Chapter 13
The World

Rise does not attempt to define a single geography with specific countries and locations that is shared between all games. It is common for GMs to define their own setting when running a game, and that freedom is important. However, the universe of Rise does differ in a number of important ways from the real world. The fundamental assumptions that Rise makes about the its fantasy world are:

These core elements are ambiguous about some details, and GMs are encouraged to fill in those details as they see fit. Of course, a GM has absolute power, and can create a world that changes any number of these assumptions. However, doing so can significantly change the tone of the game and create logical inconsistencies, so it should be done carefully.

 13.1 Magic
 13.2 Personal Power
 13.3 Deities and Afterlifes
 13.4 Planes
  13.4.1 General Cosmology
  13.4.2 Planar Rifts
  13.4.3 Planeforged Creatures