Everything within Nym's Eye is the Worldsphere we know. We call it the Seventh World of Nym. Nym's Eye is not so much a world as it is really a collection of worlds and planetary objects. It consists mainly of the Nym planet at the center of its eye, Arkath's Divide that surrounds the planet Nym, and the Tearworlds that circle them.
Sol is the Celestial star that provides astral energy to Nym's Eye, and with her are the Celestial Moonsisters that spin the Arcane Threads and provide arcane energy around them, as well as reinforce the fabrics of Arkath's Divide. Surrounding all of this is the Eye's boundaries, which is inhabited by the Star Dragons, who vigilantly protect Nym's Eye from possible outsider threats.
Nym's
Eye is vast and home to many races and beings; a great deal of which
are strange and alien, even to a Nymborn native. Everything within the
Eye exists on an almost entirely precarious thread of balance, held
together by an assembly of many forces and energies, most of which were
organized and set in place by the Creators, then more or less enforced and maintained by them.
Surrounding Nym's Eye
is a wide belt that separates the Eye from the rest of Nym's Sphere. It
is known as the Shimmering Belt; a glittering ring that envelops the
worlds within it, and keeps them safe and hidden from outside elements
coming from the rest of Nym's Sphere.
The
Shimmering Belt itself maintains a sort of confinement for everything
within Nym's Eye, and stardust left behind by its guardians create a
sort of concealing enchantment that hides everything inside it, thus the
reason for its name. It also serves to help strengthen the fabrics and energies within Nym's Eye, by protecting the Eye from most of the chaotic energies that seep in or through from the Dark Beyond.
As one of Nym's
daughters, Sol is a Celestial-made star and a living Celestial herself.
Her energies are purely astral in nature, and she appears to us as a
blazing ball of flame and light. We simply refer to her as Mother Sol, or just the Sun, and
she provides Nym's Eye with astral energy and warmth. All worlds within
Nym's Eye orbit her body.
In
truth Sol is trapped in a deep sleep, which was induced when she
touched the Worldshard that was to become the worlds of Nym's Eye. The
Worldshard had been so cold that when Sol touched it out of curiosity,
the coldness hurt her and she smashed the Worldshard into four pieces:
one larger piece and three lesser ones.
Sol eventually fell ill from how cold the shard had been, and curled up into a ball. She has remained like that ever since. However, as a result of her coma, her warmth and energy lingered in Nym's Eye, and allowed the Worldshard's pieces to melt and become the local worlds of our sphere.
When she was conscious, Sol was one of Nym's most daring daughters and also the most curious of them. It is said that Sol was the one that found Var'Zon in the darkness of the Dark Beyond, and by finding him unintentionally led him to her mother, Nym.
The Tearworlds, also known as Otherworlds, are eight smaller satellite planets that orbit the central Nym planet, often described as comets. They exist outside Arkath's Divide, where they are unaffected by the elements and energies that meld and mix in the Divide, as well as the laws enforced by the Divide's nature. Instead the Tearworlds draw energy directly from Sol and the Arcane Currents of the universe that pass by and through Nym's Eye; catching whatever energies they need as they orbit the Core Planes.
While
small, the Tearworlds are extremely variable, and are very unlike both
each other and the typical world of Nym or the other worlds of the
Divide. They are otherwise cut off from any contact with Arkath's
Divide, except when a Confluence occurs.
SAN-KA
San-Ka
is known as the Fleeting World, and it is the smallest of the
Tearworlds. Natives of San-Ka call themselves Sancarime, and live
primarily in floating stone houses made from the arcane-laden rock of
their world. San-Ka's surface is entirely shattered and instead consists
of floating stones and plateaus. The Sancarime are typically referred
to as world-travellers, because they are able to build ships and other
craft that can travel to other worlds. By doing this San-Ka has become a
gathering hub of communities from many worlds, who mingle and trade
with wares originating from their various homeworlds. The Sancarime
travel to the Tearworlds, and sometimes even worlds within Arkath's
Divide. Upon returning home they might bring with them various
commodities, willing travellers or slaves from these worlds.
ASHRANA
Ashrana
is the World of Light, where beings of pure light exist. It is referred
to as a holy world, where astral energies are strong and its most
powerful mortal inhabitants are almost godlike. Ashrana possesses
energies that are so pure and potent, that the inhabitants safeguard it
zealously. The natives revere what they call the Purity of Light above
all else, and harvest it and store it in flasks and other containers for
later use or to allow it to mature, as if it were wine. Ashrana is
ruled by its religious society of the Purity of Light and their
dependent addiction to it. The landscape itself is reminiscent of
eternal, tranquil snow-white mountains. Ashrana is a cold world warmed
only by the Purity of Light.
MELSAAM
Melsaam
is called the Tidal World. Its entire surface is covered in water and
there is no conceivable land there. Instead Melsaam's inhabitants, the
Vodyanki, live in cities at the bottom of their ocean; cities that are
powered by intricate and complex machines that are strange and
technologically marvelous to behold. The water itself is dense with
magical energies that supports peculiar underwater flora and fauna that
is very different from what is found on the Nym planet. Gargantuan
seabeasts prowl Melsaam's ocean and dig up magically strong minerals
that the Vodyanki then use for their contraptions, machining and advanced biografting
technology.
TAL TOREN
Tal
Toren is the Silent World. It is a barren world of reddish, brittle
stone, and little grows there. Its people, the Torians, are grim and
stony, but also resolute and enduring. Tal Toren is remarkable mostly
because it is the only known world that has no connection to spirits, no
godlike deities and is completely magically sterile. Energies don't
flow in or throughout Tal Toren, and it is considered an almost entirely
lifeless world. Creators have little to no power in Tal Toren, and are
unable to summon their deistic energies when on its surface. Dust storms
ravage the dry, cracked lands, sometimes revealing buried ores beneath
the sands. These ores hold the rare property of being completely
resistant to energy, spiritual and magical both; which means they hold a
lot of value for armourers and the like to create anti-magic armour and
equipment, should they ever manage to acquire it.
IBEL'ACH
Ibel'Ach,
the Eldritch World, and it is the largest of the Tearworlds. Unlike
other worlds, Ibel'Ach draws energy from the chaotic forces;
particularly void energies. It is a twisted world ruled by beings of
immense corruptible power, and features an alien landscape of twirling,
dark woodlands and deep, restless bogs mired in the sky's purplish hue.
The creatures that reside in Ibel'Ach are adapted to mental prowess,
often in the form of psychic abilities. Ibel'Ach is a dark world, but
not all things there are cruel and twisted. Ibellians survive, despite
sharing a world with gigantic eldritch beings who siphon the world to
sate their hunger. Of all the Tearworlds, Ibel'Ach is the one that holds
the most corruptible energy, but it seems to be what it requires to
survive.
AR-ZHALA
Ar-Zhala
is the Arcane World. Its lands are forever shifting and changing from arcane and void energies,
sometimes at the blink of an eye. In one moment it could be a starlit
meadow, in the next a series of labyrinthine hallways or a forest spun
in magical threads. It isn't entirely clear how Ar-Zhala works; whether
it changes randomly all by itself, or if it's the effect of a person's
thoughts and mental will. The world's inhabitants, the Zalashir, are
masters of the arcane, able to stabilize the ever-changing existences
that loop and jump. They build entire cities where no cities actually
are, and rooms that expand from closets to grand palaces. The rules
within Ar-Zhala are maddening and bizarre, and any mundane person would
likely struggle to grasp the world's unnatural sense of existence, to
the point of insanity. Tiral often visits Ar-Zhala, where she is
worshiped as the patron god of the Zalashir.
SYL
Syl
is known as the Wild World. It is reminiscent of a lush and thriving
jungle; except its trees are taller than mountains and wider than most
Nymeric cities. One could spend an entire lifetime and never see the
mighty roots at the bottom. Wild and dangerous creatures make these
trees their homes. They have evolved to serve the one true philosophy
that reigns in Syl; eat or be eaten. The law of survival sits highly in
Syl, where even the rapidly evolving plant-life seeks to devour whatever
it can find. Sylphs, a race of winged humanoids, build large, intricate
cities in and around the trees, where their lives are dictated by the
Wild Law and the life of the Hunt, and cannibalism is a frequent
necessity. Their wings perfectly adapt them to a world where a simple
slip could send you plummeting for years into the misty unknown below.
NAGAL'OR