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Chapter 11: Infinite Realms

Beyond the galaxy lie infinite cosmic realms harboring mysteries that can shatter all preconceptions about existence. Branches within time and space contain realities parallel to our own but playing a different role within the cosmic scheme. Beneath the veil of reality are darker dimensions whose twisted realms and grim depths can fracture one’s mind and ravage their spirit. This chapter covers the realms that exist outside of known space and time that makeup both the universe and the multiverse.

Table of Contents

Alternate Dimensions

SECTION 1

ALTERNATE DIMENSIONS

When characters reach higher levels, their path may lead them into alternate dimensions or parallel realities that make up the multiverse. The characters might be called on to venture into the depths of Drath Sia or to navigate the swirling chaos of the Valshion.   Extradimensional adventures offer unprecedented dangers and wonders. Alternate dimensions are not simply other worlds, but different qualities of being formed and governed by elemental and empyrean principles abstracted from the normal universe.  

REALSPACE

Real space is the Prime Dimension is the realm of the known universe. The galaxy and all of space beyond exist within the Prime Dimension, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Prime Dimension.   In the Stellar Sigma, a common theory defines the Prime Dimension as a contained reality separated by a wall of transdimensional energy known as the Veil. Dimensional rifts are passages that move beyond the Veil into the other cosmic realms, which may be masked behind veils of their own.  

DIMENSIONAL TRAVEL

Traveling to another dimension is no mere feat. Characters who venture into these other realities are undertaking an epic journey across the thresholds of existence. Each dimension has its own way of being reached. The most common of them is a portal that leads from the prime dimension into other realms.  

DIMENSIONAL RIFT

A dimensional rift is a general term for a stationary interdimensional connection that links a specific location in one dimension to a specific location in another. Some rifts are like doorways, a shimmering scar in mid-air or a star-filled passage, and simply stepping through it affects the interdimensional travel. Others are locations, massive machines that rip through space-time, colossal stargates, bizarre anomalies, or interstellar portals that exist in multiple dimensions at once or regularly shift from one realm to the next.  

ARCANE POWERS

Even with the infinite power of the Arcanums, very few powers exist that break through the wall of the Realspace's Prime Dimension. Powers like the phantom zone can create pocket dimensions while the portal power creates a temporary sub-dimensional rift. The intangible form of power and other effects that invoke an ethereal state actually lead into the borders of the Etheric Plane.   In the Stellar Sigma setting, ancient lore exists that depict beings capable of shifting between dimensions through force of sheer will. For now, however, these stories only fall between conceptual theory and myths of legend.  

CELESTIAL VOID

The celestial commonly known as “the Void”) is a vast, empty expanse that extends infinitely in all angles. Unlike outer space, the atmosphere is surrounded by a silvery-blue glow emanating from all directions. Erratic whirlpools of color occasionally burst into midair like spinning pools before vanishing in a foggy mist. Not much exists in the Void aside from lost ships, floating landmasses, and the dark pockets where horrors dwell. Otherwise, it is mostly an endless realm.   Starships equipped with a Solorium stardrive move normally through the Void. Ships without a stardrive fall adrift in the void and can’t move on their own unless they access a void stream (see below).   Creatures outside of a ship suffer the effects of an atmospheric vacuum (not an outer space vacuum). They can move within the void by force of will rather than physical means. In combat, their walking speed is equal to 3 x its Wisdom score.  

VOID RIFTS

Void rifts are wormholes leading from the Void to other dimensions. When they emerge, they burst into existence, appearing as swirling pools of rippling energy 1d6 units in diameter. Many rifts bear some appearance to the dimension it leads.   For example, a rift leading to the Valshion might contain a chaotic whirlwind of alternating colors while a portal leading to Drath Sia would appear as a muted purple tunnel of light surrounded by gray white mists. Some rifts lead back into the Prime Dimension, while others lead to unknown dimensions and realities from which most never return.   Determining the destination of a rift is often a matter of chance. At the GM’s discretion, a character can attempt to do so by making an Intelligence (Astrophysics) check against a DC defined by the GM.  

VOID STREAMS

Like the flowing rapids of a winding river, void streams are ripples of energy that flow in both directions between two points in the Void. These points are often rifts leading to other dimensions. Creatures and ships that enter a void stream can use it to propel themselves to either one of the points at the end of the stream. Each stream moves at a different speed, defined by the GM (default is standard FTL, which is 15 parsecs per hour).   Most void streams are temporary or move to other parts of the Void, but a select few are permanent. In the Stellar Sigma Galaxy, the most well-known void stream is the one that leads between the Eriadi Rift and the Keshite Rift.   Occasionally, void streams cross into other void streams, creating branching paths that lead to multiple void rifts.   Traversing the Streams. Navigating across a void stream requires a successful Intelligence (Astrophysics) check against a DC defined by the GM. Characters familiar with the stream (at least three to five successful journeys) can make the roll with advantage. At the GM’s discretion, characters who travel the stream regularly or have pre programmed coordinates aren’t required to make a check. If a check fails, the character’s ship either shifts into a nearby stream or falls aimlessly into the Void.   Creatures that travel into a void stream can navigate them as well, though instead of an Astrophysics skill check, the creature must succeed on a Wisdom saving throw against the same navigational DC. Even after successfully navigating the void stream, the creature must also make a DC 15 Intelligence saving throw or suffer a mental backlash. Use the table below to choose or randomly determine the mental backlash effect.  

BACKLASH TABLE

D20BACKLASH EFFECTS
1-8Stunned for 1 minute; you can repeat the saving throw at the end of each of your turns to end the effect yourself.
9-10Short-term madness
11-1211 (2d10) psychic damage
13-1622 (4d10) psychic damage
17-18Long-term madness
19-20Unconscious for 5 (1d10) minutes; the effect on you ends if you take damage or if another creature uses an action to shake you awake
 

DENIZENS OF THE VOID

Other dimensional travelers can be encountered within the Void. Void horrors are prominent denizens of the eternal expanses. Several regions of the Void are home to evargun, who dwell in lairs forged of dark matter. The xenoterum also traverses the Void, seeking to use it as a bridge between the Prime Dimension and the remnants of Sinoth Ir.  

ETHERSPACE

Etherspace is a misty, fog bound dimension that is sometimes described as a great ocean full of raw arcane energy. It is a realm that exists as an alternate universe to that of real space in a nonlinear fashion with a set of physics of its own. Often referred to as “The Rift'' mages channel the raw arcane energy from this realm to shape and manipulate matter in real space.   Technology has utilized this mysterious dimension to travel from star to star, this is possible because the Etheric Border overlap the Realspace as well as other dimensions, so that every location in those realms has a corresponding location in Etherspace.   Certain creatures can see into the Etheric Border, and the stealth scan and truesight powers grant that ability. Some cosmic effects also extend from the Prime Dimension into the Etheric Border, particularly effects that use force energy such as force prison and force field. The depths of the plane, the Deep Aether, is a region of swirling mists and colorful fog.  

ENTERING THE ETHERSPACE

Aside from a rift, characters can use the intangible form of power to enter the Etheric Border. Other rifts can lead into the Etheric Border or Deep Aether but unless the destination is known or predetermined, the point of arrival could be anywhere in the realm. Etherdrives can generate enough energy to project a vessel into etherspace allowing it to ravel vast distances. It is also clear that the deeper the layer that is penetrated the greater the distance.

WEBWAY

The webway is the deepest layer of the etherspace lay a labyrinth partitioned off from the etherspace creating a tunnel-like maze that continuously grows outwards touching the farthest reaches of the galaxy.   Shimmering windows (1d6 x 10 feet width or height) are scattered about the realm, reach filled with a glowing haze of color. Passing through one of these windows leads to another dimension. Most destinations are unknown, though passages leading to known dimensions can be identified with successful DC 15 Intelligence (lore) check.   Movement in the Webway is the same as in the Etheric Border. Distance in the webway is meaningless, however, so any journey through the realm a trip between planes through the webway takes 10 days regardless of the origin and destination.  

ETHERIC DENIZENS

Common denizens of the Etheric Plane are creatures that can become incorporeal or can shift between dimensional spaces such as a phase beast or an arcane wraith. Cronosytes traversing between dimensions can also be encountered in the Webway. Although among the most fearsome of threats are the demons that reside in the lowest layers of Etherspace. These creatures crave the consumption of creatures that infused with arcane energy have been known to wage war on the spieces that in habit realspace through the course of Stellar Sigma history.  

DRATH SIA

Extending as far and wide as a galactic sector, the realm of Drath Sia is home to all manner of bizarre and deadly creatures. While normally set apart from the Prime Dimension, pockets of the realm crossover, allowing denizens to emerge to wreak havoc upon the galaxy.   Drath Sia is divided into subrealms. Some are linked to one another, and others are isolated. Each sub realm often bears the features of any planet or environment that can be found in the galaxy. They are usually between 5,000 to 10,000 miles in diameter. Scattered formations of floating islands, amorphous subaquatic regions, and an obsidian landmass holding citadels of iron are all possible subrealms of Drath Sia.   Between and around the sun realm is a starry purple haze that extends in all directions, surrounded by a wall of thick mist that is only visible upon approaching it. Rifts to other dimensions erupt at random points within the subrealms, with rare rifts leading into and out of the expanse between them.  

ENTERING DARTH SIA

Dimensional rifts are the primary methods for getting to Drath Sia. Many of the realm’s native denizens can also open their own rifts that lead to their subrealm of origin. Opening rifts in this manner are rarely used, however, as they can cause ripple effects that often attract void horrors.   Starships can enter Drath Sia, though ship-sized rifts are rare and even those are only large enough to allow passage to standard scale ships. It is also theorized that Darth Sia is located at the lowest layers etherspace and with large enough etherdrive travel to this location is possible. Ships that find there way to Darth Sia move at a normal speed. Character movement is dependent upon the atmosphere and environment of the subrealm in which they find themselves. Characters can also move normally between subrealms.  

THE SEA OF CHAOS

In the center of Drath Sia is its largest sub realm known as the Grim Heart. The region is surrounded by an expanse of irradiated dark space often referred to as the Sea of Chaos.   The Heart is a dimensional prison with the Sea as its barrier. Dark, twisted, ancient creatures dwell within, unable to venture out. Stories of how they were trapped inside the subrealm vary greatly with wide speculation. It was from here the celestrals, an ancient caste of life forms, inadvertently caused a section of the Sea of Choas to spill out into the subrealms surrounding it.   Dreadpools. These subrealms are either close to or border the Sea of Choas. Corrupted by the energies of the Grim Heart, these regions can tear at the fabric of a mortal mind, causing them to slowly descend into madness.  

VALSHION

The Valshion is a vast realm of pure, chaotic energy surrounded by a border of highly irradiated dark matter. Within the spiraling realm are regions of pure, primordial energy representing the elemental forces of matter and creation. In the Stellar-Sigma, the Valshion is commonly referred to as the Surge.  

THE COSMIC RINGS

At the dimension’s outermost regions are two rings of primordial energy that spin perpendicular to one another and in opposite directions near the dark matter wall. One of the energy rings is divided into the purest forms of the four elements, whose energies form subrealms where they merge made up of solids, liquids, gasses, and plasma.   The other ring is made up of positive and negative energy particles forming a quantum field where the two ends collide.  

PRIMORDIAL CLUSTERS

Beyond the rings toward the inner regions of the dimension, the energies between the rings merge with one another, forming subrealms forged from a specific combination of elements known as a primordial cluster. Together, the clusters form a constantly shifting sphere in between the two cosmic rings, so no cluster is ever in the same place for very long.   Each cluster also periodically changes state between positive and negative energy, which in turn alters its environment. A well-known cluster of the Valshion is Tauvan Stah, the subaquatic realm of the malevolent kreidren.  

PRIMORDIAL CORE

At the center of the Valshion is the primordial core, a sphere of constantly shifting matter with properties similar to Solorium. What lies within the core is a mystery, as any ship or creature that has ventured within has never returned.  

SUBDIMENSIONS

Subdimensions are small extradimensional spaces with their own unique rules. They are pieces of reality that don’t seem to fit anywhere else. Subdimensions come into being by a variety of means. Some are created by arcane powers or generated by powerful, advanced technologies. They may exist also naturally, as a fold of existing reality that has been pinched off from the rest of the multiverse, or as a fledgling universe growing in power and mass. A given sub dimension can be entered through a single point where it touches another dimension.  

VARIANT: VIRTUAL DIMENSIONS

The SSN and other virtualities are presented in chapter 3 of this book. Using this variant, virtual networks instead become digital dimensions of their own, accessible only through a deep dive connection. A character’s persona is a digital copy of their real world character, complete with gear and equipment. This concept can also be used in popular sci-fi themes, where the protagonists aren’t sure whether they’re in a virtual realm.  

ENVIRONMENTS AND PERSONAS

Create node environments as you would any other adventure environment, using the rules provided in chapter 8. Interaction with the environment looks and feels the same as in the real world. Replace the node’s countermeasures with appropriate hazards, or situational arcane effects such as the programmed trigger power. Latency and static effects function as if they are difficult terrain.   Equipment. Gear functions as it would on the character. If you’d prefer to use a character’s device, you can remove any forge enhanced bonuses to Armor Class, weapon attacks, and weapon damage. Instead, their armor (or clothing) receives a bonus to AC equal to their device rating. Similarly, their weapons also receive an attack and damage bonus equal to their device rating.   Damage and Effects. Instead of virtual damage, treat damage and healing as normal, even though the characters are in a virtual state. For example, even though there is no actual fire or cold damage in the Matrix, the virtuality mimics the aspects of those damage types so as to appear the same as in the real world. This also saves you from having to alter creature stat blocks for use in combat   Persona Death. When a character’s persona is killed in a virtuality, you can handle it in one of three ways. Each is dependent upon which type of scenario you’re running. *The character experiences a dive crash (see chapter 3). *The character takes psychic damage equal to 2d10 + d10 per rating of their device. They must also succeed on a DC 15 Intelligence saving throw or acquire a form of short-term madness. *The character dies in the real world. Whichever option you choose, should apply for all characters during the adventure.   Leaving the Network. Whether a character is aware that they are in a virtual network is dependent upon your adventure scenario. If the characters know where they are, they can dive or disconnect as normal.  

DUAL REALITIES

As an alternative, you could create the Matrix as a separate campaign setting. The players would create new characters as their personas, who would gain experience and levels separately from their characters in the real world

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