The Void is an infinite expanse of space surrounding all things. It is called the Great Empty by men. The plane is a place of silent emptiness. There is no light or darkness; there is no color or form, nor sound. There is no distance, nor does time have any meaning. It is the Great Empty. It is the forge of the All Father’s creation. The name, however, belies its nature, for in truth the Void is a vibrant, if mysterious, plane. There, great currents move through the emptiness like winds across the sea, caused by the machinations of Erde and Inzaa. The Maelstrom, ever growing, pushes against the Great Empty, devouring it. Where the two collide lies the Gehirr, the Realm of Chaos (see below). Here lies the Vesk and the Ea-Iaul, the Fortress of Wind where Cort-hain the Val Eahrakun dwells. The Undeeps is that part of the Void where Unklar resided during first five Rin of the world. It is stained with his malice and as such one of the few places in the Void where land form has taken shape. Encounters: The Void is home to a host of creatures, monsters both fair and foul. These early experiments of the All Father’s labor, imperfect castaways, twisted or altogether evil, good or indifferent, haunt the Great Empty. Many are not the result of the All Father’s active creation, but rather exist, for in his restless sleep he dreamed terrible nightmares or at times his raw emotions spilled out unknown into the Void. The resulting creations can be simple, or beyond the keen of mortal perception, and even to look on them can oft times drive the weak of will to madness. Dark and horrible, twisted coils of scales and slime, and pustulating wrecks of life, these beasts haunt the confines of the Void, drawn to any living thing with a hunger that defies com-prehension. Others exist as beauty personified, glory in all its design. Most creatures in the Void are drawn to anything living. They hover on the edges of creation watching, in wonder or lust, the unfolding of life in the material planes. Only the remnants of the Wall of Worlds and the rune lords keep these creatures from coming to the material plane. When travelers from the planes or the material come to the Void, they tend to attract the inhabitants. Any number of things can occur, depending on the alignment, nature, disposition, etc., of the monster encountered. Movement: Travel to and from the Void can be achieved through various spells or runes. Travel on the Void is easy. There is no set boundary or any real conception of direction. Mode of travel is as one wants it to be, by swimming, walking, flying, etc. Movement is achieved by willing oneself backwards, forwards, sideways, up or down. Movement does not occur at any defined rate or for any set distance. There is no real distance between two points, nor any time in the Void. If one, occupying space in the Great Empty, perceives a point in the expanse before him, he but has to will himself towards it. The relation of time and distance is entirely up to the strength of the character. Without needing the use of powerful magic or rune lore, movement is achieved by willing it alone. To travel through the Void one must make a successful constitution check (CL 2-40, determined by the CK) each time the traveler enters the Void. If the traveler fails, then his body cannot maintain itself through the movement and passes into a state of limbo. The character is lost to the Void and drifts, a husk, until rescued. Time & Sustenance: There is no time in the Void, nor need for any sustenance or rest beyond the normal required to regain spells. Magic: With the exception of use by those who worship Corthain, divine spells, attributes, or abilities do not work in the Void. Holy or unholy magic items do not function. Because of the sparsity of the Language of Creation in the Void, arcane spell casters must make a successful intelligence save (CL 15) for a spell to work. If successful, the spell’s effects are reduced by half. Magic items work normally, un- less they have spell-like effects. A +2 sword would still be a +2 sword and a rope of climbing would still act as a rope of climbing. If the item creates spell-like effects however, it suffers the same fate as spells. The wielder of a wand of wonder must make a successful intelligence save (CL 15) for the item to work, and if it does, its effects are reduced by half. All saves are made by the wielder or caster, the nature and power of the item is not factored in unless the CK determines otherwise.