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| ewancummins06-17-07, 11:02 PM | I propose we list the planes, their traits and their relationship to one another. I'll use the format from Manual of the Planes. Full descriptions will be added later. I'll do the Earth/Material Plane, Refuge, and the radiant plane beyond the sun. The Void is empty space, as I understand it. Not much going on there. That's why Absual Rote and the other gods started making their own planes. Is all the craziness of Ooulzoth's abberation followers occuring in the Void, or on some other plane? I mean the neogi ships and asteroid colonies. If that's the case, why not say the Void is outer space? Make the Material Plane large but finite, and surrounded by the Void. Other planes we need to write up[ creators, please get started when you are able]: Air Enfermia Arcanix Karkeri TyDw Lacach Heaven Mirror Plane Dream -any others I may have missed- Material Plane normal gravity normal time infinite size alterable morphic no elemental or energy traits mildly neutral aligned [ie, no effect- note some areas may have alignment traits-holy or unholy sites] normal magic [zones of wild magic exist] [B]Refuge normal gravity normal time infinite size divinely morphic impeded magic[ spells that control animals or plants are harder to cast] enhanced magic[ animal growth, plant growth, spells that allow communication with plants or animals are all enhanced] Argessos Argessos is the first layer of Refuge. It takes its name from the great river meandering across the infinite layer. Mountains, hills, canyons, mesas, etc interrupt the plains in many places. Islands dot the length of the river. Daylight comes not from a sun, but from radiant sheets of gossamer clouds that roll across the sky in an endless cycle. Night is illuminated by clusters of wandering stars, like giant fireflies. Long periods of twilight precede and follow the daytime. Cloud cover may darken the night into pitch blackness in some places. Weather is controlled by the Mortai, cloud-like entities in the service of Arteheyn. Rain falls in regular cycles. Microclimates are maintained by the Mortai , so many areas are warmer or cooler, wetter or drier, than ordinary. The first layer is populated with many species of animals and plants, often in great abundance. All biomes found on the Earth, except the oceans and littoral regions, may be found somewhere along the course of the river. Many of the animals have adapted to Argessos' magical nature. They have grown intelligent and developed speech. Some have developed alignment based traits as well. Examples include giant lynxes, talking ravens, giant owls, celestial stags, fiendish rats, giant beaver, etc. These animals are the forebears of the talking animals that dwell on the Material Plane. Powerful taking animal paragons dwell here. These beings are called the Animal Lords. They are largely neutral in alignment, and answer only to Arteheyn. Humanoids do not live on the first layer in any great numbers. Argessos was briefly home to the greenscale lizardmen, but they largely abandoned it to return to the Material Plane after the Long Night ended. Some chevalls and actaeons may be found , as may the occasional lizardman hermit. Arteheyn's favored servants may find themsleves reincarnated here after death. Most will take the form of talking beasts. Gellida The second layer of Arteheyn's Refuge is a seemingly infinite range of high mountains, with gigantic valleys and plataeus breaking up the endless peaks. The climate here is almost universally chilly, the layer being locked in a permanent Ice Age. Many of the deeper valleys are warmer, and some regions are so geothermally active that the ground never freezes. Glaciers, some miles across, gird the mountains. Few safe passes between valleys can be easily found. Animals here are not awakened as are the creatures of the upper layer. Instead, many grow larger, more ferocious, and develop weird bony armor and other oddities . 'Nature red in tooth and claw' is very much on display here. Smaller animals exist, similiar to primitive versions of their Prime Plane counterparts. No civilized creatures live on Gellida. Travel to and from Refuge is possible by using the mirror pools: placid pools of water that may be used to access the plane of Mirrors. They are easily sealed by the goddess; all she has to do is will that the pools grow turgid or agitated and they become unusable. A permanent portal also exists in Aretheyn's earthly garden, along one of the streams there. Travel between layers is possible by means of caverns. Some tunnel systems and underground rivers lead from Argessos to Gellida, and others lead back again. Most such gates are one way affairs. [B]Beyond traits:unknown, but assumed to be positive dominant Beyond lies past the sun and stars. It is thought to be a radiant plane filled with positive energy. Little else is known of Beyond. Only Britmara has ever entered it, and she has no recollection of her visit . She remembers only falling towards the earth. Kyrinian and Alusia once reached into Beyond to take an artifact belonging to Absaul Rote. It appears that the plane is essentially off limits, even for deities. They may perhaps reach in, but entry is unlikely, and vistors will not recall what transpired there. |
| Camu06-18-07, 01:08 PM | well you missed the living plane I created, and the nameless plane from evil_dm i'll post the data from the living plane, and those shard worlds my aberrations are colonising later |
| ewancummins06-18-07, 02:10 PM | I also missed Kethvok's cave and Kythmon's prsimatic dragon. I suppose those are more like demiplanes. |
| Evil DM Mk306-18-07, 02:12 PM | Will post namless plane and mirror plane latter today. |
| ewancummins06-18-07, 02:13 PM | Sweet. I'm going to post some more stuff now. IC stuff, and also some OOC material. |
| Delfedd06-18-07, 02:46 PM | I think that the void is kind of like the space between worlds. Think Ethereal in normal D&D. The shard worlds are supposed to be little random fragments of Absaul-rote's creation. Essentially for PCs, you're flying through the "ethereal plane" when you come across a whole new world. Different abberations, different creatures. The void is essentially The Ethereal plus the Far Realm. We should make a random table for planar traits. Also, Evil DM? Your words are to big. They make my eyes cry. I'm working at camp for the summer, so I'll get the planes to you when I can. Fortunately, I have my laptop so I'll be able to type things up ahead of time. |
| ewancummins06-18-07, 02:50 PM | I like the idea of the Void as a stand in for the Ethereal. Makes sense. The shard worlds are way cool. |
| Evil DM Mk306-18-07, 03:49 PM | (The words are my glorification of last Saturday's Doctor Who. Gods it feels good to be one season AHEAD of America in something cool. They shall not shrink for some events of awesome are only done justice by size 7.) The Nameless Plane normal gravity normal time infinite size (See the inside and the hall of the free) Divinely morphic no elemental or energy traits Strongly chaotic and Evil aligned normal magic (see the outside) Whilst it is technically incorrect many scholars refer to this plane having three layers for convenience, the Inside, the Outside and the Hall of the Free. They are not layers although they are incredibly large and even have differing planar traits. The first "layer" most travelers arrive in, due in part to the fact that all portals into the plane must exit here and partially due to the fact that most spells also arrive here (unless destination can be selected without fail 80% of planar travel spells arrive here). This Hall has set dimensions in excess of a hundred miles in every dimension but with only two floors. There is a gentle light and the area is a comfortable temperature for the Titans, somewhat warmer than humans are comfortable with but not not enough to impose penalties. The air smells of dirt, grime, oil, blood and sweat. The Free move about their Hall in a sort of lose group with the Titan spawn but the slaves tend to stay put. Deamonad work on the lower layer doing those tasks that the Free require but are too chaotic to organize such as stocking arenas and cleaning. Aside from the Titans themselves major dangers include the verity of creatures that exist as slaves, ranging from halflings through to full blown dragons. There are no sub divisions but the ceiling is held up by pillars (some eight foot wide) and there are areas set out for cooking, sleeping and massive arenas for fighting. The only Exit to the Outside lies at one end and can be seen from all over the Hall. A pair of doors large enough to admit four Colossal creatures abreast. The whole place is fashioned from white marble. The outside is the only part of the plane to be truly infinite. The Hall of the Free is an island on the Ocean of Despair that lies at the bottom of the layer. This Ocean is formed of the angel's tears and is infinitely deep. Its waters induce despair in all non-natives (those born in the Nameless Realm are immune) a DC 25 will save being required if the waters are touched. Failure causes you to be effected as the Crushing Despair spell until you leave the Nameless Realm. Good or Lawful creatures are affected by the water as though it where acid. The air is also infinite in all directions but the only source of light is the angel. The angel is a Solar, but many MANY magnitudes larger than one would expect. Crossing a foot is a journey that takes seasoned hikers over two weeks. It is spreadeagled against the sky toes almost touching the water with the hall between its legs. Despite what many would expect it has maintained its perfect beauty and grace and even glows with a clean pure light that allows all on the outside to see clearly but does not harm or blind those on its skin. Several tunnels have been hacked through its living flesh at the feet to allow entry to the inside. Wild Magic rolls over the whole area but the Hall and the Inside are not effected. The inside is easily the most horrific part of the Nameless Realm. It is a true to scale representation of the inside of an angel, with all the organs you would expect in a humanoid save the heart that is missing. The blood is used as a transport system moving at very high speed around the body. Cities can be found almost anywhere, in joints, in organs and often hacked out of the raw mussel and bone. The Angel continues to heal this damage so one of the major employments in the Inside is burning and hacking back the regrowing tissue. |
| Evil DM Mk306-18-07, 05:15 PM | The realm of mirrors. The great hall. The eternal shining. no gravity normal time infinite size (the area where portals exist is finite) Divinely morphic no elemental or energy traits Strongly Neutral aligned Empowered and Mirror Illusions. It is a well known fact that mirrors reflect light and magic power. Like many well known facts, it is wrong. Mirrors, and in deed all reflective surfaces, are partially open portals to the realm of mirrors. The primary function of such portals is to allow the denizens of the realm of mirrors to observe the rest of the world, for whilst your side of the reflection shows you yourself, theirs shows them you. The quality of the image is identical to the quality of yours, note that is not the wrong way round like yours is. They can only see light and dark in a coin but can see everything crystal clear in a high quality mirror. Apart from these portals, that are about as near to each other as the reflective surfaces that create them are, the realm has but three features. The realm is well lit and is nothing but an area filled with faint coloured light and the sound of breaking mirrors. There is no gravity but every creature in the plane is under a permanent air walk effect. It is interesting to note that whilst there is no gravity there is an “up” and “down” that the effect orientates you to, identical to the “up” and “down” for the area the nearby portals open up into. It has normal time, magic and energy. The plane is strongly neutral aligned, meaning creatures take a -2 penalty on intelligence wisdom and charisma based checks and skills per step they are away from true neutral. The plane opens up onto every other plane and so it is possible to cross to other planes through it. It is both a conduit for spells and effects that usually open into the astral, shadow and ethereal planes. All shadow illusions have counterpart “mirror” illusion that uses this realm to create semi-real phantom doubles. These spells gain a mirror as a focus component. They are considered opposing spells to the shadow versions and so may counter and dispel them (like bless and bane). Note where spells that enter the plane of shadow require shadows and darkness, spells that enter the realm of mirrors require a clean mirror, mirror here defined as an object who’s primary purpose is to allow the owner to see reflections in it. You can see out of a polished copper shield, but you can’t enter through one. You can however enter through a polished copper mirror. Of note is the fact that any mirror not belonging on this plane naturally is dark on this plane, and all mirrors made here are dark everywhere else. The three fixed features are the great society council room, located where the centre of the sun would be, the keeper collective, located where the second moon would be and the clone storage facility, located where the centre of the earth would be. The council is where the Aurumach and high Sillit make the decisions by which the great society is run. They hear testimony and reposts collated and processed by the keeper collective. Sillit are natives and Aurumach are neutral “spirit creatures” clones are no issue. The Keeper collective collect all field reports from Cuprilach agents, other observers, Nerra mirror watchers and Wierds (who collect data on what things people are worried about by recording what they are asked about). Because Keepers are Lawful neutral naturally half of the collective are easily distinguished mirror clones. This is not a problem however as they are still part of the hive mind and provide the collective with the creativity the Lawful ones don’t have, but lack the normal talent for mathematics. The third area is where creatures who have replacement mirror clones are kept, as fit and healthy as possible. The only sign that these partial portals even exist is the slightly higher level of magic around them, attributed to reflection. If a mirror of high quality is prepared properly it can boost spells. A single high quality mirror costing 1000gp can be used during spell preparation to gain a +1 bonus on caster level check when casting any spells prepared during this time, spontaneous casters can gain this bonus on any spell cast before they next prepare spells. Shadow illusion spells cannot benefit from this bonus. If two mirrors are used, face to face so as to create an infinite number of reflections (you know what I mean right?), the bonus is +3. If both mirrors are fitted with a special coloured (same colour as the appropriate leyline) crystal costing 20gp every spell of the school of magic that has the leyline of the same colour of the crystals then the caster gains +1 Caster level on all spells of that school cast before the next prepare spells. All of these bonuses expire after 24 hours, even if no second preparation of spell has been made. More powerful and much more expensive arrangements, possibly granting bonus spells per day, caster level bonuses and so on, may be possible at DM’s discretion, but only as fixed features. The natives of the plane are the Nerra. There are three types, Varoot, Kalareem and Sillit. Varoot are stealthy and sly(CR 1 ECL 4), Kalareem are strong and disciplined (CR3 ECL 9) and Sillit (CR6 ECL 25)are intelligent and manipulative. However Nerra without class levels are very rare. Nerra are true neutral but unlike Rilmani, who feel that all alignments are equally valid, Nerra think all alignments are dangerous and futile. They walk a very fine line between all alignments often doing things one might think are good, evil, lawful or chaotic. They observe and record the activates of creatures through the mirror portals. They observe at any given mirror less than 1% of the time of average but conduct 24 hour surveillance on certain people, mostly those that are in danger of finding out their secrets or destroying the balance of the world. The 400 most powerful Sillit wizards, known as High Sillit, and the 400 oldest Aurumach are the counsel. Ever since the Wrath Event Rilmani and Nerra are forbidden from entering the material realm save in two instances. First they can still be summoned but only by the Gate spell, no other spell will function. Second they may enter to observe any other outsider, piggy backing on the magic that takes them to the material plane and observing their action, acting if need be. In order to ensure they are not detected they have to be less powerful than the creature they follow. (Note Nephlim and Inevitables are not outsiders ) The most dangerous aspect of travelling through the plane of mirrors is not the Nerra, who are very dangerous indeed, but mirror clones. When any creature enters the realm of mirrors another almost identical creature is spawned. The differences are as follows: First the alignment of the creature is the opposite, true neutrals remain true neutral. Second hand preference is reversed. Third any mirrors carried by the original are not carried by the clone. Fourth the clone is an outsider with darkvision 60ft. Finally the clone always knows of the original’s location. The clone can usually find the original in 2d20 rounds. If the original leaves the plane of mirrors the clone vanishes (clones know this inherently but may not understand it if they are not sentient), if it is slain it shatters, destroying all it’s equipment (even if it is not on the person of the clone) and dealing d3 damage per hid dice to every creature within 5ft, reflex DC 15 half. If the original is killed the clone BECOMES the original, becomes the type of the original and, as it is made of part of the original’s soul, the original is irretrievable exempt by repeating the event. “Spirit creatures”, that is to say outsiders (including deities), elementals, fey and incorporeal undead, do not fade out when the original leaves, in stead they are re-assimilated, leaving the creature with two sets of memories, theirs and the clone’s. Two other types of mirror clone exist apart from spontaneous “reflective” clones. After image clones are created by any Sillit from the image of a person in a mirror. It creates and utterly perfect duplicate that obeys all their commands. After about an hour the clone begins to degrade, becoming more and more featureless. They last only 6 hours in total and are mostly used as emergency soldiers. Replacement clones can be made only by High Sillit. It requires a total of 100 hours of observation to create and then 1 hour’s maintenance every day. No High Sillit can maintain more than one. The replacement clone can be put into the world any time the original is looking in a mirror. The clone is identical in all ways and even housed the original’s mind and soul. The only difference is that when given a special command phrase by the High Sillit that made it (this can be give through a mirror) it carries out any instructions given. The creature can remember what they did and will usually justify it to themselves but if the orders are very out of character the creature may well go insane. It is very hard to detect a replacement clone by anything short of an out and out question given to a divination spell. Asking, for example “who is he” will get his name, “how is he” gives an accurate description, “is this the real one” returns yes. Only “is he a mirror clone” will reveal the truth. The two bodies are linked such that the true original ages and becomes injured when the replacement does. If the High Sillit fails to maintain the clone the original body is returned. They are not often used and when they are they usually take the place of officials, advisors and mid ranked military officers, not rulers as they are less likely to get found out and are probably more useful. The less they are used the less likely their existence is to get revealed. Also maintaining them is a chore High Sillit find annoying. More than three quarters are never activated however as the event they where created to avert of cause is dealt with other ways Mirror clones of Nerra are not possible and only one clone of each person can exist any one time, regardless of type. The existence of Nerra, the plane of mirrors and especially mirror clones are all very well kept secrets. Wizards who meddle in mirror magic too much tent to turn up dead and heavy lacerated... |
| Illeveun Bloodblaze06-18-07, 05:52 PM | There is Lexius's Paradise, I'll post stats later. |
| Camu06-18-07, 06:38 PM | Shard Worlds Variable parameters from shard to shard, although all have relatively the same time flow and in total the alignment is between neutral and evil and towards chaos. The shard worlds are rumored to be the world before our world. When the supreme deity was thinking about creating worlds, he didn't start one experiment, he created many. And while some were succesfull, some became like the shard worlds, or worse. An experiment that went completely wrong. A place devoid of order and good, destroyed by the others, untill they started to fight amongst themselfes, until the end of the world. This caused the great cataclysm that spawned the shard worlds. (more will follow) |
| riverrock06-21-07, 11:31 PM | deleted |
| FlyingRoman06-22-07, 06:47 PM | Therias's Plane Normal Gravity Normal Time Finite Size Divinely Morphic No elemental, alignment or energy traits Normal Magic The plane is tiny, being only a few square miles in area. In the middle lies a small grassy hill. Atop the hill is a small marble altar faced by stone benches. (Four rows two columns, columns facing altar.) From one slope of the hill a small spring emerges out of the ground. The spring widens as it flows and it is about 7 feet wide when it dissapears into the boundary of the plane. The rest of the grounds are a mix of sparse woodland and grassy fields. A basic day/night cycle follows the same timing of the Material. The main feature is a largish (100x25ft) building along the riverbank. A paved stoned path connects it to the altar. The building itself is plain but luxurious both on the outside and the inside. |
| riverrock06-23-07, 02:00 AM | Updated Dreamrealms- added important locations, details on who can enter, and information on the civil war. |
| Delfedd06-23-07, 02:23 PM | Enfermia Enfermia is composed of several layers. These layers are connected physically and dimensionally, in short, you can decide to plane shift to Lux from Enfermia Prima, or you could walk east for sixteen miles. Enfermia Prima normal gravity normal time infinite size (strange physics however. If one where to look up, one would see the other layers of Enfermia in the sky as moons. However, by walking in a certain direction for a time, doing a specific ritual, or by walking through the right door at the right time, you can end up on another level) alterable morphic no elemental or energy traits mildly Lawful Evil Aligned Impeded magic: Chaos and Good Enfermia Prima was the first level of Enfermia created. It originally housed a great mountain that Morintu could stand on and look out. Over time this mountain has become the "Center" of Enfermia. All the other layers revolve around the Central Mountain. After centuries, the mountain became the tower of Morintu, his personal sanctum. He lived and worked their, his flesh pits and worse where housed there. Morintu built a dark city around the mountain. The idea of the city is similar to that of a carnival. So much noise, so much false joy, so much artifice... when most individuals go back to the world they feel compelled to bring order to the world by any means necissary. They also find that doing slightly cruel acts brings them more joy than it used to. The devils here act like they work for the joy of the citizens of Enfermia, but in truth each action they do grants them a little bit more power over a being, until thousands of willing servants work, mining in the flesh pits, offering their sorrow and souls to their masters. |
| ewancummins07-08-07, 01:37 PM | Haven Normal Gravity Normal Time Infinite Size Divinely Morphic No Elemental or Energy Traits Strongly Good Aligned, Strongly Law aligned[negated in Britmara's realm] All magic with EVIL or CHAOS descriptor is impeded[only Evil magic is affected in Britmara's realm]. All magic with the GOOD descriptor is enhanced. Haven consist of a single infinite layer. Ground below, sky above. In place of the sun is a great flying place, the Citadel of Amon. Its light waxes and wanes in a regular cycle. Waxing, it illuminates the plane with daylight. Waning, it allows night to come. At night it appears as a small, fixed moon. No proper moons exist. The night stars are in fact lesser floating citadels which circle above the world. These are inhabited by celestials. The terrain is mostly wide open plains and gently rolling hills. Mountains, lakes, etc can all be found in certain regions. Large portions of the plane have an ordered appearance, and terrain features often show oddly geometric patterns underneath rough edges. The climate is fixed in an eternal late summer. It is pleasantly warm, but never very hot. Rain falls only when needed, and mainly at night. Plant life flourishes under such mild conditions, yet never seems to grow out of control. Animals on Haven have the celestial template[ but lack speech and intelligence, unlike animals in Refuge]. They are normally only dangerous towards evil creatures. In fact, they seem to possess an innate ability to detect evil. Towards good aligned sentients, they behave as tame beasts. Neutrals are ignored or avoided. These beasts resemble especially healthy specimens of common creatures from the Prime Plane, and are remarkable in appearance only by their odd coloration: most have a metallic tint to their fur, feathers, or scales. Petitioners of Haven Petitioners in Haven resemble idealized versions of their former selves. They never grow feeble with age, nor do the suffer from infirmity or illness. Pain, hunger, and thirst are all lessened for them. No children are born to them; the poulation increases when new souls arrive and form new petitioners. These souls are those of the virtuous and good. Most are good aligned, but some virtuous neutrals[typically lawful in nature] may find their way in. Evil souls are excluded outright. Lung The lung are among the oldest of mortal races. They are dragon-like beings created by Amon. Lung possess great logevity, innate magical abilities, and other qualities often associated with true dragons. Lung have great respect for knowledge, learning, and wisdom. This manifests in a tendecy to hoard books and scrolls, rather than the gold and jewels coveted by proper dragons. Lung hold family honor in great esteem. Older lung are expected to provide a good example for the hatchlings. Reverence for worthy ancestors is strong. It has been noted that lung can digest almost anything at least partially organic, gaining sustenace even from dirt. Celestials Angels are relative newcomers to Haven. They were brought here by Britmara, after her raid on Enfermia. Thier militant attitude towards evil remains strong, and they feel loyalty towards Britmara, despite being largely independent of her. The celestials live in flying citadels that circle high above the ground. These citadels are bases from which they monitor Haven for incursions of evil. Titans Most titans were cast down when they attacked Arteheyn, centuries ago. Those who wisely refrained from this action were left in place. Others have since returned from exile. Once numerous in Haven, they are now only a small minority. The titans of Haven remain faithful to the memory of Amon. They have accepted his departure stoically, and are focused on the pursuit of scince to give order and meaning to their world in his absence. Titan natural philosophers and cosmological scholars are among the foremost in their fields, being well ahead of their counterparts on the Prime Plane. sub-realms within Haven Country Beyond the Sky Lupin priests and bards tell of Britmara's promise to their people. The know that all good lupins will be welcomed into the Country Beyond the Sky after death. Here, life is much as it was on the Prime Plane, but without the enemies of the lupin people. The Country is a vast region of prairie, woodlands, and rolling hills. The lupins here live a happy tribal life, safe from their enemies and with plenty of game to eat and space to wander. When they are ready to return to the Prime, they may seek out Britmara and request to be reincarnated as baby lupins. Polymorph or other shapeshifting spells and magical effects are impeded in this region. Shapeshifters succeed on a DC 30 Will save or be exposed and stuck in their true forms for the duration of their stay. Domain of the Protector Britmara rules this small divine realm directly. It iconsist almost entitely of a collossal fortress built around the only portal between Enefrmia and Haven. The portal is sealed by the placement of the fortress itself. A garrison of martial angels and lupin petitioners guards the castle against attack. Vistors come and go, most are representatives of the Holy Republic that rules much of the plane. The law aligned trait of Haven is negated here. ] |
| Return of the Flumph07-08-07, 05:51 PM | Lahach Normal Gravity Normal Time Finite Size (thousands of miles of winding tunnels) Divinely Morphic Mild Water Dominant No Alignment Traits A plane combining Glykllivar's patronage of the seas and travelers alike, Lahach is essentially the shortcut to anywhere...if you know what turns to take. (more coming later) |
| Janusunaj07-08-07, 11:55 PM | Haven Normal Gravity Normal Time Infinite Size Divinely Morphic No Elemental or Energy Traits Strongly Good Aligned All magic with EVIL descriptor is impeded. All magic with the GOOD descriptor is enhanced. Haven consist of a single infinite layer. Ground below, sky above. In place of the sun is a great flying place, the Citadel of Amon. Its light waxes and wanes in a regular cycle. Waxing, it illuminates the plane with daylight. Waning, it allows night to come. At night it appears as a small, fixed moon. No proper moons exist. The night stars are in fact lesser floating citadels which circle above the world. These are inhabited by celestials. The terrain is mostly wide open plains and gently rolling hills. Mountains, lakes, etc can all be found in certain regions. Large portions of the plane have an ordered appearance, and terrain features often show oddly geometric patterns underneath rough edges. The climate is fixed in an eternal late summer. It is pleasantly warm, but never very hot. Rain falls only when needed, and mainly at night. Plant life flourishes under such mild conditions, yet never seems to grow out of control. Animals on Haven have the celestial template[ but lack speech and intelligence, unlike animals in Refuge]. They are normally only dangerous towards evil creatures. In fact, they seem to possess an innate ability to detect evil. Towards good aligned sentients, they behave as tame beasts. Neutrals are ignored or avoided. These beasts resemble especially healthy specimens of common creatures from the Prime Plane, and are remarkable in appearance only by their odd coloration: most have a metallic tint to their fur, feathers, or scales. [ more.....] Lungs make Haven there home aa well.... Titans also make Haven their home. Though there are not as many TItans that live in Haven as there once were, they have positions of Cosmological scientists and natural philosophers, much like intellectuals of the 16th-18th centuries. Lungs, powerful dragons, are as dangerous to evil parties as much as a demi liches is to good ones when they reach typical great wyrm stage. Thus while, there are many thousands of Lungs this powerful in Haven, a true invasion against Haven would require at least some demi-gods leading the assault. There are villages here that mirror those on the Prime. They are almost identical except that almost nothing negative can happen here due to the magic of the Plane. Lawful Neutral creatures that lean towards good or have done much good in their lives, and even animals or neutral people that have acted correctly tend to live in this pristine states as testaments to how well that loyal Amonists or truely benevolent or virtueous people will live in better portions of the Plane. |
| ewancummins07-09-07, 12:00 AM | Thanks for the additional info, Janusunaj. I'll add it into my description of the plane. I hope you like the stuff I made up. I didn't know much about Haven, so I had to fill in the blanks on my own. Would the plane be mildy law aligned, as well as strongly good? Are the other traits correct? |
| Janusunaj07-09-07, 12:04 AM | It would probably be both strongly law aligned and good aligned. Actually, you got almost everything right about Haven I origiinally thought. |
| alchemyprime07-10-07, 01:05 PM | Is anyone going to post TyDw? I'd like some info on it... |
| ewancummins07-10-07, 09:44 PM | Il'' post TyDw soon. I just have to dig up some info. |
| Delfedd07-11-07, 02:53 PM | And there you go. The entire cosmology, mapped out crudely. I don't know what Arcanix is, so I didn't put it in. Note that this is not intended to be accurate about the locations of the planes, just their relationships. http://img509.imageshack.us/img509/7684/planespd9.png |
| ewancummins07-11-07, 11:27 PM | I really like the planar map. Nice work. Showed my wife, and she thought it was really cool. Refuge is actually connected to the Prime Plane[Earth] by an open portal. The location is in Arteheyn's earthly garden. It is connected to the Plane of Mirrors by reflecting pools- but I suppose everywhere with a mirror is connected, yes? Not quite the same as actual portals, since you need to cast a spell to pass through them[just as when using any other mirrored surface]. You could pop Refuge onto the map wherever it fits. |
| Camu07-12-07, 03:58 AM | Nice map. well as far as i can tell only one plane is missing, the Nameless plane, home of the demodand |
| Delfedd07-12-07, 11:16 AM | cOh yeah. I basically just used Ewan's list for it... so yeah. Oh doy. I forgot... the plane of air is connected to the Material. Also, I don't remember Gly's plane's name. Ok, for the nameles plane, where does it go? |
| Return of the Flumph07-12-07, 02:46 PM | Lahach. It would be very close to the prime material. |
| Zebppir08-17-07, 11:40 PM | HIDDEN PARADISE normal gravity No time( time doesn't pass here unless divinely changed Infinite size Divinely morphic Evil aligned Empowered Divine( any divine entity is treated as if it was two Divine ranks higher does not change AP or amount used Hidden* impeded magic (any transport magic used to get in Hidden Paradise leaving not impeded) Shackled**(plane can't harm master.Master is obeyed over any other divine entity can't be fooled into obeying a false master and can't have more than one master at a time) *= can't be seen or planeshifted into with out the help of a god/goddess that is already there as soon as you leave you can't find it again without help **= current master is Nequelleden |
| Return of the Flumph08-24-07, 01:24 PM | THE SAGE'S RESPITE (first layer of Paradise) Normal gravity up to ten miles from the ground Normal time Infinite size Alterably morphic Mildly lawful aligned Impeded magic (all spells with the evil descriptor) A heaven for all who value security, knowledge, and magic, the Sage's Respite is one of the two opposing layers of Paradise. Although naturally covered with green grass and dotted with small forests and lakes, large areas of the plane are being used for agriculture and industry, where formians and lawful good celestials live a perfectly ordered, enlightened lifestyle. Githyanki study magic, psionics, and artifice in their mountaintop settlements, and provide a constant source of magic items that they trade with the other denizens for food and raw materials, furthering the prosperity of a lawful economy. Ten miles above the surface of Respite, a cloud layer marks the end of the layer's gravitational field. These clouds are transparent from Respite (visible only as faint wisps of vapor), but are bright white and opaque from the outside. Many, many miles above them, one can see the layer of green stormclouds that hide Conflict, the other layer of Paradise, from view. The vast empty space between the two cloud layers has no gravity. The Sage's Respite has many portals to the Plane of Law, which resemble elevator platforms surrounded by live clockwork formations. |
| Delfedd08-24-07, 11:13 PM | MICHAEL'S CONFLICT (Second layer of Paradise) Normal gravity up to ten miles from the ground Normal time Infinite size Alterably morphic Mildly lawful evil aligned Entrapping Entrapping: In a fashion similar to Hades in the Great wheel, Conflict is entrapping. When a being visits Conflict, he must make a will save every week or feel compelled to join the marching ranks of the Devils. After each week of this, the visitor must make a second save or become lawful evil. After six months, they must make a save or become native to Conflict, meaning that they are extraplanar everywhere else. Michael's conflict is the never ending battlefield promised by so many cultures. Warriors of all races and cultures appear here upon dying. Legions of cursed Ezera flow in at a consistant rate. Ten miles above the surface of Conflict, a cloud layer marks the end of the layer's gravitational field. These clouds are transparent from Conflict (visible only as faint wisps of vapor, and evil faces in the sky,), but are a murky green and opaque from the outside. Many, many miles above them, one can see the layer of white clouds that hide Respite, the other layer of Paradise, from view. The vast empty space between the two cloud layers has no gravity. Great towers dot the landscape. The hope is to eventually build the towers high enough to drop devils from the sky onto unsuspecting residents of Respite. |
| Illeveun Bloodblaze08-25-07, 07:00 PM | Old Paradise ( For what paradise was like before it was taken over) Normal Gravity Timeless Infinite Divinly Morphic Parts are minorly positive dominant and give off the effect that ysgard does. Majorly Good aligned Paradise is a place where the joys of the mortal world can be carried on forever in the afterlife. Every type of terrain and landscape can be found here, all centered around the Well of Joy, which is where the souls enter into Paradise, which is inside of Lexius's manor. All creatures and souls coming out of the Well of Joy must make a DC 20 will save or become good aligned. For every week spent in Paradise, the creature or soul must make another will save for with a +1 to its DC for each previous success. Parts of Paradise resurrects those each day who fall in battle, as some creatures' joys are endless battle. |
| Kirtanus_Albacron08-25-07, 07:15 PM | I thought it was called the Fountain of Souls...my bad. |