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Manual of the Planes

Manual of the Planes

Manual of the Planes

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APPENDIX:VARIANT PLANES& COSMOLOGIES220found on Xato, while inevitables and formians arenative to One.Beyond One is <strong>the</strong> plane <strong>of</strong> Divinia, where crystallinepalaces <strong>of</strong> <strong>the</strong> good-aligned deities float in a goldenatmosphere. Its traits are as follows.• Normal Gravity.• Timeless: Inhabitants do not hunger, thirst, or age.• Divinely Morphic.• No Energy or Elemental Traits.• Strongly Good-Aligned.• Normal Magic.Beyond Xato is an evil-aligned plane known as <strong>the</strong> TerrorCitadel, a red-hot fortress that floats above a volcaniclandscape. The traits <strong>of</strong> <strong>the</strong> Terror Citadel are as follows.• Normal Gravity.• Timeless: Inhabitants don’t heal hit points or recoverability score damage except through magic.• Divinely Morphic.• No Energy or Elemental Traits.• Strongly Evil-Aligned.• Normal Magic.Beyond Divinia is a plane <strong>of</strong> nothing but water, whilebeyond <strong>the</strong> Terror Citadel is a wall <strong>of</strong> solid earth, tunneledby slaves <strong>of</strong> <strong>the</strong> Citadel’s dark lords.The deities <strong>of</strong> Ireth dwell on Divinia and in <strong>the</strong> TerrorCitadel. They <strong>of</strong>ten send <strong>the</strong>ir agents, as well as middlemensuch as mercanes and genies, to work <strong>the</strong>ir will onIreth. Djinn and marids serve Divinia, while efreet anddao act as freelance talent for <strong>the</strong> Terror Citadel.Divinia and <strong>the</strong> Terror Citadel are trying to destroyeach o<strong>the</strong>r, and <strong>the</strong> three planes between <strong>the</strong>m are a vastbattlefield. They usually fight through <strong>the</strong>ir worshiperson Ireth, but should <strong>the</strong> balance <strong>of</strong> power on that planeshift too far, one side probably crosses <strong>the</strong> interveningplanes and invades. For this reason <strong>the</strong> mercane traderoutes are valuable to both sides, as are spellcasters capable<strong>of</strong> crossing <strong>the</strong> planes.PLANAR ANOMALIESAcross <strong>the</strong> many planes, <strong>the</strong> fabric <strong>of</strong> reality is undertremendous strain. Sometimes this cosmic strain twistsand tweaks <strong>the</strong> rules under which <strong>the</strong> planes operate.Though small compared to a single infinite plane, <strong>the</strong>seanomalies can change <strong>the</strong> local landscape dramatically.Outpocketing: Sometimes planar borders bulge andstretch, forming an outpocket, a bulge onto ano<strong>the</strong>rplane. Outpockets are discrete areas, visible as transparentwalls or bubbles on <strong>the</strong> affected plane. In a way, anoutpocket is like a portal, though it’s <strong>of</strong>ten larger. A travelerinside an outpocket can see features beyond, but<strong>the</strong>y are blurred and indistinct, as if viewed through runningwater. Some outpockets are stable, and o<strong>the</strong>rs mayslowly shrink or grow over time.Characters can move through an outpocket wall; <strong>the</strong>wall’s resistance is only as strong as a moderate wind.Once through <strong>the</strong> wall, <strong>the</strong> conditions on <strong>the</strong> new planeapply. Outpockets usually only occur between planesthat are coterminous or coexistent, although some outpocketsare bulges from parallel versions <strong>of</strong> <strong>the</strong> originalplane. Such outpockets can reveal possible futures, distantpasts, or barely recognizable presents.Nested Pockets: Sometimes outpockets form ingroups, each pocket nested inside ano<strong>the</strong>r and connectedto a different plane. Thus, <strong>the</strong>y are sometimes callednested planes or nested realities. The walls betweennested pockets may look like standard outpockets, or maybe invisible. Ei<strong>the</strong>r way, passing through <strong>the</strong> boundary isas easy as walking into <strong>the</strong> wind. In this way, a simplecopse <strong>of</strong> trees could hold nested pockets—whole worldsreachable through deeper and deeper outpockets.Minor Planar Bleed: Sometimes <strong>the</strong> traits <strong>of</strong> oneplane can affect a small region <strong>of</strong> ano<strong>the</strong>r plane, evenwithout a portal or vortex connecting <strong>the</strong> two planes. Thisis particularly likely between two coexistent planes, but isalso possible between coterminous planes. Planar bleedusually affects no more than a single room, structure, orcavern, or at most a few square miles.Minor planar bleeds superimpose one trait from a planeonto ano<strong>the</strong>r. For instance, on a plane with normal gravity,an area with minor planar bleed might have no gravitybecause <strong>of</strong> a coexistent plane with that trait. Such planarbleeds can be dangerous, because <strong>the</strong> planar bleed areaisn’t always obvious until characters are inside it.Some minor planar bleeds are even more subtle; <strong>the</strong>ironly effect is on <strong>the</strong> dreams <strong>of</strong> those who sleep nearby.For instance, characters traveling along a dry sea bottommight camp in a gully for <strong>the</strong> night and have dreams <strong>of</strong> awide, glittering ocean. The dreams are harmless, merely aresult <strong>of</strong> minor planar bleed from a coexistent alternateMaterial Plane on which <strong>the</strong> sea never dried up.Major Planar Bleed: Like minor planar bleed, majorplanar bleed involves seepage from one plane toano<strong>the</strong>r in <strong>the</strong> absence <strong>of</strong> a vortex or portal. Majorplanar bleed is usually confined to a region no largerthan several square miles. It has all <strong>the</strong> effects <strong>of</strong> minorplanar bleed, including <strong>the</strong> overlap <strong>of</strong> a planar trait. Butactual creatures and objects seep through from oneplane to ano<strong>the</strong>r despite <strong>the</strong> absence <strong>of</strong> a portal orvortex. Even structures, small cities, and landscapes canseep from one plane to ano<strong>the</strong>r.Thar: The legendary trade city <strong>of</strong> Thar constantlymoves from plane to plane. It accomplishes this task bymagically inducing a major planar bleed around <strong>the</strong> cityfrom time to time, following carefully mapped planarstress-points where less power is needed to induce <strong>the</strong>bleed. Thar contains citizens from nearly every race andplane, and its widely varying and flamboyant architecturereflects its mixed heritage. The city, ruled by threerival merchant guilds, is rich with cross-planar trade.Travelers who tarry too long in Thar risk being sweptaway as <strong>the</strong> city seeps onto yet ano<strong>the</strong>r plane.

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