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Manual of the Planes

Manual of the Planes

Manual of the Planes

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Oerth’s cosmology is laid out in <strong>the</strong> planar diagramspresented in Chapter 1. A sphere <strong>of</strong> <strong>the</strong> six Inner <strong>Planes</strong>surrounds Oerth, which also connects to <strong>the</strong> AstralPlane, and through it to <strong>the</strong> Great Wheel <strong>of</strong> seventeenOuter <strong>Planes</strong>. Each <strong>of</strong> <strong>the</strong> six Inner <strong>Planes</strong> is not connectedto ano<strong>the</strong>r Inner Plane, but each Outer Plane isconnected to its neighbors. If you know where to look,you can find your way all <strong>the</strong> way around <strong>the</strong> GreatWheel from Celestia to <strong>the</strong> Abyss and back.In addition, <strong>the</strong>re are more small demiplanes connectedto Oerth than can be counted. Many <strong>of</strong> <strong>the</strong>se havebeen created by deities or powerful wizards as places tohide <strong>the</strong>ir riches, get away from <strong>the</strong> mundane world, orimprison particularly unpleasant enemies.Oerth does not have any known connections withalternate Material <strong>Planes</strong> (see below). These alternatesmay exist intermittently if you want your campaign tovisit <strong>the</strong>m.While Oerth itself does not have elemental or energytraits, particular locations on <strong>the</strong> plane have pockets thathave elemental traits. These areas are <strong>of</strong>ten located nearportals or vortices to <strong>the</strong> various Elemental <strong>Planes</strong>.ALTERNATE MATERIALPLANESAt your option, you can introduce alternate Material<strong>Planes</strong> to your campaign. These alternate Material <strong>Planes</strong>have <strong>the</strong>ir own unique cosmologies, landscapes, andinhabitants, which may be similar to or wildly differentfrom <strong>the</strong> original Material Plane. You are not required tohave alternate Material <strong>Planes</strong> in your cosmology, andyour universe might do quite well without <strong>the</strong>m.An alternate Material Plane tends to share <strong>the</strong> sametime, gravity, size, shape, and morphic traits as youroriginal Material Plane. In addition, elemental, energy,and alignment traits are similar (if your Material Planehas any, that is). Changing <strong>the</strong>se basic traits tends toturn alternate Material <strong>Planes</strong> into full-fledged Inner orOuter <strong>Planes</strong>.An alternate Material Plane has its own Transitive<strong>Planes</strong>. It might share demiplanes and <strong>the</strong> Plane <strong>of</strong>Shadow with o<strong>the</strong>r Material <strong>Planes</strong>, however.TYPES OF ALTERNATE MATERIAL PLANESHere are some ways to create an alternate Material Planethat provides a real contrast to <strong>the</strong> place most characterscall home.Different Magic Levels: One variable you can moveup or down is <strong>the</strong> level <strong>of</strong> magic available on <strong>the</strong> MaterialPlane. If you give <strong>the</strong> alternate Material Plane <strong>the</strong> wildmagic, dead magic, or enhanced magic trait, you’ll transform<strong>the</strong> world completely. A wild magic alternate MaterialPlane would be dangerous, and its spellcasters mightbe considered menaces to <strong>the</strong>mselves and o<strong>the</strong>rs. A deadmagic alternate Material Plane would prevent all spellcastingand spell-like abilities, although <strong>the</strong>re may be“pockets” <strong>of</strong> real magic where spellcasting could occur(and where <strong>the</strong> player characters will probably want tolocate <strong>the</strong>mselves). Alternate Material <strong>Planes</strong> rarely have<strong>the</strong> impeded magic traits, although <strong>the</strong>y can be limitedby level or school if you like. Imagine a world where <strong>the</strong>only type <strong>of</strong> magic is necromancy, or one where evocationspells do not exist.Doppelganger Material <strong>Planes</strong>: Doppelgangerplanes are similar to, but not exactly like, <strong>the</strong> characters’native Material Plane. Perhaps everything on <strong>the</strong> doppelgangerplane is identical except that <strong>the</strong> characters’ duplicateshave <strong>the</strong> opposite alignments—or maybe <strong>the</strong>y don’texist at all. Doppelganger planes take less work to createthan o<strong>the</strong>r Material <strong>Planes</strong> because you can use <strong>the</strong> mapsand source material from your home Material Plane,changing only what you need to.Timeshifted Material <strong>Planes</strong>: It may seem like timetravel to <strong>the</strong> characters who make <strong>the</strong> journey, but in reality<strong>the</strong>y are traveling to a parallel Material Plane that isidentical with <strong>the</strong>ir native Material Plane’s past (or apotential future). Again, you can use existing sourcematerial for this alternate Material Plane. This is yourchance to limit <strong>the</strong> characters to Stone Age technology oruse those futuristic weapons described in Chapter 6 <strong>of</strong><strong>the</strong> DUNGEON MASTER’s Guide, for example. But be carefulif <strong>the</strong> characters choose to bring firearms back to <strong>the</strong>irnative plane.Terrain-Based Material <strong>Planes</strong>: It’s easy to imagine aworld dominated by a single terrain type. Perhaps an IceAge has covered an alternate Material Plane in snowfieldsand glaciers, and frost giants terrorize a few tinyenclaves <strong>of</strong> humans, gnomes, and elves. Meanwhile, <strong>the</strong>dwarves have been driven deeper underground, drawn to<strong>the</strong> geo<strong>the</strong>rmal warmth <strong>of</strong> magma rivers and lava oceans.Most orcs and half-orcs act as scouts for <strong>the</strong> frost giants,while <strong>the</strong> few halflings that exist are household servants<strong>of</strong> powerful frost giant warlords.Or maybe a vast ocean covers an alternate MaterialPlane, and locathah, tritons, and sahuagin are <strong>the</strong> dominantcultures. Humans and elves are just mutant <strong>of</strong>fspring<strong>of</strong> merfolk and sea elves respectively, exiled to <strong>the</strong>few islands that dot <strong>the</strong> world-ocean. Dwarves andhalflings live on an archipelago and enjoy a mercantileculture dominated by merchant princes and dreadpirates. The entire gnome race lives in a huge balloon-citythat floats above <strong>the</strong> waters.Material <strong>Planes</strong> Based on O<strong>the</strong>r Cultures: Oerthis loosely based on medieval European society and culture.But alternate Material <strong>Planes</strong> can use o<strong>the</strong>r realworldcultures as sources <strong>of</strong> inspiration. Characters canvisit an alternate Material Plane where sword-wieldingnobles duel over matters <strong>of</strong> honor, or one where tribes<strong>of</strong> hunter-ga<strong>the</strong>rers use stone weapons to hunt beastsacross a vast savannah. For more radical alternate Material<strong>Planes</strong>, mix and match aspects <strong>of</strong> different cultures,adding elements you create yourself. Maybe <strong>the</strong>re’s analternate Material Plane where nobles solve disputes <strong>of</strong>honor in ritualized hunts that use magically enhancedstone weapons.CHAPTER 4:THE MATERIALPLANE43

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