Undersong

Blue-Red-Green, Primal

Realm Type: Primal Rift-Realm (life, cycles, stories).

Primary Devotions: Green (growth, ecosystems), Blue (memory, pattern), Red (passion, impulse).

Secondary Devotions: White (courts, hospitality laws, rites), Black (predatory bargains, parasitic ecologies).

Mechanical Role: Planar trait package for “feywild / First World” style adventures. Origin point for fey, nature-spirits, story-spirits, and certain boons/curses. Source of planar bleed that creates mythic wildernesses and story-bound regions on real worlds.

In game terms, treat the Undersong as the primal, fey-adjacent plane of Starfall’s cosmology, but explicitly rooted in the Rift: it’s a deep “basin” in Devotion space where life, narrative, and emotion have coalesced into a semi-stable world.

Primal Rift-Realm

Atmosphere: Normal

Gravity: Normal

These are the kinds of things PCs might repeatedly encounter or learn to use.

  • Songlines: Paths that only exist for people following a specific emotional state or story pattern (vengeance, pilgrimage, love, escape). Take the wrong attitude and the trail literally isn’t there.

  • Memory Groves: Stands of trees or crystal-patches that replay key memories or local legends when touched or slept among, potentially revealing secrets or reshaping a character’s self-understanding.

  • Rootways: Subterranean/mycelial tunnels that link distant parts of the Undersong and, occasionally, deep ecologies on mortal worlds touched by planar bleed. They’re the “mass transit” system for fey, beasts, and smugglers.

  • Cycle Zones: Regions locked into a repeating seasonal or ritual cycle—permanent twilight festivals, endless autumn hunts, or dawn-that-never-quite-arrives. Time passes, but only within that phase.

  • Story Marks: Physical scars where major tales played out—blood-red rivers, hills that resemble sleeping titans, forests that always grow back around a central clearing no matter what is cut. These are powerful ritual sites and planar “anchors.”

Macro Environment

The Undersong is a sprawling tangle of biomes stitched together by narrative logic rather than geography

  • Vast forests of colossal, twisted trees with glowing sap-veins climb in spirals or arches that ignore normal gravity.

  • Rivers and streams meander according to story beats—joining, splitting, or vanishing when a journey needs to turn.

  • Sky and canopy are full of constellations and auroras that echo the shapes of roots, paths, and major events.

You can cross from moss-drowned ruins into crystalline groves, then into fungal cathedrals, without any sense of “transition” except the way your own story has shifted.

Ambient Hazards

Not traps in the classic sense, but persistent environmental dangers.

  • Narrative Gravity: The realm tries to cast visitors into roles (hunter, fool, lover, betrayer). Resist too often, and the world pushes back—paths close, beasts ignore you, or everything you do “accidentally” supports that role.

  • Emotional Weather: Strong emotions can trigger localized storms—jealousy causing sleet that erases tracks, joy causing pollen-blizzards that intoxicate, rage calling down thorn-barrages. Parties with unresolved tensions literally carry their own bad weather.

  • Feral Devotion: Areas overloaded with one Devotion (pure, unchecked growth; pure revenge; pure curiosity) can overwrite gear or biology—armor sprouts vines, guns grow bone and bark, implants start “dreaming” in plant imagery.

  • Looped Time Pockets: Small pockets where a few minutes or hours “rewind” if events don’t produce a satisfying dramatic turn. Easy to get stuck in if the party keeps repeating cautious, low-risk behaviors.


Discrete Natural Hazards

These can be framed as SF2e hazards if desired, but as lore:

  • Hunger Blossoms: Gorgeous, bioluminescent flowers that open when someone speaks a secret aloud; they release spores keyed to that emotion, causing hallucinations, sleep, or compulsive sharing of more secrets.

  • Mask Pools: Mirror-still ponds that show a viewer as their “ideal role” in the current story. Stepping through can temporarily swap or overlay personality traits, memories, or even appearances. Leaving without closing the loop of that role risks permanent shifts.

  • Thornfronts: Moving walls of bramble and root that “chase” particular plot lines—runaway lovers, oathbreakers, oath-keepers. Getting caught means being physically entangled and dragged toward a court that has claimed your story.

  • Predatory Trails: Well-worn paths that always lead to “the climax”—a den, lair, or court audience—no matter where they start. Travelers who follow them without realizing this can be delivered straight into an apex predator’s or archfey’s presence.


The Undersong is Starfall’s answer to the First World: a primal Rift-Realm where life, feeling, and story are the fundamental constants, and where visiting mortals risk coming home with new roots in places they never meant to belong.

The Undersong feels like a world that never stopped growing or telling stories, a layered wilderness where every tree, trail, and storm has an opinion about who you are and what role you’re playing. It’s beautiful, dangerous, and intensely alive—more like walking through a living myth than through a forest.