Amaliel Golindreth
Master Archivist
Arch-Wizard of Records & Lore
The Elven Institute of Learning & Magick
Helevorn
The following treatise was written in the year
575 ER and contains the operating principles upon which the cosmology of Tyrra
is based as it applies to elementals, planes and domains.
This treatise is not expected to be absolute
fact, but offer an understanding about the Planes and their Aspects. This is
largely due to many elementals being known to lie or be deceptive or
uncooperative concerning information about themselves, their origins, current
allies/enemies, their missions, etc.
However, consistency of Identification within a
Think of the planar cosmology as a metaphysical
brain without a proactive mind operating it. The planes create elemental
aspects of themselves to deal with the Day to day and long term goals of the
plane. Most often the plane maintains its existence through these elementals, using Mortals to help them fulfil their needs so
as not to allow there plane to unravel and cease to exist.
I. There
are five major types of elemental planes: Fire, Earth, Air, Water and
Time.
Four of them each consist of a single physical
element (Fire, Earth, Air, and Water).
Their advantage is that each one is pure and eternal. Their disadvantage is that they are incapable
of change or imbalance. There is only
one of each of these four Physical Planes, although their metaphysical
"size" may make them seem almost boundless.
The fifth type - Time - is formed from the
infinite possibilities of combinations of the other four. Their advantage is that each is unique and
capable of constant change or evolution.
Their disadvantage is that they are of finite duration. Each one has a beginning, middle, and an end,
ranging from nanoseconds to billions of years.
The number of Time planes is currently unknown, and reaches into the
near infinite. Each, however, is
"bounded".
Each of the four major physical planes - and
each one of the countless Time planes - can be compared to a separate region of
the "brain", and a network of synaptic pathways connects all to one
another. The pathways are what we call
Magic.
There is no "plane of Magic" in the
Tyrran universe. At the planar level the
magic is undifferentiated, being neither "Earth" nor
"Celestial". Creatures who are capable of drawing upon the magic will do so
according to their nature and abilities.
There are FIVE recognized major elemental
planes: Fire, Earth, Air, Water and
Time. These major planes cannot be
paired opposites because of their odd number.
It is quite possible for any one or combination
of the major elemental planes to oppose any other, or even for several to form
a temporary alliance against one or more of the others. At the planar level, Tyrran cosmology is NOT
dualistic; although paired opposites do exist among the Time Domains (see
below), and creatures from any of the planes can certainly promote an idea of
opposition if it suits their purpose.
All elemental dynamics described below are
predicated upon the universal compulsion of anything which exists to promote
its own welfare and interests: to continue "to be", as it perceives
its own necessities.
All elemental creatures inherently seek to
further their own influence. In the case
of the Physical Planes, the elementals of Fire, Earth, Air and Water are
generally little interested with the happenings of the living creatures of the
Time planes, and are more concerned with the preservation and expansion of
their specific planar realm. Their
primary driving force is always to further those ends.
II. Useful definitions:
1 Physical
(Primary Elemental) Planes: These are Fire, Earth, Air and Water. Beings from these planes most often Identify as the pure essence of the plane, to whatever
degree of power they have.
Time Planes: Created from the combined influence
of the Physical Planes. These planes
have a beginning, middle and end, and multitudes of these exist
simultaneously. The universe of the
planet of Tyrra is a Time Plane, and so is the world of the Folke (for
example). Time Planes allow for the
development of living creatures, and also give rise to Time Elementals.
Time Elementals: Time Elementals exist in the
presence of any and all Time Planes.
They have no "home" plane in particular but draw great power
from all their planes. Their special ability is to stop time in a local
area. Time Elementals do not have a need
to further their influence in the Time planes.
They exist to ensure that time marches on, and are the elemental police
of the Ancient Law of Balance (described later). They are far more interested in the struggles
of the other elemental creatures than they are with the living inhabitants of
the planes. Because of the unique
abilities of Time elementals, other elementals tend to bend to their will upon
a Time Plane. It is not within the best
interests of the other elementals to pick a fight with Time creatures, who can
effect time itself. These creatures Identify as having the pure essence of
Time, to whatever degree of power they have.
Time Domains: While these are similar to
Physical Planes in that they are magical realms of great power, Domains exist
within Time planes and can directly influence all of them. Time Domains do not exist outside of a Time
Plane. The Domains of Time are:
Life-Death, Order-Chaos, Reason-Dream, Light-Dark. Beings from the Domains Identify as the
essence of whatever Domain they represent, with overtones of Time.
The primary motivation for any actions by
creatures from the Domains is to promote the ascendancy of the quality
represented by that Domain. The Domains
of Time tend to use the existence of sentient creatures as an opportunity to
further their dominance over the Time planes and each other. The Domains of Time exist in a state of flux
where each Domain is paired with another Domain that is inherently opposite to
itself.
No Domain or Domain elemental is inherently good
or evil: they are simply aspects of Time.
Players will place these labels themselves, and the labels will depend
on the prevailing cultural values of the area. There is no Life without Death,
and the brightest Light creates the darkest Shadow.
The Domains of Time are paired as follows (from
Roger Gaudreau):
Life -
Death
Order -
Chaos
Reason -
Dream
Light -
Shadow (Darkness)
The ranges of each Domain's
potential behavior is as follows:
Life: Life ranges from Creation to
Retribution. As Life struggles to regain
balance with Death it creates new Life; however, if Life abounds unchecked,
those who stand in the way of this process are eliminated to make room for
those who cooperate.
Death: Death ranges from Regeneration to
Destruction. The taking of Life allows
for more Life to be created; however, the other extreme is that Death becomes
Destruction, reaching out to destroy everything.
Order: Order ranges from Law to Tyranny. The use of the principles
of Law are used to keep Chaos in check, but the extreme is Tyranny,
where all must obey the law or be destroyed, with no compassion or justice.
Chaos: Chaos ranges from Freedom to
Anarchy. Chaos ranges from the
occasional stepping outside the law to keep balance with law, to anarchy where
there is no respect for any order and all must struggle to survive in a world
where there is no law or accountability.
It is the domain of Chaos that provides the magic necessary to create
and control undead.
Reason: Reason ranges from Logic to
Insanity. The clarity of logic allows
for a consistent and logical approach to life.
In extreme aspect, Reason is the inability to distinguish between true
and false Logic, causing madness.
Dream: Dream ranges from Inspiration to
Nightmare. Inspiration creates goals and
a reason to look to the future and see possibilities everywhere. Dream unchecked leads to
Nightmare, as people embrace their dreams and lose touch with reality only to
find that it brings empty illusion.
Dreams may be waking or sleeping, and may be from outside forces as well
as internal ones.
Light: Light ranges from Illumination to
Inquisition. Those Illuminated fight to
see that people are safe from the engulfing darkness. In excess, people ruthlessly invade every
shadowy corner with Light, seeking to utterly destroy every vestige of
Darkness, and it matters not what sacrifices or examples may be made.
Shadow: Shadow (Darkness) ranges from Stealth to
Deception. In lesser aspect, people use
the Shadows and Darkness to move quietly and without notice as they pursue
their goals. In excess, Darkness cloaks
everything and no one can be sure of the truth.
The living become consumed with mistrust and
suspicion.
The creatures that are generated by each Time
Domain are not narrow in their scope of behavior or motivation. Domain creatures have aspects that tend to be
revealed the most clearly in their conflict with their paired Domain, but are
NOT revealed in a Celestial Identify.
5 Thought
Manifestations: The presence of living sentient beings on the planet of Tyrra
can bring about the creation of Thought Manifestations. These are unique to Tyrra and cannot affect
the plane as the Domains do, but instead their effect is strictly limited to
the sentient beings that occupy the specific world of their origin. Thought Manifestations may be the result of
single or group consciousness, and can take on any reality or perversion. These creatures may look and act like elementals
but are not. They are most often
confused with Nightmare Elementals, except that they are direct creations of
sentient mind/s.
Thought Manifestations may appear as physical or
spectral beings. They Identify
as creatures of pure Magic of the planet of Tyrra, and can have any power that
is appropriate to the situation that created it.
Thought Manifestations brought to Tyrra from
another Time Plane (like that of the Folke) cannot continue to exist on Tyrra
unless they can quickly adapt their power to a Tyrran-based source. If beings from the other Time Plane continue
to exist on Tyrra, or if the Thought Manifestation can command the belief of
Tyrran natives, then the Thought Manifestation will undergo a metamorphosis
within a brief period of time and Identify as above. If there is no power source to maintain them
on Tyrra, they will soon dissipate.
Most Thought Manifestations can not be Banished, since they were created on the plane of Tyrra.
III. Each
Physical Plane, the plane of Time, and each of the Time Domains generates a
creature known as an Icon Elemental to oversee an area within its domain. These
domains are often linked to specific areas on the Prime Material plane, where
the planets of the multi-verse reside.
In the case of the Domains, the Icon elemental can exhibit all of the
types of behavior listed above. The
planes and domains also generate lesser elementals as needed. These are frequently created to deal with a
specific matter or threat at hand and thus a lesser elemental encountered may
only be able to act in a particular way.
For example, a lesser Light elemental may be virtuous and completely
incapable of Inquisition while the Icon elemental would easily be able to
exhibit these behaviors and the full range in between. Completely opposite elementals of the same
domain can exist in the same area at the same time. Icon and Greater elementals also have the
ability to travel across the Time Planes.
Each domain usually has one Icon elemental and
multiple Greater aspects that reside at opposite ends of the motivation
guideline above. Therefore, the Domain
of Life, for example, has an Icon Life Elemental, A Greater
Creation elemental and a Greater Retribution elemental, as well as countless
lessers.
From the top of the food chain down, the more
powerful elemental has automatic command and control over a lesser creature
from the plane. This control is
absolute.
Time elementals do not fall under the above
limitations. There are Icon time elementals, and Lessers that do their bidding,
but the Greaters are also performing a specific tasks, or tasks as to the
wishes of the Plane or the Icon elementals. Time has no opposite aspect.
Planar creatures do not travel to each other's
planes or domains, which is why they use places like Tyrra to spread their
influence. For example, Water elementals
do not go to the Fire plane, Order doesn't go to Chaos, etc. Elementals travel between their home plane or
Domain, and the worlds of Time planes only.
IV. Information pertaining to Identifications:
An elemental Identified in a
Elementals Identify as the pure form of the
plane or domain of their origin, but the aspects of Domain elementals are not
revealed
For example: a Fire elemental will always
Identify as the pure essence of Fire to whatever degree of power it contains;
but a Chaos elemental will only Identify as pure Chaos with overtones of Time,
and with no information about whether it represents Freedom or Anarchy.
A Thought Manifestation will Identify
as a being of pure Tyrran Magic, sometimes Earth, Sometimes Celestial and
sometimes neither or both but without any elemental characteristics.
V. Where
elemental creatures come from:
Icon elementals are always created on and from
their home plane and are the purest elemental power. They are created by the plane to replace an
earlier, but now deceased, Icon creature.
When an Icon or Greater elemental is totally destroyed, (through great
effort as I have described in the "design" section to follow) then a
new one is created. This fledgling Icon
elemental is hugely powerful on its own plane but must grow in power before it can
rift and affect the Time planes. It is
therefore the basic instinct of all the elemental aspects to try and find ways
to defeat their planar opposites. This
allows them to manipulate and scheme on the Time planes without having to worry
about there opposite showing up for a while.
It buys them some "time".
Greater and Lesser Elementals can be created in
at least three ways:
1.
By the Icon elemental on its own plane: When a greater or an Icon elemental
needs adepts to perform their bidding, they summon an elemental from the plane
itself.
2.
Spontaneously, by the plane itself, to deal with the need at hand (see the
Ancient Law of Balance): the plane can create an Icon, a Greater, or Lessers
when it feels the need. Often times they are created by the plane to deal with Mortals who enter their domains, be it through conversation
or war.
3.
From a living form: Living creatures that become
elementals may retain their spirits and could choose to resurrect on their
elemental plane or on the plane where they existed prior to becoming an aspect.
Elementals with spirits can eventually die permanently. They may become a true
elemental as well. If the living creature becomes a true elemental, then their
link with the living is gone and they could be destroyed, as would any
elemental creature of their power.
Elementals can evolve and devolve within their
planar realm as well. If an Icon creature or Time Elemental spends a lot of
time on Time Planes, it may become influenced by those planes and become
narrowly aspected in its dealing with them, going from Icon to a Greater for
example. This explains why some
elementals encountered have changed their classification, and how the planes
generate new Icon Elementals. In any
case, the overall structure of the plane remains the same and change only
occurs when there is room or need for it.
VI. Strengths and Weaknesses of the
Elemental Aspects:
Elemental creatures are embodied with the basic
essence of the plane that they came from.
Their basic attack or prime ability often has some connection to the
plane or is the most effective form of attack, or furthers their goals against
there opposite if they are from a Time Domain.
Elementals can rift into any location but
diminishes the strength of the elementals rifting. There are times when an
elemental could easily rift into a Circle of Power and other times when it may
be unable to access a Ward, based on the power needed once it gets there and
the power limits placed on the creature by the plane. Most elementals can rift into an area once
per Tyrran day, any more may place them in serious jeopardy of a retributive
strike by its opposite. If the creature rifts more than once a day, they are
most times seriously and noticeably weakened.
An elemental generally has no spirit unless
created from a living creature that still retains its spirit. When it is "killed" or cut-down,
the energy reforms in the plane of origin.
Icon and Greater elementals reform and must gain power before they can
rift again. Lessors are often destroyed and must reform on their plane and gain
their strength back before striking out again.
An elemental can be permanently Banished or
destroyed though it is unlikely to occur. It is not an easy task to Banish or
Destroy an Elemental and usually involves great risk to those who attempt it.
Most often, an elemental that is banished or destroyed will be used elsewhere
by the plane, and the plane will send another in its place.
Motivations: In designing the elementals and
assigning statistics and backgrounds, it is important to carefully design the
abilities and motivations of the creature.
A smart PC should be able to determine what types of planes are out
there, and through the reaction of elementals to each other the PC's should be
able to conclude the relationship of the planes. This information should not be
very apparent but should be consistent.
VII. Life on the Planes:
Elemental planes - including the Domains - are
intrinsically hostile to mortals. Should
an individual somehow enter or be thrust into the planar/domain heart they will
most often be attacked, and may resurrect back on their home world.
The elementals have absolute power within their
planes, and are most often exponentially tougher if confronted there.
Even the Domain of Life is too powerful for
mortals to endure for any length of time; the connection between body and
spirit cannot be maintained.
When a mortal travels to one of the planes, it
is very unpleasant for them without a Planar Asylum. The planes themselves
cause damage to living creatures in the form of body damage at regular
intervals during their visit. Some planes, like chaos, kill mortals without
Planar Asylum within a few minutes.
Each plane is surrounded by a "planar
margin". This is an interface area between the plane or domain and the
rest of the universe - where mortal life can exist for a brief period
unprotected (about 15 to 30 minutes), and for a bit longer (a few hours) with a
Planar Asylum against that element. Elementals often meet
VIII. Creating the Elementals - Statistics:
From Lesser to Icon, Elementals are tough to
combat. Many elementals are given Thresholds to damage, Strength bonuses, and
special attacks to help them perform their task. On the time planes they are
rarely given Formal Magic effects such as Obliteration and Destroy Earth/Celestial.
Elementals are not affected by anything
dependent on metabolism, charm, sleep, and poisons - although for Chaos, and in
the case of those pesky Dream elementals, Awakens should have effect.
Elementals are healed by the magic closest to
the power of their planes. Each
elemental Aspect has strength appropriate to its plane, but all have some
weakness that would allow for their defeat.
The Elemental Icons are not created to be
all-powerful, but they are very tough to defeat as they have been given their
powers by the plane in order to complete their task.
Lesser elementals can range in power equivalent
to a goblin, or to a Death Knight. There
is a great deal of flexibility for power levels and abilities through these
lessers. A Banish should send any of
them home unless the elemental has the magical defenses to block the attack.
The use of the verbal: "Elemental
Stone/Ice/Fire/Lightning" is for creatures from the physical planes.
Special Elemental Attacks are given to creatures
from the physical planes. The attack is elemental in nature, usually varies
with the power of the creature, and can be blocked by an Elemental Shield. The
number of times per day that an elemental can use these special attacks varies
with the power of the creature, but most of them can use the attack two to five
times.
An example of an Elemental attack would be
Elemental Fire that causes damage equivalent to a Cause Serious Wounds spell.
IX. The Elemental and their manifestations
upon the planes:
It is possible for elementals to appear in many
places at the same time, as they are physical extensions of planar energy. The
following descriptions depict the elementals that have been experienced widely
across the continent of Avalon, and the planet of Tyrra.
Icon
Order: Traditionally appears wielding a sword "Virtue" and
shield. His skin has a golden tint. Minions are golden in color, and wear lots of
white
Icon
Chaos: Traditionally appears dressed in tatters. Her attack is innate Chaos and claws. Her skin has glowing stripes. Her minions have glowing blotched skin.
Greater
Destruction (Death domain): Appears with claws, and can deliver an Obliteration
Formal Magic Spell via a Magical attack while on its own plane. The Icon
usually has horns and ragged red and black blotched skin.
Icon/Greater
Life Elemental: this aspect of Life generally appears as an elemental of white
composition, and white hair. They can appear in other living forms but their
true form is all white, almost non-corporeal.
Light/Shadow:
these creatures appear with either a white or black base respectively, and
usually contain intricate purple designs.
Earth: these creatures walk among the planes on
their stocky legs. They usually appear as brown-ish humanoids with black
splotches on their body.
Air: These creatures appear as white or black
creatures with blue swirling lines on their faces.
Water: These water colored (blue-ish) creatures have
a complete blue coloring about them.
Fire:
theses creatures appear as red or orange from top to bottom.
Lesser Domain elementals may have twisted
versions of themselves, used to confuse those they come up against, but their
persona usually starts with the above bases.
For example: a lesser Destruction elemental aspect toward decay and
disease may have the red and black make-up as a base, with horrible chunks of
green molded skin hanging off and blood dripping from it
X. Random
Thoughts on Elementals:
Though multiple Icons have been experienced in
different areas, the Icons are generally a facet of the same force or
manifestation. To a certain degree, Icon Elementals can know everything their
facet, and minions know.
There are differences between the widely
motivated Icon class and the Greater Aspects in each Domain. Icons often display
all motivations while the Greater Aspects are more focused.
All Elementals
have a planar realm or domain they call home. For example, an Entropy Elemental
can come from the Death or Chaos domain. The domain often be
determined via an Identify, though it’s difficult to get an elemental into a
Most elemental Aspects have a boss or two, and
generally know who its enemies are. This information, if drawn out of an
Elemental, can help scholars and academics determine which planar realm it is
from and give hints and clues to its current task.
Elementals, when encountered by Mortals, will
sometimes accept a gift in exchange for some sort of aid be
it for information, mediation, or warfare. Many times the elementals will help
or aid mortals in their tasks so that the plane can call upon those they have
helped, to help them when the plane has need. This is very similar to the favor
for a favor theory used by the Folke people when dealing with Mortals.
The Ancient Law of Balance:
The Ancient Law of Balance is the basic nature
of the Time Planes. For each action
there is an equal and opposite reaction.
This principle does not necessarily apply to the source or perpetrator
of the action, but to the action itself. When one element takes an action in a
time plane, the other elements are empowered to take an action as well. This
maintains a balance throughout the planes that is most often monitored by the
time elementals.
Perhaps the most interesting thing to accept is
that the Elemental Planes and their Elemental Aspects are almost exactly equal
to each other in overall power. Neither one can ever physically or magically
defeat the other, unless it is through a follower that is most often not an
elemental but a mortal from a Time Plane. Therefore, when Elemental aspects are
generated by the planes according to the Ancient Law of Balance, they are
created almost exactly the same in overall power.
Icon Time elementals are the only exception to
this, as it can use any means to keep the Law of balance intact and functioning
without fear of each of the other elements taking an action.
The balance can and does fluctuate. By this we
mean that on occasion, for example, Order will be more prevalent than Chaos in
an area. Most often this type of damage to the balance is
caused by those that the Elementals recruit to their cause, thus causing the
other planes to do the same, and maintain the balance. Be assured that
when Order prevails in one area, Chaos prevails in another area. The planes do
not always target the location of imbalance to once again bring and maintain
balance to that area. Rather, the planes will often increase its presence in an
area that is susceptible to alteration. Once a plane regains overall balance,
it will concentrate on the area where its opposite is stronger.
END
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