The game world is based upon the Wheel of Time and the concept of Mirror Worlds. The Wheel of Time is essentially the "true" world, the universe closest to the True Source. The largest part of what this effects is the magical systems of the other worlds, which consists of almost any published d20 system. (Though the more diverse the campaign settings, the more difficult pulling the pieces together are, particularly for spellcasters among the players.) The other constants within the setting are few, but they exist in basically the same form in every setting. The Dark One (a loosely imprisoned over-deity of evil), the Creator (the Dark One's good counterpart), Tel'aran'rhiod (the World of Dreams), and the Plane of Shadow (basically the void in which the Mirror Worlds float, though access to it/the planes can be restricted) are really the only constants between the worlds. Magical Systems Wheel of Time Channeling works directly in the Wheel of Time, the One Power is the source of all magic throughout the multiverse. Saidin is tainted as usual and the Dragon has just been born, the bonds upon the Dark One's prison beginning to fray. Channelers of either type of energy, saidin or saidar, have access to a range of abilities unseen further from the True Source, which, among other facts scholars quote, is one of the reasons that it is believed the Westlands and Seanchan are closer to the true source than any other plane of existence. If a caster from a plane farther out on the Wheel of Time visits this "base" world and can use both saidin and saidar, being this close to the world polarizes the character. The player chooses one or the other form of channeling and from that point on can only use that form of magic/the One Power. Characters arriving in the Westlands/Seanchan for the first time from further out along the spokes of the Wheel of Time generally develop special abilities of some sort. Rokugan Divine and arcane magic are analogous to the saidar and saidin respectively, but the taint, due to being channelled through the elements which control magic in that setting has diffused through both. While spellcasting can be accomplished while avoiding the taint, succumbing to it is swift and is not necessarily restricted to spellcasters. The Shadowlands are an equivalent to the Blight in the Wheel of Time, but, due to the filtering effect of the elements, they serve as a magnet for the taint and are thus that much more virulent. Travel to Rokugan among the Mirror Worlds is largely restricted due to the restrictions upon the Void/Shadow element in that setting. There are only a few Portal Stones that reach the Mirror World, most directly from the Wheel of Time. (Current Campaign: The artifacts which bind the Inner Planes to mitigate the effect of the taint upon Rokugan were nearly thrown out of balance after being mistaken for Portal Stones. While the elements nearly absorbed the Prime Material Plane, they were eventually brought back into alignment. The plane of Shadow is now open and Rokugan is more easily traveled to.) Forgotten Realms Divine and arcane magic are analagous to saidar and saidin respectively, but the Weave filters the taint out as completely as possible. Ao within the Forgotten Realms is a neutral counterpart to the Creator and the Dark One; he largely takes no part, but did step in long enough to establish the Weave before tasking its maintenance to Mystra. Shar's Shadow Weave draws upon the True Power and her desire to see the world destroyed is largely to allow it to be rewritten in Shai'tan's image. The gods within the Forgotten Realms have complete control of access to both saidar and saidin. (Shar is actually the counterpart of Ishamael.) The great glacier hides the Blight. The Forgotten Realms are a nexus among the Mirror Worlds, one of the stronger realities from which others radiate (Rokugan and Greyhawk are among these) similar to the way all realities emanate from the True Source. d20 Modern Due to its distance from the True Source, magic is all but unknown within the d20 Modern setting. Like the Forgotten Realms, d20 Modern is a nexus among the far flung Mirror Worlds and for those Mirror Worlds that emulate it in some form but are closer to the True Source, magic does exist in some form. In those Alternate Material Planes where magic cannot normally be accessed, the use of artifacts or technology will be necessary to use any supernatural abilities. The d20 Modern setting is currently in the year 941, and most of the gods upon that plane have died off due to the drift from the True Source and a lack of belief amongst mankind in their divinity. Dragonlance Saidin and Saidar are each split into two forms of magic, arcane and divine resulting in four separate forms of magic in Ansalon. Saidin split into the two "natural" forms of magic: primal sorcery and mysticism. Saidar is split into the god granted or formulaic forms of magic: high sorcery and clerical/ druidic magic. Due to the distance from the True Source, the taint is not as pronounced upon saidin in Dragonlance, but it is beginning to be felt by practitioners of primal sorcery and mysticism now that the world is once again rejoined to the Pattern of the Ages. Set just after the War of Souls; the gods are desperately trying to curb the use of sorcery and mysticism though their followers are unsure of just why they wish to do this. Rumors of erratic behavior by practitioners of natural magic are beginning to spread, however, in the years since Takhisis was killed. The gods are forbidden to intervene directly, however, due to the conditions set down by the High God, a neutral counterpart to the Dark One and the Creator much like Ao. (When under the influence of the taint, a sorcerer or mystic can overchannel using the rules presented in the Wheel of Time book. Also, once the world is returned to the pattern, a choice between natural and formulaic magic is not a possibility. As in the Wheel of Time, a caster uses either saidin or saidar though it is not necessarily based on gender.) Dark Sun As with many of the areas further out from the True Source, saidin and saidar are analogous to arcane and divine magic respectively. After the Cataclysm the use of arcane magic fell out of use entirely due to the ability to choose which one could use, unlike in the Wheel of Time. However, eventually defiler magic was discovered, in which one uses the life force of the planet as a sponge for the taint, mostly cleansing saidin (albeit not completely, as evidenced by the undead t'liz). Set in the time period described by the Dragon Magazine update of the Dark Sun world. One alteration to that, however--all Dark Sun characters are gestalt. Star Wars Saidin and saidar are akin to shallow pools of stagnant water in the Star Wars campaign setting. Saidin manifests as the Dark Side, while saidar is seen in the existence of the Light Side of the Force. The campaign is set on the world of the Sith, just after the renegade Jedi have arrived and been declared gods by the Sith peoples. Eberron Haven't given too much thought to the saidin/saidar split yet, but in this particular version the Quori are likely to play a large part due to the presence of Tel'aran'rhiod. I haven't read Eberron as closely as I could, but that seems like it could at least be a starting point to begin thinking about this. For Eberron, Syberis/ Khyber certainly seem to be the "high god" equivalents to the Creator and Dark One in the Wheel of Time. Their shards could be the focal points through which the One Power flows into this particular Mirror World. The existence of Eberron dragonshards presents a slight problem with this picture though, or at least an imbalance. Three dragonshards and only saidar and saidin to split between them--I think the easiest route might actually be to leave it as it is in the Wheel of Time. Men use saidin when casting, whether they're using divine or arcane magic, and women use saidar. It wouldn't really be possible to have the taint common due to the prevalence of magical ability in Eberron, unless perhaps certain spellcasters learned to reach through the dragonshards to enhance their abilities/power. That could make for an interesting custom prestige class actually (exclusive to men/saidin, and perhaps allowing a small number of arcane spells for divine casters and vice versa).