Otherwhere- How to Get There
Dark Shards
Each of the planes of existence is fundamentally superimposed over one another, and the points of tangencies, the planar boundaries, are those places where the distinct planes lose focus, where similarities between them cause each, in the slimmest dimension of space, to become passable to one another. The adherence between these seven planes is strong in part because of the magical energy they all share along the various axes. In at least one boundary - the one between Nycos and its closest Otherwhere, Everdark - the access points are all directly associated - they appear the same regardless of which direction you are passing - but others can and often do take alternate or even counterintuitive appearance depending on the direction of passage one to the other. In fact, there are rumors that one can pass from one plane to another and not even be aware of the change. Another consideration to take into account when passing from one to another, are the specific conditions that underlay each. This list is intended to share at least some of the practical considerations dealt with within Nycos, and the steps one might want to consider when traveling from one to another.Nycos
In metaphysical terms, the planes of Nycos make up a heptagonal prism. As the basis of the other dimensions, it is the transitional axis through which the others oscillate, each at its own frequency if you will. Some planes seem very far from one another, and even far from Nycos itself from time to time, and yet at other points, their influence waxes and wanes. For instance, for the past two iterations, Everdark and Undersky, as the two perceive each other, are situated one atop the other, with connections across the entirety of Nycos, with a virtual one-to-one correlation between them. That is to say, there are only a few locations where Everdark accessways are not Undersky accessways. and vice versa.Nycos Portal Configuration
Natural Formations Those of natural occurrence can be found deep in caverns or behind waterfalls and usually have particularly venturesome beings from the plane beyond living there and protecting its natural clime from the interlopers, or opportunistically consuming or otherwise taking advantage of those who would pass through. As these are often undiscovered for untold centuries, the dimensional leakage from one side to another is rare and usually short-lived, for the planes are truly alien one to the other (with a few exceptions) and thus are in effect toxic to one another. Theoretically, these natural passageways might even lead to cross-pollination over the millennia, one realm bleeding over into another within these ellipses of supernatural similarities. Constructed or Improved Natural formations Where the weaknesses occur in populated areas, the contact points are usually quickly enshrined as places of power unexploited for centuries, even sometimes regarded as sources of perhaps religious value as a seer or wisdom source. In the cases where the two are coincidental, it is possible that they become virtual communication centers, where the Voices of the place are worshipped, or, just as possibly, marked as cursed and feared. In the former case, their existence is lauded and revered; in the latter, barriers and locks are usually developed to prevent crossover. Even in the most extreme case, the actual transition is fraught with physical and psychological dangers, and only the hardiest of Cadre members or bands of Persona will make the effort. in all cases where there has been an improvement on the Nycos side, the loca manifest as a simple doorway as it is the easiest way a Nycosian can comprehend them - the mind just rebuilds it in that shape for interaction. Further, the persons who have created the actual doors (or barriers) manifest the same color convention, allowing a trace of the planar energy to flow through the crystal doorknobs. (Vision mechanisms like Eyes of Cabaal reveal them to be the same thing as the natural versions superimposed over the Door mnemonic). The door serves also to differentiate for the viewer the "locked" or "Unlocked" version... manifesting a swing-arm bar if locked to passing, no such bar if open. As Nycos is the place of origination for the majority of Persona, it has the widest accessibility to the skills of career and occupation.Everdark
Having said that, there is only limited commerce between the Nycis -known to the Everdark denizens as the Undersky - and the Everdark. Reasons are plentiful - dietary preferences, cultural differences, and sheer logistical situations among them. Even when one or more groups decide to make efforts, the distinctions between them have, at least historically, prevented any particularly extensive changes to alter their overall relationships. The various species that inhabit the Everdark move about with many of the trade considerations of the Undersky analogs, albeit with more drama and intrigue. The Everdark is filled with danger and magic unfamiliar to those from Nycos (the Undersky) so the skills bases are more specific to the realm, and concern how the functions are different from above.Everdark Portal Configuration
Natural, Improved, or Constructed formations Unlike the pretentious members of the Undersky, who deign to improve the portals with the visuals that represent their direct constructive skills - those pesky doors, the passageways from the Everdark to each of the other planes are simply colored natural passages, the mist or materials of the other planes cascading top to bottom, creating an enhanced image of what is occurring beyond them if they created the passage, or a blank gray cascade if they have build closures for them. It is important to note the Everdark is much less populated than Nycos proper, so many of the passages either have not been discovered or have been forgotten or locked long ago. As such, therefore, there are no visible differences between the Everdark- constructed or natural phenomenon, other than the fairly rare 'locked' portals of GrayCrossroads -
As the name implies, the Crossroads are the most transient of the Planar connections, shifting slowly but constantly, and the passageways are generally not a physical door, but instead, a bubble of the Crossroads itself, surrounding the Transporter. The Master of the Roads, Bol, drives a great Convey, driven by six white steeds, as a double Troika. The method of entering the Crossroads from Nycos is via his network of transports - canal boats on the River Lethe, Wagons on the Roads of the world, even Bronze Barks upon the Seas, all dedicated to bringing the Lost to the Crossroads, and indeed, most of the time to their final destination if they can. The color of the hull - or wagon box - determines the final destination. (Wagon riders who board a White vessel quickly forget what color the hull was, a side effect of the close association between Boll and Oblivion.Crossroads Portal Configuration
Docks, Wharves, and Road Crossings Embarking from the land of the living to all points beyond is generally considered to be from a place where the Convey might be on its path. As mentioned above, the locale will have a necessary link to crossing and interconnecting pathways, and usually at dawn or twilight will the pathways open. While all will one day use the Crossroads, generally, it is a bad omen to walk its course before you are, indeed, dead and supposed to be on that road. The rumors of getting detained or trapped in the realm are substantial and not to be ignored.Aethyr -
From Nycos, the Aethyr can easily be found,(by the blue-colored doorknobs on secured Portals) but the other planes have considerable difficulty, as they are usually invisible. The Plane's notoriety arises because it is often the means by which treachery descends. A noble is killed in his locked room? Probably the work of an Aethyr-borne being. The theft of a great treasure from a seemingly inaccessible treasure chamber? An undiscovered Portal of Aether must be involved. For these reasons, the unseen realm has rather dubious fame among the planes. There is a rumor, unfounded, that there were once ten planes, but that Aethyr was the cause of their destruction and eventual disappearance. For whatever reason, Aethyr is considered one of the most treasure-laden, and the most dangerous. Individuals who know the whereabouts of an Aethyr portal will sometimes use that knowledge and lead adventurers astray, ambushing them before they attain their destination, or, more commonly, ambushing them after they return.Aethyr Portal Configuration
Aethyr, in addition to being the plane of the invisible, also is a plane that favors flight as a mode of travel. Therefore, Aethyric portals do not manifest as vertical, but rather as horizontal gates, often at the top of chimney or shaft, or at the bottom of a well or suspended in the middle of a dead drop. As their forms are often visible only in mirrors, there are also mirrored or reflective objects associated with the portals (pools of liquid, extremely polished silver or steel, etc.Asomatum -
Arguably the easiest plane to 'slip into', the Dreamscape exists, for Nycos, just beyond the edge of sleep. One need only sleep deeply near a portal to enter it. An ephemeral place, Asomatum has wonders and beauty like few other places in the Nycos planar group. Asomatum has but one physical portal that can be accessed directly from Nycos, despite being so close over most of its topography. Hushabye Mountain, adjacent to the Lullabye Bay, an inlet of the Pacific Lake in the land of Nod, in Trundlespunt is itself virtually a portion of Asomatum, though not directly subject to its particular dreads.Asomatum Portal Configuration
Every pillow, comfy chair, and even table edge can be a portal to Dreamland. While only there in a mental state, the physics of the realm is difficult to fathom and seems to empower - and threaten - with the greatest desires and dreads. The tenuous touch of actual dreams can be used by those who learn the skills, but for most, it is a means of communication by internal fears and concerns, not representing a traditional expedition. Nonetheless, the Portals are empowered by certain brain chemicals engaged by pharmacology and potions or the like. Thus, one can empower a means to cross over to Asomatum from virtually anywhere, leaving their body behind and operating no less effectively, as the plane exists wholly immaterially, unless and until you depart. There are inherent dangers with each of the Planes, and those are in the section following these descriptions In fact, should one find themselves in Asomatum, they should immediately pinch themselves, to ensure they made the transition fully, for the ephemeral nature of the plane can often separate one from his or her corporeal body, and the pinch will determine whether this has been the case. Further, should one enter Asomatum incorporeally, they must be sure to remain conscious for the duration, for falling asleep within your dream, you may be lost forever, unable to differentiate between the dream world and reality any longer. Fae - Penumbra - Oblivion -Nycos/Everdark
The World in Shards is the physical Realm, the basis for Dark Shards. Time is (usually} linear—the Laws of Physics work (most of the time). The Laws of Magic are generally accepted as well. The stories of Dark Shards most often start here. In all its known forms, and perhaps those yet undiscovered, magic thrives under a Limnal sun and a Brissomal core.Crossroads -
The Spirit World. Realm of ghosts, spirits, essences of all emotions, and beings of incorporeal natures. All souls must pass this way on their way to their Final Destination. The Laws of life and death blur here and magic is muted against the background of mystic powers beyond imagining. Magics are dilute, dying themselves.Aethyr -
The Invisible World. A realm of the Vanished, where all that hide becomes revealed. Conduits and pathways crisscross a byzantine labyrinth, yet time itself is meaningless. The magics here are Vex, and natural veins of the black stuff drain across the sky in atmospheric rivers.Asomatum -
The World of Dreams. In this Realm, the Sandmen rule a dark and desperate land under the Dark of Moonless Skies, soundless cries, and uncontrollable rage and fear. Nightmares thunder across the Sandscape. The shadowy Darkeni - armies of the Slumberland - dim the brilliance of the City of Insight. On the heights, the Fortress of Bedlam stands undaunted. Magic floats across this environment as crystalline powdered sugar in nature.Fae -
The Mystical World. The Realm of Fae is the most ancient of places, forgotten, abandoned, and ominous in its untapped power. Magic rules supreme but is a harsh master. Those who still walk its halls and chambers are forever stained with its brooding corruption, for there remains the Seventh Stone, the final Weapon Against Ruin. Magicks Fae are abundant and gaseousPenumbra -
The World of Shadow. If there is a place where one may avoid light, truth, and love, it is the Realm of Penumbra. Never quite a day, never quite night, the life of those who walk in Penumbra are numberless, the changes that take place gradually, yet eerily constant and terrible. Penumbral magic thrives on splinters and shards of shattered crystals.Oblivion -
The Lost World. Oblivion is the Realm of all that is lost. Hope is a distant fantasy. Gloom is constant, and the passages through the realm bode ill, winding indeterminately and ending just when one seeks solace. Oblivion has no active magicks; all magical essence forgets its nature and pools into the bog and eventually ends flowing into the river Lethe, which is the reason for the term Lethal.
Type
Planar Sphere/Grouping