DIMENSIONS

Author’s Notes

The material world is familiar and safe. It has three dimensions we can perceive—height, depth, and width. We cannot, without magic or technology, see through an opaque object, nor witness the entire history of an object in a single instant. We cannot summon a ball of fire from thin air, throw electricity with the flick of a finger, or gain information from an external source merely by thinking of it.

But what if you could?

The Eight Elemental Dimensions of Evindale

1. The Sun Realm

  • Essence: Represents the sum of all facts and truths in the universe. It is a blinding domain of pure insight and radiant knowledge.
  • Atmosphere: Upon entering, one is hit by an overwhelming flood of clarity. Imagine an endless golden horizon where everything is illuminated; illusions cannot hide here. Sight, both literal and metaphorical, is sharpened to painful brilliance.
  • Encounters & Hazards:
    • Creatures of pure light or cosmic librarians who guard forbidden knowledge.
    • Overexposure to the Sun Realm can lead to “truth burn”—where mortals lose their ability to comfortably embrace mystery or nuance.
    • Hidden rifts of darkness may hold the secrets that even the Sun cannot fully purge, setting up story seeds for mysteries to unravel.
  • GM Tips:
    • Characters may discover absolute truths about their destinies or the campaign’s backstory, but at great personal cost.
    • Consider “information overload” or radiant illusions that test players’ mental resolve (blinding revelations, crippling revelations about their own flaws).

2. The Air Realm

  • Essence: Governs the power to call creatures from other dimensions, as well as psychic abilities such as telepathy and precognition.
  • Atmosphere: A vast expanse of swirling mists and currents, dotted with levitating isles or crystalline spires. Thought-forms might manifest as visible streams or swirling shapes in the sky.
  • Encounters & Hazards:
    • Elementals of wind and vapor who delight in guiding (or misleading) travelers through the shifting gusts.
    • Psychic storms that tangle minds together, causing shared dreams or hallucinations.
    • Doorways to countless realities, each flickering open and closed in the swirling clouds—stepping through one might lead somewhere unexpected.
  • GM Tips:
    • Air-based illusions, telekinetic challenges (e.g., bridging gaps on floating platforms), and cameo appearances from other dimensions keep sessions unpredictable.
    • Use atmospheric conditions to shape mood and tension—perhaps a “mental tempest” that forces PCs to pass willpower checks.

3. The Fire Realm

  • Essence: Symbolizes thermodynamics, heat, destruction, and rebirth. It’s an engine of constant energy exchange.
  • Atmosphere: Imagine an ever-shifting land of molten rock, glowing embers, and raging flames. Sudden geysers of magma erupt without warning, fueling new growth in bizarre pyroclastic forests.
  • Encounters & Hazards:
    • Fire elementals, salamanders, and phoenix-like creatures that embody renewal through destruction.
    • Volatile “firewalls” that can shift entire landscapes—one moment you have solid ground, the next it’s molten.
    • Spells or abilities that rely on heat or consumption can be supercharged here, but it’s easy to be overrun by fiery forces you can’t control.
  • GM Tips:
    • Great for forging unique items that require soul-searing flames or harnessing rebirth magic (like phoenix eggs).
    • Constant heat exhaustion mechanics or resource management (water, cooling spells) can add survival-themed tension to your game.

4. The Void Realm

  • Essence: Entropy and the starting point of all things. It is both emptiness and the infinite potential that precedes creation.
  • Atmosphere: A place of profound silence, darkness, and weightlessness. No up or down—just a suffocating blackness occasionally lit by faint sparks of nascent matter.
  • Encounters & Hazards:
    • Entities made of negative energy or anti-matter, swirling in ephemeral shapes.
    • “Void pockets” that unravel any matter (or soul) trapped within, representing pure entropy.
    • Traveling here can erode a character’s personal sense of self, leading to existential dread.
  • GM Tips:
    • Ideal setting for cosmic horror arcs or introspective challenges: players might face illusions of their own worst fears or glimpses of themselves undone.
    • Time and space could break down: repeated saving throws against drifting into oblivion or merging with the inky blackness keep the danger high.

5. The Moon Realm

  • Essence: Governs effort, action, and illusion. Like the phases of the moon, it can wax with resolve or wane with exhaustion.
  • Atmosphere: Silver-lit landscapes under perpetual twilight. Everything feels shrouded in half-real illusions—scenes shift like a mirage as moonbeams play tricks on the senses.
  • Encounters & Hazards:
    • Shapeshifting illusions that react to a character’s emotional state—fear might summon monstrous shadows, hope might paint heroic visions.
    • Moonlit beasts or trickster spirits who test travelers’ resolve with puzzles and riddles.
    • Persistent illusions can drain a person’s willpower, leading to confusion between what’s real and what’s reflection.
  • GM Tips:
    • A perfect place for dreamlike encounters and stealth-based missions: illusions can cloak entire fortresses.
    • Characters might discover illusions that can only be dispelled through determined action or unwavering focus, tying in the realm’s theme of effort.

6. The Earth Realm

  • Essence: Represents matter, the tangible three-dimensional world, and physical solidity.
  • Atmosphere: Colossal mountains, fathomless caverns, shimmering crystal formations—every contour is steeped in ancient, primal power. Gravity feels heavier, and footsteps echo with resonance.
  • Encounters & Hazards:
    • Golems, living stone colossi, and elemental guardians fiercely protect the realm’s stability.
    • Tectonic shifts or crystal caves that collapse without warning. Travel can be methodical, even claustrophobic in deep caverns.
    • Buried relics from ages long past, holding the memory of civilizations shaped by earthen might.
  • GM Tips:
    • Make players track supplies carefully; navigating mazelike tunnels tests their resourcefulness.
    • Offer environmental challenges—rockslides, earthquakes, magnetized ore that disrupts compasses, and cunning creatures that blend into stone.

7. The Water Realm

  • Essence: Governs the conditions for life, but also stagnation and erosion. Water is both nurturing and inexorable.
  • Atmosphere: A vast oceanic expanse with ever-changing tides. Some areas are sunlit shallows teeming with rainbow reefs, while others are bottomless trenches cloaked in midnight darkness.
  • Encounters & Hazards:
    • Water elementals, kraken-like leviathans, or siren spirits who sing through the currents.
    • Dense kelp forests that tangle anything passing through. Corrosive waters that erode items and magical wards.
    • The delicate balance between life and stagnation—whole coral cities might bloom with life one moment and then decay into husks the next.
  • GM Tips:
    • Encourage creative use of breath spells, submersible craft, or specialized gear.
    • A massive “current puzzle” or an underwater vortex could be a key set piece—navigating it without getting swept away can make for tense encounters.

8. The Spirit Realm

  • Essence: The core of life essence and energy, tying everything together. It is the wellspring of vitality, emotion, and divine spark.
  • Atmosphere: A place of shifting auroras and pulse-like currents that visibly carry life force. You might see silhouettes of souls flicker in and out, traveling to their destinies.
  • Encounters & Hazards:
    • Soul-bound entities, ancestral spirits, or guardian totems that protect sacred energies.
    • Areas where raw emotion takes form—raging storms of sorrow, warm breezes of love, swirling tempests of rage.
    • “Spirit storms” can momentarily fuse travelers’ essence with the realm, draining or amplifying their life force.
  • GM Tips:
    • Offer moral and emotional challenges, such as confronting the restless spirits of a PC’s past.
    • Rituals to heal, resurrect, or bond souls might require an arduous journey deep into the Spirit Realm, shaping entire campaign arcs.

Using the Elemental Dimensions in Your Campaign

  • Planes of Origin: Characters might hail from one of these realms, carrying unique traits (a tiefling-like being from Fire, a sylph from Air, etc.).
  • Cosmic Balancing Act: The interplay between these eight elements keeps the World of Evindale stable. Conflicts often arise when one realm’s influence grows too strong, leading to catastrophes in neighboring planes or in the mortal world.
  • Quest Hooks:
    • Sun Realm: Recover a lost cosmic truth that might alter the world’s fate.
    • Moon Realm: Halt an advancing illusory invasion that spills into the mortal realm at twilight.
    • Void Realm: Prevent an entropy cult from expanding pockets of unraveling nothingness.
    • Spirit Realm: Undertake a pilgrimage to restore the soul of a dying monarch.
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