Prism Geographic Location in Prism | World Anvil
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Prism

Prism is a plane of existence where the truth of one’s soul can never be hidden. It is a place of wonder and mystery. Like its name suggests, the entire plane consist of one single world in the shape of a massive triangle that can only be accessed during the last seven days of the Great Alignment Cycle. At the center of Prism lies a mysterious light source that illuminates the world from the inside out, making the entire plane glow in vibrant colors. Some of its inhabitants believe the light source is great deity and dedicate their lives to it. Others see it as pure energy like an internal sun that never dims. Those curious enough to try to understand its powers and existence believe it was formed as a result of two worlds colliding. The light source is the smaller of the two worlds trapped inside the other. Of course, that is only a theory, but one thing is certain: Everyone is affected by the light. For those living in spiritual alignment, Prism is a nirvana. On the other hand, those with corrupted souls live in eternal torture.   Much like a regular prism disperses light into a spectrum of colors; Prism disperses creatures’ feelings into a visible spectrum of emotions revealing their true selves and their deepest desires. All creatures in Prism walk with a colorful aura around them and their true feelings exposed. Only those at peace and in alignment with their feelings can live peacefully in Prism. Others, with internal conflicts struggle, but for the most part, they can function while they work towards coming to terms with their truth and making amends with who they really are. Then, there are The Dispersed. These are chaotic creatures whose feelings are so unbalanced, their greed and evil so great, that the strongest and most out of control emotions on their spectrum take physical form, creating soulless doppelgangers of themselves.   Prism is about balance. Creatures most be attuned and in control of all their emotions to be whole and achieve their maximum potential. There cannot be happiness without sadness or love without hate. Many believe the light source in Prism does not look to deprive anyone of any feelings, even the negative ones. Instead, Prism seeks to achieve a harmonious balance of emotions where negative feelings such as fear, anger, and hatred are kept in check, while positive feelings are allowed to flourish. Those who believe in Prism as a deity believe that only through properly balancing and aligning one’s emotions can one be whole and be at peace. That can only be achieved through meditation, worship, and good deeds.   Others are not so convinced that Prism is a benevolent deity in search for balance and are wary of what intentions Prism may have, if it even has any. For centuries, many have tried to explore the triangle’s core, but any attempt to reach it has led to madness. The closer creatures get to the core, the more intense the prism effect is felt. Many adventurers that have attempted to reach the light source have not returned and those who have seem to be empty souls devoid of all emotion. This gives fuel to the tale that Prism does not have good intentions and whatever power it has to affect and manifest emotions should be taken away. But how?   The question now is… Are your adventurers brave enough to face the dangers of Prism to reap its rewards? More pressing, are they brave enough to face their true selves and expose their feelings to the world? For those who are, remarkable things await. By aligning and controlling their emotions, adventures can achieve their maximum potential and can tap into extraordinary powers. If they do, they must hurry; the gate to Prism is only open for the next seven days.   Beware of the doppelgangers!

Geography

No one is from Prism. Not to anyone’s knowledge that is. The first known inhabitants were war-torn, displaced Aasimars looking for a new home. They discover an open gate to a plane they did not know. They were attracted to it by a bright and beautiful shimmering light. They entered the plane unaware the gate would close in a few days trapping them inside. This moment would later be known as The Arrival (TA), day one, year one.   At first, the Aasimars were intrigued by the colorful aura around them, but did not fully understand the effects of Prism’s powerful light. In time, they understood the aura represented their emotions. It exposed their fears and desires, their anger and hate, along with their compassion and love. Some felt ashamed of their auras and felt an internal struggle that would sometimes feel like physical pain. Others felt proud of their aura and empowered by it. When Prism gate reopened many that struggled with their feelings left, but many of the Aasimars had fallen in love with Prism and stayed. Overtime, the existence of Prism and its unique effects spread throughout the multiverse and other curious creatures went.   Prism is divided into four regions. Each side of the triangle has its unique characteristics, as well as their own unique settlements. Zenith is considered by many to be Prism’s most beautiful region. It has tall green mountains with gentle slopes and beautiful trees. It has plenty of colorful flowers, winding rivers, and breathtaking waterfalls that glow with the colors of the spectrum. Even the weariest of warriors would find this place peaceful. Of course, being Prism, they must first be at peace with themselves to enjoy this beautiful nirvana. Zenith is mostly inhabited by the first Aasimars now known as The Aligned. They occupy the entire north region. There the effect of Prism is felt the strongest and only those in alignment with their feelings can live there.   Zenith also has settlements of Wood Elves on the south west woods known as the Ethereal Forest and many cities of men on the east shores. There are other smaller settlements throughout. Surprisingly, there is even a small settlement of Halflings in the lands between the elves and the men. The few Halflings are convinced many more would come if only they would dare take the journey. Halflings’ good nature and lack of ambition make the ideal residents in a place like Prism and they tend to thrive there. But as many adventurers know, they never want to leave their home, so few of them ever make it to there.   The two sides on either side of Zenith are called Iridescent and Incandescent. Iridescent, to the east of Zenith, is mostly a giant ocean. It has many charming islands and miles of beautiful white sands beaches. The internal light of Prism shines through the water creating a stunning visual mosaic of colors in the sky similar to the northern lights, giving the area its name. There are several settlements of men there too, most notably the Men of the Eternal Light. These men worship the light source as a deity and refer to her as Luminaria. They claim their souls were healed by the power of Prism and dedicate their lives to worshiping it.   On the north left of Iridescent, at the foot of Zenith’s mountains, there is a system of caves and caverns that go deep into Prism’s core. But these are unusual caves. Since Prism shines from the inside, these caves are very bright and filled with interesting tiny beats. Many adventurers have explored these caves hoping to find a passage to the light source, but so far no one has been successful. Attracted to the mystery and beauty of the caves, many Dwarfs and Deep Gnomes have settled there.       Incandescent, to the west of Zenith, is flatter than the other regions. There is a vast desert that extends for many miles. Incandescent gets its name from the intense heat and blinding bright lights of the area. Creatures with sensitive eyes will find it uncomfortable there. There are only a few creatures adept to this kind of weather and they are scattered about here and there. The only significant settlement is Draconia, a Dragonborn city where red and brass Dragonborns feel at home and at peace. Anyone crossing Incandescent or going to Draconia must carry plenty of water and supplies if they hope to survive. The heat and long distance between settlements will test the constitution of any creature. It is best to be prepared.   On the bottom triangle of Prism lays Dispersia. This eerie and disturbing place is where the soulless doppelgangers reside. This is the only place in Prism where the light is dim and it seems to always have an unnatural fog. There are small black mountains with jagged edges and lakes contaminated with foul dreams and unwholesome thoughts. No trees and plants grow there and even the air is toxic.   So far the power of Prism keeps these doppelgangers trapped in Dispersia, although they have been known to escape to hunt down their former souls. So far these have been rare instances, but nonetheless, terrifying. However, there has been a recent discovery that may help them escape Dispersia and Prism altogether. This might bring ruin to Prism, and threaten the rest of the Planes. If true, they must be stopped!
Alternative Name(s)
The Truth Plane
Type
Dimensional plane

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