Cosmology

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While the details of the world beyond vary with the religion, nationality, and/or general perversity of the speaker, sages who claim impartiality and wizards or psions who engage in magical exploration have come to enough of a consensus to draw some conclusions about the planes surrounding Ferath.

Traditionally, the movements of celestial objects are closely connected with certain of these other planes in lore and legend, such that numerous diviners and astrologers study the motions of the moons and stars in an effort to better understand the nature of this world.

Ferath and the surrounding universe.
Ferath and the surrounding universe.
  1. Ferath, The Center
  2. The Sky of Ferath
  3. Animundus, The Spirit World
  4. Lux Aurora(Shine), The Source of Light
  5. Nox Umbra(Shade), The Dark Reaches
  6. Rima, The Great Gray Nothing
  7. Pandemonium, The Place of Demons
  8. Demiplanes, Islands in the Void


If it becomes necessary to determine a random planar destination in Ferath's cosmology, the following table can be used. The major planes all contain subregions with significant physical differences, some of which are harder to reach by magic than others; see the description of each plane for more details on the regions named here.

d100 Result Plane/Region or Feature
01-15 Spirit World/Wilderness
16-22 Spirit World/Civilized
23-33 Shine/Empty Light
34-40 Shine/Crystal Island
41-45 Shine/Crystal Archipelago
46-61 Shade/Border Regions
62-67 Shade/Deep Shadow
68 Shade/Utterdark
69-81 Pandemonium/Marchlands
82-90 Pandemonium/Heartlands
91 Pandemonium/Depths
92-97 Rima/Mists
98 Rima/Structure
99-00 Demiplane of DM's choice

Outsiders and Damage Reduction

  • Outsiders native to Pandemonium have damage reduction that is either X/cold iron, X/holy, or some combination of the two. Their natural weapons are "weird" rather than any alignment-based type.
  • Outsiders native to the Spirit World have damage reduction that is either X/cold iron, X/weird, or some combination of the two. Their natural weapons are "holy" rather than any alignment-based type.
  • Outsiders native to Shade have damage reduction that is either X/silver, X/light, or some combination of the two. Their natural weapons generally strike as "dark" weapons.
  • Outsiders native to Shine have damage reduction that is either X/silver, X/dark, or some combination of the two. Their natural weapons generally strike as "light" weapons.
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