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Manual of the Planes

Manual of the Planes

Manual of the Planes

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CHAPTER 8:DEMIPLANES158As a character’s Wisdom drops, it becomes easier tostumble into one <strong>of</strong> <strong>the</strong> many portals within <strong>the</strong> Observatoriumand be teleported to a random location onano<strong>the</strong>r plane. It takes a Wisdom check (DC 5) to figureout where a particular portal leads; Wisdom-addled characters<strong>of</strong>ten try to flee <strong>the</strong> plane but wind up in a randomlocation instead.The interior <strong>of</strong> <strong>the</strong> Observatorium building is litteredwith catwalks and mechanisms, portals and crystal balls.There is a complex order to <strong>the</strong> machinery’s arrangementand function. Those capable <strong>of</strong> comprehending it can put<strong>the</strong> Observatorium to work for <strong>the</strong>m. If pieces <strong>of</strong> <strong>the</strong> Observatoriummachinery are somehow removed or wrecked,<strong>the</strong>y are useless until repaired by <strong>the</strong> mysterious constructs.The mechanisms within <strong>the</strong> Observatorium allow <strong>the</strong>user to witness what is happening anywhere else on<strong>the</strong> Great Wheel. No plane is hidden from <strong>the</strong> Observatorium,regardless <strong>of</strong> safeguards. The homes <strong>of</strong> deities<strong>the</strong>mselves are vulnerable to observation, as are aplaneshifter’s demiplane and <strong>the</strong> heart <strong>of</strong> a plane with<strong>the</strong> dead magic trait.A Knowledge (<strong>the</strong> planes) check (DC 30) correctlyoperates <strong>the</strong> viewing chambers in <strong>the</strong> Observatorium.Failed checks mean <strong>the</strong> viewing chambers can’t focus on<strong>the</strong> desired location; checks that fail by 5 or more providefalse visions or call a powerful outsider or elemental to<strong>the</strong> Observatorium.As with <strong>the</strong> scrying spell, <strong>the</strong> Observatorium creates amagical sensor on <strong>the</strong> plane being viewed. Anyone presentwith an Intelligence score <strong>of</strong> 12 or higher can notice<strong>the</strong> sensor by making a Scry check (or an Intelligencecheck) against DC 20.COMMON GROUNDIt is where noble truces are brokered and dark bargainsmade.It is a feast-hall and a court <strong>of</strong> judgment.No mortal has ever seen it.Deities pride <strong>the</strong>mselves on <strong>the</strong>ir prowess, capabilities,and omniscience. When <strong>the</strong>y deal with each o<strong>the</strong>r, <strong>the</strong>y<strong>of</strong>ten do so through third parties: clerics, divine agents,o<strong>the</strong>r servants, and <strong>the</strong> occasional manifestation <strong>of</strong> anavatar. But sometimes deities must meet directly withoutfear <strong>of</strong> assault or betrayal. Since <strong>the</strong>se deities <strong>of</strong>ten represent<strong>the</strong> ultimates <strong>of</strong> opposing alignments, a meetingplace must be safe from <strong>the</strong>ir plane-wrecking power.Common Ground is such a place, a demiplane accessibleonly to entities <strong>of</strong> lesser deity status or higher. On thisdemiplane, deities are immune to each o<strong>the</strong>r’s powers andabilities. Here <strong>the</strong> deities meet in conclave when <strong>the</strong> affairs<strong>of</strong> mortals demand face-to-face discussion.COMMON GROUND TRAITSCommon Ground has <strong>the</strong> following traits.• Normal Gravity.• Normal Time.• Finite Size: The demiplane is only 500 feet across. Theedge <strong>of</strong> <strong>the</strong> plane is <strong>the</strong> edge <strong>of</strong> <strong>the</strong> single vast chamberthat makes up Common Ground.• Static: There is little within <strong>the</strong> chamber <strong>of</strong> CommonGround, but <strong>the</strong> tables and chairs require a Strengthcheck (DC 16) to move. Spells cannot affect objects orcreatures on <strong>the</strong> plane. Common Ground takes thistrait one step fur<strong>the</strong>r: Attacks do not affect o<strong>the</strong>rswithin its walls, and <strong>the</strong> hit points and ability scores <strong>of</strong>its inhabitants never decline.• No Elemental or Energy Traits.• Mildly Neutral-Aligned.COMMON GROUND LINKSCommon Ground occupies a spot on <strong>the</strong> Astral Plane thatis equidistant from color pools to <strong>the</strong> various Outer<strong>Planes</strong> where deities make <strong>the</strong>ir homes. Though manyhave searched, no mortal has found <strong>the</strong> portal toCommon Ground.Common Ground exists at a confluence <strong>of</strong> keyed portalsfrom <strong>the</strong> Outer <strong>Planes</strong>. These portals grant passageonly to entities <strong>of</strong> lesser deity status or better. Even <strong>the</strong>most powerful mortals cannot force such a portal open.In a cosmology you design yourself, deities might beable to use plane shift to get to Common Ground. Butdeities who (consciously or not) attempt to bring nondeitiesalong lose <strong>the</strong>ir fellow travelers to a random planeen route, though <strong>the</strong> god arrives unsca<strong>the</strong>d. As a result,deities must shed <strong>the</strong>ir retinues <strong>of</strong> followers when <strong>the</strong>ytravel to Common Ground.COMMON GROUND INHABITANTSHow occupied Common Ground is at any time dependson how social deities tend to be. If all <strong>the</strong> deities in yourcosmology already inhabit <strong>the</strong> same plane, <strong>the</strong>y may havelittle reason to travel to Common Ground. But networks<strong>of</strong> deities spread across disparate planes find <strong>the</strong> demiplaneuseful and may spend much <strong>of</strong> <strong>the</strong>ir time <strong>the</strong>re.In a universe where all things are possible, a mortalmay find a way onto this demiplane, perhaps through acataclysmic planar accident. While <strong>the</strong> chance to meet<strong>the</strong> deities in person is exciting, it’s also fraught withdanger. The static trait <strong>of</strong> <strong>the</strong> plane may or may not applyto mortals—and even <strong>the</strong> deities may not know whathappens if mortals try to attack or cast spells.FEATURES OF COMMON GROUNDThe interior <strong>of</strong> <strong>the</strong> demiplane is a great circular chamberwith an arching golden dome overhead. A great table in<strong>the</strong> center made <strong>of</strong> gold-veined black marble dominates afloor <strong>of</strong> polished jade. Black chairs ring <strong>the</strong> table, thoughmore <strong>of</strong>ficious deities may choose to stand. Doorwaysfilled with swirling mist pierce <strong>the</strong> walls <strong>of</strong> <strong>the</strong> hall—portals to <strong>the</strong> individual home planes <strong>of</strong> <strong>the</strong> deities.At <strong>the</strong> center <strong>of</strong> <strong>the</strong> table is a black orb. A deity touchingthis orb may transmit a sending to ano<strong>the</strong>r deity, <strong>of</strong>tento request a meeting. The sending may be ignored by <strong>the</strong>receiving deity.

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