The Structure of Reality

The Fundamental Arrangements and Ways
Ley Lines and Nexus Points
The Planet Drav
Spontaneous Gateways to Other Worlds
Special Dravan Nexus Points
Energy Flow, Wild Magic Zones and Their Effect on Dravan Climate
Nestled Mirror Worlds and Way Worlds
General Overview of the Planes of Existence
List of the Planes of Existence

The Fundamental Arrangements and Ways
The multiverse is filled with many patterns. To understand some of the more unnatural patterns, we must first go over the common, or fundamental, ones.

The technical terms sages use to describe these patterns are "ways" and "arrangements". The "arrangement" is the pattern and the "way" is how one moves through the pattern, or how the pattern changes and flows. Many or these ways and arrangements are obscure, bizarre and impossible to put into words. But three of the arrangements are fairly well-known to sentient races like humanity, and form the basis of their reality, so these three arrangements will be roughly described here.

The natural, most obvious, arrangement as far humankind is concerned is the spatial-temporal arrangement. This is the arrangement of places and times. For example, part of it is the physical arrangement between stars and planets in a field of space. There are locations in this pattern and the relationship between these locations is defined by time and space. The way to move within this pattern is to change where one is and to move through time.

Another, second arrangement is the planar arrangement. This arrangement is very different from the temporal-spatial arrangement. It does not exist within space or time. It is created by the presence or absence of different types of elemental or spiritual energy. As more of one type of energy becomes present and less of others, one shifts - without moving spatially - into other planes. The plane that most of humankind is aware of is called the "prime plane", where all the elemental and spiritual energies are present at roughly equal levels. These levels vary slightly throughout the space and time of any one prime plane, but where they vary greatly a natural hole into another plane will be made, called a "vortex" or "portal". Technically, vortices go to elemental planes and portals go to the spiritual planes.

The third arrangement known to humans is the arrangement of parallel universes. These are also called alternate prime planes or parallel prime planes. There are an infinite number of elemental and spiritual patterns that exist together, connected but roughly parallel to each other, vibrating at different frequencies and wavelengths. Where the prime planes exist there are an infinite number of parallel prime planes. There are also an infinite number of parallel elemental and spiritual planes. Their relationship to each other roughly mirrors the relationship parallel prime planes have to each other.

Different sentient races exist naturally in different arrangements of the multiverse, and interact with their familiar arrangements in different ways. Some naturally exist in a single prime plane, or a single elemental or spiritual plane. Some exist in one of these planes in a way that moves them forward through time, like humans do. Others, oddly enough, move in ways that would best be described as "backwards" or "sideways" in time, from the viewpoint of humans within the same arrangement. Some species also move through the parallel planes instead of through time, or forwards and back through the planar arrangement, from elemental to spiritual or vice versa. Others move through their arrangments in ways that cannot be decribed here, because the words to describe it do not exist.

All of this can be confusing to a being that is only aware of a small part of the multiverse. To make it easier to study, some human sages describe these three arrangements as existing along six "primary" dimensions. There are actually many more dimensions than six, but the three arrangements that were just described exist along the primary six. To further confuse things, some dimensions come into existence and then vanish according to various rules and conditions, but the six described here are relatively permanent from the viewpoint of humanity. These six dimensions are called width, heighth, depth, time, plane and frequency. The spatial-temporal arrangement that humanity is most familiar with exists in all six dimensions, but the last two are fixed and cannot normally be moved within. Humans can move in any direction inside the first three dimensions, but can only move one way in the fourth dimension of time.

For other races, the dimensional arrangement they exist within is different. For example, a common fire elemental exists in the same general arrangement of six dimensions, only the place where they are along the dimension of plane is different than it is for a human. They are centered on the elemental planes of fire, and humans are centered in the prime planes.

Ley Lines and Nexus Points
One could say that ley lines are the skeleton that the arrangements and ways are built upon. Energy flows through them, splitting as they seperate and converging as they meet. Everything, from the most tiny to the largest, is created by a weave of leylines of varying strength. In general, only large, powerful leylines are recognized, but they exist on all levels in all strengths and relative sizes. The energy that flows through some ley lines is actually what creates size and physical, spatial arrangements.

Ley lines and nexus points, where the ley lines meet, spread all throughout space, time and the other arrangements and ways. Various types of energy, such as elemental energies or spiritual energies, flow through ley lines and seep out of them into the surrounding space and time, or whatever other arrangements those ley lines flow through. This energy moves through ley lines like water through a river or electricity through a metal rod. The type of energy in any one line varies, but it is usually a complex combination that cannot be seen with normal means. The way the lines weave together and converge or diverge feeds the arrangements the lines flow through and interacts to create reality.

The Planet Drav
The planet Drav has an especially high number of very powerful ley lines and nexus points. Because of this, it has attracted many powerful races and has become crossroads of sorts.

A very chaotic form of energy called wild magic is especially abundant in the Dravan leylines. The stronger and more powerful the Dravan line or nexus, the more wild magic there is pulsing through it along with whatever other types of energy may be in that ley line. A type of Dravan ley line called a border ley line is the most powerful.

Sages believe that forces unleased during the Draco-Humano Wars and the Great Cataclysm that ended those wars somehow tore apart and altered the fabric of reality on Drav. The Cataclysm started to rip the planet apart, and in the process exposed the skeletal framework of energy it was built upon. Wild magic was already more abundant than normal on Drav, and when the Cataclysm altered the framework of the world it exposed and amplified the wild magic even more. This exposed, energy-filled framework stopped the Cataclysm from making everything go extinct by protecting the life that was near its channels. It also helped keep the planet from shattering into pieces. But it added a very chaotic, random element to the world that did not exist before.

Spontaneous Gateways to Other Worlds
Spells are more powerful near ley lines, and because of the wild magic, the fabric between worlds and places even seems to warp and tear around the Dravan ley lines and nexus points. Random gateways to other worlds often open up along Dravan ley lines. Sometimes they can be seen because they form in areas that have something visible to mark them, like shifting mist or strange lights. Other times they cannot be seen at all and one does not know one has traveled through them.

In a strange way, some other worlds and far away places seem to be more connected to certain regions on Drav. For instance, the world of Mystara is linked to the ruined realms of Alorakia, and gateways to that world open most commonly there. Alis Querith seems to be connected to the realms of Al Quaddim on Aber-Toril, Ji Dao to Kara Tur of the same world, and parts of Craidana are connected to Faerun of Aber-Toril or to the world of Oerth. The shattered, magic wrecked regions of Brahadtma and the Sea of Fire seem to be connected to a strange world with a Darkened Sun. The gateways that open near the nexus points and ley lines in these regions seem to open up to the associated worlds or realms more often, and at times the cultures and people of these lands seem to roughly parallel those of the worlds they are associated with.

Some sages believe adventurers have wandered through these gateways into other worlds and then back again without even knowing it. They justify this with accounts of quests and locations that later disappeared when other adventurers tried to visit them. Items known to be from other worlds have also been found on quests, and the descriptions of the places visited on those quests match the descriptions of locations on other worlds. Many believe people have gone through random gateways and never returned, or to have come to Drav from other worlds through these gateways. One famous case of the later was the arrival of Drakagnass, the Dragon Witch. This elf was a member of a race named Shadow Elves, who are native to Mystara, not Drav. It is well documented that Drakagnass and her sister wandered through a gateway that had opened in the subterranean lands of Mystara, and they ended up in the Dragon's Vale Empire on Drav.

If there is a purposeful connection between these associations with other worlds and the way the druids have defined the regions they call Druvahn, the druids are not admitting it. It is more likely these associations have subtly affected the cultures and sentients present in certain regions, and the outcome was what the druids later used to define thier druidic regions. They were unaware of the underlying connections until later, when leylines and the types of gateways that form more frequently were studied and better known. But one never knows, some say the druids know far more than they let on. Some rumors say the druids know how to control the gateways near ley lines and that the more powerful druids can open or close them at will, but druids deny this vehemently.

Special Dravan Nexus Points
The most powerful nexus points on Drav are at the northern and southern poles of the planet. These nexus points are so powerful they have created permanent vortices to the inner planes. These vortices first appeared during the Cataclysm and have existed ever since. One is at the center of the Great Storm in the Sea of Storms, and the other is in the center of the Sea of Death. These two massively powerful nexus points seem to be closely connected to the positive and negative energy planes, and to life and death.

The moons of Alkon (aka Tyronax) and Darghou (aka Arawnus) seem to be connected to these two powerful nexus points, too. Alkon is associated with the positive, chaotic nexus at the northern pole in the Sea of Storms. Darghou is associated with the negative, still nexus at the southern pole in the Sea of Death. As the moons orbit the planet, they influence varying ley lines and nexus points, making them wax and wane. The pattern of strengthened and weakened ley lines and nexus points is complex and hard to predict, though some magic users spend their entire lives studying it.

Some say a third powerful nexus point lies in the center of the planet. This nexus is not as well known as the two at the planet's poles, and is associated with the elements of earth and fire, and with the spiritual energies of evil and chaos. Those who say this nexus exists also say a fourth powerful nexus exists that is associated with air, water, good, and lawfullness. This nexus is said to exist somewhere on the surface of the planet, but where is a mystery. It's proponents say that it's associations with the fluid, hard to grasp elements of air and water make it hard to pinpoint, and hide it from all but those who know how to find it. This nexus is often called Myderia by those who know about it.

Energy Flow, Wild Magic Zones and Their Effect on Climate
On Drav, channels of raw magical energy that flow away from the Northern Vortex towards the Southern Vortex have a strong effect on certain lands. Some of these channels seem to be permanent and others constantly form and dissapate. These channels become stronger and more obvious the closer they are to the polar vortices. Most of these channels are invisible, with no signs to show they exist, but the most powerful of these channels are visible because of signs like the spontaneous creation or destruction of life, light or darkness.

Three especially large and powerful ley lines that are filled with positive energy flow down out of the Northern Vortex, running away from it. Where they flow they create channels of open water through the ice sheet that covers the northern region of the planet, because they disintegrate the ice and churn the water. Inside these energy channels random life forms spontaneously appear, grow to the peak of their life, and then flash out of existence in a burst of light. Outside matter glows and then disolves if it touches the chaotic energy. Ice and water turns into steam when the energy touches it. This effect is stronger the closer the channel is to the Northern Vortex, and grows weaker the farther from it the channel gets.

One of these ley lines flows through the Sea of Visions Passageway and into the Sea of Visions. Another goes through the Myroxe Passageway and into the Myroxe Sea. The last one runs through the Storm Peninsula Passageway and to the Storm Peninsula.

The three powerful ley lines fade away before they reach the southern pole of the planet and split into countless regular, invisible ley lines that are filled with more wild magic than positive energy or any other kind of energy. These channels suddenly grow stronger and more defined when they reach the chain of islands that rings the Sea of Death, but at the same time the channels grow stronger here their nature changes again, and negative energy appears. The channels do not flow any farther than middle of the islands, where they spread out and merge into a special zone of magic that completely covers the southern half of the island chain.

The magic in the south is the opposite of the magic to the north. Instead of life forming in it, life dies. Matter also slows and becomes dark. Precious metals are non-existant, but other, evil metals and crystals form instead. Things do not excite and break up in this zone, but instead slow down and freeze. Evil monstrosities and undead also prowl at the edges of this zone. There is no way to make it through this zone alive, because if the undead or monsters to not kill the traveler, when they travel into the zone itself it will drain their life and turn them into undead or make them cease to exist, destroying even their souls. However, legends speak of some travelers finding mysterious pathways through the border zone into the Sea of Death beyond. These rare travelers were able to visit the Sea of Death and return alive. It is believed that only a diety can grant the ability to make this passage, however.

Away from the poles, where the channels run, wild magic zones are common and wild magic storms also appear along the pathways at a more frequent rate than anywhere else. Some wild magic zones are stronger than others. In the weaker zones wild surges are common and magic is stronger. Spells work at full intesity if they do not set off a surge. In a few extremely strong wild magic zones the land itself seems to disolve. In these places there is constantly a strange mist that covers and fills everything. Things seem to form and disolve randomly in the mist, and the gateways to far off, bizarre lands open and close at random deep within these zones.

Though the channels are not obvious to those who do not know how to detect them, their presence can be seen in more subtle ways. On most terra planets there is a well defined tropical zone around the equator, temperate zones to the north and south, and arctic zones at the poles. On Drav the climate only roughly follows this pattern. Things tend to be tropical around the equator and colder the farther away one goes, but this is only a rough rule. In some places on Drav there are tropical zones far to the north and south of the equator that border almost directly on subarctic or arctic zones. In some places the tropical zones reach up or down into the temperate zones, and vice versa. This chaotic mixing of climates is believed to be at least partially due to the wild magic channels that flow down from the northern pole to the southern pole. In some places, like the Brahadtma Peninsula and the Sea of Fire, this is obviously not the reason for climate change, but in others the affects of wild magic channels and towering elemental mountains and highlands is the most likely explanation.

Nestled Mirror Worlds and Way Worlds
Legends speak of several mirror-like reflections of Drav that are all connected by the ley lines and nexus points. They are each a version of Drav in parallel prime material planes which are connected together with a complicated pattern of gateways. Each of these worlds is similar to the other worlds, with minor differences. These "nestled" worlds, as they are called, are said to exist one within the other like the layers of an onion. Each is called Drav or something similar by its inhabitants, and each has a similar geography and layout. There can be major differences between the worlds, however, especially among worlds that are farther removed from each other. For example, one reflection of Drav is said to be only a half a sphere, rather than a complete planet. In another, where the Sea of Storms is on the known Drav, it is said that there is a huge opening that gives way to the hollow center of the planet, where gravity is reversed. Another reflection of Drav is said to be entirely mountains, with narrow, deep oceans spread out among them like fingers, and the only ley lines and nexus points that reach this world are said to be high up in the mountains of Drav.

Legends also speak of the "way worlds," partial worlds that exist between the fully or almost fully formed worlds. These worlds are usually percieved as empty voids, or as distorted realities with very strange and bizare features. These features are too numerous to describe here, but some of the way worlds have useful differences in the way time and space works in them in relation to the fully formed worlds. It seems that one can enter these way worlds from Drav and travel for days, then re-enter Drav and find oneself at a point that would have taken months to reach. One can also spend years in some of these way worlds, then re-enter Drav and find one has only been away for a few hours or minutes.

All of the way worlds, nestled worlds, and other worlds that the ley lines lead to, such as Aber-Toril, are all in the prime material plane or alternate prime planes. It is speculated that ley lines and nexus points also lead to other planes of existence such as the astral, ethereal, or inner and outer planes. There are two, and possibly three or four, good examples of this, but these are the only examples spoken about in the legends and lore that surround the subject of ley lines and nexus points.