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| #1namer_and_shaperJun 15, 2008 11:25:49 | The Great alignment bound Wheel is dead, the new core multiverse is kinda...weird. But reguardless, I love all those Outer and Inner, Demi and Para planes of existence. So lets make some! The rules of this game are pretty vague, I do want you to include these things in your description however: THE NUMBER OF THE PLANE: I'm sure you get that. NAME: The plane's name. PLANAR TYPE: After-life ~ This plane is where particular mortals are sent when they die. Travel to here is limited from the Material. The only deities that live here can use their powers (discluding rare occasions and events). Any native inhabitance are powerful beings born as spirits, like angels or wraiths. Material ~ This plane is home to mortals, ranging from animals to elves. Forces such demons and deities can use their powers here, but cannot enter the plane (again, unless such a invasion/intervention is part of its build). Elsewhere ~ This plane is the home to all manner of things, this plane is easier to access than the After-life, though who would want to? The inhabitance can be mortal or immortal, but none of the things here are natural and do not fit with the rest of the Material planes. Think, the elemental planes, a world of spiders, Ravenloft or even the Far Realm. Anything that doesn't fit with the other two. NATIVES: Just make a short list (you don't need to stat new monsters or describe them, but you can) GODS: A quick list of the world's gods, feel free to make some up. You may want to say how powerful they are in this world. DESCRIPTION [OF THE WORLD]: Just a few sentences on what the plane is like. PLACE[S] OF INTEREST: A famous or magical place, write as many as you like. There, go! |
| #2namer_and_shaperJun 15, 2008 11:26:46 | 1. NAME: The Faithless Moor PLANAR TYPE: After-life NATIVES: Atheist ghosts & their spirit-guide mounts, unborn ghosts, black dogs, phantom screech owls, phantom wild-cats, phantom amphibians, Peg Powlers, the Horagalles Black dogs are part canine, part shadow, part smoke. They go where they please are are the embodiment of freedom without morales. Peg Powlers are simple minded hags that drag travellers into the rivers they lurk in. They are unable to harm other ghosts and as such bind their victims to the bottom of the river using ropes made of their own sickly, green hair. The hair can only be cut using a Peg Powlers finger-nail. Horagalles are spirits of the dark clouds, larger than a man with a lion-like head and barral chest. Their laugh is thunder, literally. GODS: No gods are active on the moor, though many justice, loving and kindly gods are worshiped. No divine magic is present on the plane. Gods widely worshiped include; Osiris, Hel, Re (or Rah as he is known) and The Utherorus "the god of the endless clouds" (though he is quite plainly a false idol created by his follows). DESCRIPTION: Rolling, uncultivated hills of heather and bramble that lead to cool wetlands. Mountains are never so tall or wide as to block the view of the endless horizon, forests are thin, the air is still and the rivers, of which there are many, are rarely more than shallow meanderers. The weather appears to be constantly on the edge of warmth, neither is it cold, with thick, bruise-black clouds covering much of the sky. The Faithless Moor is much as it sounds, it is the home of those that lived and died without faith in a deity. Though at first it appears a bleak land, few of it's veteran populace find it difficult to get by. None of the spirits here can be harmed bar a few highly magical monsters, such as the black dogs, they have no need to eat, drink or sleep (though they can), The Faithless Moor is merely a absence of the countless gods and demons. Each ghost within The Moor has with it for all eternity, a mount, be it a stallion or a common camel. They have the ability to speak and are often far wiser and level headed that their charges. While many inhabitance reguard this place as their home and are content to travel the land forever, many seek to leave the plane by erecting large temples to a god they think will have pity on them, the larges temple, the Judgement Hall of Osiris, has seen a rise in worshipers since the disappearance of its high priests... PLACES OF INTEREST: The Judgement Hall of Osiris is a strange collection of designs, from sharp, Gothic spires to the flowing Roman archways at its entrance and topped off with countless faux-Egptian symbols adorning the walls. The whole thing is painted in tarnished gold, bright yellows and blues which give the outsider a distinct impression of desperation. Inside the temple is quite bare, but welcoming, with silk draped over cozy chairs and the priests sit with the worshipers as equals, debating with the a means to better contact their divine patron. The high preists however are sturn figures, with shaved heads and holding large golden canes with animals heads carved into the handle. A strange holiday of sorts is held by the priests of Osiris, in which they hold a mock-burial for one of the faithful. The ceremony last eight hours, then the ghost is dug up and must spend the rest of the day telling others what they say while buried. The Well of Creation is a sort after spot for many who grow tired of The Moor, none who have found it have returned, so none know where it is, but it is said that all who enter and carried off to a newborn babes body to live again. The Well is guarded by the spirits of children who died before they had a chance to live. Most appear as formless white whisps and can be quite potent, lifting ghost into the air and tossing them miles away from the Well if they attempt to enter it. It is said that for every child that enters this plane, another unborn spirit travels down the Well to truelly live. A few of these spirits live the grounds the Well stand upon and change form, though into what no one knows. |
| #3namer_and_shaperJun 15, 2008 12:49:10 | 2. NAME: The Glass Desert PLANAR TYPE: Material NATIVES: Fire elemental creatures, drow (and numberous other elves that now live underground), dwarves, tieflings, red dragons and some other breeds, magically altered cattle and pets, many forms of fly, ant and millipede, giants, armor-plated cacti, and shayatin Shayatin are the half-breed warriors born from the union of Nergal's minions and his greatest mortal servants. From a distance much like the tieflings, but their bond to evil is much stronger and their skin is a terrible black, like deing coals. They often scar their flesh with sun symbols. Their mouths are filled with needle sharp teeth which often cut their own lips. GODS: Many strange deities hold power here, many clerics call upon their powers and some are even descendents of their servants that bred with the most loyal and powerful of the people. The sun is worshiped and feared foremost of all the gods, both Nergal and Lathander as well a numberous fire deities fight for complete control over the sun, creating a world of near of burning day and nights. Other gods include; Lolth, Selene, Nyx, Enbilulu and many other gods, all of which use relief from the heat, the light and offers of water as a motivators for worship. Neptune and various other water deities have long since fled or died on this plane. Neptune however "raids" the world on occasion, releasing great water elementals and storm giants across the plane. DESCRIPTION: Imagine a smooth valleys of black and azure, ruby and white layered glass where a blinding silver sun distorts and reflects it's rays creating amazing loops of rainbows. That is the Glass Desert. Not even the great chasms, called Maws, are hidden from the sun's all penetrating gaze. The Desert's harshness is like no other and all creatures that live their have either adapted or died, many making deals with demons and elemental beings just to go on living. The few bastions of water and food are guarded by legions of feverish soldiers. Most people live a nomadic life because of the scarcity. Everyone on the plane has reverance for a deity and the few cities often have shrines within each building to some god or another. Wars have be and continue to be fought over who is the rightful solar deity, with brother and father clashing in battle unknownly as they choose their side. Worse than wars, the seasonal "glass-shard hurricanes" can cut down trade caravans in moments. If there was ever a time this plane wasn't a sunlit waste, none know of it. PLACES OF INTEREST: The Invisable Empire is a masterpiece of technology and arcane might. Long ago the Empire's people built a grand dome of glass that covers the entire country, which using the sun's light to make the area invisable. All that can be seen is a surprisingly flat plain in it's place. The true nature of the Empire's people is unknown, but many legends state they have a beauty that verges of inhuman and are masters of disguise. The Citidel of Whispers and Light was once the capital of the elven lands, but has since been filled with the dried, mummified husks that were once the citizans of the citidel. Massive jade battlements surround the citidel and many drawbridges within give off a air of martial law in the citidel's history. Why the dead have risen is a secret that is all but forgotten to the elves, but a few of the eldest know of the pact with the star spirits that caused a hundred plagues upon the elves thousands of years ago. Hidden within the royal palace is said to be a book that can drive any that read it mad beyond mad. |
| #4namer_and_shaperJun 15, 2008 14:10:29 | Aw, come on guys. Okay, heres a quick one.:P 3. NAME: The Realm of the Seasonal PLANAR TYPE: Elsewhere NATIVES: Seasonal Gods and personifications, angels and trickster imps, courtisan ghosts of the gods, nature fey like satyrs and elementals GODS: The masters of this plane are the very seasons taken form, Spring, Summer, Autumn & Winter. They are very dangerous to speak with as they transform into the seasonal gods seemingly randomly, and yet stranger still they can moments later return to their orginal form and travel to speak with that god. They often call upon the gods to hold council with them. All seasonal, time and fate gods have resided here at one time or another and indeed, many moon, sun, star and earth deities have visited this plane. It is said this is also the burial ground of many gods and the place many go to bare young. One such young god has been seen in Summer's Height, were he asks a great many questions of everyone he sees. DESCRIPTION: A plane of sharp contrasts, The Realm is split into quarters, one for each season. It is a meeting place for the seasonal deities and all things that are a part of the flow of time. On the whole the it is a place of well tended orchards and gardens with the rare patch of wilderness, every creature from cricket to bear can speak and are highly intelligent, prone to speaking in riddles to those they do not trust. Every plant on the plane is striking and perfectly formed. Those that invoke the power of nature in their magic are doubley powerful here, but ultimately have little control over it. The first quarter is called Winter's Reach and is a land stretched thin, a tundra leading to steep cliffs overlooking a deep iceburg dotted sea. The tree's are all dead, stripped of bark and most animals slumber. All visiters are considered prey to the animals that do not and they love to chat idly with their victims. The second is Spring's Steppe, a land of growth and budding life. The Steppe is a place of craggy rocks covered in reeds and moss, with sapplings shooting through whenever they can. While everything here can talk, even the stones by the sunny bay, most choose not to, choosing to live simple, easy lives. Summer's Hight is the third and considered by some the greatest quarter, here all manner of creature live in their prime, from glorious golden stags to colossus wyrms. Hight is a land of infinitly tall mountains topped with lakes, clouds are a rare sight but those that do roll by cause a weeks worth of lightening that dance about the sky. Autumn's Bounty is the last and the place of fruition, it is a land of plains covered in grapes and thick woods that grow in a lovely pattern, a natural orchid always fit for harvest. A cool breeze is never far away and it often rains, turning the ground black with mud. PLACES OF INTEREST: The Palace of Nectar is the heart of Spring's Steppe, though it does travel around the quarters at times and within it revel the Flower King, flamboyany demi-gods, each representing a flower. The Palace is filled with art and magical invetions call simple music-boxes play songs from around the planes. They lavish all visiters and hold feasts nightly, but beware, most visitors never leave even though the gates are open. The Kings are masters of enchantment and are willing to teach anyone, which in the past hashelped birthed the greatest and vilest of the planes wizards. But they can not, they love to teach, they are not judges. King Rose has long since left the Palace in search of his true love and any word of him will be heavily rewarded. No One Mourns The Wicked is a tall, tall glacier with it's title carved into in a forgotten language within Winter's Reach, which, if you peer closely, is filled with the frozen bodies of those that have wronged Winter one way or another. The ice is near impossible to chip, let alone break, but at least one captive has been released from this terrible prison. Touching the glacier fills anyone, mortal or otherwise, with sorrow. |
| #5thinkhardJun 15, 2008 17:14:16 | 4. Rydd type: Other description: a maze of terribly sharp crags and stone spires rise to the white sun and gray sky. The sun never moves, creates no heat, and only casts shadows across the landscape; anything alive or in motion has no shadow. The stone is jet black, excepting rare areas of white and gray stone. There is absolutely no color in the landscape. There is absolutely no wind or weather of any kind. inhabitants: unknown. Adventurers that explore and return never meet another soul. Adventurers that don't return are rarely recovered; those bodies that have been found show no wounds, but have usually been stripped bare. Some adventurers report that the only sound they've ever heard in Rydd is that of rapid soft footsteps, like those of a barefooted man. deities: none. Divine magic functions here, but clerics and paladins definitely feel something "off." Reason to explore: One adventurer, over 1,000 years ago, claimed to locate the biggest treasure horde ever imagined when he accidentally travelled to Rydd. He could offer no explanation of who's horde it was, claiming it was completely unguarded. When he gathered a party to help him go claim it, none of them ever returned. |
| #6admiral_lourveJun 16, 2008 13:36:24 | 5. NAME: Outside the Box PLANAR TYPE: After-life NATIVES: Very intelligent gods, scientist ghosts, artistic ghosts, inventor ghosts GODS: Several gods make homes here, all of them gods of knowledge, art and invention. Most gods, however, cannot stand the constant change. DESCRIPTION: To the visitor it appears as a void that changes colors every few seconds. But to the ghosts that come here after death, it is a world like clay, that can be shaped with their minds. PLACE OF INTEREST: As the place is always being shaped into something new by it's ghosts it has no solid points to visit. However, a factory, known as the Igadi Ha, appears in the "middle" of the plane and inside work genius ghosts. Many great and strange magical items were forged here. |
| #7eldritch_lordJun 16, 2008 15:05:59 | #6 Name: Endless Night Type: Other Natives: Creatures with an affinity to cold/ice and earth, creatures with darkvision, some mortals, many undead Gods: None. Description: The Endless Night is a plane of eternal darkness and torment. It is not inherently harmful, but it is a prison plane, used to hold creatures of fire and light, particularly immortals. The plane has a very comfortable temperature to mortals, who regard it as having about the same warmth as a summer night, but immortals and elementals feel chilled to the bone (or whatever passes for their bones). The plane is constantly pitch-black, as its name would imply, except for a few tiny twinkling stars in the sky--in reality small stones in a firmament enclosing the plane that glow with a cold blue light, but mortal inhabitants don't know this. They occasionally fall to earth as shooting "stars" and provide the only sources of light on the plane, called glowstones, equivalent to very dim torches. A "moon" (simply a larger glowstone), constantly full, spins around the firmament in an irregular orbit, sometimes taking weeks to return to its starting place and sometimes taking minutes. Abilities using fire or light do not function in the Endless Night, and creatures with an affinity to fire or light take a -5 penalty to all d20 rolls. Nonmagical fire can still exist, but only when the "moon" is in the sky--otherwise it is instantly doused--so inhabitants tend to like food that doesn't require cooking. Cold creatures aren't benefited in any particular way, but they do feel confident and sure while they are in the Endless Night. In terms of geography, the Endless Night is literally a flat, geometric plane; the moon doesn't revolve around the plane or anything like that, it moves in circles in the air. The ground is absolutely flat, with occasional holes in the ground or trees growing alone in the open, or sometimes a few signs of civilization such as isolated towers or hamlets. The Rim Towers guard the bounds of mortal territory, and outside of their protection undead and shadow creatures untiringly stalk the unwary. Places of Interest: The Centrum: This large fountain, said to lie in the exact center of the Endless Night (which isn't truly "endless" but at least several hundred thousand miles in diameter), is a source of the glowstones that provide light on the plane--any glowstones that aren't picked up by a creature within a few days of falling will sink into the soil and come out of the fountain. The Centrum is about 12 feet high and constantly shooting glowstones into the air, making it the only constant source of light and the only artificial structure that is visible more than a few feet away. The Rim Towers: While no one knows exactly how far the Endless Night extends, the bounds of mortal-explored territory are marked with the Rim Towers. A Rim Tower is exactly 1 mile high, exactly 20 feet in circumference, and a deep, utter black with a single large glowstone at its top. These Towers mysteriously appeared along with the first mortal visitors to the plane, and whenever more territory is explored and secured, the Rim Towers move out to encircle the new boundaries...though no one has ever actually seen one move. Any one Rim Tower will never be closer than three miles to another. Any mortal taking a short rest within 20 feet of the base of the tower may change any light- or fire- related abilities to use cold instead, and any lightning-related ones to use thunder, for three days after leaving a Rim Tower. Any immortals with fire-, light-, or lightning-related abilities who walks within 50 feet of a Tower loses access to it for one week, and any fire creatures moving within 300 feet immediately fall unconscious. The Cages: These features are seemingly the reason for the creation of the Endless Night. The Cages are small floating orbs from 4 to 40,000 feet in diameter, each containing a creature of fire or light held in stasis, situated so they are all at least 100 feet off the ground. They are utterly dark, though a creature pressing their face to the glassy-seeming side can dimly perceive the outlines of the creature. Creatures rendered unconscious by the Rim Towers remaining there for more than a day sink into the earth, whereupon a new Cage forms around them and lifts them up into the air. The Great Cages--only eleven of which exist--are impenetrable to vision and magical scrying, and hold beings of great power. At least one is known by sages to hold the sun god of a minor Material Plane pantheon, now long forgotten, and at least seven hold powerless Primordials. The Great Cages are not 100 feet from the surface, but 100 feet from the firmament, and thus miles above the surface-dwellers and very well-hidden from the ignorant. The Vortex: Halfway between the Centrum and the firmament above is the Vortex, a two-way portal to the Shadowfell over two miles across. Shadow creatures and incorporeal undead occasionally come out of this portal, though the magic of the Centrum below prevents them from remaining in the Endless Night for more than a few hours without being shunted outside the boundary of the Rim Towers, past which no undead or shadow creature may walk. The real danger is not things coming out of the Vortex, however, but creatures going in; any creature, mortal or immortal, using a teleportation ability is whisked through the Vortex to the Shadowfell. |
| #8onionJun 17, 2008 3:32:21 | #7 NAME: The Plane of Infinite Teeth PLANAR TYPE: Elsewhere NATIVES: Teeth Fey, Teeth Golems, Dentists DESCRIPTION The plane of infinite teeth is home of the teeth fey. Those spirits that take the teeth that fall out of your head and give you money in exchange. That may sound crazy to you but here teeth are money and the teeth fey think that we are crazy to just give them away for something as useless as coins. Once they get teeth the fey clean and repair them then send them off to the Orthodontaeum to craft into teeth golems. The whole plane is a sparkling clean place with tiled floors, shiny tools, and sparkling fountains. Everywhere you go you encounter a scent of minty freshness. This is the plane that dentists go to when they die. PLACE OF INTEREST: The Orthodontaeum is a vast clean building that looks like a giant molar. No one goes inside, but teeth fey drop off daily shipments of clean whole teeth. Every so often the doors open and a tooth golem walks out. Teeth golems follow any orders a teeth fey gives them, and are often given the task of being sent to a material plane to rough up children who practice poor oral hygiene. |