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:
- Magic is commonly known but rarely understood.
- Elite people and monsters have vastly more physical and magical personal power than normal people.
- When you die, your soul goes to an afterlife where deities exist.
- Spiritually similar things are attracted to each other by a fundamental force called "affinity"
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.
13.2 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