A great many people of the 4th Age maintain a strong religious culture. Whether it be in the smaller spirits of orcish totems or the grand pantheon of humans. Indeed it is not at all uncommon to see people who have converted to foreign religions, or even study many at once. Furthermore, many cultures are suspicious of atheistic ideas, and it is certainly taboo to suggest that gods may not exist, or lack the properties their devotees believe in. Even in the most progressive gnome communities, where science and rational thought are very strong, there is still a great value in dedication toward a greater philosophy. However, the 4th Age is also proud of its less superstitious approach to religion. Fewer people claim to have direct communication with their gods, or to be witness to great miracles outside of the magic of healing. Even those people who wish to discuss the nature of gods often operate from the assumption that they are not physical, tangible, or fallible entities, but rather are great cosmic forces that work through events on scales far beyond mortal comprehension.
Following the end of the war with the Dwarvic Conglomerate, the world of Blimnor was left devastated by mortal greed and extraplanar magic. The surviving nations of the war set about rebuilding after the war and seeking safeguards to prevent such a war from happening again. While some efforts were made to seek out remaining aggressors and hold them accountable for their actions, and other efforts to regulate dangerous magic require that magic users be licensed to practice, perhaps the most astounding and least discussed project was that of the Planar Isolation Initiative.
Voidwatch was one of the largest and most well-funded international organizations, and experienced in battling strange magic, so they proposed an ambitious if somewhat esoteric solution, which was to isolate Blimnor from all other planes of existence. While the majority of people involved in the decision understood little of what precisely these supposed planes of existence were, a great number of religious leaders were strongly opposed to this action, believing that it might cut off their connection to their deities. However, with the terrors of the Void fresh in the public's mind, the project was approved, and with even more funding, resources, and recruits, Voidwatch began their crusade.
According to Voidwatch's records, this conflict lasted several decades, involving numerous secretive task forces seeking and targeting various rifts connecting Blimnor to these other alternate worlds. Sometimes through hostile incursions through the rift, or long complex rituals surrounding them, or through the banishment of monsters keeping their rift open, these planes of existence were systematically cut off, their creatures destroyed, and magics dispelled.
Today, our isolation from these worlds is hardly noticed, some conspiracy theories suggest that Voidwatch may have invented the threats to justify their continued funding. And indeed, task forces still exist and travel the world to tackle supposed new rifts opened by anomalous events or malicious cults. Voidwatch keeps a record of the status of each of these planes, though it is not available to the public.
Home Plane
Terrestrial sphere orbiting star in vacuum, subject to scientifically-derived laws of nature.
Intra-planar teleportation suppressed and regulated
Parallel Plane
Fantastical creatures, raw magic, time and distance dilation effects.
Rifts or "crossings" are numerous, difficult to detect or close. Suggest diplomatic relations with friendly inhabitants.
Parallel Plane
Dark, murky, and poisonous
All known rifts closed. Confirmed that Void was corrupted Faeland. Voidlings repelled and inhabitants recovering. See Faeland.
Parallel Plane
Darkness, insanity, negativity
All known rifts closed. Investigate reports of sorrowsworn, assume new rift, otherwise treat as a cleanup operation.
Elemental plane
Strong winds, storms, and lightning, endless sensation of falling but no discovered land.
All known rifts closed. Suggest developing high-altitude airships to search for atmospheric rifts. Conjuration of elementals regulated.
Elemental plane
Endless submarine water, no confirmed floor or surface, strange aquatic life, some luminescence.
All known inland rifts closed. Suspected deep-sea rifts in Ocean Void, Wandering Isles, and The Stretch. Conjuration of elementals regulated.
Elemental plane
Subterranean, pockets of navigable caverns, little breathable air, rich in minerals
All known surface rifts closed. Suspected natural rifts in Underworld, suggest expedition. Suspected summoned rifts of mining corporations, suggest investigation. Conjuration of elementals regulated.
Elemental plane
Superheated air, fire without need for fuel or oxygen, ground molten or burning.
All known rifts closed. Suspected secondary-rifts in the crater of Dain, complications securing expedition rights. Conjuration of elementals regulated.
Transitive Plane
Described as vaporous and immaterial
Could not confirm existence, suggest further research.
Transitive Plane
Described as vacuous space between material worlds
Retired theory of extra-planetary space
Positive Plane
Described as bright, safe, and welcoming
All rifts closed by heavenly inhabitants, attempts to make contact unsuccessful.
Negative Plane
Described as torturous, horrific, and malicious
All known rifts closed. Any reports of new rifts are to be treated as highest-priority and extremely dangerous.
The Blimnorian Calendar was established by Vorduhrian astrologers. It divides the Blimnorian year into eight months. Each month is divided into 32 days, with the exception of the final month which only has 31.
The Blimnorian Months are:
32 Days
32 Days
32 Days
32 Days
32 Days
32 Days
32 Days
31 Days