Cosmology (Bozikar Supplement)
Traveling the Planes
When Adventurers travel to another plane of existences, they will undertake a journey that will make them come face to face with supernatural beings, gods and goddesses, guardians and they will undergo extraordinary ordeals and quests. The nature of the journey will be depended on where they end up and the means of getting there. Usually with the use of magic or Portals.
The walls of the Planes will be weaker in some areas in Bozikar, making it easier to travel in the planes making Bozikar as a point of origin.
Portals
The Portals are a stationary interplanar connection that links a specific location on one plane a specific location on another. Some are like doorways, appearing as a clear window or a foggy, clouded passage, and interplanar travel is as simple as stepping through the doorway. Other portals are locations, circles of standing stones, soaring towers, drifting ships, or even whole towns that exist in multiple planes at once or flicker from one to another. Some are vortices, joining an Elemental Plane to a very similar location on the Material Plane
Spells
A number of spells allow direct or indirect access to other planes of existence. Plane shift and gate can directly transport adventurers to any other plane, with different degrees of precision. And the astral projection spell lets adventurers project themselves into the Dream Plane and from there travel to the Outer Planes.
Fabric Tear
Awakened by severe duress or strain,
The Material Plane
The Material Plane is the central point where philosophical and Elemental Forces from the other planes collides and in the stress of mortal life and mundane matter. The material plane is the most habitable for the life on Bozikar and very few people ever leave it.
The Dream Plane
The Dream plane is vast beyond comprehension, it is a realm of thoughts and Fantasy, where the idle wishes could become reality. The Dream plane is the foundation of the entirety of Bozikar's planar geography, connecting the material with many gods and goddesses; Demons and devils.
The Plane is a sea of purple and pink, it covers what seems to be an infinite landscape, with very the two colors swirling and colliding with each other, with bright white dots that looks like stars, but nobody is certain what it is. Visitors occasionally stumble upon the petrified corpse of a dead traveler or other chunks of rock drifting forever in the purplish/pink void.
In the void of this space, there is something call "pools" In the void, with different colors swirling in it that flickers like radiant, spinning coins.
Creatures that live in this plane, doesn't suffer from aging or thirst and hunger.
A traveler in the Dream Plane can move by simply thinking about moving, but distance has little meaning. In combat, a creature’s walking speed (in feet) is equal to 3 x its Intelligence score. The smarter a creature is, the easier it can control their movements in the space.
Dream Friction
When Travelers start tracking the vast space of the Dream plane, Many would put their dreams in the plane using certain spells, usually in search of a gateway to an Outer Plane to visit, or to find out the meaning of their dreams. Since the Outer planes are very dream like, then actually being in the realm of reality, many could visit the dream plane and the outer planes in their dreams, or finding certain magical pools found around the world. when dreaming, the body will not be harmed in the physical plane if the body is harmed in the dream plane, but, if the body is harmed/destroyed in the physical realm, will be harmed/destroyed in the Dream plane and other planes this will result a permanent death, even with resurrection spells.
Only a few things can sever a traveler’s "cord," the most common being a psychic wind. An individual who travels bodily to the Astral Plane (by means of the plane shift spell or one of the odd portals that leads directly there) has no cord.
Psychic Storms
Psychic Storms aren't like storms that is found in the Material planes, but a storm of thoughts and feelings that batters travelers’ minds rather than their bodies. A psychic storm is made up of memories, dreams, nightmares, forgotten ideas, minor musings, and subconscious fears that got trapped in the Dream planes and conglomerated into this powerful force.
A psychic storm is first sensed as a rapid darkening of the Black and Red sky, After a few rounds, the area becomes as dark as a moonless night. As the sky darkens, the traveler feels buffeting and shaking, as if the plane itself was rebelling against the storm. As quickly as it comes, the psychic wind passes, and the sky returns to normal in a few rounds.
The psychic wind has two kinds of effects: a location effect and a mental effect. A group of travelers journeying together suffers the same location effect. Each traveler affected by the wind must also make a DC 15 Intelligence saving throw. On a failed save, the traveler suffers the mental effect as well. Roll a d20 twice and consult the Psychic Wind Effects table to determine the location and mental effects.
The Ethereal Plane
The Ethereal Plane is a misty, fog-bound dimension. it has "shores," that are called the Border Ethereal, overlap the Material Plane , the elemental planes, The Green Villa and the Outerlands, so that every location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal is limited to 60 feet The plane’s depths comprise a region of swirling mist and fog called the Deep Ethereal where visibility is limited to 30 feet
Border Etherial
From the Border Ethereal, a traveler can see into whatever plane it overlaps, but that plane appears muted and indistinct, its colors blurring into each other and its edges turning fuzzy. Ethereal denizens watch the plane as though peering through distorted and frosted glass, and can’t see anything beyond 30 feet into the other plane. Conversely, the Ethereal Plane is usually invisible to those on the overlapped planes, except with the aid of magic.
Normally, creatures in the Border Ethereal can’t touch creatures on the overlapped plane, and vice versa. A traveler on the Ethereal Plane is invisible and utterly silent to someone on the overlapped plane, and solid objects on the overlapped plane don’t hamper the movement of a creature in the Border Ethereal The exceptions are certain magical effects (including anything made of magical force) and living beings. This makes the Ethereal Plane ideal for reconnaissance, spying on opponents, and moving around without being detected. The Ethereal Plane also disobeys the laws of gravity; a creature there can move up and down as easily as walking.
Deep Etherial
To reach the Deep Ethereal, one needs a plane shift spell or arrive by means of a gate spell or magical portal Visitors to the Deep Ethereal are engulfed by roiling mist. Scattered throughout the plane are curtains of vaporous color, and passing through a curtain leads a traveler to a region of the Border Ethereal connected to a specific Inner Plane, the Material Plane, the Faerie or the Umbral.
Traveling through the Deep Ethereal to journey from one plane to another is unlike physical travel. Distance is meaningless, so although travelers feel as if they can move by a simple act of will, it’s impossible to measure speed and hard to track the passage of time. A trip between planes through the Deep Ethereal takes 1d10 x 10 hours, regardless of the origin and destination. In combat, however, creatures are considered to move at their normal speeds.
The Elemental Planes
Most consider the elemental planes to be four separate planes, water, earth, fire, and air. However, these planes are, to those with the perspective to see, a single plane with four different “cores.” These cores blow out across the elemental plane and clash at the borders. In the center of the elemental plane is something known as “the maelstrom” or “the elemental chaos,” where all four of the distinct elements collide together in full force.
The elemental planes are the homes of elementals and other creatures whose nature comes from the power of the elements filling as their beating heart. The most powerful of these creatures in the elemental planes are the genies, pure and powerful elemental energy given shape and personality.
The Plane of Air
The plane of air is a maelstrom, a place of movement, inspiration and animation. Air is the breath of life, the winds of change and the breeze that clears the fog and stiffness.
The plane of air is a vast expanse with constant winds. Here and there chunks of earth drift in the expanse, miniature crumbling versions of the skylands of the material plane, eroded by the constant wind. These small chunks of earth serve as the homes of the plane of air’s few residents. Other creatures occupy magical clouds that can support the weight of entire castles.
Drifting clouds float across the plane of air and storms are common, nearly constant. Thunderstorms are frequent, but these storms can grow to tornadoes and hurricane winds. Flowing through the plane of air is a twisted network of air currents that can enable any traveler to navigate the plane of air.
The Plane of Water
The plane of water is the deepest ocean. Water flows, smooth, steady and inexorable. Water is the rhythm of a tide, the drink of life, the bitter tears and the cool balm.
There are frequent rainstorms on the plane of water, feeding into the vastness of the deep ocean. The lost ships of countless civilizations drift across the ocean with little hope of returning home.
Life flourishes in the sunlit top of the ocean, aquatic creatures occupy coral reefs and sea caves that seem endless.
The deep, pitch-black regions of the ocean are murky and dark, horrid creatures that have never seen sunlight live down there, living off the vents of molten heat that pours in from the depths.
Any land that rises above the surface of the sea is hotly contested by the few air-breathers that live on the plane. Fleets of rafts and ships lashed together serve as solid ground where nothing else is available
The Plane of Earth
The plane of earth is a solid mass of stone and soil, a plane of impossibly high mountains and deep extensive networks of caverns. The highest mountains stretch beyond any air and few things live on the surface of the plane of Earth.
Earth is an element of stability, rigidity, stern resolve and long tradition, it is the element of long memories and solid stoicism.
Jewels are abundant here, and larger than any that could be found on the material plane. Minerals and metals are common and they are ever regenerated at the font of creation that sits at the plane’s border. Every so often, some people will concoct a scheme to mine the plane of earth, to harvest the vast mineral wealth.
The Plane of Fire
Fire is an element of vibrancy, passion and change. It can be cruel and destructive, but also nourishing and warming. Without fire, civilization is impossible. Fire is the warmth of compassion, the flame of desire, and the inferno of anger.
The plane of fire is a place of a blazing sun and heat that burns like a furnace. At noon, the light from its powerful sun burns so brightly it blinds anyone who sees it.
There are a few patches of water within the plane of fire, but they do not last long, and gradually become more rare as one passes deeper into the plane of fire.
The Boarders
Between the elemental planes are admixtures of the two bordering elements. Strange mergings of the two distinct elements forming something powerful and new.
The Borders
Between the elemental planes are admixtures of the two bordering elements. Strange mergings of the two distinct elements forming something powerful and new.
Sirocco Straights
Air & Fire The sirocco straights are a place of ash and wind. Hot winds blow motes of ash far and wide and fuel the great conflagration.
The Great Conflagration
Admixture plane The great conflagration is a towering inferno of flames constantly stoked by the winds of the plane of air. This is a place that burns without end.
The Sea of Fire
Fire & Air A vast expanse of flame, flickering and burning as it flows from the great conflagration to the core of the plane of fire, where all the fuel has been burned away.
Molten Rivers
Fire & Earth Bubbling flows of molten magma that flow down from the fountains of creation and deliver their core of heat to the plane of fire.
The Fountains of Creation
Admixture plane Places where volcanoes rise from the earth, spewing lava and ash into the sky and causing new earth to rise up out of the powerful eruptions.
The Furnaces
Earth & Fire The furnaces are places of roiling magma, they are cavernous funnels and the seats of great forges. The magma of the furnaces seeps endlessly outwards.
Mud Hills
Earth & Water Hills of mud and muck that drift away from the plane of earth. Constant landslides of mud erode away the mountains and send cascades of dirt and stone.
Swamp of Oblivion
Admixture Plane A swamp of twisted trees and gnarled vines, stagnant lakes and pools. It is believed that anything cast in the swamp cannot be found again for at least 100 years.
Silt Flats
Water & Earth A place of muck and sludge, of odd grasses and sands. The edges of this place are buffered by dunes and sedge grasses.
Sea of Ice
Water & Air A place of icebergs and frigid water, the place is choked by sleet and cold. The drifting icebergs occasionally carry its inhabitants deeper into the oceans.
Frostfell
Admixture Plane The frostfell is a place of solid ice and cold, a vast glacier with raging blizzards and deep caverns of ice. This is a place that demands strength for survival.
Mistral Reach
Air & Water The mistral reach is a place of snow and rain, fueled by the ice of the frostfell and the waters of the plane of water.
Green Villa
Green Villa, also known as 'Green fields' or 'The Lush lands,' it's a land of soft lights and magical wonders, a place of music and life. Green Villa is an supersaturated land, with colors all vibrant and lively, and sounds are more beautiful, the air always carries lovely scents.
Outerlands
Black Wilderness
Back to Main Page → 5e Homebrew → Campaign Settings → Bozikar (5e Campaign Setting)