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Manual of the Planes

Manual of the Planes

Manual of the Planes

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APPENDIX:VARIANT PLANES& COSMOLOGIES206SPIRIT WORLDThe Spirit World is a realm brought into sharp focus.Colors are brighter, sounds more distinct, and everysense is more keenly aware <strong>of</strong> its surroundings. Some <strong>of</strong>its denizens say that <strong>the</strong> Material Plane is just a palereflection <strong>of</strong> <strong>the</strong> Spirit World’s vibrancy. It is a dimension<strong>of</strong> ultimates.The Spirit World is part <strong>of</strong> a cosmology radically differentfrom <strong>the</strong> Great Wheel. In this cosmology, <strong>the</strong>re are spiritsfor everything, from <strong>the</strong> greatest mountain to <strong>the</strong> smallestflower, as well as spirits <strong>of</strong> ancestors and objects long passedinto history. The Spirit World is <strong>the</strong> plane where <strong>the</strong> spirits<strong>of</strong> all things, living and unliving, make <strong>the</strong>ir homes.The Spirit World is a Transitive Plane that replaces <strong>the</strong>Astral Plane <strong>of</strong> <strong>the</strong> D&D cosmology. Unlike that plane,<strong>the</strong> Spirit World is both coexistent with and coterminousto <strong>the</strong> Material Plane, matching its terrain. A valley in <strong>the</strong>Spirit World corresponds to a valley on <strong>the</strong> MaterialPlane, and where <strong>the</strong>re is a waterfall in one, <strong>the</strong>re is awaterfall in <strong>the</strong> o<strong>the</strong>r. In <strong>the</strong> case <strong>of</strong> <strong>the</strong> Spirit World,however, <strong>the</strong> waterfall is higher, its water more pure, andits sound more pleasing than that <strong>of</strong> its equivalent on <strong>the</strong>Material Plane. The Spirit World’s waterfall would likelybe <strong>the</strong> home <strong>of</strong> a water elemental that serves as <strong>the</strong> spirit<strong>of</strong> <strong>the</strong> waterfall.Living creatures and <strong>the</strong>ir structures, from beaverdams to palaces, do not necessarily have direct analogs.However, where a citadel stands on <strong>the</strong> Material Plane, asimilar citadel (though greater and stronger) may standin <strong>the</strong> Spirit World, occupied by <strong>the</strong> spirits <strong>of</strong> reveredancestors <strong>of</strong> <strong>the</strong> Material Plane citadel’s ruler.SPIRIT WORLD TRAITSThe Spirit World has <strong>the</strong> following traits:• Normal Gravity.• Timeless: In <strong>the</strong> Spirit World, creatures do nothunger, age, or thirst. Days and nights pass within <strong>the</strong>Spirit World as <strong>the</strong>y do on <strong>the</strong> Material Plane. However,<strong>the</strong> nights are ebony black and set with brilliantstars, while great clouds arching across a sky <strong>of</strong> purestblue dominate <strong>the</strong> days.• Infinite Size: Unless <strong>the</strong> Material Plane has <strong>the</strong> finitesize trait, in which case <strong>the</strong> Spirit World does too.• Alterable Morphic: Changing things in <strong>the</strong> SpiritWorld does not directly affect <strong>the</strong> Material Plane, andchanges on <strong>the</strong> Material Plane aren’t necessarilyreflected in <strong>the</strong> Spirit World right away.• No Elemental or Energy Traits: However, particularlocations within <strong>the</strong> plane may have those traits. Asmith’s forge on <strong>the</strong> Material Plane, for example mayhave an equivalent in <strong>the</strong> Spirit World with <strong>the</strong> firedominanttrait.• Mildly Neutral-Aligned: Specific locations mayhave o<strong>the</strong>r alignments; <strong>the</strong> Spirit World equivalent<strong>of</strong> a haunted graveyard might be mildly evil-aligned,for example.• Enhanced Magic: All divine spells are extended andempowered on <strong>the</strong> Spirit World. Arcane magic, whichcomes from knowledge as opposed to proper veneration,is unaffected.SPIRIT WORLD LINKSThe Spirit World is coexistent with <strong>the</strong> Material Plane,and movement on one is equal to movement on <strong>the</strong> o<strong>the</strong>r.A traveler who enters <strong>the</strong> Spirit World, walks three milesnorth, and <strong>the</strong>n returns to <strong>the</strong> Material Plane is threemiles north <strong>of</strong> <strong>the</strong> walk’s starting point.Travelers reach <strong>the</strong> Spirit World through <strong>the</strong> E<strong>the</strong>realPlane, which forms a border region between <strong>the</strong> MaterialPlane and <strong>the</strong> Spirit World. A character on <strong>the</strong> E<strong>the</strong>realPlane can see onto both <strong>the</strong> Material Plane and <strong>the</strong>Spirit World: <strong>the</strong> Material Plane clearly and <strong>the</strong> SpiritWorld as a faint echo. By concentrating on <strong>the</strong> echo, atraveler can move to <strong>the</strong> far side <strong>of</strong> <strong>the</strong> E<strong>the</strong>real Planeand enter <strong>the</strong> Spirit World.Because <strong>the</strong> Spirit World replaces <strong>the</strong> Astral Plane,spells that allow access to <strong>the</strong> Astral Plane use <strong>the</strong> SpiritWorld instead.The Plane <strong>of</strong> Shadow does not connect to <strong>the</strong> SpiritWorld, so spells that use <strong>the</strong> Plane <strong>of</strong> Shadow do not functionin <strong>the</strong> Spirit World.The Spirit World leads to o<strong>the</strong>r planes, in particular <strong>the</strong>homes <strong>of</strong> whatever great powers oversee <strong>the</strong> operation <strong>of</strong><strong>the</strong> known universe. A traveler through <strong>the</strong> Spirit Worldfinds portals to <strong>the</strong> great palaces <strong>of</strong> <strong>the</strong>se deities, as well asunique heavens and hells. A traveler seeking <strong>the</strong> Duke <strong>of</strong>Storms, for example, would find a portal to his palaceoccupying <strong>the</strong> same general location as storm-wrackedpeaks on <strong>the</strong> Material Plane.SPIRIT WORLD INHABITANTSThe Spirit World is home to a variety <strong>of</strong> creatures, includingfey, elementals, undead, outsiders, and dragons.Those with access to <strong>the</strong> plane shift spell visit <strong>the</strong> MaterialPlane under <strong>the</strong>ir own power, and spellcasters use summoningspells to bring o<strong>the</strong>r Spirit World creatures to <strong>the</strong>Material Plane. Still o<strong>the</strong>r Spirit World creatures find naturalportals between <strong>the</strong> planes.FEATURES OF THE SPIRIT WORLDSettled areas <strong>of</strong> <strong>the</strong> Material Plane are particularly dangerousin <strong>the</strong> Spirit World, because <strong>the</strong>se places are where <strong>the</strong>spirits <strong>of</strong> ancestors dwell. These spirits are extremely protective<strong>of</strong> <strong>the</strong>ir descendants; an assassin who pops into <strong>the</strong>Spirit World to infiltrate a local duke’s reception hall will beconfronted by one or more ghosts <strong>of</strong> <strong>the</strong> duke’s predecessors.This is one reason that rulers live in <strong>the</strong> same palace forgenerations: They enjoy <strong>the</strong> protection <strong>of</strong> <strong>the</strong>ir ancestors.ELEMENTAL PLANEOF COLDThe Elemental Plane <strong>of</strong> Cold is a dimension wrapped inice. It is a place <strong>of</strong> bitter blizzards, deep snows, and

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