Category:Planar Wound: Difference between revisions
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A '''planar wound''' is a tear, a puncture, | A '''planar wound''' is a tear, a puncture, an abrration, and similar damage to the very fabric of the [[Land of Mists]]. By far the most glaring planar wound is the [[Shadow Rift]], a miles long and wide gash torn open during the [[Great Upheaval]] when [[Gwydion]], in attempting to break free of his prison, dragged himself and the hidden kingdom of the [[Arak]] from beneath the [[Mountains of Misery]] to the frontier of Falkovnia, displacing in the process [[G'Henna]] and [[Markovia]]. [[Portals]], in contrast, are narrow punctures clean through the planar fabric of the [[Land of Mists]]. Whereas the exterior side of this fabric is porous, permitting one way portals into the world opened by potent spellcasters, mere mortal magic cannot pierce the inner side of the fabric. A handful of [[artifacts]] and [[gates]] have the potential to perhaps do so, but even this remains to be proven. [[Evil]] [[outsiders]] constitute a further wound, their reality wrinkles being significant blemishes upon the face of the planar fabric. The blemishes are healed bit by bit as fiends are lured with [[power rituals]] into trading away their otherworldly essence for power within the [[Land of Mists]]. Good outsiders constitute more significant wounds than those of their evil opposites. The stability of the [[Land of Mists]] breaks down in their very presence. Good outsiders may curtail the cumulative effects by not lingering overlong in one place or, alternatively, they may deliberately let loose at once the whole of the [[twisting]] with maddening consequences for the bodies and minds of others. Outsiders of either stripe cannot hope to puncture the planar fabric short of, perhaps, the most extraordinarily ingenius and time consuming of means, but they are less bound by its rules than any other beings in the Land of Mists. | ||
[[Category:Planar Mechanics]] | [[Category:Planar Mechanics]] | ||
Revision as of 23:22, 19 April 2010
A planar wound is a tear, a puncture, an abrration, and similar damage to the very fabric of the Land of Mists. By far the most glaring planar wound is the Shadow Rift, a miles long and wide gash torn open during the Great Upheaval when Gwydion, in attempting to break free of his prison, dragged himself and the hidden kingdom of the Arak from beneath the Mountains of Misery to the frontier of Falkovnia, displacing in the process G'Henna and Markovia. Portals, in contrast, are narrow punctures clean through the planar fabric of the Land of Mists. Whereas the exterior side of this fabric is porous, permitting one way portals into the world opened by potent spellcasters, mere mortal magic cannot pierce the inner side of the fabric. A handful of artifacts and gates have the potential to perhaps do so, but even this remains to be proven. Evil outsiders constitute a further wound, their reality wrinkles being significant blemishes upon the face of the planar fabric. The blemishes are healed bit by bit as fiends are lured with power rituals into trading away their otherworldly essence for power within the Land of Mists. Good outsiders constitute more significant wounds than those of their evil opposites. The stability of the Land of Mists breaks down in their very presence. Good outsiders may curtail the cumulative effects by not lingering overlong in one place or, alternatively, they may deliberately let loose at once the whole of the twisting with maddening consequences for the bodies and minds of others. Outsiders of either stripe cannot hope to puncture the planar fabric short of, perhaps, the most extraordinarily ingenius and time consuming of means, but they are less bound by its rules than any other beings in the Land of Mists.
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