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		<title>Michael.oconnell: Page created.</title>
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		<summary type="html">&lt;p&gt;Page created.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;The world of Kaldrei is one in which there exists nine distinct pantheons of gods. Each pantheon bestowed a gift of magic upon its followers. However, these magics are not the same. Each pantheon granted a wholly distinct magic system upon their followers, the entirely different operating mechanics for each. Given this, it may be that in this world there is not even a single term such as “magic” to describe them all collectively, as they are seen as fundamentally different things.&lt;br /&gt;
&lt;br /&gt;
Additionally, in terms of politics, there is a mixed dynamics of both mortal politics, but also the machinations of the gods. These stark differences result in political lines would be drawn largely along the lines of who worships who. Some groups are more widely accepted in foreign lands than others. Most gods may require more dedicated practices such as group worship or offerings in a temple and as such living somewhere without a temple or without a group of fellow followers simply may not be an option.&lt;br /&gt;
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== The World ==&lt;br /&gt;
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=== Geography ===&lt;br /&gt;
The world of Kaldrei is primarily composed of a single large continent. There is one other large landmass just off its coast, as well as many much smaller islands, however the majority of the population resides on the main continent.&lt;br /&gt;
&lt;br /&gt;
This the terrain of this continent has been wildly influenced by the magic of those who reside within it. Flaming forests bordering icy valleys. Floating islands over shadowy pits. Massive mountains stretching up into the atmosphere and low plains flooded by the ocean.&lt;br /&gt;
&lt;br /&gt;
=== Resources ===&lt;br /&gt;
While many of the basic resources are not dissimilar to that of [[א-Earth]], there are also many mystical metals, precious gems and flora which allow for grand effects.&lt;br /&gt;
&lt;br /&gt;
=== Cosmology ===&lt;br /&gt;
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==== Material Plane ====&lt;br /&gt;
The world of Kaldrei.&lt;br /&gt;
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==== Astral Plane ====&lt;br /&gt;
The Astral Plane is the mindscape. It is where the consciousnesses of all living beings reside.&lt;br /&gt;
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==== Imagination ====&lt;br /&gt;
This nebulous realm is formed of the collective subconscious of all living things.&lt;br /&gt;
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==== Shadow ====&lt;br /&gt;
This plane is formed of shadows made real. While there are no apparent sources of light native to this plane, even without one even a normal person can still see a short distance as if it were dimly lit. Practitioners of shadow magic have great power here to both shape the world around them as see great distances through the shadows.&lt;br /&gt;
&lt;br /&gt;
==== Light ====&lt;br /&gt;
This world is pristine and an apparent paradise. White stone hexagonal pillars make up much of the landscape, similar to a scaled up basalt terrain. However only small oases exist where any life can be sustained.&lt;br /&gt;
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==== Underplane ====&lt;br /&gt;
Foundational plane upon which the material plane rests, its appearance is largely that of a barren cavern.&lt;br /&gt;
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==== Overplane ====&lt;br /&gt;
Even the gods cannot go here? Maybe it&amp;#039;s where the Things From Another Place are?&lt;br /&gt;
&lt;br /&gt;
==== The Inbetween ====&lt;br /&gt;
A primordial sea which connects the planes.&lt;br /&gt;
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==== Enclaves ====&lt;br /&gt;
Mini-planes, almost islands within The Inbetween.&lt;br /&gt;
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==== Death ====&lt;br /&gt;
The afterlife for the world of Kaldrei.&lt;br /&gt;
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== Magic ==&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
Each of the different pantheons grants upon its followers a distinct form of magic. Each of these systems is entirely independent and functions off of wholly unique mechanics.&lt;br /&gt;
&lt;br /&gt;
==== Nature Magic ====&lt;br /&gt;
Fundamental connection between these people and nature. They don&amp;#039;t cast spells which invoke nature. They reach out through this connection like a hand into a puppet.&lt;br /&gt;
&lt;br /&gt;
==== Psionic Magic ====&lt;br /&gt;
The walls surrounding these people&amp;#039;s minds in the astral plane have been weakened, allowing both their conscious and unconscious minds to make contact with both other minds and maybe even the physical world.&lt;br /&gt;
&lt;br /&gt;
==== Light &amp;amp; Shadow Magic ====&lt;br /&gt;
These people tend to specialize in on or there other, but a rare few are able to master both. The darkness allows for them to travel between shadows and access a shadow plane which they can manipulate to varying degrees. However, the longer you stay in this shadow plane, the more they lose control over their abilities. This plane is also extremely far from the astral plane in the cosmology, causing most of them to lose their sanity if they stay for a significant amount of time. The light allows its wielders to wield it like a blade, blind their enemies, but also to heal. Healing, however, is a very specialized skill set, and generally requires the user to focus specifically on healing, not just on control over the light.&lt;br /&gt;
&lt;br /&gt;
==== Thermal Magic ====&lt;br /&gt;
This magic system allows the wielder to manipulate the flow of temperature. They can both raise and lower the temperature of an object, place or entity, however that heat has to come from somewhere, they cannot generate energy out of nothing, or absorb it without consequence.&lt;br /&gt;
&lt;br /&gt;
==== Illusion &amp;amp; Conjuration Magic ====&lt;br /&gt;
These people can cause illusions which fool all of the senses. More powerful practitioners can fully immerse a target in a fantastical world while in reality they may be catatonic, or taking actions they are unaware of, thinking they are doing something different in this fantasy scape. The most powerful of these practitioners can realize these illusions and conjure real objects into being. These illusions are objects and entities which are formed in the plane of imagination and pulled through to the physical world. However, most do not have the strength to pull them all the way through the veil, leaving them as mere illusions.&lt;br /&gt;
&lt;br /&gt;
==== Life Magic and Necromancy ====&lt;br /&gt;
These people are able to manipulate the powers of life and death. The powers of life allow for these people to be exceptionally proficient healers. They also are able to imbue individuals with strength, vigour and stamina. Conversely, the powers of death allow for the exact opposite abilities. Animation of the dead is broadly possible, however these being must be actively controlled by the caster. True resurrection is extremely difficult to achieve and ensuring the correct spirit is brought forth to be implanted into the body is extremely difficult. People don&amp;#039;t really &amp;quot;come back wrong&amp;quot; but instead it is common that the wrong spirit gets brought back. Or, upon successfully calling forth the spirit, but unsuccessfully implanting it into the body, or if the body is to far gone to receive a spirit, the spirit may be let loose unto the physical world, or they may return to the afterlife in the wrong place. Communing with the dead is also possible, however the spirits have total control of how they present themselves, making it difficult at times to ensure you are talking not the correct person. They do all this by manipulating and contorting their own life force, then pressing it onto their target, forcing the target&amp;#039;s life force to respond naturally to the impressions. Due to this, more complicated spells can be extremely harmful to the caster, even when does correctly, but especially when done incorrectly or unsuccessfully.&lt;br /&gt;
&lt;br /&gt;
==== Ritual Casters ====&lt;br /&gt;
These people&amp;#039;s magic is a little more broad however, they can only cast it through ritual, requiring ingredients, sigils, chants, etc.&lt;br /&gt;
&lt;br /&gt;
==== Incantation Casters ====&lt;br /&gt;
The gods of these people imbued special words of power with magical ability. When these words are spoken aloud they call forth great divine power to produce a variety of effects. This is the only system which can actually be practiced by those that do not follow these gods, as the words themselves have the power, not the casters. However, the followers of these gods are better able to use the spells to a greater effect and tend to have a stronger control over the minutiae of exactly how the spell resolves.&lt;br /&gt;
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==== Intuition Casters ====&lt;br /&gt;
These people are able to summon divine power to reshape the world around them in limited capacities. In theory, a sufficiently powerful enough member of this group could wholly warp reality around them. They do so by reaching out with their spirits to manipulate the basic building blocks of the universe.&lt;br /&gt;
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=== Usage ===&lt;br /&gt;
Almost every being, whether sentient or not has been imbued with some degree of magic. For many, magic is simply an extension of themselves, for others any natural affinity they may have is only half the battle, and study is required to fully grasp a hold of the magic they can wield.&lt;br /&gt;
&lt;br /&gt;
Since magic is granted by gods to their followers, those who have been shunned by their god, or relinquished them, will have a much more difficult time practicing. That being said, it is not impossible for individuals to maintain some semblance of a connection to their magics.&lt;br /&gt;
&lt;br /&gt;
=== Gods ===&lt;br /&gt;
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==== The Eldarin Family ====&lt;br /&gt;
Nature Magic (lead by matriarch who views their followers as their children)&lt;br /&gt;
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==== The Pheldrum Collective ====&lt;br /&gt;
Psionic Magic (highly technically and bureaucratically oriented)&lt;br /&gt;
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==== The House of Vesprin ====&lt;br /&gt;
Light &amp;amp; Shadow (known for being very slick and making deals, followers don&amp;#039;t pray to worship, they make deals for their power)&lt;br /&gt;
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==== The Chronum Dynasty ====&lt;br /&gt;
Thermal Magic (very territorial, high demands for worship, sacrifice and other offerings)&lt;br /&gt;
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==== The Kilsakor legacies ====&lt;br /&gt;
Illusion &amp;amp; Conjuration  (these gods are children of the long dead Kilsakor)&lt;br /&gt;
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==== The Filamors ====&lt;br /&gt;
Life &amp;amp; Necromancy (possibly hundreds, they bleed in and out of the material plane, sometime only for a moment, other times living amonst their followers advisors and educators)&lt;br /&gt;
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==== The Trinities ====&lt;br /&gt;
Ritual (upper, lower and prime, the upper trinity is the embodiment of beauty, the lower appear as a conjoined monstrous mass, with the primes appearing no different than any other mortal, although all can change their appearance)&lt;br /&gt;
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==== Davalor ====&lt;br /&gt;
Incantation (monotheistic, essentially the embodiment of gluttony and sloth, has an entire--albeit small--race dedicated to serving his every whim)&lt;br /&gt;
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==== Ailons ====&lt;br /&gt;
Intuition (Possibly the only gods that are actually the thing older than gods)&lt;br /&gt;
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==== The Things From Another Place ====&lt;br /&gt;
These beings are older and more powerful than the gods, which represent and have control over fundamental forces such as death, time, etc. Maybe the gods really aren&amp;#039;t even as powerful as the mortals believe. Mortals may assume that their gods are responsible for these more fundamental forces. However, in truth, they are really just playing by the rules set by others. However, these older beings did not create the gods.&lt;br /&gt;
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=== Impact ===&lt;br /&gt;
This world is steeped in magic. It affects all aspects of people&amp;#039;s everyday life. However, different magic systems have allowed for differing effects upon the societies within which they are common.&lt;br /&gt;
&lt;br /&gt;
For example, intuitive casters are easily capable of creating gateways between distant locations, which greatly changes the way that they trade and transport themselves. Portal hubs exist of varying sizes which allow people to quickly get around entire nations.&lt;br /&gt;
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Practitioners of shadow magic can create more permanent gateways, similar to intuitive casters. However they are more difficult to contruct and maintain, making them less common as a form of casual transport.&lt;br /&gt;
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In places with psionic magic, manual labour is almost entirely replaces by telekinetics.&lt;br /&gt;
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== People ==&lt;br /&gt;
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=== Species ===&lt;br /&gt;
This world is home to a wide variety of magical creatures. Each of the pantheons created their own species, both sapient and beast.&lt;br /&gt;
&lt;br /&gt;
=== Populations ===&lt;br /&gt;
The population groups in Kaldrei divide mostly along the lines of the pantheons which they worship.&lt;br /&gt;
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There are major cities which have more diverse populations, however these are few in number.&lt;br /&gt;
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=== Politics &amp;amp; Governments ===&lt;br /&gt;
Most of the nations are split along the lines of the gods they worship, with a single kingdom for each pantheon. The major exception to this being the followers of The Pheldrum Collective, with each of the major floating islands upon which they live being a semi-independent bureaucracy.&lt;br /&gt;
&lt;br /&gt;
=== Interactions ===&lt;br /&gt;
While many of the interactions between different nations are at least cordial, most conflicts which arise stem from a conflict of the gods, moreso than anything occurring between the mortals.&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Michael.oconnell</name></author>
	</entry>
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