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Manual of the Planes

Manual of the Planes

Manual of the Planes

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FAERIE INHABITANTSThe Plane <strong>of</strong> Faerie is <strong>the</strong> home <strong>of</strong> powerful elflike creaturescalled <strong>the</strong> sidhe (pronounced shee). The sidhe divide<strong>the</strong>mselves into a Seelie Court and an Unseelie Court. TheSeelie are considered good and <strong>the</strong> Unseelie evil, but bothare unconcerned with <strong>the</strong> wants, desires, and needs <strong>of</strong>creatures from <strong>the</strong> Material Plane.To create a Seelie creature, apply <strong>the</strong> half-celestial templateto an elf character. For an Unseelie creature, apply<strong>the</strong> half-fiend template to an elf.O<strong>the</strong>r half-celestial and half-fiend creatures may befound within Faerie. Many <strong>of</strong> <strong>the</strong>se are Seelie and Unseelieversions <strong>of</strong> fey creatures such as satyrs, sprites, andgrigs. The more powerful members <strong>of</strong> <strong>the</strong> Unseelie Courtride nightmares on <strong>the</strong>ir Wild Hunts and are accompaniedby yeth hounds. These hunts are common on <strong>the</strong>Plane <strong>of</strong> Faerie, and <strong>the</strong>y <strong>of</strong>ten spill over onto <strong>the</strong> MaterialPlane when <strong>the</strong> stars come into alignment and <strong>the</strong> bordersbetween <strong>the</strong> worlds are thinner.Members <strong>of</strong> <strong>the</strong> Seelie Court are <strong>of</strong>ten chaotic good;<strong>the</strong>y’ve been known to lure or even kidnap MaterialPlane characters into <strong>the</strong>ir realm for <strong>the</strong> purpose <strong>of</strong> feastingand dalliance. Members <strong>of</strong> <strong>the</strong> Unseelie Court arealso interested in having Material Plane characters at<strong>the</strong>ir feasts, but more as dishes than as guests. Nei<strong>the</strong>rgroup is particularly concerned about <strong>the</strong> time that <strong>the</strong>irguests lose while away from <strong>the</strong> Material Plane.FAR REALMAlso called Outside, <strong>the</strong> Far Realm is a plane—or perhapsa space beyond <strong>the</strong> planes—that is terrifyinglyremote from <strong>the</strong> standard planar geometry. The entitiesthat abide in <strong>the</strong> Far Realm are too inchoate, too different,and too alien for a normal mind to accept withoutbeing damaged. Where stray illuminations from <strong>the</strong> FarRealm leak onto ano<strong>the</strong>r plane, matter stirs at <strong>the</strong> beckoning<strong>of</strong> inexplicable urges before burning to ash.But in <strong>the</strong> Far Realm, titanic creatures swim throughnothingness, preoccupied with madness. Unspeakablethings whisper awful truths to those who dare listen. Formortals, knowledge <strong>of</strong> <strong>the</strong> Far Realm is a triumph <strong>of</strong>mind over <strong>the</strong> rude boundaries <strong>of</strong> matter, space, andeventually sanity.The Far Realm is divided into an unknown number <strong>of</strong>layers. Each layer is only slightly out <strong>of</strong> phase with <strong>the</strong>next, and passing between layers requires only a thought.It’s possible to stand on one layer and see dozens <strong>of</strong>o<strong>the</strong>rs, all overlapping yet somehow distinct.FAR REALM TRAITSThe Far Realm has <strong>the</strong> following traits.• No Gravity: Entities <strong>of</strong> <strong>the</strong> Far Realm float in darknothingness. The only type <strong>of</strong> movement is passagebetween layers, which requires only thought.• Flowing Time: A minute in <strong>the</strong> Far Realm equals notime on <strong>the</strong> Material Plane. The Far Realm is outsidetime, existing both before and after time’s reign, ifwords like “before” and “after” have any meaning <strong>the</strong>re.• Infinite Size: The Far Realm contains infinite layers,though <strong>the</strong> layers <strong>the</strong>mselves are not infinite.• Highly Morphic: The layers continually evaporate,divide, spawn, and brea<strong>the</strong> at <strong>the</strong> behest <strong>of</strong> <strong>the</strong> alienentities that drift through <strong>the</strong>m.• Sporadic Elemental and Energy Traits: Conditionsare always in a state <strong>of</strong> flux in <strong>the</strong> Far Realm, and it’sentirely possible that a given layer could burst aflameAPPENDIX:VARIANT PLANES& COSMOLOGIESpqqqqrsNASTIER FAERIE TRAITSThe Plane <strong>of</strong> Faerie is based on traditional folk tales <strong>of</strong> immortallords and wild hunts. In <strong>the</strong>se folk tales, mortals who dealwith <strong>the</strong> lords <strong>of</strong> Faerie usually are dead by <strong>the</strong> end <strong>of</strong> <strong>the</strong> tale,<strong>of</strong>ten returning to <strong>the</strong>ir native lands only to disintegrate fromold age. The Plane <strong>of</strong> Faerie presented here isn’t nearly as cruel,but if you want a more accurate and deadly Plane <strong>of</strong> Faerie,make <strong>the</strong> following changes to <strong>the</strong> plane’s traits.• Flowing Time: For every hour spent on <strong>the</strong> Plane <strong>of</strong> Faerie,two weeks pass on <strong>the</strong> Material Plane.• Entrapping: The Plane <strong>of</strong> Faerie has an entrapping trait similarto those <strong>of</strong> Elysium and Hades. At <strong>the</strong> conclusion <strong>of</strong> everyday spent on <strong>the</strong> Plane <strong>of</strong> Faerie, any non-native must makea Will saving throw (DC 10 + <strong>the</strong> number <strong>of</strong> consecutive dayson <strong>the</strong> plane). Failure indicates that <strong>the</strong> visitor has fallenentirely under <strong>the</strong> control <strong>of</strong> <strong>the</strong> plane, unable and unwillingto leave <strong>of</strong> his own volition. Memories <strong>of</strong> any previous lifefade into nothingness, and it takes a wish or miracle spell toreturn such a character to normal. But travelers who haveaccepted no food, drink, or o<strong>the</strong>r gifts from <strong>the</strong> natives <strong>of</strong>Faerie during <strong>the</strong>ir visit need not make <strong>the</strong> saving throw.MORE ACCESSIBLE FAERIEIn a cosmology you create, Faerie might be an easy place toget to.Perhaps portals to Plane <strong>of</strong> Faerie work from <strong>the</strong> E<strong>the</strong>realPlane even if it’s not <strong>the</strong> correct time for <strong>the</strong> portal to functionon <strong>the</strong> Material Plane. On <strong>the</strong> E<strong>the</strong>real Plane, such portalsappear as curtains <strong>of</strong> shimmering brass. Faerie can have itsown E<strong>the</strong>real Plane in this case, and spells using <strong>the</strong> E<strong>the</strong>realPlane would function within it.Maybe travelers reach <strong>the</strong> Plane <strong>of</strong> Faerie through <strong>the</strong> Plane<strong>of</strong> Shadow, in much <strong>the</strong> same way <strong>the</strong>y would use shadow toreach any o<strong>the</strong>r plane. In this case, Unseelie creatures roam<strong>the</strong> Plane <strong>of</strong> Shadow as well.The Plane <strong>of</strong> Faerie might also have portals leading to <strong>the</strong>Outer <strong>Planes</strong>. Such portals would lead to natural areas or thosewith a strong elven presence, such as <strong>the</strong> Beastlands, Arvandor,or Lolth’s layer in <strong>the</strong> Abyss.pqqqqrs211

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