Mechanics

The purpose of this page is to answer the nagging question GMs have to decide on such as what happens to the dead. Treat this like a FAQ section and in the notes we can ask more questions to be answered by the community.

What happens upon death?

Upon death your soul/shade is freed from your body and able to be claimed. If you were devout in life your god or an agent of them (exarch etc) will claim it and transfer it to their domain. If you were not devout it defaults to the realm of the Dead, ruled by the god of the Dead or God of Death. From the realm of the dead the spirit is able to move on to 'The Great Beyond' and leave the reach of the gods and this world. If you made a deal with one of the Devils, they claim your soul and entrap it, feeding off of its power until it is no more. This opens up the possibility of a spirit being trapped (soul jar, phylactery etc), the different spectres of death (a golden stag, a grim reaper, a shining angel), and permits the possibility that god simply 'forgot' about a follower and didn't collect their soul.

Elf life spans?

~1000 years

Dragon life spans?

~10000 years

Death of a god?

Gods become dormant and cast adrift on the astral plane, certain rituals, and the blood of a god can restore one, otherwise over the millennia they will accumulate dust and debris and become a land mass. Additionally, the power of the god is transferred to the one who killed it. This could present a problem if the person is incapable of handling such power and could in turn be lethal to the new carrier.

Source of Magic
Magic is derived from the elemental planes. The elemental planes are connected by the intermediary subplanes which are combinations of the bordering planes. In the cosmology of Redonia, the world and it's perversions are surrounded by the astral plane. The elemental planes ring around the Material, separated by the astral (which flows around and touches the elemental planes but is not stopped by them). Each plane and subplane represent a school of magic, the grating of the planes against each other like tectonic plates generates magic instead of any heat energy. On their respective planes spells are treated as maximized, on their opposite planes the spells fail automatically (someone could not be raised from the dead on the plane of magma)

Fire- Evocation Earth- Abjuration Water- Divination Air- Enchantment
 * Magma (Fire+Earth)- Conjuration
 * Mud (Earth+Water)- Transmutation
 * Ice/Snow (Water+Air)- Necromancy
 * Ash/Smoke (Air+Fire)-Illusion