World-Building Website by Daniel-André Sørensen

The Personal Website of Daniel A. Sørensen

 

Everything within Arkath's Divide is in one way or another connected to the Core Planes. It is a magical boundary that was woven by the Moonsisters, after Arkath awoke them and gave them two intricately beautiful and enchanted shawls to wear. As the Moonsisters playfully chased each other around the Nym planet, threads from their shawls unraveled and began to form the fabrics of the Divide's three rings; the Great Fade, the Veil and the Weave.


The Divide itself was fashioned by Arkath as a solution for one of Nym's greater issues, which was that energies were leaking from the world, and the world was unable to sustain itself properly. By having the Moonsisters spread the Divide, the world's energies were trapped within the rings, and could be fed back to the Worldsoul again, as well as be harvested by the Creators.


Other benefits included having the Divide's weaves hold the various Planeworlds in place and stabilize the orbits of surrounding objects within the Divide. Arkath's Divide essentially ensured that a structure had been set; one that could allow for an order of balance to take hold.


The Divide's fabrics are able to absorb energies, even from outside, and in turn feeds energy and souls back to the world in what is known as the Cycle; which is a process where energy and souls travel to the Great Fade, dissolve there into pure energy in the Stream, and is fed back to the Divide's worlds and the Core Planes through the Weave, where it is distributed to where energy is needed most. The Worldsoul controls the flow of energy within the Core Planes.


Additionally the Divide helps siphon and distribute magical energy; especially chaotic magical energy through the process known as the Arcane Wheel. As magical energy arrives from outside Arkath's Divide, it enters into the Arcane Wheel and will return again as purified energy, and thus help strengthening the Divide's fabrics.


Without Arkath's Divide, it is likely that the Core Planes would have been drained of energies long ago, and it would have been a barren, lifeless world. Because of this Arkath is often regarded as the wisest Creator and is seen as one of the world's true saviours and fathers. As a servant of His wisdom, I can't rightly say that I disagree.

- Tennor, High Priest of Arkath

 

SOLITUDE

Solitude was firstly known as the Solstree, and it was planted by the Overgod Tariel after the Elemental Titans had been defeated on the planet Nym. It is with this tree that he invoked the Soulbind, which bound all the Creators he had brought with him to the Nym Worldsoul. Tariel himself is somewhere atop the tree's spiraling citadel, where he has remained ever since the Soulbind; merged into it and become one with the Solstree. His inactivity and the fact that no one has seen him ever since has earned him the title of "The Absent God".

Why Tariel invoked the Soulbind is not fully understood, even by the Creators. One of the effects of the Solstree is its connection with the Worldsoul, which in turn allows Creators a connection with their worshipers, and thus feeds the Creators with deistic energy; something they now require to not only maintain their own powers, but to survive in Nym's Eye. The Solstree itself spreads throughout the streets of Solitude and allows its roots to reach into the Halls of the Creators; where those roots let the Creators more easily connect to it, and through it their worshipers.

While Solitude was originally only the Solstree, over the thousands of years the Creators made Solitude their godly realm, and constructed a grand city around the tree. Its inhabitants are primarily the created and ascended servants of the Creators, lesser deities such as Demigods, or arisen Paragons. The Creators themselves make their homes in their Halls, which are part of Solitude but expand into a Creator's personal domain. The power of the Creators is directly linked to the growth and well-being of the city, as it links the prayers of all their worshipers through the Solstree.

Solitude itself is a city of pure, white light and sits at the very edge of Arkath's Divide; where it is best suited to allow the Creators to oversee all of Nym's Eye. Solitude is inhabited by Divines and Archons; the two groups of Creators who once fought each other in the War of Eternity. The lines between the two factions are less noticeable now, but the Creators still identify each other by which side they fought on during the war.

The city is supervised by the Pantheon of Solitude; seven Divines who are considered the most powerful of all the Creators. Since the Archons lost the War of Eternity, No Archon is permitted to sit in a seat of the Pantheon of Solitude. The Pantheon of Solitude has overseen Solitude's growth ever since the Solstree's planting to the heavenly kingdom it has now become.

It is also by the Pantheon of Solitude's ruling that Creators are forbidden from physically entering the Core Planes; a law which was made in part because of the events of the War of Eternity, when the war between Creators almost destroyed the planet Nym. A second reason for this law is because the Wildgods, who reside on the planet Nym, made all life on the Core Planes mortal through the creation of what was known as the Mortal Soul, which was merged into the Worldsoul. Because of Tariel's planting of the Solstree, Creators who die are reborn from the tree. But now if they should ever die while on the Core Planes, their souls will be consumed by the Worldsoul directly, and can't be reborn again. The Pantheon of Solitude fear entering the Core Planes, as Wildgods and dragons, both powerful enough to kill Creators, don't necessarily view them in much favour.

Instead the Creators are limited to the other worlds of Arkath's Divide, the Tearworlds, and Solitude itself. The only way for a Creator to enter the Core Planes safely is by using Avatars; a form which is merely a cheap imitation of the Creator's true self, and as such is unable to summon forth a Creator's full deistic powers. It is only in Solitude where the Creators' powers are truly and fully effective.

Those on the Pantheon of Solitude are allowed to enter the Core Planes without the use of Avatars, and thus retain their full powers. However it is rare that any of the Seven does; mainly because of the risks they face in setting foot on the Core Planes. Only when it is extremely necessary is it deemed wise for the Pantheon of Solitude to go to the Core Planes directly. An example would be when Tiral entered Nym during the Time of Stars, to cleanse the world of its chaotic magical energies, which had been wrought into being because of the War of Eternity.


THE HIGH HALLS
Solitude's grand streets and massive, sky-tall structures contain the High Halls; the personal domains of the Creators. Each Hall is an extension of a Creator's mind, and is a sort of demi-world in itself. Each Hall is different from another, as it is specifically created to serve as its dominant Creator's home. Mortal souls elevated to serve their gods after death will also reside in these Halls, along with any Demigods or Paragons.

Not all Creators have a Hall to call their own, and some have domains elsewhere in Arkath's Divide; typically larger than a Hall.

D I V I N E   H A L L S

CREATOR
 HALL
Arkath
Astral Halls
 Tiral
Arcanara
Tylmaar
Throne of Fire
Shaar
Spire of Tears
Akama
Shadowsoul
Sifir
Sifirhal
Nydd
Huntheim
Signis
Signhel
Ashan
Ashanmorn
Bastirith
Amulet
Kyln
Judgment
Ilmatra
Hall of Masks
Lienia
Fortuna
Waaun
Waaun's Vault
Shaia
Murmur
Eldrad
Eldshaan
Valonir
Valsharan
Auros
Golden Citadel
Valea
Skysong
Soon
Highcourt
Nalnir
Wildhearth

A R C H O N   H A L L S

CREATOR
 HALL
Sanguine
Bloodwade
Múrume
Múne
Golmath
Forgefire
Auriel
Whitefrost
Balur
Hall of Ages
Lyssa
Lyssa's Eye
Marvena
Crimson Gardens
Ogmes
Machinatrum
Quo
Simimis
Nekrul
Soul Cauldron
Umbar
Skalfar
Moruk
Dreadspine
Nyth/Nyxné
The Twistfate
Veshal
Hall of Mirrors
Sholar
Athenaeum
Nocturne
Nightheart
Mystral
Thorned Palace
Kir
Sunspring
Nir
Moonshade
Torril
Torrent
Myrn
Mirthmirror
 

THE ETERNAL STRIFE

While Solitude might appear to be a tranquil realm, it is in truth a realm of eternal conflict. The Creators constantly try to gain more power and have several rivals among each other, but are forbidden by the Pantheon of Solitude from personally fighting on the streets of the city. Instead they might use intrigue and trickery to outwit their enemies, and if that is not their strength then they turn to the vast plains of the Eternal Strife.

The Eternal Strife is a creation of Tylmaar, the God of Strategic Warfare and Keeper of the Seat of War, who created it after the War of Eternity. Within the Eternal Strife is a never-ending battlefield, where the legions of the Creators fight for control over Solitude by conquering the ever-expanding lands of the Eternal Strife. In essence the Battle for the Eternal Strife is a game; one with high stakes as victors can usurp territory, and in doing so gain power within Solitude.

Those who fight and die in the Eternal Strife are reborn later, as true death is non-existent there. Even so, defeat in the Eternal Strife is not to be underestimated, as the direct control of power in Solitude holds a lot of influence when determined on this never-ending battlefield. Sometimes mortals, chosen and uplifted by the Creators after their deaths, are given the privilege to fight for their patron deities on the fields of the Eternal Strife.


Death itself is non-existent in Solitude, and so is it in the Eternal Strife. Fallen warriors are reborn later in Apotheos to fight again; forever if they must. Lands within the Eternal Strife tend to imitate the domains of those who possess them, and change again once a new Creator conquers them. By design the lands of the Eternal Strife constantly shift and change; growing and shrinking when it needs to.


APOTHEOS

The great space surrounding all of Solitude and forming its boundaries is known as Apotheos, which in many ways appears as similar to the Great Fade in its silence and stillness. There is nothing, or at least very little in Apotheos, save for mystical, thick mists and occasional, haunting whispers carried by non-existent winds.


It is said that Apotheos is where Nym's dead Creators rest, or at least what little remains of their fractured and dissolved souls and memories. These remains were brought there by Shaar from when those Creators died on the planet Nym, or if there was nothing to collect Shaar would implant her own memories of them into Apotheos. Despite what lingering echoes of those dead Creators might reverberate throughout Apotheos, those Creators are decidedly no more, and they never will be again.


Similarly to dead Creators, dead Aspects will also be collected and sent to Apotheos. However, unlike Dead Creators, Aspects might still try to come back, and often do as manifested echoes of their former selves. These echoes are mostly harmless, but are known to become violent as their fractured and imitated memories continue to deteriorate. Shaar often visits Apotheos to converse with these echoes, which she claims is a task she does to calm them.


Servants who fall in the Eternal Strife will typically be reborn in Apotheos, and must be found and collected so that they may rejoin the battles. Sometimes these fallen servants might become lost in the mists, and the strain on their souls and minds could destroy them. The Creators utilize specialized pathfinders who traverse the mists and lure in the lost servants with the use of chimes.


At any outer edge of Apotheos stands the Silent Bastion; the first defense against any would-be invaders who would attempt to gain entry into Solitude without permission. Its tall, marble-white walls and golden gates are held and watched by an Aspect of Dvalder, known as Skaln, as well as a legion from each of the Creators' servants. Together they maintain the fortress and stand forever ready for any possible threats; both from outside and from within.


But should the Silent Bastion ever somehow fall, invaders would still have to traverse the rest of Apotheos before reaching Solitude. Its quiet yet wailing whispers would consume the minds of almost any being, and the endless mists would make navigation impossible for those who don't already know the true path to take.

 

THE STREAM

The Stream is the outer layer of Arkath's Divide, where energies are at their strongest as they are siphoned from outside and within, and fed back to the worlds within Arkath's Divide. The fabrics woven by the Moonsisters merge at this outer point, and establish the absolute boundary of the Divide. The Stream cleanses, sorts and distributes the energies and souls it absorbs back into the Divide, until they reach the Weave, where the energies and souls are directly sorted and fed to the Planeworlds and the Core Planes. It is there that the Stream's downgoing currents are most pure.

Souls rising from the Divide's worlds on their way to the Great Fade might attempt to enter the Stream's connectors, but its energies are often too condensed and powerful at this point, and might simply disintegrate the souls rather than recycle them as intended. If a soul is disintegrated in the Stream, all its memories will be lost, and it won't be added to the Book of Souls in the City of Echoes. Only souls that pass through the Soulgate can truly be reborn.

Excess energies are released into the outer space of Nym's Eye, where it might travel throughout the Dark Beyond and sustain the cosmos, or be snatched by the Tearworlds.

 

GREAT FADE

The outer ring of Arkath's Divide is called the Great Fade. Here souls and energy from the Divide's worlds converge, and it is the domain of Kelmora, the Goddess of Death. The Great Fade is the largest of the three rings of the Divide, as it holds an almost countless number of souls and energy. The actual appearance of the Great Fade is variable, but common descriptors make reference to it as a very quiet sea of mists.

Comparing it to a sea is perhaps the best description for the Great Fade, as it is an ocean of souls that seek their final harbour. There are many perils in the Great Fade, from violent lashes of the Stream to Darkspirits (having escaped Endomundo) that hunger for soul energy.  It is the charge of Kelmora's servants, the Fadewraiths, to find and guide souls to the Fadeworlds; the resting places of souls. Once a soul enters the Fadeworlds it will be judged, recorded into the Book of Souls, and then sent to its next place in the Fade, until it is ready to enter the Soulgate, where the soul is prepared and dissolved into pure soul energy and returned to the Stream for cleansing.

The tasks of Kelmora and her servants are many and eternal, as there is no shortage of souls that enter the Great Fade, and the shepherding of lost souls is as difficult as it is tiring and without rest for the guardians of the dead.


FADEWORLDS
Not all Fadeworlds were created by Kelmora, but most are more or less governed by her laws. The Fadeworlds are the resting place of all souls, and it is there that they await their turn to enter into the Soulgate and be reborn in the Cycle, or to join their patron deities in their High Halls in Solitude as eternal servants. The Fadeworlds are the physical realms within the Great Fade, and it is there that souls herded by Kelmora's Fadewraiths must go, no matter what.


City of Echoes:
The City of Echoes is where all souls first enter after death, and new arrivals have their memories recorded, and then their actions in life judged by the three Judgmentors. Souls that are considered unworthy are sent to the Endless Hells to suffer eternal punishment or forced to remain within the City of Echoes forever. An unworthy soul is remarked as someone who broke the laws of their patron deity, lived evil lives, failed to uphold the sacred promises they made, or are otherwise not ready to enter into the Soulgate yet. The reasons can be many.

The city itself is a sprawling network of streets and tunnels that seemingly go on forever. It is a foreboding place, filled to the brim with hundreds of thousands of waiting souls; all wanting to leave. Those who are forced to remain there might have to wait for centuries, or even longer, before they are judged again. And so instead they must make themselves comfortable where they are (or as well as they can), and find new purpose in the afterlife.

Those who are proven worthy to continue their journey are given leave to enter into the remaining Fadeworlds or join the High Halls of their patron deities. However, only those who have proven themselves the most dedicated in life can enter into their deity' Halls in death.

Kelmora herself resides in the City of Echoes, atop the tallest spire where she maintains a motherly watch over the souls in her care. Fadewraiths guard and herd the souls in the city, ensuring that none may leave before their time. Any souls that aren't herded in are ideally lured and called to the city by Kelmora's spire; where a large, enchanted bell rings, tolls and chimes for all souls of the Great Fade to hear.


Valha:
All souls belonging to elves are destined to end up in Valha. It is the manifestation of the Sirdelion's plan; the promise made by Shaar that elves will always be in her care. Even those who serve gods not belonging to the Elven Pantheon must eventually forsake their oaths to them to come to Valha, where they will serve the Sirdelion until they are ready to enter through the Soulgate.

Elven souls remain for longer than other souls, as their souls are tainted by the Void. Valha will cleanse their souls, but it will only be temporary, as all newborn elves will always have void energies within them. The healing of Valha will at the very least lessen this corruption and ensure it does not manifest itself too greatly when it enters the Stream.

Valha is a realm reminiscent of an eternal, tranquil sky with flowery meadows and peaceful, crystal-clear waterfalls. It is considered the most beautiful of the afterworlds, and was designed as such by Shaar. It was by her desire that all her children receive the most peaceful rest while they wait for their time to re-enter the Cycle. And since Shaar was loved by Kelmora, Kelmora allowed her this wish.

Shaar visits Valha every time a new elven soul arrives to welcome them personally, as was her promise to them.


Aesgarn:
Aesgarn is the realm of the Sifiran Pantheon, otherwise known as the Northern Pantheon. Upon entering the after-life, mortal servants of the Sifiran Pantheon will be sent to Aesgarn by Nydd's Valka daughters. It is in Aesgarn where the goddess Sifir will pass her own judgment on the dead; deciding their place in that realm. Those proven worthy are elevated into Aesgarn's greater halls and live eternally; adding to Sifir's Golden Legions. Their families will typically be reserved a place as well, which leads to long lines of honourable houses in the after-life. Ancient servants of the Sifiran Pantheon also reside in Aesgarn, such as Signis' Arachnyr, the giant Varkur, the winged Valka daughters, and the paragonic Aesnir.

The realm of Aesgarn consists of:

- Gyldenhorn; the Goldenhall, the highest seat where Sifir rules in her Sifirhal, and the home of the heroic Aesnir from the sagas.

- Mjodskald; the Songhalls, where proven warriors sing and celebrate of their victories and tales in life, and challenge each other to honourable duels for glory and enjoyment. The giant Varkur inhabit Mjodskald's tall, wintry peaks.

- Njudervald; the Hunthalls, where hunters and wildwalkers boast and show off their best kills, and druidic branch-tenders mend Njudervald's blooming, almost untamed gardens. Connects to Nydd's Huntheim.

- Spindeldjup; Threadhalls, where mystics and threadseers share in the secrets they have uncovered, and the Arachnyr continue to serve Signis. It lies below Aesgarn in a cavernous system of spider silk and precious gems; connected to Signis' Signhel at its core.

- The Halls of Glory, where the soldiers of the and Golden Legions reside, and where they will one day amass together again in full to fight for the Sifiran Pantheon.

- The Gates of Aesgarn, the entrance to Aesgarn guarded by Dvalder and his Valka Guard.

- Dinnungar; a cold wilderness where the unworthy, oathbreakers and dishonourable souls must wander eternally. The Golden Legions are spread between the unforgiving Dinnungar landscape; where they fight and maintain order from unruly souls, invasive spirits, the land's monstrous beasts, and any other threats to the Sifiran Pantheon.

Aesgarn is the one realm of the afterlife where Kelmora's influence and power is not absolute, and Sifir commands this realm as its queen. All souls sent to Aesgarn end their journey there, and will not return to the Stream and be reborn, meaning that they do not partake in the Cycle. Kelmora allows Sifir her power in Aesgarn due to an oath she swore to Sifir, although the specific oath is not known to anyone except between the two of them. Their relation is often described as strained and hostile, meaning that the oath taken and given was not one mutually beneficial.


Kalam:
All souls belonging to beings who didn't directly serve the Creators enter Kalam. This typically encompasses orcs, scaleshaped, tengan, wildkith and any others who served the ancient gods such as the Wildgods, Earthen Gods or the Kal'Mar. Most animal souls are also sent to Kalam, and as such it is the largest of the afterworlds and the wildest.

Kalam firstly binds those who give themselves to the Wildpact, which includes most shamans. When in Kalam, their souls' energies are used to directly heal and aid the Worldsoul and the natural lands of Nym, rather than to be fully distributed evenly to the worlds within Arkath's Divide. Ancestral Souls, sometimes still bound to their Ancestral Spirits, remain in Kalam for a long time, and entire families of souls eventually end up together. Once their energies have been mostly used up, they are sent to the Final Rest in Soulgate.

The landscape of Kalam varies, but it is the one that most resembles the planet Nym, or perhaps what it could have been. Majestic mountains, tranquil forestlands and wide, grassy plains stand as imitations of the world they come from, but also surpass the imitation in its idealism. Certain lands within Kalam are dedicated to each of the particular races and cultures that go there, as a way of keeping them separated from each other. All the wild souls can roam and thrive in Kalam, until the day of their Final Rest arrives.


Soulgate:
The Soulgate is the place where souls end their journey and become energy. The energy released from Soulgate is fed back into the Stream, which then takes it back to the Weave, where it is reassembled into a soul and split from its energy, then distributed separately to the Planeworlds and the Core Planes. The Soulgate appears as two gigantic pillars of obsidian stone, with glowing runes carved into them. Reckless energy lashes out constantly, like green lightning, and is reigned in by the Soulgate's gatekeepers.

The process isn't instantaneous, as there are many souls that await their turn, even at the Soulgate. Particularly corrupted souls, typically belonging to beings that possessed a lot of corruptible energy, are kept by the Soulgate in prisons erected by the gatekeepers, called the Soul Pits. Within the Soul Pits the corrupted souls are drained and cleansed, yet there is always a risk that these souls might try to escape their torture. By draining these souls, the corruptible energies are less likely to destabilize the Soulgate and the other Fadeworlds.

The gatekeepers ensure that the Soulgate remains functional and effective, because if the Soulgate should ever break or close, then the Cycle would stop, and energy and souls would be finite. In many respects the Soulgate is the most essential piece that keeps the Worldsoul alive, and in turn the many other worlds that exist within Arkath's Divide.

 

THE MOONSISTERS

The Moonsisters are two smaller Celestials that orbit the planet Nym. They came from one of the pieces of our Worldshard when Sol shattered it. When this piece cracked again, it became two distinct shapes that were molded by the Arcane Currents. Drawn in by our world, the shapes lay sleeping, until the arrival of of the Creators and the awakening by Arkath.

The Moonsisters, Celunar and Lucine, are simple Celestials who seem to be driven only by their playful nature. They chase each other around Nym, bringing the cycle of day and night as they pull their enchanted shawls behind them; given to them by Arkath. The Moonsisters look to Arkath as a father, and obey him with affection for his care to them.

It is the Moonsisters who created the Shimmering Belt from their dreams, and when they awoke they wove Arkath's Divide, and spent particular care on the Veil, where they drew the images from their dreams and memories to eternally sit on the night-sky. Later the Veil would find itself decorated with tales of mortals and gods both; possibly woven into it by the Moonsisters themselves, although it is unknown how exactly those tales end up there.

Celunar is known as the Tidebringer, and is associated with seas, healing and new beginnings. Her hue is often golden or blue, but when appearing as entirely golden her rays have been said to heal even the most incurable afflictions through lunar energy. However, a completely golden Celunar only appears once every few centuries. As she travels the night-sky, the Worldsea reaches up to her, as if it was alive and trying to catch her. This means that waves are much more unruly on Celunar's nights.

Lucine is known as the Blood Moon, and is associated with change, birth and lust. She is white in colour but sometimes appears in a reddish tint, although very rarely. Lucine is believed to bring on the change in nocturnal creatures such as lycants and vampires, sometimes against their primal wills. Shadows grow darker and thicker when she's out on the night-sky, and sometimes mortals blame her for their sudden sexual urges. The Worldsea is often very silent and calm when she passes over the night sky.

Arcane energies are collected by the Moonsisters in their shawls, which is trickled on to the surrounding fabric they weave from those shawls. This arcane energy is used to maintain the integrity of Arkath's Divide, and is at its strongest during the Moonwake and the Moontide. Excess arcane energy is pulled in by the Veil and Weave.

The Moonwake is left behind by Lucine's Shawl, and is the part of dawn when souls are best able to pass through to the outer rings of Arkath's Divide. It is also when Lucine's Shawl gathers chaotic magical energy from outside Arkath's Divide, and sends it down to the Worldsea.

The Moontide is left behind by Celunar's Shawl, and is the part of dusk when energy is at its highest potency, and flows more freely to the worlds. It is also when Celunar's Shawl gathers the remaining purified magical energy from the Worldsea, and sends it back into Arkath's Divide.


MOONMELD
It is rare to see both Moonsisters on the same night, as they seem to mostly alternate their appearances on the sky. When one can see both at the same time, it is called the Moonmeld. What occurs during the Moonmeld is a longer night-time, and the lunar and arcane energies are doubly potent in power. Other consequences might include higher tides on the seas and sudden births (which result in several miscarriages). Some people even blame the Moonmeld for sudden lustful cravings, or claim the Moonmeld healed their sicknesses.

The Moonmeld ends when the Moons swap places, and the distance between them goes back to normal. The entire process typically only takes a few hours and might only occur a few times every few decades or centuries. The Veil is weakened severely during a Moonmeld.
 

THE VEIL

The Veil, sometimes called the Starveil, is the second ring of Arkath's Divide. It acts as a protective shell, that shelters the worlds within it from outer influences, like malevolent wraiths from the Great Fade, or even potential threats from beyond, like the Tearworlds or farther. The Veil was personally woven by the Moonsisters, and in it they embroidered and imagery of thousands of stars; many of which are believed to be actual projections of existing stars within Nym's Sphere, or possibly from farther outside, in the unknown of the Dark Beyond.


Most of what the Moonsisters put into the Veil were from their memories from when they were asleep, and some astronomers and prophets say that the many of these memories have yet to happen, as the Veil possibly depicts events and characters that the Moonsisters had no way of knowing during their slumber, nor could they have inherited those memories from the Worldshard's essences.


The Moonsisters' memories appear in the Veil as star constellations; woven to appear as figures on the night-sky. There are twenty-four in total, and are typically best seen at the peak of night, when the Veil is at its strongest. In the beginning there were no figures, but they were added later one by one, and as such astronomers are certain that there might be more to come, and so they study the Veil for such discoveries. Some stars in the Veil seem to depict mortals and gods in past events, although it is not entirely understood how or why.


The Veil appears only at night to those on the Core Planes, as it is only then that the Moonsisters cross Nym's skies and cover it in their shawls; thus bringing with them images of the Veil.


When mortals dream, their minds enter the Veil. It is unknown for what reason, but unconscious minds find solace in the Veil, and theories suggest that it might be the soul leaving the body as it rests, or something about the Veil has a mental pull that projects a mortal's mind into it. Perhaps it is an effect inherited from the Moonsisters, who were the first to dream in Nym's Eye. Dreamers within the Veil do not typically see it as how it really is, as their minds might take them to imagined spaces. This might be an effect caused by the Veil's illusionistic nature, although nothing can be said with certainty. The Creator Malendii has a lot of power over the Veil's dreamers, as she herself is the most powerful dreamer of all because of her Dreamworld.

Souls that travel through the Veil might end up in a dreamer's dreams. Most of the time it is harmless and can cause nightmares, but particularly violent souls can cause mental trauma to the dreamer. Some cultures use trinkets made of Aethra stones to protect their minds, although it has variable results. While a dreamer can't technically die in his or her dreams, the mind might falter and perish; leaving behind an insane husk. Luckily it is rare enough for such things to happen, and skilled oneiromancers can remedy most dream-related illnesses. Additionally powerful, enchanted dreamcatchers tend to counteract the possibility of lasting nightmares.

The Creator Tiral, considered the primary goddess of all things arcane, planar and mystical, supervises the Veil's flow of arcane energies and ensures that those energies don't become too unstable or disrupt the Veil.
 

THE WEAVE

The innermost ring of Arkath's Divide is called the Weave. Energies brought from the Stream travel to here, and souls rising from the Core Planes enter into the Weave's strings as they travel outwards to the Great Fade. The Weave is a web of magical threads woven by the Moonsisters, and supervised by the Creator Tiral. The Stream's travelling currents are strongest when they enter the Weave, and the Stream's energies are transferred into the Weave's strings to be sorted and reassembled, and afterwards sent to the Core Planes and the Planeworlds. It is in the Weave that souls are reassembled after having been broken down in the Soulgate of the Great Fade, and cleansed in the Stream along with energies that gathered there.


It is the Weave that holds the Planeworlds and the Core Planes in place together, so that they do not drift away into the Dark Beyond. It also anchors the planet Nym to Arkath's Divide as a whole.


The Weave is the general domain of Tiral, who oversees most of its Planeworlds and the flow of energy through its threads. Mages learn to project their minds to the Weave in order to draw potent energies from it, which in turn allows them to cast spells more efficiently and more effectively. While anyone with high traces of mana in their soul can draw energies from themselves or their surroundings, it is the Weave that holds the purest forms of those energies, which is why its powers are more desirable to mages.


The Weave's strings reach down into the Core Planes and the Planeworlds, where they transfer energy directly to where it is most needed. Those with high mana can see these strings, which are otherwise invisible to an individual possessing low mana. Weavethreads often converge in areas strong in arcane energy, which is why mages have a tendency to build colleges, schools, towers and even magocratic cities in these areas. A common term for these areas is a Weavesource, and they are connection points that reach directly to the Weave. Some Weavesources form on Wyldtrees, Nymshards or similarly powerful connection points, and some Weavesources are only temporary, as they reappear in locations that most require energy. With the right knowledge and tools mages can nurture Weavesources and maintain their connection indefinitely.
 

PLANEWORLDS

Sitting right at the border between the Veil and the Weave are the Planeworlds. These worlds were created by the Creator Tiral, who used living parts of the Core Planes' world and merged them together to create the three Planeworlds. Each Planeworld consists of two existential planes, except for the Planar Seas, which consist of three distinct lesser planes.

The Planeworlds are relatively small compared to the planet Nym, and feature fewer varied climates. Each Planeworld specifically exists for a purpose, which is Creator-made in origin. Each Planeworld is vastly different from the other, and is inhabited by many beings who originally found their homes on the planet Nym.


ELEMENTUM
Home to the Elemental Spirits and the Elemenal race known as the Shadjin. It is ruled by the Elemental Princes, who were former lieutenants of the Elemental Titans. Having learned how ingrained the Elemental Souls were to the Core Planes' survival, Tiral took the Elemental Souls and placed them in Elementum, and with them she chained the Elementals to their cores. In essence, this meant that the Elementals were now forever bound to provide energies to the Elemental Souls, and the dependency was shared the other way as well. Also, with the Elemental Souls bound to Elementum, elemental energy would be provided in steady supply to the Worldsoul, ensuring its stability and the nourishment of the planet Nym's lands.

While the Elementals are bound to Elementum and the Elemental Souls, they can still enter into the Core Planes, although it is usually only a brief visit; since Elementals must return to Elementum to replenish their energies directly from the Elemental Souls. However, their stay in the Core Planes can be extended if they find other sources, although this is generally forbidden by the Elemental Princes, who fear Creator intervention for such actions. After all, Elementum was meant to be their punishment for having served the Elemental Titans, by having the Elementals bound away from Nym to ensure that they couldn't roam freely in the Mortal World.

The powers of Elementum directly aid shamans on the planet Nym, who serve the Elemental Balance under the Wildpact.


Elemental Courts:
The Elemental Courts is where the Shadjin kingdoms reside. There are four kingdoms in total; each dedicated to the major elements of fire, wind, earth and water. Minor elements have less land in their name, and are typically represented as cities. It is in the Elemental Courts that the majority of Shadjin reside, and they're divided into four distinct groups:

The El'sharai, also known as Elemental Courtiers, are some of the more privileged Shadjin, and build up the ruling classes of the Elemental Courts.

The El'quani, the Elemental Guardians, who watch over the Elemental Courts and serve as warriors to the Shadjin kingdoms.

The El'eledai, the Elemental Princes, who were once the commanding lieutenants who served the Elemental Titans. There are few of the El'eledai left, but they are the ones who rule Elementum from atop their respective kingdoms' and cities' spires.

Apart from Shadjin, Elemental Spirits also roam the lands of the Elemental Courts. There are two types of Elemental Spirits; the Ela'tal, and the Ela'sha.

The Ela'tal serve the Shadjin through a sort of symbiotic connection. The Ela'tal connect with their masters and provide elemental energies for them, and are often kept as pets. Other Ela'tal might wander the lands as free spirits; often taking the form of elemental animals that appear as similar to animals on the planet Nym.

The El'sha, the Wild Elementals. These Elemental Spirits are lost in their energies, mindless and without intelligent thought. They are almost completely uncontrollable and dangerous, yet are sometimes dominated and summoned by Elementalists from the planet Nym.

The lands of the Elemental Courts exists in a harmonic balance of the elements, as one major element is neither stronger nor weaker than another. This balance is vital not only for the well-being of the Elemental Courts, but for the Elemental Balance of elemental energy throughout all of Arkath's Divide, and especially so on the planet Nym.

To assist in this Elemental Balance, the four Shadjin kingdoms each maintain their own corner of the Elemental Courts: the Fire Kingdom of Chand'ar, the Wind Kingdom of Xuun, the Earth Kingdom of Ordh, and the Water Kingdom of Aszune. A great city sits at the center of the Elemental Courts, the Crown of Elements, where all elements mingle freely and in relative harmony.


Ascension:
Ascension is the second plane of Elementum, accessed through the Crown of Elements in the Elemental Courts. It is a swirling vortex of elemental energies, where the Elemental Souls remain at its heart. Ascension serves two purposes: firstly to keep the Elemental Souls safe and provide elemental energy to Elementum and the Worldsoul, and secondly to keep the Elemental Titans imprisoned.

Those of the Elemental Titans who survived the War of Titans were banished to Ascension by Tiral, where she chained them with magical shackles that drain them of their energies and transfer it to the Elemental Souls. The Titans once drained the Core Planes of immense amounts of energy; energy they now are forced to return to where they were stolen from.

The Titans are tortured and weakened, and thus unable to escape their shackles. The process itself is slow and agonizing, and with the amount of energy they have stored within them, the Titans are believed to have enough elemental energy to feed the Elemental Souls for many more thousands of years to come.


MALENDII'S DREAM
Malendii's Dream, also called the Sleeping World, the Dreamworld or the Wyld Realm, is the only planeworld to have not been created by Tiral. It was created by the Creator Malendii, Guardian of Nature, when she witnessed the corruption of the Worldblight tear the planet Nym apart. Dragons, who had been left on Nym by the Creators and were the new rulers of the world, were afflicted by the Worldblight and most of them became feral. Malendii invoked a deep sleep, where she took in the minds and souls of the dragons into her own dream, where they would be spared of the Worldblight's corruption. This was called the Second Slumber, when dragons disappeared from the planet Nym for a long time.

Malendii's Dream also served a second purpose. Forming a Dreampact with World Spirits on Nym and the Wildgods, Malendii planted the Wyldtrees; great guardian trees that were planted in the various corners of the world. These trees soaked in the Worldblight's corruption, and over time healed the world with the help of the Kal'Mar's World Spirits, many of which became the Wyld Spirits. So long as Malendii remains in the Dream and her Wyldtrees stand, the Worldblight will be contained.

Malendii gave Wyldseeds to some races of the world, like the elves and Wildkith, to help spread the Wyldtrees through the world. Certain individuals of these races would become the first druids. Some of the Wildgods allied themselves with Malendii by becoming Wyldtree guardians.

The Dream itself is a realm of fey, where Wyld Spirits of all kinds gather to serve Malendii in her efforts to maintain the world's natural health. Its landscape and beings are shaped by the thoughts and dreams of Malendii, and nurtured by the Wyldtrees in the Waking World. Every being within Malendii's Dream is in some form a manifestation of the Waking World's nature and natural spirits, and the existence of the Sleeping World maintains the Waking World's spirits, as natural energies are distributed from Malendii's Dream to the Waking World through the Wyldtrees.

It is also through these Wyldtrees that mortals become druids through a process named the Calling; when Malendii's voice reaches out to mortal men and women to become her chosen servants. All druids can access Malendii's Dream, and through it and the Wyldtrees, the druids gain powers over nature; given to them to help them defend it.

Malendii's Dream imitates the Waking World (or at least the wild, natural idea of the Waking World), but remains a separate realm. Nymborn who visit Malendii's Dream do so by entering a dreaming state and transfer their soul and mind to the Sleeping World. Typically only druids are skilled or gifted enough to induce such a state to an individual.


The Wyldsoul:
It is within Wyldsoul that Malendii's own body resides; guarded by her most powerful servants in her Emerald Palace. The Wyldsoul is the largest manifestation of Malendii's thoughts and dreams, and the home of the Wyld Spirits when away from the Waking World. Wyldsoul is where the Wyldtrees form the connection with Malendii's Dream through the Weave, and as such it is here that the natural energies are strongest.

The Wyldsoul is also where the majority of dragons once slept after the Worldblight, but come the Age of Dragons, when the dragons awoke from their slumber due a powerful nightmare, only the Fey Dragons remain within the Wyldsoul. They guard and tend to the souls of dragon eggs not yet hatched, still waiting for the blight corruption to dissipate in Nym. Because for as long as the Worldblight still has a hold on the souls of the unborn dragons, newborn dragons will forever be feral.

Wyldsoul itself is reminiscent of a grand, eternal forest; mired in the enchanting visage of dreamlike imagery. The forest is an emerald green, and its depths continue to grow for as long as the Wyldtrees remain living and Malendii maintains her tranquil slumber. Aiding to maintain the wilder creatures of the Dream is Nalnir, God of the Wilds, who also ensures the safety of the Wyldsoul's vast forestlands with his servants, the Wyldkind.


The Nightsoul:
Malendii's worst nightmares are born and made living within the Nightsoul. It is a realm of eternal night, where nature's most violent and restless spirits draw their power. It is in Nightsoul that the Worldblight's corruption is contained, but as it grows it slowly corrupts the Dream and disrupts Malendii's tranquility.

Allies of Malendii, such as Shaia, Nocturne and Auriel, help to maintain the Nightsoul and its creatures, and hold great influence within the Nightsoul. Shaia controls the Shadowkind, who reside in the darkness of the Nightsoul. Nocturne holds power over the Nightkind, who swear to protect the Nightsoul from within and without. Auriel is the self-proclaimed queen the Frostkind, who maintain the decay of the Dream, and all that is cold and dying. Together they all help to calm the nightmares of the Nightsoul.

However, Phantasm and Nightwraits, mainfestations of Malendii's nightmares, also roam the Nightsoul without any way to control them, and they work to undo Malendii's realm. They are as much a part of her dreams as anything else, and so they can never truly be banished. Not unless they destroy the Dream, and in doing so free themselves from it. The more uneasy Malendii becomes in her slumber, the more nightmare manifestations are born, and her nightmare grows stronger.


PLANAR SEAS
The Planar Seas consist of three demi-planes, each created to act as a sort of prison for its inhabitants. It is the only Planeworld which is not entirely material, and is often referred to as the Immaterial Planeworld. Beings who leave their demi-planes are able to sustain their souls for a while, but eventually the mystical, arcane Planar Seas will either pull them back to where they came from, or completely disintegrate them into void energy.

Tiral created the Planar Seas with the intent to store and contain all the void energies that seep towards the planet Nym from the Dark Beyond, and it was used to contain most of the unstable magical energies that plagued Nym during the Time of Stars. Because the Planar Seas consists almost entirely of void energies and unstable magical energies, its demi-planes seemingly bend and twist, sometimes warping into things that are wholly unnatural and magically mutated.

A being known as the Giftbearer to mortals, and sometimes referred to as the Deceiver hides within the Planar Seas. Its true identity or purpose is unknown, but stories suggest that it was once a Shazari darkspirit from Endomundo. It is also said that it was the Giftbearer who morphed the Netharime and Seraphime into becoming demons; by seducing and tricking the ancient Arganorhian Starborn empires of Netharan and Serapthice in starting the War of Stars.

Not even Tiral can find this being where it hides, and it is suspected that the Giftbearer is able to leave the Planar Seas at will. Some say the Giftbearer is a manifestation of the Void, and that it is the true master of the Planar Seas; using its energies for its own secret purposes.
 

Nethervoid:
The Nethervoid is the deepest plane within the Planar Seas, where the most potent void energies gather. At its center is a swirling Void Vortex where the void energies are pulled in, along with everything else within the Planar Seas. Only the Weave keeps the Planar Seas from falling deeper into it. Time seems to almost stand still within the Nethervoid and the emptiness of its space is only highlighted by distant, flashing stars that aren't really there.

Above the Void Vortex floats the city of Baat'Xanar; the Nether City. It is the home of void demons; banished there by the Creator Tiral after the War of Stars, near the end of the Time of Stars. Before the war, exiled Starborn belonging to the Creators Kyln and Sanguine lived peacefully alongside each other in the Arganorhian empires of Netharan and Serapthice. Ancient tales gathered from equally ancient ruins speak of how the Giftbearer tricked the two empires' kings and turned them against each other; thus beginning the War of Stars.

Eventually the war deteriorated into violent displays of arcane blood magic, which only served to destabilize the magical balance of the world, and attract void energies. These void energies twisted and cursed the exiled Starborn; turning them into the demonic Netharime and Seraphime respectively. After the war had nearly brought the Void of All to the planet Nym, Tiral tore and pulled up the lands of the central continent (splitting it into the two twin-continents), and it and its inhabitants were placed within the Nethervoid, where their souls would be forever trapped and unable to leave on their own free will, and the landmass compressed into Baat'Xanar.

Now the Netharime and Seraphime share Baat'Xanar between each other, able to tolerate each other only on a very precarious common-ground of agreement; that Baat belongs to the Netharime, and Xanar to the Seraphime. The city is a mirror of itself, with Xanar at its half-top and Baat at its half-bottom. Together the Netharime and Seraphime maintain a sort of peace as they work together to keep the city from falling into the Void Vortex's unknown nothingness.

There are seven Nether Kings who rule the Netharime, and seven Archlords who rule the Seraphime. Each of them represent a Netharan perceived sin or a Seraphtic virtue that had been the cause of the Giftbearer's curse, which transformed them into what they are today.

A Nether Prince for every sin: Pride, Wrath, Sloth, Envy, Greed, Gluttony and Lust.

And an Archlord for every virtue: Valour, Chastity, Justice, Might, Hope, Wisdom, and Patience.

While they are under an agreement of peace, there is no hiding the fact that the Nether Princes and Archlords constantly try to outplay each other through schemes and trickery. The Archlords await the return of the Vigilant King; an ancient Serapthic who was the first of the Seraphime, and who they see as their saviour who will release them from the Nethervoid. The Nether Princes, on the other hand, seek to find a way to escape, or even just become the sole masters of the Nethervoid; the last one standing becoming the Nether King.

Elven Arcanists on Eldareth tapped into the Nethervoid in the past to gain highly potent magical power, eventually causing the Voidsurge on the Eldareth Isles, which resulted in the Voidcurse that forever afflicted all elves with void energies within their souls.


Torment:
Reminiscent of a chain of islands on an arcane sea, Torment is a demi-plane of twisting madness where the void warps and bends constantly. The actual city of Torment, sitting on the largest island of the chain, is a safe haven from the arcane storms that clash against its walls without any respite. The city towers high into the star-specked skies, and a purplish hue colours it like a magically enchanted dawn was forever stuck in rising.

Torment is where the Maaré, the Tidewoven, reside. They were originally created from the magically potent Worldsea on the planet Nym, when Tiral wove Arcane Threads into humanoid shapes and infused them with the arcane energies of the Worldsea. As the Arcane Mistress, Tiral's Tidewoven would serve her loyally, until their lust for the arcane grew too strong.

Come the Time of Stars, Tiral had contained the mana of all living mortals within a Tome, which she intended to open only when mortals were ready to use magic again, and only to give it to the races that deserved it. Until then no mortal race in Nym would be able to use magic, and Tiral intended to give it back to them once she had cleansed the world of all its void energies, which had been caused by the War of Stars.

This Tome was entrusted to the Tidewoven, but in their magical greed their leaders opened the Tome to try to contain the mana for themselves. Instead they unleashed all the mana into Nym, and infused mana into absolutely all the living things of the world, instead of only the mortal races, or, indeed, the mortal races who were supposed to prove themselves ready for magic.

In her anger, Tiral banished the Maaré from the planet Nym and imprisoned them in Torment. The Maaré still serve Tiral, in the hopes that they might one day earn her forgiveness.

Of all the demi-planes in the Planar Seas, Torment is the one strongest in arcane energy. It is described as a plane of insanity, as the arcane storms outside of the city mentally corrupts the mind and tears it down. The protective barriers of the city keep the storms at bay, and the Maaré within still practice magic almost frivolously. Since they are the Tidewoven, and they were the ones who opened Tiral's Tome, they are the most magically talented of all the known races. However, Torment will slowly begin to affect even the most mentally strong mind, and in time all Maaré will be torn apart by insanity. A twisted punishment deviced by the Arcane Mistress, and a reminder to those who would defy her.

In very rare cases have some Maaré managed to return to Nym; either through their own powers or from being summoned by a mortal. This does not include the Maéc, who were the Maaré who escaped Tiral's banishment on Nym by fleeing to the Underground Realms.


Endless Hells:
The Endless Hells is mostly elemental in nature, having been created from the body of a Fire Titan. The Creator Molach, God of Punishment, defeated the Titan Nemetius during the War of Titans. Instead of extinguishing his flames, Molach consumed Nemetius and kept him trapped within himself. After Tiral had created the Planar Seas, and Kelmora was devising the beginnings of the Cycle, Molach offered his service as a keeper of unworthy souls. He spewed the fires of Nemetius into the Planar Seas, and used his heart to forge the fires of the demi-plane of the Endless Hells.

It is a realm of molten stone, toxic black ash and bone-searing heat. Its skies are consumed by flame; offering no escape from the Hells' confines. At its core is Nemetius' Heart, which is surrounded by a spiraling city of blackest obsidian; filled with the wails of tortured souls. Molach sits atop the highest spire, where he oversees everything within his realm.

With him is Melissana, lover of the Undergod Gaerdras. She is the Goddess of the Faithless, and was made Molach's prisoner after Gaerdras lost the War of Eternity. After the Endless Hells were created and Molach moved his domain there, Melissana was forced to come with him. There she is kept far away from Gaerdras' prison on the planet Nym, and she is doomed to only hear the prayers of those who do not wish to be heard. Some say her imprisonment was unfair to her, while others believe she was the one who instigated Gaerdras to start the War of Eternity, having once been the Queen of Whispers and Deceit.

All souls that are judged in the Great Fade to be unworthy for the Cycle are sent to the Endless Hells, where they are tortured by fiery, demonic servants of Molach, known as the Nemathar. The more unworthy the soul, the more it is subjected to harsher punishment. In time, their suffering will end, as they are fed into Nemetius' Heart to expand the Hells; making way and space for more souls to be kept and punished there. There is no shortage of souls awaiting punishment, and each one sent to the Endless Hells serves to make Molach stronger.

The Endless Hells, as the name suggests, contain a Hell for every sin and transgression concocted by the Creators; meant to specially punish mortals for whatever sinful deeds they performed in life.