|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
Mastering the Wild
/
The First World
Getting to the First World
Source
Ultimate Wilderness pg. 130
The First World is a coterminous plane and therefore overlaps the Material Plane, but unlike the Shadow Plane, the First World does not mimic the Material Plane’s geography.
Ley lines
, supernatural conduits that connect the planes and channel experiences, magic, memories, and the souls of the dead and the unborn through them, crisscross the First World just as they do the Material Plane. Unlike those on the Material Plane, ley lines found in the First World do not stay in one place for long and typically wander vast distances, writhing through the world like disquieted snakes. Where these ley lines penetrate the barrier between the First World and the Material Plane, thin spots known as breaches form, allowing passage between the First World and the Material Plane without the aid of magic. These breaches typically manifest as circles of mushrooms, puddles of water with a rainbow-hued surface, trees in a peculiar arch, or other seemingly innocuous patterns. Simply stepping through one of these portals is often enough to travel from one plane to the other, but breaches are not always two-sided. Some doorways to the Material Plane are one-way, stranding extraplanar travelers in a seemingly dull and lifeless world, while Material visitors to the First World could be stranded for decades or more as they try to find a way back home. Other means of traveling to and from the First World include powerful spells such as
fey gate
,
gate
, and
plane shift
.