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===Planes of Existence (WIP)=== '''Points/Places to cover''' ====The Mortal/Physical World==== If we seriously have to explain to you what the physical world is then we are wasting our time. Go outside and experience it for yourself. ====The Nevernever==== The spirit world, a vast collection of countless planes and sub-realms. Time may flow differently depending on where you are in the Nevernever. By traveling short distances in the Nevernever, you can cross massive distances in the real world. Large tracts of the Nevernever are inhospitable to human life, with the laws of physics in a constant state of flux. Relatively safe and stable paths through the Nevernever are called "Ways" *Faerie (Winter Wastes, Summer Meadows, Erlking's Hall, Arctis Tor, The Pyramids of Giza, The Mother's Cottage): the largest and most stable part of the Nevernever, while some parts of the Nevernever might change constantly, with their layout shifting and the laws of physics being altered, Faerie is relatively stable and has physics roughly similar to the real world. Iron is forbidden to most vistors, dropping iron on sacred Awnsidhe soil will earn the direct ire of the Queens themselves, as the Fae and their land are one. If you bring iron into Faerie, take it with you when you leave, or else the next time you visit the land itself might turn against you. You'll probably see a lot of standing stones, or Menhir, courtesy of the Fae's neolithic origins, and are occasionaly used to mark specific ways into and out of the Nevernever. **Winter: every scary fairytale setting ever, bleak tundras, haunted forests, freezing bogs, jagged frost covered mountains, stone altars in the middle of a moor covered in dried blood, near constant night, you know, that stuff. **Summer: verdant, sunny forests, flower covered meadows, pavilions in the middle of the woods, babbling brooks, circles of Sidhe holding hands and dancing, sights so beautiful that you'll want to stay, forever. **The Wyld: extremely varied, can encompass environments including and between the two extremes of Winter and Summer. **The Mothers' Cottage: a humble cottage with a floor of packed earth, surrounded by rolling hills. Inside is a small hearth, with Mother Winter's numerous dentures sitting the mantlepiece. There is a wooden shelf that holds small, homemade ceramic pots, each containing a virulent plague, Mother Summer's collection of "preservatives"(she is the caretaker of '''all''' life, that includes anthrax and smallpox). The cottage lies in an extremely remote part of Faerie, normally inaccessible to both man and fae save for those who are personally invited by the Mothers. *Hell(?): according to WoJ, Hell is the domain of the Fallen and their allies, an empire of many realms tied together by alliances and promises of power, for mortal souls, it is a place of pure, agonizing(but not personalized) suffering. *The Underworld: a massive prison-nation of shades governed by Hades, here punishments are personalized and are often cruelly ironic. *"The Foot of Yggdrasil": seen in ''Changes'', Yggdrasil, the Norse world-tree is a massive tree on the shores of a frozen lake. *The Far Reaches(?) *Personal Demesnes *Chicago-over-Chicago (The Queen's Battleground, The Stone Table) ====Chicago Between/(Purgatory?)==== A transitory afterlife for the souls of those who died in Chicago although it may be the whole world, we just see 'Chicago'. Uriel runs a soul protection agency(?) on this level, often taking the ghosts or souls of those who are unwilling or unable to pass on to the afterlife until they believe themselves redeemed. They do this by helping Mr Sunshine protect free-will against the machinations of the Enemy. The agency itself is staffed by angels and "mortals" alike, although most of those "mortals" seem to either be dead cops, or soldier given what little we've seen of them. The apparent methods of moving on from this place seem to be "The Southbound Train" (no prizes on guessing where that leads), and the Door. It's one person wide, one person tall, and when you go through it, you do so alone. ====The Outside==== An endless Void of physical non-existence. Dead winds howl in their stillness. Lost and forgotten ''Things'' scream at their punishment. There are no stars in the sky, no movements to stir the dirt underfoot, no thought to stave off madness. A place where life and hope cannot exist. That which should not be is instead given horrific un-life. That is what the Outside is. The only thing found here are the Outsiders in numbers uncountable, directed by the eldritch, unknowable will of the Old Ones. And they want in. Separated from reality by the Outer Gates, the Outside is the opposite of existence, not anti-matter, but non-existence. It is everything that the Mortal World and the Nevernever aren't and it is nothing at the same time. It is the antithesis of all that exists, the very concept of nothingness given impossible form and will. It is a place of abominations, reality inverted. The Outer Gates themselves border Faerie on the Winter side, stretching from horizon to horizon, standing impossibly tall all the way. Before them sits a vast battle plain covered in crumbling bones, bordered by a massive wall of ice and fortifications that has existed since the dawn of time. '''Potential Places for a Gaming Group to Use''' *The Bizarre Bazaar (Goblin/Fae Market) *Santa's Workshop (Ho. Ho. Ho.) *Arctis Minora *The Summer Capitols (Verdant Tor? Verdant Minora?)
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