The Void
“The Void? Yer goin’ there?! Ye be daft boy! The Void be where the Primals exist, and they dun like us mortals tramplin’ around like idiot children bangin’ incendiaries cause we like the sound they make.”--Unknown
Contents:
I. The Void
II. Voidspawn
III. Rifts
IV. Environmental Status Effects
V. Voidcasting
In between the spaces of reality is a plane of existence that is truly the very definition of evolution, of life and death, and everything in between. This plane of existence fills the in between worlds of the Athuras Reality, and other realities, other worlds, and other times. This plane of existence is a primal force and it has a name.
That name is the Void.
No one knows exactly how far and how the Void is broken up. It is a primal existence where life and death are inconsequential and there are Beings and Powers that would consume a deity in a fair fight. There are creatures that are more than three thousand feet tall, and some whose very bodies are actual landmasses that are perpetually in motion.
The Void is a dangerous place for any traveler. Safest travel has been through the use of Airships found in the Empire of Meztrailov, though it is not uncommon for some to know secret pockets in reality that are safer to travel than others. There are creatures of pure good, and creatures of pure evil. Their descriptions vary, and their dimensions defy logic.
What has been confirmed about the Voidspawn is that they are creatures of pure psionic energy. There are some whose very psychic presence could crush an entire civilization with the pure weight of it, though these creatures have not been seen. There are some who made up of pure primal magickal energies. And there are those who use both and none at all. However the Void themselves, despite their unnatural appearances, those that defy logic, they are made up of the natural energies of the Void. In order to reproduce, the Voidspawn creatures will consume one another to absorb their energies, and then lay what could be eggs (Of course, this is a loosely translated scholar’s theory, to represent a much greater complex truth).
When travelling through the Void (should someone be foolish enough to do so), they are subject to major disadvantages. These disadvantages are numerous and differential, as the side-effects of Void-Travel have varied from recorded case to recorded case. In some cases it has been known for Void Travel to actually send the traveler further back in time, or even in an alternate world altogether. Sometimes it is known to even take memories away from a character.
Rifts in Reality:
In Athuras, because of its nature, it is heavily surrounded by Void Energies. These Void Energies have been able to create cracks in reality known as Rifts. These rifts happen entirely at random and have been known to happen multiple times. While it is uncommon however, for multiple rifts in one area to open, this has been known to happen in the Empire’s history. It is entirely possible for these Rifts to bring someone from the future to the past. However the process of that is indeed…dangerous.
Anyone who travels from the future to the past, in the Empire, or anywhere in Athuras, technology, such as cell phones, or guns, are reduced to rusted pieces of scrap in their hands, incapable of repair or replication. Memories of future technology and its ability to be replicated are actually removed, as well as certain memories (See table at the end of this section.]
Environmental Effects from the Void:
In certain extreme examples, the very land itself will be transformed or corrupted by the very presence of the void. In these instances, the players may find themselves also feeling the effects of this environmental change. This could range from simple increase in the difficult terrain, or whole swaths of land becoming acid pits. In order to determine environmental effects, roll d100 and take the result located on the chart.
Environmental Effects
1 – 10 = The earth is scorched by your arrival but nothing else seems changed of your surroundings.
11 – 20 = The Rift keeps hold of your surroundings for 1d10 minutes changing small things like plants, rocks, shrubs, etc.
21 – 30 = The effects of your arrival are obviously evident as even the trees become affected. For 1d30 minutes the trees, boulders, and even some of the small animals are affected by the Void Energies giving them a decayed and Void corrupted look.
31 – 40 = The Void has effected an area of 1d3 meters around you. The Earth is no longer lush. The plants are gnarled and some of them are even “bleeding” on their own. Animals become like Voidspawn attacking each other and even might take a bite out of you.
41 – 50 = The Void molds with an area 1d6 meters around you changing the environment to a section of the Void itself.
51 – 60 = While the Void affects an area of 1d10 meters around you, there are small flora and fauna that require cleansing of those items to remove them from reality.
61 – 70 = 1d20 meters is affected where not only are plants affected, but animals are as well. Requiring a purging to remove the affected from reality.
71 – 80 = 1d25 meters is affected where 15 feet around you is completely merged with the Void. 3 Voidspawn appear (30 HP, 2d70) and the purging of them will repair the merging of the Void and Reality.
81 – 90 = 200 feet around you is completely merged with the Void. 10 Voidspawn appear (30 HP, 2d70) and the purging of them will repair the affected area. One Cleric (NPC or PC) must be present to complete.
91 – 95 = The area is not affected except for that rushing and sudden stop feeling.
96 – 100 = 3 miles of area surrounding the Rift is claimed by the Void. Merging completely requiring a purging of the Voidspawn that arrive. (Voidspawn number decided by DM.)
Contents:
I. The Void
II. Voidspawn
III. Rifts
IV. Environmental Status Effects
V. Voidcasting
In between the spaces of reality is a plane of existence that is truly the very definition of evolution, of life and death, and everything in between. This plane of existence fills the in between worlds of the Athuras Reality, and other realities, other worlds, and other times. This plane of existence is a primal force and it has a name.
That name is the Void.
No one knows exactly how far and how the Void is broken up. It is a primal existence where life and death are inconsequential and there are Beings and Powers that would consume a deity in a fair fight. There are creatures that are more than three thousand feet tall, and some whose very bodies are actual landmasses that are perpetually in motion.
The Void is a dangerous place for any traveler. Safest travel has been through the use of Airships found in the Empire of Meztrailov, though it is not uncommon for some to know secret pockets in reality that are safer to travel than others. There are creatures of pure good, and creatures of pure evil. Their descriptions vary, and their dimensions defy logic.
What has been confirmed about the Voidspawn is that they are creatures of pure psionic energy. There are some whose very psychic presence could crush an entire civilization with the pure weight of it, though these creatures have not been seen. There are some who made up of pure primal magickal energies. And there are those who use both and none at all. However the Void themselves, despite their unnatural appearances, those that defy logic, they are made up of the natural energies of the Void. In order to reproduce, the Voidspawn creatures will consume one another to absorb their energies, and then lay what could be eggs (Of course, this is a loosely translated scholar’s theory, to represent a much greater complex truth).
When travelling through the Void (should someone be foolish enough to do so), they are subject to major disadvantages. These disadvantages are numerous and differential, as the side-effects of Void-Travel have varied from recorded case to recorded case. In some cases it has been known for Void Travel to actually send the traveler further back in time, or even in an alternate world altogether. Sometimes it is known to even take memories away from a character.
Rifts in Reality:
In Athuras, because of its nature, it is heavily surrounded by Void Energies. These Void Energies have been able to create cracks in reality known as Rifts. These rifts happen entirely at random and have been known to happen multiple times. While it is uncommon however, for multiple rifts in one area to open, this has been known to happen in the Empire’s history. It is entirely possible for these Rifts to bring someone from the future to the past. However the process of that is indeed…dangerous.
Anyone who travels from the future to the past, in the Empire, or anywhere in Athuras, technology, such as cell phones, or guns, are reduced to rusted pieces of scrap in their hands, incapable of repair or replication. Memories of future technology and its ability to be replicated are actually removed, as well as certain memories (See table at the end of this section.]
Environmental Effects from the Void:
In certain extreme examples, the very land itself will be transformed or corrupted by the very presence of the void. In these instances, the players may find themselves also feeling the effects of this environmental change. This could range from simple increase in the difficult terrain, or whole swaths of land becoming acid pits. In order to determine environmental effects, roll d100 and take the result located on the chart.
Environmental Effects
1 – 10 = The earth is scorched by your arrival but nothing else seems changed of your surroundings.
11 – 20 = The Rift keeps hold of your surroundings for 1d10 minutes changing small things like plants, rocks, shrubs, etc.
21 – 30 = The effects of your arrival are obviously evident as even the trees become affected. For 1d30 minutes the trees, boulders, and even some of the small animals are affected by the Void Energies giving them a decayed and Void corrupted look.
31 – 40 = The Void has effected an area of 1d3 meters around you. The Earth is no longer lush. The plants are gnarled and some of them are even “bleeding” on their own. Animals become like Voidspawn attacking each other and even might take a bite out of you.
41 – 50 = The Void molds with an area 1d6 meters around you changing the environment to a section of the Void itself.
51 – 60 = While the Void affects an area of 1d10 meters around you, there are small flora and fauna that require cleansing of those items to remove them from reality.
61 – 70 = 1d20 meters is affected where not only are plants affected, but animals are as well. Requiring a purging to remove the affected from reality.
71 – 80 = 1d25 meters is affected where 15 feet around you is completely merged with the Void. 3 Voidspawn appear (30 HP, 2d70) and the purging of them will repair the merging of the Void and Reality.
81 – 90 = 200 feet around you is completely merged with the Void. 10 Voidspawn appear (30 HP, 2d70) and the purging of them will repair the affected area. One Cleric (NPC or PC) must be present to complete.
91 – 95 = The area is not affected except for that rushing and sudden stop feeling.
96 – 100 = 3 miles of area surrounding the Rift is claimed by the Void. Merging completely requiring a purging of the Voidspawn that arrive. (Voidspawn number decided by DM.)