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 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 Affinity
  13.4.1 Sympathetic Magic
 13.5 Cosmology
  13.5.1 Planar Rifts
  13.5.2 Demiplanes
  13.5.3 Soulforged Creatures
 13.6 Realm Traits
  13.6.1 Atmosphere
  13.6.2 Gravity Direction
  13.6.3 Gravity Strength
  13.6.4 Light
  13.6.5 Magic
  13.6.6 Temperature
 13.7 Planets of the Material Plane
  13.7.1 Terra
  13.7.2 Ignis
  13.7.3 Nexus
  13.7.4 Ventus
  13.7.5 Aqua
  13.7.6 Space
 13.8 Spiritual Planes
  13.8.1 Elysium
  13.8.2 The Abyss
  13.8.3 Concord
  13.8.4 Monody
  13.8.5 Haven
 13.9 The Astral Expanse