. It might also support you in fights or while you walk. But in some terrains, you may actually see clearly that the terrain is trying to hinder you, or even kill you.
Most terrain does not attack you at random. It often has a reason, like if you are destroying it, or attacking the innocent inhabitants. Just as likely, as mentioned above, it might help you if you are trying to help it, killing unnatural or evil inhabitants.


THE EMPTY SEA
Water-less, no creatures, yet not quite a desert. A wide-open space where many Void Elementals and Void Genasi reside.

The Plane of Void gate swings opened - hanging mostly of the hinges - it use to open to The Dream Realm ; but when the largest of the Void Elementals escaped - then the Amber Plane seeped in the gap and created a new plane.

The door to The Dream Realm remains buckled in - as the larger Void Elementals forced the gap to escape out. The dream that was dreamed in that moment spread into many minds and then was forgotten (except by one Changeling) - completely emptied the mind of the first person who had it - which allowed the Void Elemental into the Prime Material Plane.


VOID CRYSTALS


Void Crystals are one of the most sort after items in the Plane of Void. They glow in a shade of translucent grey purple (when returned to the Prime Material Plane they might eventually glow orange, red, blue or green]).
Void Crystals are actually pure arcane magic forged into something solid. Whenever a mage touches it, he or she may regain power or lose some. Outside of The Plane of Void, any crystal only has limited touches before it looses it's powers and become a stone. If you melt it - which requires the heat of 1000 C, it turns into a glowing liquid, which rapidly changes colour.

+ Void Fey: they feel some kind of connection to these - therefore stealing a Void Crystal from a Fey or a Fiend, may get terrible results - yet you can turn it to you're advantage; you might bribe a Void Fey or Jinx Fey with one.
+ A tiny piece of a Void Crystal can be used to place in a person's ear - creating a sleep walking state to walk them to where it is willed by the Fiend (sometimes a fey)
Show spoiler
These were used by the creatures of the Underdark of Ru'Mal to steal children - The Possession of the Youth .
+ Annis Hags (Fey ) = The most physically powerful and feared of the Hags, strongly connected to The Plane of Void . Annis Hags are ferocious savages with nails and teeth like iron. They are egotistical brutes who see strength as virtue and appeal to simple-minded beings like children or primitives.



The three Void Gods (without gender or genitals):- NULU, SHOONY and IZE.

Void Gods (also known as the Devoid) adapt easily to the changes in the world. In natural form they look as if dark shadows, or extremely large Void Genasi.

They seek to control who is forgotten - they thrive from the vivid pain, anguish and despair of those who disappear and become forgotten from existence. No one has seen them and told of it. There description is forgotten by all who see them.
Devoid of Mortal Needs = Void Gods do not need to breathe, eat or sleep. They have no genders. They are not beings that need to be believed in to survive - they live off despair of others.


Keep away from breathless Nulu;
Avoid the stillness of Shoony;
and watch for the Idleness of Ize.


NULU

Titles = The Unseen; The Invisible Stalker;
Alignment = Chaotic
Symbol = pair of closed eyes
Portfolio = void
Domains = The Nothing, Elementals
> PET: Cloaker - Ether
> Nothingness
> controls creatures
> music - eerie and annoying
> Skinny as if one of the Boneless
> emotionless/unemotional
> expects treatment as a royalty
> blacks
> fast and racey
> no buildings above ground
> casts Blindness
> takes memories


SHOONY

Titles = The Unheard; The Deafened;
Alignment = Chaotic
Symbol = an ear entangled in vines
Portfolio = void
Domains = The Nothing, Elementals

> PET: Giant Python Snake - Shezzaa
> entangles
> mushrooms
> barren winter
> whites
> short
> awkwardly calm
> slow to move and speak
> slows others down
> abstract
> bitter
> shadows
> casts Deafness
> casts Silence


IZE

Titles = The Unspoken; The Wordless One
Alignment = Chaotic
Symbol = closed stitched mouth
Portfolio = void
Domains = The Nothing, Elementals
> PET: Hush Devil - Denny
> frozen wastelands - without ice
> empty
> greys
> Idle
> empty
> occasional jingling sound - intermittant pattern
> large and yet empty
> casts Steal Voice
> non-verbal
> steals breath away, as has no need of air


The Hollow Knight
Also known as the "Void Lord", is a Void Elemental given Focus is a colossal being of pure Void - the Knight transforms into this being upon defeating the Radiance in the Temple of the Morning Lord. It is used to lure adventurers to follow it seeking glory and frame, only to open a rift to the Void Plane.


Malzan
Void Banshee
Visited regularly by Perdita of The Enduring Ones.
Her hair is so black yet glistens of a dark purple glimmer. She has long streaming hair and wears a dark gray cloak over a black dress, and her eyes are red from continual weeping of despair and aguish. She has a ghastly complexion.
Malzan stands as a small lass, anywhere between one three and five feet. Her exceptional shortness often goes alongside the description of her as just a girl.
The sorrowful find her joining them on the road. They rejoice at any companion, and a lass seems no harm. Her deep eyes beg them to speak of all their troubles - as she absorbs each trouble the person and everyone else forgets the moment in time. The person loses all ability to feel or remember.
Not taken, like the Void Elementals, but in a way worse, forgotten even by themselves.



Geography


Shape and size = Infinite Size
Gravity = Subjective Directional
Time = Normal Time [Formerly: Flowing Time (1 real day = 2 subjective days)]
Morphic trait = Alterable Morphic
Elemental/energy traits = Major Negative-Dominant with some Minor Dominant regions
Magic trait = Enhanced Magic: inflict spells, negative-energy related;
Impeded Magic = cure spells, positive-energy related
Impeded Magic = Spells that use or generate light or fire may fizzle when cast on the Plane of Void. A spellcaster attempting a spell with the light or fire descriptor must succeed at a Spellcraft check (DC 15 + the level of the spell). Spells that produce light are less effective in general, because all light sources have their ranges halved on the Plane of Shadow. Despite the dark nature of the Plane of Void, spells that produce, use, or manipulate darkness itself are unaffected by the plane


Localized Phenomena


Ag'hast Han in the Sun Woods of Tucalyos is rumoured to have a portal to the Plane of Void.




Fauna & Flora


THE VOID FLOWER

The Void Flower (otherwise known as the Leather Flower or the Purple Star. [looks like a purple clematis flower].
Poisonous to eat - lips turn purple and feel the poison travel through blood - slow, painful death as poison reaches heart.
USAGES: make a poison named "Star Petals" - no smell, tastes sweet.


THE BLACK BUTTERFLY


Also known as the Silence Between, flutters among and between the stars, representing distance, silence, and space. The Black Butterfly finds the silence of the sea of stars useful for introspection and learning about oneself. Those who follow the black butterfly take opportunities when they can to sit in silent meditation, in zones of silence and darkness when possible. Travel across large distances offers plenty to think about and contemplate, and the Black Butterfly encourages such journeys.
The Silence Between manifests as the silhouette of a woman with butterfly wings, and white hair and eyes. Likes to isolate, and turns people introverted.


Natural Resources


* absent
* void crystal shards
* vast emptiness
* void Fey
* vacuum of space
* none creatures
* nought
* no sound
* when add to another element is absent of all other elements
* Cloaker
* Void Elementals
* Void Genasi


History


Dare not to speaking the word "void" three times within your lifetime.

It is said to cause a Void Elemental to find you and steal you away - removing all memory of your exsistence.
The only ever noted reversal of this severe jinx, is to find a Jinx Fey and have them speak the word in your stead. They are returned to The Plane of Void, and the person is returned to having a zero count of speaking that word.
(easier task with the unlikely help of a Void Genasi.)


Tourism


Only real tourist to The Plane of Void is Perdita of The Enduring Ones. Others only enter by mistake or being forced.

Perdita
Twin sister to Crave of The Enduring Ones.
Names = Perdita; Gloom; Nort; Princess of Anguish; Despair
SYMBOLS = iron hooked ring; cracked mirror
Realm = nomadic - although as a realm within her twin's realm of The Threshold (known as The Grey Realm) - plus frequently visits the Shadowfell, as well as The Plane of Void).
Perdita is an obese woman with grayish skin, white bone of the top of her left foot showing, lines of worry on her face, and matted black hair. She is tattooed with intricate red lines, has scars and fresh blood-beading cuts all over body, and irregularly-shaped teeth. She smells of sweat, decay, slightly of blood and tears.
Perdita’s sigil is an Oōruritē ring with a hook that she is always wearing.
Perdita rarely speaks, is very cynical, and always looks gloomy. When Gloom does speak, she sounds intelligent, factual and bluntly honest. Perdita as a name means "lost," "ruin," or "decay".
Generally, Perdita's nature gives and receives a feeling of distrust. Her cold, distant manner keeps the other Enduring Ones at a distance, including her twin Crave. The exception being Solandra/Mania of The Enduring Ones, who lives in Extraneous, and frequently endeavours to share previous moments with Perdita. Despair often took the brunt of Acosador's cruel words and nasty teasing.
After The Corruption, when Solandra became Mania after the corruption of her lover Moonweaver to become Hecate Darkmoon, Perdita hid in The Void Realm.



REFERENCE:
* Void Magic
* Void Lich
* Gifts from the Void

Type
Dimensional plane
Location under
Inhabiting Species

VOID SPELLS
* Ravebous Void
* Eyebite
* Shadow blade
* Banishment
* Banishing Smite
* Shadow of Moil
* Enervation
* Mind Blank
* Negative Energy Flood
* Mind Sliver
* Feeblemind



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