World Maps

Below is the Geographic Map of Ghull, this map, like real world maps, stretches landmasses near the North and South Poles. If you are unable to see the full map please use the download right below.

Full World Map

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This page will contiune to be updated as I create more Maps for the indivicual contents and regions.

Contienent Map's

Eiunui'nn

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Understanding Divinity

So far as the Mortal Beings in the world understand the ‘Gods’ that inhabit the world are Mortal beings who ascend to the Divine Plane and bathe in the Power Divine. Thus, the population of the world most often call the ‘Gods’ that they worship the Unmortals.

It is unknown whether or not the Unmortals divinity can last beyond the end of their era (Era’s being marked by cataclysmic apocalyptical events that commonly see the destruction of society). Thus there is no knowledge of Unmortals from the previous Era’s and almost all understanding of the previous Era’s and their history comes from the Unmortals who lived mortal lives in the past Era.

To the Unmortals chagrin there do exist beings who claim to be Forebound. The Forebound are creatures, ideas, or people who claim to be cursed with a form of Immortality and are thus bound to the world indefinitely. There are few Forebound who advertise their existence though. Most live in hiding from those who seek to try to kill them as a religious act towards their Unmortal Gods.

There are also Exarchs these are beings whos power and might rival the Unmortals but who do not reside or have purchase in the Mortal Plane. Examples of these would be Powerful Devils, Demons, or any form of Otherworldly Patrons..

The Unmortals

There are 71 Unmortals within the vast Universe that Ghull resides in. The worship of Unmortals is almost all done within the Material Realms with other Realms like the Elemental Realms rejecting the claims of Divinity that the Unmortals Claim.

The Unmortals are powerful but not Omnipotent though it is debated whether or not they are all on the same level of power. There’re different pantheons with worship different Unmortals throughout the world and realms, thus there may be a Unmortal God of the Harvest in one area of the world and another God of the Harvest in another area of the world, Secondarily there are Unmortals whose names are known throughout the whole would such as Markain who are known by all across Ghull due to the nature of their followers and influence.

The Forebound

The Forebound are Creature or Individuals who have lived between two or multiple Era’s yet aren’t inherently undead, unmortal, or exarchs. The Title of Forebound is given to things that are usually more Mythical in nature and it is believed that the Forebound cannot be killed, this myth stems from the belief that if the end of an Era couldn’t kill them than its possible that nothing can. This idea is also supported by the fact that many of the Unmortal Gods try to avoid talking or interacting with the Forebound at all some believe that its due to fear that the Unmortals have related to the Forebound.

That being said Forebound are not Gods and do not act as if they are. Their power/ powers if they even have them are diffrent for each of the different Forebound where as one Forebound may be an extremely powerful individual who corrals the Moons another may be a set of 7 or so birds who share one consciousness. Either way most people have fear of the Forebound due to legends of their monstrous unkillable nature travel the entire world. Thus, legends of their rarity and exotic nature imbedded themselves in society’s of Hunters and Prize Game Killers who see killing a Forebound as not only a astounding award but also a way to become a Forebound or Unmortal themselves.

From you to me their are 47 Forebound but almost no one in the world actually know that exact number. These Forebound are

The Forebound

Name Description
Orvarius Prisoner from the 4th Era, he has been locked behind the walls of Conciousness in The Dream Realm, Orvarius is trapped to witness and observe the Dreams of all Mortal Beings. Orvarius has limited ability to affect the Dreams of the Mortals but he has been known to move and unite Mortals in the Dream Realm so they can coordinate while they are dreaming

The Exarchs

Exarch are weird because a individual can become an Exarch if they’re able to become powerful enough like the Devil The Zorad. The easiest way to think about Exarch is that their Warlock Patrons, Powerful Wizards, Lich’s, Elemental beings, and so on who have accrued enough power to rival an Unmortal God. Another good distinction is that they haven’t lived through Era’s like Unmortals or Forebound they’re simply people who became powerful on their own accord.

That being said there are many who have been Exarchs and many who are Exarchs now so there’s not an easy way to list them all because the title exists as a way of classifying a single individuals power rather than a group that all of these beings are.

The Planes

The Full Explanation of Realms and Planes

It’s easiest to separate the three different types of Planes into three category’s The Material/Finite Plane/Planes, The Transitory Planes, and The Tangent Planes.

The Material Planes

The Prime Material

This is the entirety of the known universe beyond Ghull and the Moons. This universe does have an absolute limit and is not infinite in size, in fact it’s all contained within a marble like spherical space. Most Humanoids are from this place and the Unmortals exclusively reside and work here or the Divine Realm.

The Mirrored Realm

Also known as the Shadow, the Mirrored Realm is an exact inverse of The Prime Material and like the Prime Material is contained within that same marble like space completely opposite of the Prime Material. This place is devoid of the Unmortals but does contain Exarch and Forebound of their own. This is not a place people tend to go but is often a place people leave if they can. In fact the Shader-Kai elves and other races trace their origins back to the Mirror Realm.

Personal Realms

Much smaller realms that people create themselves which are vastly smaller than the two Primary Material Realms.

The Transitory Planes

The Transitory Planes are the In-between places that exist between the Material Planes and the Vast Nothingness beyond Existence. Thus, all of the Material Planes exist floating atop but not interacting within these. These transitory planes are also finite as they only exist in between the Material Realms and the boundaries of the Marble (Existences) walls.

The Astral Plane

Vast and complex, the Astral Plane is the land of possibilities. All is governed by intelligence within the Astral Plane and there are no limits for those who are able to utilize their intelligence. Within the Astral Plane, no mortal ages, but any mortal who leaves the Astral Plane will age the equivalent amount of time they’ve spent in the Astral Plane. The Astral Plane is often used as a canvas for people to create their own Personal Material Realms however large or small they may be. Spells and Spellcasters are often more powerful within the Astral Plane as the Elemental Energy which flows from the Tangent Planes is far more potent here as it travels to the Material Realms.

The Dream Realm

The Dream Realm and the Astral Plane exist in the same manner that the Prime Material and the Mirror Realm do to each other, they’re bound to each other, but unlike the Prime and Mirror Realm they are not inverses of each other.The Dream Realm is where the consciousnesses of all living beings go whilst they sleep. The act of dreaming creates a small semi-material realm within the Dream Realm which the Dreamer has full control over whether or not they know it. Ultimately there’s not much within the Dream Realm other than those small realms, but some Mystics/Mages hide things within the Dream Realm with the risk of having any dreaming individual finding it in their dream.

The Tangent Planes

The Tangent Planes, though contained within Existence like all the other planes, are thought to differ from them in their infinite scale. The Tangent Planes are where all elemental energy flows from, allowing Magic to be possible in the Material Planes. The Tangent Planes are listed below.

The Elemental Plane of Acid

Also known a Csariffix, Csariffix is inhabited by Csarifites, beings made of congealed acid, who live in vast cities built within floating swamps of Acids and Terra material that roam throughout the realm.

The Elemental Plane of Air

The Elemental Plane of Air is just vast infinite wind and is inhabited by wind spirits and some bird folk who live on some ever falling Terra material islands. The Elemental Plane of Air is often visited by artists for its beauty and drawn in great paintings.

The Elemental Plane of Cold

The Absolute Cold as it’s called is a lightless place where only those who can sense without seeing can perceive. Inhabited by a Sloth-like yeti race called Xyakki who lack eyes but build beautiful kingdoms of Metal and Ice.

The Elemental Plane of Terra

Consisting of endless Caves and Caverns, many Elementals (Xorn, Dau, Pech, etc.) call this plane home. The Pech and the Janni are stuck in a constant war over valuable areas like ravines of diamonds. The Janni often sell their materials in the Prime Material.

The Elemental Plane of Fire

The Steel Hell as it’s known, is a vast expanse of flame filled with con men and morally unjust folk. Most residing in the Steel City, Klagos, a huge opulent city filled to the brim with Genie and Azer. Klagos is run by the wealthiest of its inhabitants.

The Elemental Plane of Force

While this plane appears to be completely empty, those who have ventured in will warn you of its destructive power and the fury of the spirits of pure force that reside within. It’s known that the spirits have cities but they’ve never been accounted by outsiders.

The Elemental Plane of Lightning

The Plane of Lightning is an endless storm of Electricity striking hardened Ferrofluid Islands connected to each other by gigantic metal chains. Inhabited by Ferromorphs and ruled by a council of many dukes, Ferromorphs live similar lives to humanoids

The Elemental Plane of Necroticism

Herein, all things Decay beyond what mortals can comprehend. Many Liches and Undead find their way here as it’s largely uninhabited by sentient creatures other than large larva and moths who call this decrepit place home.

The Elemental Plane of Poison

Often misunderstood to be similar to the Plane of Acid, the Plane of Poison is quite nice. Filled with exotic fauna and sentient flora, the rich forests of this plane are called home by a diverse ecosystem. Many Druid circles travel to this plane to acquaint themselves with its residents.

The Elemental Plane of Psychic Energy

Home to fully psychic beings, similar to the plane of Force, this realm looks empty, but upon further inspection, one would find beings floating in the void. Some say that only upon being allowed by those beings can one perceive the realm and its people at all.

The Elemental Plane of Radiance

A kingdom of gold castles of Light and Positivity that exists as an inverse of Necroticism. Filled with rejuvenating light that seeps into almost all other planes. Radiance is not to be confused with Divinity though, as its inhabitants will correct.

The Elemental Plane of Thunder

For many people, the Plane of Thunder should be thought of as the Plane of Sound. The Plane of Sound is where Mood Elves originate from. They live in desert villages which are given shape from their voice as the material below them reacts to the sound.

The Elemental Plane of Water

A vast ocean filled with many aquatic folk who’ve found their way here, as well as Spirits of ponds, lakes, and oceans. Like the Plane of Radiance, The Plane of Water flows into other elemental planes creating a water network that flows all the way down to Necroticism.

The Missing Planes

Each element that can be utilized as a magical component is represented by its own Plane from which its elemental energy flows through the Transitory Planes to the Material Planes.

Other than four.

Chronal Magic: Having to do with the Passage of time.

Shadow Magic: A mysterious dark energy which defies study.

Incarnum: Unexplored magic relating to life force itself.

Trueness: Magic that connects a thing to existence itself which is less understood than any other form of magic.

Understanding Magic

Magic vs Mystisism

Magic, as it is understood by us (the real people not the characters within the world), can be split into four categories which represent how the power is accessed, how it is utilized, and the extent of its capability. These categories don’t have definitive starts and ends with each one bleeding over to the others in specific circumstances. These categories are listed below.

'Magic'

‘Magic’ refers to the Arcane and is accessed by Wizards, Warlocks, Sorcerers, Arcane Trickster Rouges, Artificers, and Bards. These Classes utilize a weather-like force sometimes called The Parchment or The Arcane Wind (Ghull’s version of The Weave). The Parchment, like it was said before, is a force that flows through the Realms from the Transitory Planes. The Parchment, like air, is unseen by those in regulars life but through different means each class which utilize it are able to manipulate the chaotic forces of The Parchment to cast powerful spells.

Primalistic's

Divine Magic

Mystisism

World Factions

Global Factions

The Mystic Arcanum

The Mystic Arcanum was a Global and Extra-National organization of Mages, Sorcerers, Bards, and Artificers which work to unify and grow the intelligence of the general populace of the world. The primary things that they have accomplished in the world is create public libraries, standardized calendars, and improve long range transportation using an advanced teleportation system.

It is debated when the organization was created; many members of the Mystic Arcanum believe it was created before the start of the 8th Era but that theory is unsubstaniated.

After the Three Hour War and the destruction of the High Elven People via a rouge Mystic Arcanum Mage the Mystic Arcanum was disbanded and many countries have banned or limited the legal use of Arcane Magic.

The Church of New Growth

The Church of New Growth is a mysterious organization with unknown goals.

Little if not anything is publicly known about the Church, as only members of the Church can hear its true name. The act of speaking the Churches name aloud to a nonmember is psychically painful to the speaker.

The Dwarven Confederation

The Dwarven Confederation is a governing body that oversee’s the Eight Dwarven Clans and the land that they control.

The Confederation is governed by the Eight Dwarven Lords/Ladies (Lady Throum, Lady Ashbrand, Lord Doroghaen, Lord Horn, Lord Flamebraided, Lord Brokenoath, Lady Frulin, and Lord Whaullent)

There is not much cultural cohesion amongst the different Dwarven Lands due to their geographic distance from one another but as a military power their combined reach is threatening to all nations.

The Black Network

The Black Network is an organization of Spies and Assassins that defected from the Vuabrithian Assassins Guild thirty years ago due to its inability to effectively become a Global organization. This separation created an eternal feud between the two organizations.

The Black Network has gone into hiding but rumors of its return with force have been heard is whispers thoughout the world.

It is currently unknown who the leader of the Black Network or how far their influence reaches by the Party but it is presumed to have the Dead Assassin Nyx within its ranks still.

The Holy Order of the Saints of Markain

The Saints of Markain are followers of the God of Foresight and Retrospect and serve the world and their God by traveling the world in search of apocalyptic threats to ensure that the world doesn’t end.

Little if not anything is publicly known about the Saints, other than their acts. They can be seen with monasteries across the world working to find and destroy items which pose a threat to civilization.

After the beginning of the Godfall the Saints of Markain became a utiting religious force, accepting Clerics and Paladins of other faiths into their own ranks as they attempt to find a way to save the Unmortal Gods' divine life

They follow The 18 Texts of Foresight and Future also know as Markain’s 18 Texts as their Holy Books.

The UNSG

A new guild uniting the many Nautical Travel and Shipping buisness's throughout the world under a single banner.

The UNSG once exised and operated out of Elling Isle before the Mystic Arcanum's Teleportation trade and travel methods became largely adopted by the world, which lead to the disbanding of the UNSG. Now that the Mystic Arcanum have disbanded a version of the UNSG has been recreated out of Elling Isle by the old family that previously ran it.

The UNSG has largly disconnected itself from its past as the Assassins Guild of Vuabrith regarding that period of its history as a nessisary evolution of its buisness while the Mystic Arcanum controlled trade but a now outdated and morally quesionable buisness model that they no longer work under.

Vuabrith Exclusive

The Knights of Sol

The Knights of Sol are a Unified and Independent Military force that exists to protect the small nation states that make up Sia-Rema Union within the Continent of Vuabrith. The Organization is named after the small nation state of Sol which is on the outskirts of Sia-Rema and acts as the Trade Hub between Sia-Rema and The Dwarven Lands of Lord Horn

The Knights of Sol also unintentionally acts as a peace keeping organization between the nation states within Sia-Rema Union as the Knights of Sol are not tied to any of the governing body. Meaning if any of the nation left the union they would be left without any military.

Calender

Time Keeping in Ghull

Ghull has a total of 594 days within its year which is split into 18 months with 33 days each. each 3 month is an individual season represented by the change of weather.

Ghull has Four Moons Naantar, Micarro, Massiivinen, and Carraig. Named by the Mystic Arcanum after legendary individuals

Ghull has one Sun-like Celestial Body unofficially named Seladon

Beginning of the New Year

Beginning of the Season of Frostgale, a cold and dry season which kills many plants.

End of the Season of Frostgale

Beginning of Bloomrise, a warming season where plants begin to flourish once again.

Ending of Bloomrise

Beginning of Highceladon a hot and humid season known for droughts and the beginning of sandstorms

End of Highceledon

Beginning of Shoreshock a season represented by heavy and unruly rain and waves

End of Shoreshock

Beginning of Tearmicarro a season represented by sandstorms and solar lights/storms

End of Tearmicarro

Beginning of Sunwane a season represented by moderate rain cooling temperature and the dying of plants.

End of Sunwane

End of the Year

Elements

Text

This is bold and this is strong. This is italic and this is emphasized. This is superscript text and this is subscript text. This is underlined and this is code: for (;;) { ... }. Finally, this is a link.


Heading Level 2

Heading Level 3

Heading Level 4

Heading Level 5
Heading Level 6

Blockquote

Fringilla nisl. Donec accumsan interdum nisi, quis tincidunt felis sagittis eget tempus euismod. Vestibulum ante ipsum primis in faucibus vestibulum. Blandit adipiscing eu felis iaculis volutpat ac adipiscing accumsan faucibus. Vestibulum ante ipsum primis in faucibus lorem ipsum dolor sit amet nullam adipiscing eu felis.

Preformatted

i = 0;

while (!deck.isInOrder()) {
    print 'Iteration ' + i;
    deck.shuffle();
    i++;
}

print 'It took ' + i + ' iterations to sort the deck.';

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  • Dolor pulvinar etiam.
  • Sagittis adipiscing.
  • Felis enim feugiat.

Alternate

  • Dolor pulvinar etiam.
  • Sagittis adipiscing.
  • Felis enim feugiat.

Ordered

  1. Dolor pulvinar etiam.
  2. Etiam vel felis viverra.
  3. Felis enim feugiat.
  4. Dolor pulvinar etiam.
  5. Etiam vel felis lorem.
  6. Felis enim et feugiat.

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Name Description Price
Item One Ante turpis integer aliquet porttitor. 29.99
Item Two Vis ac commodo adipiscing arcu aliquet. 19.99
Item Three Morbi faucibus arcu accumsan lorem. 29.99
Item Four Vitae integer tempus condimentum. 19.99
Item Five Ante turpis integer aliquet porttitor. 29.99
100.00

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Name Description Price
Item One Ante turpis integer aliquet porttitor. 29.99
Item Two Vis ac commodo adipiscing arcu aliquet. 19.99
Item Three Morbi faucibus arcu accumsan lorem. 29.99
Item Four Vitae integer tempus condimentum. 19.99
Item Five Ante turpis integer aliquet porttitor. 29.99
100.00

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class="major">Calender