The Void, Markers, and Portals

This page will go over information on the Void hydras and the Markers that connect Realms to them, as well as the portals that make travel between Realms possible.

The Void

There exists creatures of great and terrible power; the First Beings, called the Void Hydras, wander the absolute nothing that exists between them. Inside of them is a depth of nothingness that is filled with energy - each hydra's head clasps a Realm in its jaws, as each hydra's tail clasps its brother. There is an equal balance in each, and any Realm that loses its balance is destroyed by the chaotic energies of the First Being it's connected to.

The Void hydra that the Fiv'ean Realms are located in is called only the 'Void', and will be referred to as such in all of our lore.

Every Realm in our main role-play is connected to the Void, the great blackness that is all and none between time and space. Through this, the veil that surrounds each world may be breached and portals created, allowing the transit of individuals between separate dimensions. The Void is known to have been a sentient being having existed long before The One; a great hydra with several heads and tails, each one connected to a Realm and its brother. Though so ancient most of its physical form and sentience has faded, it still retains its hold on each Realm, connected forever by the Markers themselves.



Inside the Void is an area of absolute nothingness; a pitch-black world as ethereal as it is solid, features forever shifting and changing. Souls who've spent millions of years inside of its depths float like lost stars across a black sky until their eventual, final death where each blinks out of existence as if it never were. Others - living and dead alike - have been trapped in its bowels, unable to ever see the light of day again. Rarely, there are those born who may transverse the dark passageways of the Void, namely those Ethers and Gods who are strong enough to resist its terrible draw.

An individual can exist inside the Void for a time, especially if they're of exceptional power, but it will eventually degrade and disintegrate whoever and whatever is inside without proper protection, doubly if it is there without the hydra's prior consent. The hydra's energy/reiatsu will begin to eat away at the intruder’s body and soul, over however long it may take to do so. The actual degradation is said to start when one’s own energy falls so low that they cannot resist it anymore, and they'll become weaker and weaker until there's nothing left to survive.



The Fiv'ean Void also holds many other names among the peoples it houses: the Abyss, the Hydra of Vacuity; as well as other names from many legends, such as Yggdrasil, Overworld, and the Connection. Other cultures have various names in many languages, but to describe them all would take a millennia of all our times.

Outer Space and the Stars

Space is a strange and complex combination of unbound energy and chaotic reiatsu, as well as vast expanses of unexplained and inexplicable ‘nothingness’ both near the Realms and outside of their borders. The Nothing upon which Void hydras and First Beings walk is not actually nothing, but it is a type of energy that cannot be controlled or manipulated by regular living beings, immortal or otherwise. Some scholars believe that not even the gods, split as they are, truly know what it is or how it came to be.

Realms are surrounded by a spherical globe of space that is enclosed within a shield of energy, generally invisible from within, called the Veil, which separates the Realm from the Nothing outside. The Markers within a Realm’s world give energy to the Veil, upon which the Void hydra grasps; without the Markers, the Veil would fail and evaporate, leaving the Realm to be destroyed by the Void’s chaotic energy.

The energy inside the Spheres differs between all Realms, and each is generally unique. At the center of each Realm Sphere, there is the world of that Realm itself - as well as its related suns and moons. The planet is known to be stationary within the Sphere, and the suns and moons (which are much smaller than the world at the center of the Realm) orbit around it.

Stars are divided into three distinct categories, depending on where they are located and what they are composed of. All stars are made of energy - usually reiatsu that is akin to the element of Light, though understood to not be the same. Star types are:

  • Realm Stars are stars that are found within the Sphere; these stars do not leave the Realm Sphere unless the Veil is completely breached, and once in contact with the Nothing, they will dissipate.
  • Void Stars are those that are found outside of the Spheres; they float alongside the great Void hydras, and may sometimes be seen from within the Spheres, though it depends on the thickness of the Veil and the energy within. They are much, much larger and much more powerful than Realm stars, and can easily overload any immortal or mortal who attempts to use them.
  • Divine Stars are the last in this category, and are made by the gods in constellations, and cannot be manipulated by any mortal, immortal or lesser god as the other two types can. Realm Stars and Void Stars can give power to Cosmic and Celestial dragons, where Divine Stars cannot.

Scholars have just begun to discover that they may track the movements of other Void hydras through their Void Stars, as well as the Veil-shielded balls of light that are the Realm Spheres, though the latter may sometimes be hidden from view. On some Void hydras, the energy connecting the Realms to the hydra’s head or tail can be seen in bright flashes and flares of color, moreso if a hydra is younger.

Suns and Moons

Suns and moons are composed of reiatsu, where suns are bright and made of lightfire, and moons are made of solid, shimmering reiatsu somewhat akin to Soulgems in nature.

Moons in the Realms, being solidified reiatsu, do not naturally have traditional moon phases; phases are dictated by the gods of each Realm, and often have set patterns they follow per Realm, per moon. This effect is known as the 'god's breath', and very rarely may be altered by the gods of the cosmos to relay messages to the mortals below that they govern.

Each moon is an opaque orb of colored reiatsu; within is a hollow space filled with energy in constant motion. As the fastest energy moves just beneath the moon's glassy surface, it emits light that differs in brightness per moon and Realm. Often, the moons will be a bright, pale color, and white or silver is the most common. It should be noted that Kurai's moon is not actually a moon, but a corrupted sun, and therefore has no phases.

Phases often differ per Realm; this is a chart that shows the current moon phase schedule for each world.

Evylon

Lue
Lue's phases are chaotic and cannot be charted; the phase differs from night to night, often changing visibly as it moves across the sky.

Felnova

Moon
The Moon of Felnova follows a monthly phase chart that almost never changes. The full moon always lands around mid-month, with the new moon falling around the first.

Kurai

Chi'mun
Chi'mun is not actually a moon, and therefore has no phases.

Lizzarkyth

Drii'avk Mu'aak
Called the Divine Moon, Drii'avk Mu'aak's phases are the most normal, much like Felnova's - it follows a monthly calendar. However, unlike Felnova's Moon, the full moon often falls around the first of the month, where the new moon is often mid-month.

Zalk Mu'aak
Called the Middle Moon, Zalk Mu'aak has a very slow phasing schedule, and only has a full moon once every two years. The first of an odd year sees Zalk's full light, while the first of an even year sees a new moon, an invisible disc in the sky.

Mu'aak'u Vuye
Called the Moon of Change for many reasons. Mu'aak'u Vuye is the green moon that cannot be charted; it may stay full for months and suddenly begin changing, or may follow a normal course before suddenly stopping at a crescent or new phase.

Millirand

I’zyk Lunari
Called the Moon of Ice. I’zyk Lunari follows a normal phase schedule nearly identical to Felnova's, with the new moon often falling around the first of the month. However, I'zyk never fully waxes, much like Fyraen never completely disappears.

Fyraen Lunari
Called the Moon of Fire. Fyraen Lunari follows a normal phase schedule nearly identical to Lizzarkyth's Drii'avk Mu'aak, with the new moon often falling around the first of the month. However, Fyraen never fully has a new moon, much like I'zyk never completely waxes full.

Noctis

Rhui
The smallest of Noctis' moons has no phases whatsoever, and always appears full in the sky. However, it also travels through the Realm's Sphere faster than the other moons, and may hide behind them, or appear in broad daylight.

Tifa
Tifa is the golden twin to Kali, and follows a set chart a solid year long. Usually, Tifa shines the brightest during the summer, and disappears completely during the winter.

Kali
Kali is the slowest of Noctis' moons, and has a variable phase schedule that is difficult to chart. Currently, it takes this moon a full two years to wax full.

Ristell

Moon of Dancing Light
The Moon of Dancing Light has the shortest chart of any moon, and waxes full and wanes to new during a single rotation around the planet. Its phases may have a pulsing quality to them of varying degrees of brightness.

Moon that Sings
The Moon that Sings orbits the Moon of Dancing Light, and has a similar, but much slower, phase schedule - it waxes full some time mid-week, though never seems to wane completely away; it may disappear behind the Moon of Dancing Light, or cover Light completely.

Eye of the Pharaoh
The Eye of the Pharaoh does not have set phases; it remains full most nights, but will wane to new for days if Nirni is displeased, or there is some form of danger. There are scholars in the iahake that theorize if the goddess of the moon ever abandons Ristell, this particular moon would remain as a link between her and her people, an eye to watch from anywhere, at any time.

Moon of Many Faces
The Moon of Many Faces does not have a complete phase schedule, and cannot be charted. Nobody knows what dictates the phases, or how many may visit the Realm in a particular month; however, full moons seem to appear more often in the summertime, and less often in the winter.

Moon that Never Sets
The Moon that Never Sets is always full, always shining, and sits in a static position in the sky at all times.

Xaeri

Lu
Lu, Xaeri's only moon, has no phases and appears full at all times. It is a blue color, and is among the brightest of all moons, emitting a bright blue light as it passes through the heavens.


The Markers

Portals of all Realms - those passageways between worlds, gateways that many hold the ability to create - are made available for our use by intricate stone slabs called the Markers. Each Marker is what connects the Void to its respective Realms, keeping the balance so that they may continue to exist. Each Realm has a total of four, no more and no less; each is protected by a singular guardian, as detailed below.


The Markers are generally depicted as large stone slabs, usually obsidian in look, covered in ancient runes that glow in the color of the Realm's reiatsu itself. These runes shift position and size over time, so that no Marker looks alike to another. All average about four to five feet in height, can be dull or glossy, outward appearance oftentimes affected by whatever elements are present in the place they've been hidden.

To utilize the Markers, through portals, to travel between Realms, one must first picture the Realm and have knowledge of the Realm that they are traveling to. The connection is thrown from one Marker-held Realm to the next, across whatever distance the heads/tails are at that time. It's possible to travel to another Void's Realms if one knows what they're going into, but it's very difficult, and you have to go through the Veil into the Void and out of a Realm sphere to do it.

If a Marker is destroyed, the release of energy can be devastating, depending on how old it might be and what spells have been laid upon it. As each Marker is destroyed, a Realm's portals will begin to fail - their connection with the Void, and the veil that protects them, begins to degrade. The instability of a Realm's portals range with how many Markers are left. If one is destroyed, portals will open and close easily, but they generally won't lead to where they're pointed; they could open into a place miles and miles away, into the side of a mountain, or much, much worse. If two are destroyed, they won't hit their target at all, and will become dangerous to open lest the portal collapse with one partway through. If three are destroyed, portals can sometimes lead to other Realms, inside planets, out into space, and won't remain open for more than a few brief seconds. If all four are destroyed, the Realm will begin to drift in the Void, cut off from everything; its veil will degrade and - eventually - it will begin to die. The Void will reclaim it and destroy it, entrapping and killing those souls left inside.

To restore a broken Marker, one must gather five stones from five different Realms; generally, ones on this type of quest must enlist the help of an Ether or a god, who may bypass the Void and create portals without a problem. Utilizing the stones, one can then use the essences trapped within to reconnect to the Void, and the substance the stones are made of to rebuild the Marker. This will reattach the hydra's head that once connected to the Realm in question, drawing it like a magnet to metal. If Markers are left too long without reconnection, however, not only will the disconnected Realm die - but the Realm that it balanced as well.

Portals

Portals are doorways between Realms, opened through the Veil bypassing the Void. They are connected to the Markers, which tie all Realms together, and are affected by the condition of those Markers. Most any character can open one in a variety of ways - some examples we'll discuss here.

All portals take a certain amount of energy to initiate a portal, though in different ways; most portals also require a clear image of where it is supposed to lead, either from memory or description. Once opened, portals require energy to be maintained, and some may grow unstable if opened for too long, many are placed close together by the same caster, or if too many living beings pass through it at once.

As portals are very commonly used within the Realms, certain things have been taken notice of; common entry points are often outside large cities, and may have posted guards or protection spells to keep attackers from ambushing these sites regularly. Unguarded, heavy portal-traffic areas may become keen targets for bandits or enemy attack, and see bloodshed on a regular basis.

Portals may also be affected by a number of spells, wards, and various types of magic. Barriers to block portals are common, as are wardstones carved with glyphs or runes to destabilize portals and lead them astray. Some Realms - such as Kurai - also treat portals differently, and a Marker's health will always be tantamount if one works or not.

Rift Portals

Rarity: very common. Average Duration: 1 to 3 minutes. Complexity: extremely simple.

A rift portal appears as a tear in the air before the caster. The jagged edges glow with the light and color of the caster's reiatsu, often spidering out into the air around it. If one took the time to look through a rift portal, the image would be a distorted version of the final destination, often bleeding in the direction of the slash that opened it. They are about the size of the caster, meaning that a dragon's portal would be larger than an orc's; however, they may be temporarily stretched by pushing more energy into one, though this may shorten the duration considerably.

These portals are relatively easy to summon; a basic knowledge of where one wants to land and a slashing motion are all one really needs to open one. Most start out with sharper objects such as knives or swords, envisioning the tool cutting through the air to the intended destination, but a wave of a hand works just as well. They are excellent for transporting one or two individuals, though more will start to destabilize the portal. Holding a rift portal open for too long will likewise cause an imbalance, and may result in the portal's abrupt closing or leading to undesired locations.

Warp Portals

Rarity: common. Average Duration: varied. Complexity: varied.

A warp portal appears as a swirling round- or oval-shaped hole of reiastu light. It is bright, but the image of the intended destination can be clouded or clear, depending on the mental image of the caster. The outer ring that marks the border of such a portal is usually the brightest; like a rift portal, these reflect the colors of the caster's reiatsu.

This kind of portal is excellent at adaptability. Depending on the intended use, it can range from the most simple of tasks to one only fit for the most elite of mages. If the energy put into one is increased, so, too, does the size or duration of the portal increase. The larger the portal, or the longer it stays, the more energy it will take to keep it there. Thus, warp portals can be used for multiple members of a party fairly easily, or even larger cargo such as ships or caravans. As long as the power is available, the uses are, too.

Ground Portals

Rarity: uncommon. Average Duration: 10 to 30 seconds. Complexity: difficult.

Ground portals are named after their appearance; when a ground portal is opened, it appears flat atop the dirt or stones in front of the caster. They glow obnoxiously in the color of the Realm they start in and flood the surrounding area with light, and rays will often shoot upwards into the sky. The borders of a ground portal are set by certain rune markers in any magically runic language, though too far apart and the portal will refuse to open without outside help.

A ground portal is an excellent way to transport a single occupant at a time, though anything more will require the use of a different portal due to the short duration of its opening. As long as one knows the appropriate anchor runes, they can set one up fairly easily, though using it repeatedly will exponentially increase the energy required to open it. These runes will often spell a word of transport; 'open' is common, as is 'travel' and 'portal'. Knowledge and intent for where the portal leads must be present, or it will fail.

Glyph Portal

Rarity: rare. Average Duration: 3 to 5 minutes. Complexity: advanced.

Glyph portals are extremely easy to spot. On any horizontal surface, a large, glowing glyph is cast or drawn; once activated, smaller glyphs may appear to circle the main glyph, and all will glow with the color of the caster's reiatsu. The main glyphs may be cast or drawn long before activation, and are often opened with a touch; the intended destination is implanted in it at the time of casting or drawing. The one who activates the glyph is the one the portal draws its energy from.

Glyph portals are well known for their reliability, but also for their difficulty to open. The surge of energy needed to open one may kill lesser mages or individuals, and thus magic users in the Order are warned away from touching any glyph as it may inadvertently be a portal that sucks their energy dry. They are dangerous to weaker mages, as life force may be substituted to keep the portal open if they run out of energy.

Often, when one has the ability, they are used to transport objects and sentient creatures who cannot move on their own. The long duration of the portal also has its benefits; once the glyph has been activated, anyone else can walk through the glyph portal after them so long as the energy is maintained. Extended periods of time may be achieved through large amounts of energy, but too long will destabilize the portal and it may fail.

Static Portals

Rarity: extremely rare. Average Duration: varied. Complexity: extremely advanced.

These portals do not move; static portals must be set within a structure (such as a stone archway) carved with kv'naer runes and a portal is then crafted within it to another set location. These portals show clear images of the intended destination, often tinted with the reiastu color of the Realm it is open in. These portals are usually quite large and are easily spotted, though there are so few of them that they are relatively unknown outside of cities that hold them.

Static portals are renowned for their immense dependability and the difficulty of opening one. An immense amount of energy must be donated to the creation of a static portal, often proving fatal and futile in more recent attempts. Once open, though, the energy needed to keep it open is much less in comparison. In fact, as long as the frame of a static portal is receiving energy, the portal itself will remain open. They are found mostly in cities that have set destinations to allied or owned places; Noctis is the Realm with the most, and there are only a handful of them outside of it.