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Old 2nd August 2007, 08:03 PM   #1 (permalink)
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Knightfall's Mirrored Cosmology [ver 3.5]

This thread is for redesigning my Kulan cosmology so that I can fit both World of Kulan and Dark World (Maran) into the same cosmology. The overall layout of the cosmology will likely stay the same but I'm planning on tweaking some things to make it compatible with both campaign worlds.

The idea I have is that in this new cosmology, which I've entitled the Mirrored Cosmology, for every world, their is a world that mirrors it. (So, a bit of Trek has influenced it a bit, I'll admit.) Now, not all mirrored worlds are exact duplicates with the good characters being the evil ones. Sometimes they are simply worlds where concepts are flipped.

Kulan and Maran for example.

Kulan is a world filed with many continents, hundreds of gods, and a sense that good tends to win over evil. Maran is the exact opposite. It has only one set of deities, only one major continent, and evil dominates the world, but hasn't been able to completely wipe out good.

Kulan has more races than you can count, Maran doesn't have anywhere near as many unique races.

Kulan uses the standard classes, and almost any class or prestige class can be found on the world. Maran uses only a select few classes and it dominated by the generic classes from UA.

Anyway, you get the point.

So, what I need to do is take my existing Kulan cosmology, and add a sense of dualism to it. Now, my Outer Planes already have this, in it's design, but I want to expand on the idea. (I guess the Inner Planes could be said to be mirrored, as well.)

Plus, my two campaign worlds aren't the only worlds linked to the cosmology. Thus, I want to allow for the idea of expansion. I use a more harsh version of Spelljammer for Kulan and Maran, which is detailed on Beyond the Moons. (link)

The Core Spelljammer Cosmology I've come up with is for the standard D&D world (i.e. Greyhawk), while the Plane of Unseen Infinity takes one beyond the reality of the core D&D worlds and into the Farspace Reality.

This is where Kulan and Maran exist.

Thus, I've designed a set of campaign worlds that aren't directly tied to Greyhawk, the Forgotten Realms, or Eberron. That way I can limit my players ability to travel to those worlds. It isn't impossible, but it isn't easy either.

Anyway, I'm getting ahead of myself. For now, this thread will be for working on fleshing out my versions of the Inner and Outer Planes, and how they relate to the Material Plane. This cosmology is great influenced by Planescape, D&D Manual of the Planes, D&D Epic Level Handbook, D&D Deities & Demigods, and Beyond Countless Doorways (from Malhavoc).

You will notice many similarities between the Core D&D Cosmology and the Mirrored Cosmology, but the differences will prove substantial. As with all my campaign design threads, this will be a ongoing process and I will step back from it from time to time. For right now, it's important to work on this as my current campaign is about to go Epic. (May the Gods help my plotlines!)

Feel free to comment and offer suggestions. I always like answering questions about my D&D design concepts, and good questions always fires my imagination and makes me think of things in different ways.

Cheers!

Knightfall1972
-----------------------------------
First up...a general overview.
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Old 2nd August 2007, 08:53 PM   #2 (permalink)
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Cosmology Overview

The Transitive Planes
Ethereal Plane
Hinterlands of the Lost (modified) *
Plane of Mirrors (modified)
Plane of Twilight (RPB) (new)
Spire of the Outlands (modified) *
→ Magic does not become impeded near the Spire in this cosmology, but is instead enhanced.
Spirit World
Temporal Maelstrom (based on what is in the 3E D&D Manual of the Planes and the 2E AD&D Chronomancer accessory) (name borrowed from Rev)
_________________________________________________
* The Hinterlands of the Lost and the Spire of the Outlands are considered to be Ascendant/Descendant planes. (See the section on Ascendant/Descendant Planes for more details.)

The Inner Planes
Elemental Planes
· Elemental Plane of Air
· Elemental Plane of Earth
· Elemental Plane of Fire
· Elemental Plane of Water
Para-Elemental Planes (PS)
· Para-Elemental Plane of Ice
· Para-Elemental Plane of Magma
· Para-Elemental Plane of Ooze
· Para-Elemental Plane of Smoke
Unique Elemental Plane
· Elemental Plane of Wood

The Outer Planes
The Ascendant/Descendant Planes
Crystal Roads of Deluer (BCD, modified)
Clockwork Nirvana of Mechanus (modified)
Ever-Changing Chaos of Limbo (modified)
Ouno, the Storm Realm (BCD, modified)
Concordant Domains of the Outlands (re-envisioned)
· Upper Outlands
· Lower Outlands

The Upper Planes
Mechanus Ascendant
· Axis (PFC)
Eternal Paradise of Anu (RPB) (new)
Peaceable Kingdoms of Arcadia
· Abellio
· Buxenus
Seven Mounting Heavens of Celestia
· Lunia
· Mercuria
· Venya
· Solania
· Mertion
· Jovar
· Chronias
Twin Paradises of Bytopia
· Dothion
· Shurrock
Deluer Ascendant
Blessed Fields of Elysium
· Amoria
· Eronia
· Belierin
· Thalasia
Ouno Ascendant
Wilderness of the Beastlands
· Krigala
· Brux
· Karasuthra
Mystic Glades of Arborea (modified)
· Arvandor
· Aquallor
· Mithardir
Heroic Domains of Ysgard (modified)
· Ysgard
· Muspelheim
· Nidavellir
Starry Skies of Linnunrata (RPB) (new)
Limbo Ascendant

The Lower Planes
Limbo Descendant
Burning Shadows of Kin-Li’in (BCD)
Windswept Depths of Pandemonium
· Pandesmos
· Cocytus
· Phlegethon
→ Unseelie Court
· Agathion
Infinite Layers of the Abyss
· Demonweb Pits replaced by Palpatur (BCD)
Tarterian Depths of Carceri
· Orthrys
· Cathrys
· Minethys
· Colothys
· Porphatys
· Agathys
Ouno Descendant
Gray Waste of Tuonela (modified)
· Oinos
· Pohjola (RPB) (new)
· Niflheim
· Pluton
· Abaddon (PFC)
Deluer Descendant
Bleak Eternity of Gehenna
· Khalas
· Chamada
· Mungoth
· Krangath
Nine Hells of Baator
· Avernus
· Dis
· Minauros
· Phlegethos
· Stygia
· Malbolge
· Maladomini
· Cania
· Nessus
Infernal Battlefields of Acheron
· Avalas
· Thuldanin
· Tintibulus
· Ocanthus
Ten Courts of Hell (BCD)
Mechanus Descendant
· Axis (PFC)

Demiplanes of the Mirrored Cosmology
Common Ground (modified)
Hall of Twilight (RPB) (new)
The Maze (BCD)
The Observatorium (modified)

Other Planes of the Mirrored Cosmology
Afqithan (SEP) (new)
Curnorost, Realm of Dead Angels (BCD)
Darklands (re-envisioning of a region from the Plane of Shadows)
Far Realm
Godsland (LKM) (new)
Plane of Faerie (modified)
· Faraenyl (BCD)
Plane of Graves (RPB) (new)
· The Boneyard (PFC)
Plane of Molten Skies (CoB)
Plane of Serenity (RPB) (new)
Plane of Unseen Infinity (RPB) (new)
· Avidarel, The Sundered Star (BCD)
· Carrigmoor (BCD)
· Kulanspace (RPB)
→ Rock of Bral (SJ) (modified)
· Maranspace (RPB)
· Shadow of the Spider Moon (SJ) (Poly)
· Venomheart, Haven of the Sleep Pirates (BCD)
Seelie Court (wanders)
Sleeping God’s Soul (BCD)
The Violet (BCD)

Unique Planar Cities
Demiplanar Cities
· City of Union (modified)
· Hinter Lost (RPB) (new)
· Sigil, City of Doors (modified)
Planar Cities
· Balefire (modified)
· Conil-a-Ald (modified)
· Tu'Narath

Quote:
BCD = Beyond Countless Doorways (d20 sourcebook); CoB = City of Brass; LKM = Lankhmar (1st Edition); PFC = Pathfinder Chronicles; PS = Planescape (2nd Edition); Poly = Polyhedron; RPB = Robert “Knightfall1972” Blezard’s Homebrewed Worlds; SEP = New plane created by Jameson “Sepulchrave II” Ferris; SJ = Spelljammer (2nd Edition)
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Old 2nd August 2007, 09:53 PM   #3 (permalink)
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What are Ascendant / Descendant Planes?

Ascendant / Descendant Planes
In the Mirrored Cosmology, their is always a flip side to every view point. This is true for the entire cosmology. Thus, planes that are strickly lawful neutral or chaotic neutral mirror each other but don't mirror the concept of good vs. evil. However, in the Mirrored Cosmology, the Outer Planes are physically divided by this concept.

The Upper Planes exist above Sigil, while the Lower Planes exist below Sigil. which still sits in the center of the Outer Planes. So, how do I handle planes such as Limbo and Mechanus, not to mention the Outlands? Where do they go?

The answer was simpler than I thought. They exist on both sides of that cosmic coin.

When visiting the Upper Planes, it is possible to reach Mechanus and/or Limbo's portal towns just by walking the upper ring. But at the same time, you can also reach them by walking the lower ring. Those two planes are both ascendant and descendant. They are both influenced by good and by evil, and, thus, have a unique place in the cosmos. (Deluer and Ouno are also like this.)

For the Outlands, things are a bit different. There isn't one plane known as the Outlands, instead there are two. The Upper Outlands lead to the Upper Planes, while the Lower Outlands lead to the Lower Planes. (I'd like to have better names for them, but at this point "Upper" and "Lower" will have to do.)

(The Hinterlands are like this too, but the effect isn't as pronounced.)

Note that the portal towns for Deluer, Limbo, Mechanus, and Ouno exist on both the Upper and Lower Outlands, which confuses the Nine Hells out of Primes (and planewalkers from other realities). There aren't 8 portal towns for these planes, only 4. They are the same towns, although a traveler would feel like he's stepped into a mirrored community, as a ascendant / descendant portal town "feels" different depending on which side of the cosmos you are on.

On the Ascendant side, everything seems brighter and more peaceful. On the Desendant side, the portal town seems darker and on edge. But it's the same town with the same people. Only the traveler has changed, due to the power of good vs. evil.

Anyone have a headache, yet?

Note that this "feeling" is also true for the Ascendant / Descendant Planes, depending on how you arrived on the plane. If you arrive on Limbo from the Ascendant side, then everywhere you go, things seem to be more vibrant and alive -- more positive. If you come from the other side, then beware slaadi bearing gifts. Perception more than belief rules the Mirrored Cosmology. Belief is important, but it tend to become skewed.

No where else is this more noticable than on the Spire of the Outlands. Called the Spirelands, for short, it exists on both sides of the cosmos as well, and it is VERY different from the Spire in the Core D&D Cosmology. The spire is plane unto itself, and is considered true neutral. Magic is not impeded the closer you get to the spire. The spire is a transitive plane from the Upper Outlands to the Lower Outlands. Note: You can't physically get to Sigil by walking the Spire, but you can fly from the Spire to Sigil, if the Lord of Sigil is willing to allow you passage. (More on that later.)

Note: Sigil is never considered Ascendant or Descendant, but it is different in this cosmology.

At the very center of the Outer Planes, or what planewalkers call the Center of Everywhere, is a gateway from the Ascendant side of the Spirelands to the Descendant side. This gateway isn't a physical gate (well, sort of), just a "feeling" one gets when you cross over.

Just before the center, if a person looks up then they will see Sigil above and in front of them. If the person looks behind them, then they see the lands of the Spire stretching out before them with the lands of the Upper Outlands in the distance, with a radiant light everywhere.

During this walk, the person has the feeling that they are walking "DOWN" towards Sigil. In front of them is only what can be described a mirror image of where the traveler has just come from, but darker. In this mirror, the traveler actually sees himself approaching from the other side, a much darker version of himself. Almost like someone was holding up a mirror to his soul.

To physically pass through to the other side, one must walk through the mirror. (Think Alice in Wonderland, except the mirror has no frame and extends as far as the eye can see, and beyond.)

Once on the other side, everything flips. You still feel like you're walking down, but it's a down that makes you nervous, unless you heart is black. The Center of Everything is now behind you, and Sigil now seems to be more above and behind you. The more troubling lands of the Spire stretch out in front of you with the lands of the Lower Outlands in the distance, with a fiery light everywhere. If you look at your reflection in the mirror, behind you, you see a more bright and cheerful version of yourself staring back.

It's very surreal.

Well, in a nutshell, that's what i mean by Ascendant and Descendant for this cosmology. Let the questions a mental mayham begin!!!
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Old 2nd August 2007, 10:09 PM   #4 (permalink)
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A Note about Drow in this Cosmology

While drow don't exist on the World of Kulan they do exist on Dark World, thus they have a place in cosmology, but I'm not sure how I'm going to handle it. What I can tell you for certain is the Demonweb Pits don't exist in this cosmology anf neither does Lolth. I've never been a fan of that deity and I refuse to allow her existance in my cosmology.

Thus, the drow of Dark World (and elsewhere) will worship different deities. Part of me likes what has been done with the drow for the the Eberron campaign setting, but I'M not going to duplicate it. I want to come up with my own idea. (A lot of the drow of Maran live above ground and have fiendish blood, but they also live in the Dark Below.)

Both spiders and scorpions will play a part so I can still use driders, and make scorpionfolk related to drow. (Hmm... maybe.) Pacts with demons and devils is common amongst the drow of Maran. Those drow that live above ground tend to be lawful evil, while those living below ground are more often chaotic evil.

Anyway, just typing...
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Old 2nd August 2007, 10:33 PM   #5 (permalink)
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A Note about the Core D&D Deities in this Cosmology

Many of the deities from the Core D&D Pantheon have made it into this cosmology, regardless of the worlds. In order to keep these deities from dominating the cosmos, I've reduced their powers (not including racial deities). This is new change I just made.

The idea is simple, those deities are not from this reality, and are thus considered "alien" deities by the other deities of this cosmos. However, any core deity that was a demigod before, stays a demigod.

Here's what I mean...

For World of Kulan, the following D&D deities have influence, but are less powerful...

Boccob
Celestian
Ehlonna
Erythnul
Joramy
Kord
Olidammara
Sotillon
Telchur
Trithereon
Ulaa
Wee Jas
Xan Yae

Heward, Wastri, and Zuoken are also deities for Kulan but they are all demigods. Heward is a hero deity on Greyhawk, I believe, but I wanted the god to be more important for Kulan.


For Dark World, the following D&D deities have influence, but are less powerful...

Heironeous
Hextor
Nerull
Obad-Hai
Pelor
St. Cuthbert
Vecna
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Realms Deities in the Mirrored Cosmology

Like the core deities of D&D, most of the deities of the Realms are cosidered to be "alien" deities, and reduced in power. However, those Forgotten Realms deities that are taken from real world mythos are an exception.

So, for World of Kulan, the following Forgotten Realms deities have influence...

Akadi
Eilistraee
Grumbar
Ibrandul
Istishia
Kossuth
Loviatar
Mielikki
Nobanion
Oghma
Vhaeraun
+
Gods of Zakhara

However, since Loviatar, Mielikki, and Oghma are based on real world mythos, they have different power levels in this cosmology., Also, I've decided to make Eilistraee stronger in this cosmology; she is considered an Intermediate Deity.

Dark World doesn't use any of the Realmsian deities.
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Old 3rd August 2007, 12:37 AM   #7 (permalink)
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Other Real World Deities in the Mirrored Cosmology

I've always been into the various panthons and deities of the real world, both as a student of history and as a gamer. However, I prefer to use those deities and pantheons in unusal ways.

For example, for the World of Kulan, and specifically, for the Lands of Harqual, I have used many real world deities to fill out the two main pantheons of that continent. The Pantheon of the North (i.e. North Gods) are the deities for the good guys. The Pantheon of Swords (i.e. Sword Gods) are the ones for the bad guys.

Both pantheons, as well as a group of unaligned deiites known as the Interloper Gods, have real world gods and goddesses in the mix, even some from the same mythos.

For the North Gods, I have included Aegir, Bast, the Daghdha, Hades, Inanna, Lokun (i.e. Loki), Narvi, and Vali. For the Sword Gods, I have included Angrboda, Druaga, Hiisi, and Math Mathonwy. And for the Interloper Gods, I have included Ahto, Apollo, Dike, Dionysus, Hel, Loviatar, Mielikki, the Nine Daughters, Ptah, Rán, and Sigyn.

I've even built a mythos around the inclusion of all these deities, which you can read about on my Wiki. (link)

Note that not all of the above deities are as they would be in their traditional real world-inspired D&D pantheons. Hades, for example, is LN in my cosmology, not NE. (Lokun is CN, not CE. And Inanna is LN, not LE.)

Basically, the rule is that if the deity is in Monster Mythology or On Hallowed Ground then the deity likely exists in this cosmology, somewhere, but the deity may or may not be altered.

Here are the Real World pantheons that have the most influence in the Mirrored Cosmology...

The Asgardians
This is the pantheon with the most changes. In the Mirrored Cosmology, Ragnarok has come and gone. Many of the worlds where the Norse Gods had worshippers have been destroyed by Surtur. Asgard lies in ruins and many of the Aesir and Vanir are dead, or have "changed" in strange ways. (The most unusual of these is Loki, who now calls himself Lokun.) However, the cosmos didn't end, like the Norse believed it would and more of them survived than was believed, if you can call what most of them now exist as as survival. (Even old Odin survived, although he now calls himself Wotan, and aimlessly wanders Ysgard.) Those that have survived are little more than lesser deities or demigods, except for those that have attached themselves to another pantheon (i.e. Lokun). Note: Ragnarok and the Divinity War between the North Gods and the Sword Gods (of Harqual) happened at the same time. Some believe that the Divinity War sparked the beginning of Ragnarok.

See here for a possible outline of this concept.

The Aztecs
The Aztecs Mythos is detailed in four issues of Dragon Magazine. I finally have all four and, as a result, this Pantheon is about to become one of the more powerful ones in the Mirrored Cosmology. (I'm going to miss the print version of Dragon so much.)

The Babylonians and Sumerians
These two pantheons aren't major forces for Kulan, but they have a lot of influence on the planes. Anshar, Druaga, and Marduk are the powerhouses of the Babylonians. Enlil, Inanna, and Nanna-Sin are the powerhouses of the Sumerians. Note that Inanna isn't considered a Sumerian deity anymore, and is instead known throughout the cosmos as a member of the North Gods.

The Celts
The celts have a lot of planar influence, but tend to stick to their own. There are exceptions, however. Arawn, the Daghdha, Math Mathonwy, and Oghma have all strayed from the expected path.

The Egyptians
I use Gary Gygax's Necropolis for World of Kulan, but I also make use of the information presented in Deities and Demigod. This is one of the most powerful pantheons in the cosmos, but they are limited on Kulan. In this cosmology they are known as The Khemitians!

The Finns
I've always liekd the Finns and after making Hiisi one of the worst evils in the universe, the rest just joined the party. Note that I prefer to use the Finnish version of Loviatar and Mielikki instead of the Realms versions. Ahto, Hiisi, Loviatar, Mielikki, and Untamo have the most influence.

The Greeks
The greeks are definitely not the powerhouse pantheon like they are in other cosmologies. They have fallen on hard times, and decadance and corruption has spread through Olympus like a plague. Their faith is limited to one small area, on Kulan, although they have many followers throughout the cosmos. Many of the Olympians have begun to stray away from their roots with Apollo, Dike, Dionysus, and Hades having all gone their own way, and they are very different from the Olympians we all know. (Zeus has sort of lost his mind.)

The Titans
As a result of the Olympians fall from grace, the worship of the Titans has gained a resurgance.Cronus, Gaea, Rhea, and Uranus all have considerable influence across the cosmos.

Note: None of these Real World deities exist on Dark World.
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Old 6th September 2007, 04:33 AM   #8 (permalink)
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Layout of the Planes

Attached is a Word document (and a text file) that details the general layout of the planes for the Mirrored Cosmology. The file also goes into detail regarding the various gods known throughout the cosmology.

KF72
Attached Files
File Type: doc Mirrored Cosmology.doc (66.5 KB, 26 views)
File Type: txt Mirrored Cosmology.txt (22.3 KB, 24 views)
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Old 6th September 2007, 08:16 AM   #9 (permalink)
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A closer look at Plane of the Unseen Infinity...

What follows is how I interpret "space" for the Mirrored Cosmology. This information has been up on Beyond the Moons for some time now, but I'm incluidng it here for completeness.

The Plane of the Unseen Infinity

An Introduction to Farspace
Riley Hanolder couldn’t believe his luck. As a xenoform expert in Baron’s Stone, a small asteroid city in Allorspace, his chance to study other races and cultures were limited. It was hard to study something that didn’t live where you grew up.

But now, now all that would change. The alien spelljammer, the Alathon, had landed on Baron’s Stone two nights ago and had instantly caused a stir amongst Riley’s friends and neighbors. Of course, they had originally thought that the aliens, a purple-skinned humanoid race called the raia, were invading Baron’s Stone. Only when the captain of the Alathon stepped out onto the space-rock did the town realize these aliens weren’t out to conquer them.

The captain held out fine silk, unlike anything Riley had ever seen before, as a gift. He told the people of Baron’s Stone that his people were traders from a distant part of known space and would gladly sell the town anything it wanted from his ship’s stores at a discount as long as the crew could use some local supplies to repair the Alathon. Damson Wonersson, the local mayor, gladly accepted the raia captain’s gift and stated that Baron’s Stone would be happy to help.

Riley had been amazed by the raia from the first moment he met them. Their spelljammer was unlike anything he’d ever seen before. Obviously a special design put together by them, the Alathon was extremely sturdy and made out of something the raia called durawood – wood that is a strong as steel.

And now, here Riley was. On the Alathon heading towards the edge of Allorspace and its crystal shell. He had known instantly that the raia were his chance at begin his xenoform study and get off Baron’s Stone. Riley stood on the bow of the Alathon looking towards the edge of his home sphere, hoping to get a glimpse of its crystal shell for the first time.

Then he saw it. It looked plainer than he thought it would. The great shell was pitch black and featureless. He had known it would be, of course. Every spacer living in Allorspace was taught that from infancy. It’s just that he had hoped his parents had been wrong. Riley sighed looking over his shoulder towards where Allorspace’s asteroid field would be if he could see it anymore. He hadn’t even left the sphere yet and he was homesick.

Riley turned back towards the shell just as the captain stepped up next to him. The shell was now looming over the raia spelljammer, yet the ship had yet to slow down. Riley looked at the captain with some concern.

“Uh captain,” Riley didn’t want to appear rude so he did his best to be diplomatic. “You are planning to enter the flow, correct?”

“You are correct, Master Riley.” The captain was one for formality on his ship. “But not quite yet. We haven’t passed beyond the boundary of the sphere yet. There is no rush.”

“B-but captain,” Riley swallowed hard. “The shell. We’re going to hit it.”

“Ah, yes,” the captain smiled at Riley warmly. It was meant to reassure the boy that everything would be fine. “Something I forgot to mention about my people. We are not from your space.”

“I don’t understand.” Riley was confused. “You already told me you were not from Allorspace.”

“Ah, but you see, I meant your conception of Arcane Space.”

“W-what?”

“My people are from a place beyond what you perceive as the crystal shell. In reality, there isn’t a shell there. You just think there is.”

“Y-your not s-serious.” Riley was ready to throw himself overboard. “The only thing beyond the shells is the phlogiston.”

“That is what you believe, Master Riley. It is not what the raia believe.”

Riley watched in horror, as the shell loomed closer and closer to the Alathon. They were going to hit. Riley was going to die. The sage of Baron’s Stone screamed in terror as the ship sped up. The crew stood there motionless as the ship raced on. Then the captain spoke.

“Believe, Master Riley. There is no shell.” His tone was deep and powerful.

“There is no shell.” The crew spoke as one voice, their eyes closed in meditation.

Riley closed his eyes and held his breath. He spoke the words over and over in his mind. There is no shell. I’m going to die. There is no shell. I’m going to die. Riley opened his eyes.

“Oh… my… god!”

The Alathon contacted the shell and passed through it like it wasn’t there. The ship had passed right through the shell without a portal or anything. Riley felt faint.

He looked back to see that there wasn’t any sign of the shell, just the star of Allorspace in the black of space. But it was what stretched out all around him, which unsettled his stomach. Billions of stars as far as the eye could see. Riley was used to seeing stars but not like this. It was so surreal. Riley steadied himself on the rail of the bow, trying not to vomit.

“I-it’s not possible. W-where is the flow? Captain, what is this place?”

“Master Riley… welcome to farspace.”
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Old 6th September 2007, 08:18 AM   #10 (permalink)
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What is Farspace?
The Unseen Infinity. The space beyond space. What is beyond, but hidden. Farspace. The Plane of the Unseen Infinity has many names but it is the last one, which is the most used. It is ironic really, for farspace isn’t that far away at all. It just seems like it is the first time you discover it exists.

Farspace can be best described as being an extension to space that is hidden by a person’s perception of the universe. What does that mean? Well, let me try to explain.

In the Outer Planes, belief is everything. It shapes everything around you including the very essence of the Outer Planes. That is why there are planes aligned to good and evil, as well as chaos and law. That is why the Gods exist, because of belief. This is why there are factions in Sigil and why Sigil doesn’t exist in every universe. Belief is everything on the Outer Planes.

Now imagine if you will that belief could shape reality from the Material Plane. Not on the Material Plane, just around it. Could this not have lead to the existence of wildspace, the phlogiston and the crystal shells of our reality? Ask yourself, why do crystal shells exist? Don’t have an answer, neither did a lot of sages both on the prime and in the Outer Planes when I asked them. They asked their colleagues what they knew, who in turn researched the possibilities and then asked the faithful of the gods to divine the answer, who turned around and ask their gods why crystal shells exist.

And what do the gods tell the faithful? Well, it depends on the god but usually it is long-winded and cryptic without revealing anything of importance. And when the faithful interpret these divinations, aren’t they written down as being the canon of their gods. These faithful then pass on this knowledge to others as belief. It is belief that defines the gods and the planes of existence. Therefore, it is belief itself that creates how each individual sees the universe.

Now do you understand? No. All right, let’s try a different approach.

What if the god of the faithful tells them that beyond the world there is space? And what if that god also tells the faithful that beyond space is even more space, filled with billions of stars. And that around these stars are countless worlds, that may or may not contain life. Given that the faithful believe in their god and what he or she or it tells them, wouldn’t that belief have power? Wouldn’t that belief shape their lives, their homes, their country, their world, and yes, even their universe. Yes, of course it would. For belief is powerful. Powerful enough to wage wars and travel the world to see these wonders that the faithful believe in. And to travel to space and see what belief tells them is already there.

Hmm, what if gods don’t tell their faithful the same thing as other gods? Well, that’s what holy wars are for, I guess. Gods with different beliefs believe that their way is the right way for their followers. If the faithful of God-B preach something else to the masses then they are heretics and, thus, enemies of the followers of God-A. This usually leads to thousands of years of conflict as the faithful of God-A try to wipe out the faithful of God-B and vice versa.

How does it end you say? Well, sometimes it doesn’t. And sometimes one belief wins out over the other and either converts the other God’s followers or kills them all. It’s not a nice thing to think about, really.

Anyway, sometimes belief is so strong that it shapes reality by the will of the faithful and by word of mouth. When enough people in a sphere believe the same thing, this causes that belief to be manifest in reality. Thus, many worlds believe in crystal shells and, thus, those shells exist for them. However, in other spheres across the universe, some worlds don’t believe in crystal shells. And for them, shells don’t exist.

Hmm, what’s that? What if one world in a sphere believes in one thing while another world in the same sphere believes another. Weren’t you paying attention when I was talking about holy wars, gods and the faithful? It’s the same thing just on a larger scale. Really, you should drink less mead.

Now, where was I? Ah yes, different belief in different spheres. You see, many people across the universe believe that beyond space is simply more space. A lot more! No, no! Not like a jug of mead is a lot more than a mug of mead. A lot more! More than your puny living mind can interpret, obviously. Hmm, what did I say? Oh nothing, here have another drink…

– From a conversation with Terrigimar, the spacefaring lich
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Old 6th September 2007, 08:19 AM   #11 (permalink)
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What is Farspace? (cont.)

The Plane of the Unseen Infinity is a plane that can be added to the Core D&D Cosmology of Spelljammer if a DM so wishes. This concept greatly expands the boundaries of the Spelljammer universe and DMs should think long and hard before adding it to their campaign.

The Plane of the Unseen Infinity or Farspace is space beyond the boundary of wildspace and the crystal shells. It exists in the same universal state as wildspace and is, thus, an extension of wildspace. The thing that sets it apart from wildspace is that it can be said to exist on top of the phlogiston (or below it if you prefer).

Farspace has its own unique spheres separate from those found in the shell reality (see the sidebar Realities: Breaking the Boundary into Farspace for details on realities). However, these spheres are not enclosed by crystal shells and are for the sake of simplicity like our own solar system, with a touch of magic. They are still called spheres by the inhabitants of the farspace reality. In Arcane Space, the word sphere is synonymous with the phrase solar system.

Quote:
SIDEBAR: Realities: Breaking the Boundary into Farspace
The whole basis for farspace is that there are, throughout the multiverse, different realities. This isn’t the same thing as saying there are different Material Planes. For billions of alternate Material Planes can exist in a single reality. The classic Spelljammer campaign setting is a good example of a particular reality. It has wildspace, the flow, crystal shells and billions of Material Planes as part of its reality. This reality is known as the shell reality.

Farspace is part of a different reality, the farspace reality. This reality isn’t the same as the shell reality but is coterminous with it. Most of those that live in this reality aren’t aware of the shell reality. Only those farspace travelers that regularly travel the flow know of the inhabitants of the shell reality (see Movement and Combat). A farspace reality inhabitant that is aware of the shell reality can often break the boundary that separates the two realities and enter the shell reality.

However, it is a lot harder for a shell reality inhabitant to break the boundary between the two realities and enter the farspace reality. Most of the time, a shell reality inhabitant needs guidance from a farspace reality inhabitant to cross the boundary (like Riley needed help from the raia captain and his crew). This ability to disbelieve shouldn’t be left up to the dice. Instead the DM should plan and play out the encounter as a role-playing opportunity. The players’ reactions should decide whether or not they are strong-willed enough to disbelieve what they have been taught to belief.

For those players that need some sort of rule, if a spelljamming ship has at least 75% farspace reality inhabitants on it then the chances are good that their belief will outweigh the disbelief of the shell reality inhabitants onboard and allow the ship to pass the boundary into farspace.
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Old 6th September 2007, 08:22 AM   #12 (permalink)
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Farspace Traits
Farspace is coterminous with The Infinite Planes of the Starry Void (Wildspace, shell reality). The plane is coexistent with the phlogiston and the Ethereal Plane. Unlike wildspace of the shell reality, farspace does not touch the Material Plane or the Plane of Twilight (or the Plane of Twilight, which replaces both the Astral Plane and the Plane of Shadow in the farspace reality). Thus, to cross into a shell reality Material Plane from farspace, one must either enter wildspace or the Ethereal Plane first then travel to the Material Plane. Crystal shells can never touch farspace, as the shells are part of different cosmological reality. Farspace doesn’t have an atmosphere of any kind and is a perfect vacuum.

Note that there isn’t a wildspace for every sphere within farspace. The inhabitants of the spheres of farspace call the space around their planets simply ‘space’. They refer to the space beyond the sphere as farspace simply because it is farther out into space. Both of the words ‘space’ and ‘farspace’ refer to the same plane of existence. Thus, a farspace spelljammer can access the flow from ANYWHERE on the Plane of the Unseen Infinity but NOT from the Material Planes that are a part of the farspace reality. The spheres of farspace do not interact with the phlogiston. Sphere is only a descriptor or another way of saying space near the celestial bodies

Also note that in an alternate Spelljammer Campaign set in Farspace, the spheres of the shell reality do not bob, float or drift through the phlogiston. The shells are stationary as described in the essay, called The Currents of the Phlogiston, posted at Spelljammer: Beyond the Moons (by Richard J. Pugh) and it is the currents of the flow that move, giving the impression of the shells bobbing or floating. The spheres of the farspace reality are, of course, stationary as well.

Farspace has the following planar traits:

· Objective Directional Gravity
· Standard Time
· Infinite Size
· Alterable Morphic
· No Elemental or Energy Traits
· Mildly Neutral Aligned
· Impeded Magic: While, for the most part, magic works in farspace the way it does in wildspace. Magical fire doesn’t need air to work properly but if the end result a spellcaster wants requires an atmosphere (i.e. oxygen) then that end result cannot occur. For example, a Fireball spell will work but it hasn’t any chance of lighting an object or person on fire.

Also, many divine spells such as Call Lightning don’t work in the depths of farspace because of the spell’s link to the natural world. It is the choice of each DM to decide which spells he or she wishes to restrict in the cold vacuum of farspace.

Note that the spell Imprisonment doesn’t have any effect in farspace, although it could function normally on any rogue celestial body (planet, asteroid, etc.).
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Old 6th September 2007, 08:27 AM   #13 (permalink)
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Farspace Links
Links to other planes are possible in farspace, just as in wildspace. Farspace may have links to the one of the Elemental Planes or other Inner Planes. A direct link from farspace to one of the elemental planes causes elemental material to spill out into the depths of farspace. Such an elemental portal is very rare. Portals to negative or positive energy-dominant planes can form, as well, and are not as rare as elemental portals (but still rare). A portal to a negative-dominant plane is called a death hole, while a portal to a positive-dominant plane is called an effervescent (see Features of the Plane of the Unseen Infinity).

The Ethereal Plane is coexistent with farspace but rarely does a permanent portal form between this plane and farspace. Ethereal Jaunt and Etherealness are good ways to temporarily escape a bad situation such as a fouled atmosphere or deadly monster (as long as that monster can’t follow you).

Note that a farspace aware character doesn’t need to create a link between farspace and wildspace. To them, there isn’t such a thing as crystal shells. Farspace travelers can and do travel anywhere in the universe with this same belief. Some races can even travel to other realities of space unhindered, as their belief is so powerful that it overrides the very nature of the other reality (i.e. the raia).
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Old 6th September 2007, 08:30 AM   #14 (permalink)
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Farspace Inhabitants
Many of the animals, beasts and magical beasts that exist in wildspace also live in farspace. Buzzjewels, comet steeds, firebirds, giant space hamsters, kindori, krajen, lhee, puffers, q’nidar, scavvers, skullbirds, space owls, space swine, spaceworms, zards and zurchins are just as home in the Plane of the Unseen Infinity as they are in wildspace. The main difference between the creatures encountered in farspace versus those encountered in wildspace is size. Farspace creatures are always at least one size category larger in size and many can be even larger still (i.e. adult krajen in farspace can be up to colossal in size).

Beyond those creatures listed, very few spelljammer creatures have the fortitude to exist in the extreme depths of farspace. One of these versatile creatures is the stellar dragon. As one of the largest ‘space’ dragons, stellar dragons can go for years without contact with a sphere and have the ability to shift from farspace to the phlogiston at will. The other dragons of wildspace also exist in farspace but are rarer to encounter there. Radiant dragons are the most likely to be encountered, while moon dragons are very unlikely to be encountered in the extreme depths of farspace. Sun dragons are never found in farspace.

Of course, any wildspace creature may exist within the boundary of a farspace sphere.

(Make sure you visit Shattered Fractine’s Monster’s of the Void for dozens of Spelljammer creatures just ready to give your characters fits. Also make sure you visit Spelljammer: Beyond the Moons’ Monsters of Wildspace for the latest official Spelljammer conversions for 3rd Edition, as well as some 2nd Edition monsters not found anywhere else.)

Beholders: Farspace has its own unique beholder nations. These beholders act similarly to the beholders of the shell reality. Or in other words, each beholder nation believes they are the true beholders of the universe and that all other beholder nations are abominations that must be destroyed. The beholders of farspace are never shell reality aware. (In fact, it can be said that each beholder nation is stuck in its own mad, little reality. )

The Arcane: If there is a race that can be said to define Spelljammer, most fans would pick the arcane. These enigmatic traders of spelljamming technology exist in both the shell reality and the farspace reality. To them, there isn’t any difference, however. The arcane are aware of both realities and can pass between them without difficulty. In fact, this is how the arcane can seem to simply come and go through the shell reality at will. The arcane wish to keep the secret of the farspace reality from the shellers, in order to better line their pockets and prevent sheller competition in the farspace reality.

The Raia: Raia are unique, in that no one knows where the race comes from. Raia are purple-skinned humanoids with dorsal ridges running down the back, as well as webbed fingers and toes. Their enlarged eyes are pitch black with white pupils, which can be disturbing to see for the first time. They do not have a home world and travel through farspace, as interstellar nomads, in their spelljamming durawood sailing ships.

Raia are masterful artisans and craftsmen but don’t have the arcane’s need for hard currency. They are just as happy trading a fine roll of silk for a song and hearty meal. They are friendly enough to those that treat them well but are also highly organized militarily and religiously. Raia also make excellent sorcerers but have a strange custom of cutting out an apprentice sorcerer’s tongue, making him or her mute. Therefore, raia sorcerers can only cast spells without verbal components or by using the Silent Spell feat.

Raia are also aware of both the farspace and shell realities, just as the arcane. However, they don’t often enter the shell reality, which is part of an agreement they have made with the arcane. What the raia gain from this agreement is unknown. It is rumored throughout the spheres, of the farspace reality, that the raia might be aware of other realities as well. And some travelers even claim, they know for a fact, that raia are aware of every reality in existence. (Such tales are usually told over too much wine or mead.) Those shell reality sages that are aware of farspace reality believe that the raia are related to the reigar, although there isn’t any proof of this.

Other Spelljammer Races: Most classic Spelljammer race can be found living in the spheres of farspace – humans, dwarves, elves, goblinoids, half-elves, half-orcs, halflings, hadozee, hurwaeti, neogi, orcs, rastipedes, etc. Rarely, will you find such races living with the extreme depths of farspace, however. Note that races unique to a particular shell reality sphere are not found in farspace (i.e. kender, tinker gnomes). Also note that the reigar are not native to farspace.
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Old 6th September 2007, 08:31 AM   #15 (permalink)
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Movement and Combat
While it is possible to travel from one sphere to another through farspace, it isn’t recommended. Those that perceive farspace as part of what they believe Arcane Space is like still travel through the flow from sphere to sphere. The difference is that the flow is closer to farspace than it is to wildspace. What that means is that when a farspace aware character opens a portal to the phlogiston from farspace, they only partially shift to that plane of existence. They are there but not there. The traveler is aware of both planes, as if they were traveling through the Ethereal Plane. They are on the phlogiston, but can still see into farspace.

The interesting part is that, while the natural inhabitants of the phlogiston can meet and interact with farspace travelers as normal, those travelers from the shell reality can’t perceive a farspace traveler. They don’t exist in the same reality as farspace travelers, even though they use the same plane to travel to and from different spheres.

The real wild part is that it doesn’t ‘always’ work the same way for farspace travelers. While traveling through the phlogiston, a farspace traveler can ‘sometimes’ perceive those from the shell reality, who they refer to as shell travelers or ‘shellers’. If a farspace traveler tries to make contact with a shell reality traveler then they may be perceived as an attacking ghost by the sheller. While many farspace travelers are aware of other realities other than the shell reality, they never encounter them in the flow. The reason for this is still unknown. Combat on the flow between a shell reality traveler and a farspace traveler is handled as if the shell reality traveler has the ghost template added on onto the character. They are ‘ghosts’ to farspace travelers.

As for movement while on a solid object, the planes Objective Directional Gravity means that up and down are relative to that object you are standing on. Therefore, a character can literally walk on either side of a spelljamming vessel, without worrying about failing off. This gravity effect also means that anything that escapes the gravity well of a spelljammer or other large object will float away from that object into farspace until it comes in contact with another solid object.

Farspace Combat: See Leroy Van Camp III’s excellent 3e Ship Construction and Combat Rules at Spelljammer: Beyond the Moons for how to run ship-to-ship combat in farspace. I will probably add more details on person-to-person combat while floating in the depths of farspace, during the second pass of this document.
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Old 6th September 2007, 09:09 AM   #16 (permalink)
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Features of the Plane of the Unseen Infinity
The Plane of the Unseen Infinity has many things that set it apart from wildspace in the shell reality. Yes, it has the same sort of elemental and energy portals that one can find in wildspace. However, the main difference is size. Elemental and energy portals in farspace are as large as a dwarven citadel or elven armada, sometimes larger. These super portals are dangerous places and the space around where they form often has minor elemental or energy traits for hundreds of miles beyond the event horizon of the anomaly.

Black Holes: Black holes in farspace are the same thing as a black hole in the real universe. A black hole has super gravity that will suck in anything that comes to close to its event horizon. Black holes are invisible in farspace if nothing is feeding energy to the hole. However, many black holes form near a single star or binary star in spheres without planets. These spheres never have any sort of natural life living in them, although they could have at one point millions of years ago. Note that opening a portal into the flow can sometimes save a spelljammer that has been pulled over the event horizon. However, the portal must be opened toward the black hole in the hopes that the person controlling the helm can hit the portal before being sucked past it. (Many a foolhardy spelljammer captain has risked getting close to a black hole just to see if they could do it. Most of these captains and their crew have died in the attempt.)

Death Holes: Death holes are those places in farspace where a permanent link to a Negative-Dominant plane has formed. These deadly anomalies are invisible in the depths of farspace until it is too late. Death holes have gravity similar to black holes and are just as deadly. Once you have passed the event horizon, only a Miracle or Wish spell will save you, or a portal to the phlogiston (see Black Holes). Those pulled into a death hole find themselves surrounded by millions of the death hole’s undead victims. These undead creatures are best described as spectral ghouls. They attack en mass and not even an epic character could hope to survive more than a few minutes before being expelled into the Negative-Dominant plane that spawned the death hole.

Effervescents: An effervescent is an anomaly in farspace where a permanent link to a Positive-Dominant plane has formed and is just as dangerous as a death hole. An effervescent’s gravity is in reverse. Energy from the Positive-Dominant plane is sucked into the depths of farspace. This reverse gravity well is like a colossal positive energy tornado. The effervescent buffets anything it touches with positive energy winds. These winds destroy life, as well as restore it. A person or object caught in an effervescent is exposed to so much positive energy that it literally explodes with life, destroying it in the process. Then the anomaly rebuilds the life it destroyed to the point where it destroys it again over and over until it spews the creature or object out. An effervescent is always visible in the depths of farspace.

Elemental Super Portals: Elemental super portals are very rare in the depths of farspace and unheard of within a sphere. These elemental super portals take different forms depending on which elemental plane formed the portal. Elemental fire super portals are often mistaken as rogue radiance or fire planets. Only when you come near the portal do you notice the swirling vortex of elemental fire spewing out from the portal. Elemental earth super portals form dense, mineral-rich asteroid belts orbiting the portal. These portals are rarely unoccupied. Elemental air super portals are the saving grace of those spelljammers that get lost in the depths of farspace. They appear as swirling balls of pure elemental air and are often mistaken for air planets or gas giants. Elemental water super portals are the strangest of the elemental super portals. Because of the nature of farspace, an elemental water super portal will have huge ice belts orbiting a central swirling ball of water encrusted with a thin icy layer. Note that elemental super portals are often the home of elementals and strange spacefaring creatures that have adapted to life near the portal (i.e. fire scavvers).

Raia Nomad Colonies: The durawood sailing ship-style spelljammers of the raia are a common sight amongst the spheres of farspace. These specially built spelljammer often travel tightly together and may even be lashed together with supports and netting. This allows the raia to move from one spelljamming vessel to another, as easily as a crewmember of a normal spelljamming vessel might walk across the deck. It is these joined ships that are referred to as a raia nomad colony. Often these colonies remain in one sphere for months at a time, trading with the local spacefaring community. Strangely, raia never take their ships to groundling ports of call. Raia durawood ships are an amazing achievement and are considered part of the colony, as a durawood spelljammer is basically a liveship.

Rogue Celestial Bodies: Sometimes a celestial body begins its formation in a sphere then breaks away from the sphere due to some unknown event. Any type of celestial body can become rogue, even a radiance or fire body. Most rogue celestial bodies are earth planets, which may or may not become comets depending on the size and speed the celestial body is traveling. If a rogue celestial body keeps its natural rotation and speed then it is possible that live might have formed on that world. Such life would be strange and even more alien in nature, without the light, energy and heat of a star. Of course, fire planets have there own light. A DM is encouraged to create strange luminous life forms for such a rogue world.

Two Spheres for Farspace: Designer’s Note – one of the spheres described in this section is farspace version of the Trademeet system that I created for my Arcanum of the Star campaign for the Dragonstar d20 Campaign Setting. And while the names are similar, the worlds in this sphere will be a lot different.

Billions of unique spheres exist within the farspace reality. Most of these spheres are similar to those found in the shell reality, except for the fact that crystal shells do not surround them. Spelljammer fans are encouraged to take what I have provided here, as a good starting point for a Spelljammer Campaign set in Farspace and add to it.

Allorspace – This sphere used to exist in the shell reality, until one of its inhabitants met the raia and exposed his sphere to the concept of there being different realities. Of course, that man is long dead and it took hundreds of years after his death before the sphere to shift into the farspace reality. But it proves the point of the arcane, that exposing the shell reality inhabitants to the concept of realities is a dangerous consequence of letting other races from the farspace reality enter the sphere reality. The Arcane Merchants’ Alliance actively discourages other races from making contact with shellers, including trade embargoes and the threat of military action. So far, none have risked the wrath of the arcane by attempting to shift another shell sphere to farspace.

Allorspace still survives and hasn’t changed much. It has four non-descript planets and an asteroid belt orbiting a fire star. Most of Allorspace’s civilization is located in the asteroid belt. The planets (small earth planets) are airless but not totally lifeless. The many crags and craters of these four earth planets are hiding places for vacuum-based monsters and gith pirates. Allorspace was named after the sphere’s primary, Allor (very large fire planet). Allor is what is known as a fire planet or fire star. These fiery planets are not like true stars (or radiance stars), in that they don’t give off dangerous radiant energy and that life is more likely to exist on the surface. Allor has such life in the form of a dwarf-like race known as the azer, originally from the Elemental Plane of Fire. These fire dwarves tend to keep to themselves.

Tradespace – Rumors abound of the home sphere of the arcane. Are the arcane originally from the farspace reality? If so, then this sphere might exist in your campaign. Tradespace has eight planets orbiting a true star – Des (very small earth planet), Marrilo (small earth planet), Arana (medium earth planet), Salor (very large true gas gaint), Juepet (small earth planet), Allin (very large air planet), Vaigo (very small earth planet) and Burrun (medium earth planet). It is said that the arcane were the only intelligent life to form in Tradespace. All of the planets in the sphere would be under complete control of the arcane and their allies. Arana is the home world of the arcane.

This sphere would be a hub of constant activity as arcane from all over the universe come home to Arana to report their year’s activities and profit to the ruling body of the arcane. This group is known as Arcane Merchants’ Alliance. It is believed that several servitor races are active members in this alliance. Could the raia be one of them?
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Old 15th February 2008, 08:43 AM   #17 (permalink)
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A bit of an update

I've updated my Mirrored Cosmology page on my Wiki to better reflect the information in this thread.

http://walktheroad.wikispaces.com/WoK_Cosmo

This update will be an ongoing project on the wiki and on this thread. In all instantances where appears to be a conflict in details, assume that the Wiki is correct as I tend to update this thread less frequently.

My first goal is to finish detailing the Plane of Twilight. After that i'm not sure what I'll work on next. Note: Since I am taking night classes right now, assume that updates won't be every week.
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Old 23rd February 2008, 12:22 AM   #18 (permalink)
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Plane of Twilight

The Plane of Twilight is a combination of the Plane of Shadow and the Astral Plane. I haven't worked out all the logistics yet but basically you have to cross into the Plane of Twilight before being able to cross into the Upper Planes and Lower Planes.

It is the main transitive plane connecting to the Ethereal Plane, the Elemental and Paraelemental Planes and the Outer Planes, but not directly to the Material Plane. In order to get to the Plane of Twilight from the Material Plane you have to first pass through the Ethereal into the Deep Ethereal or to one of the Elemental or Paraelemental Planes. Then you make the journey to the Plane of Twilight.
_________________________________________________

Twilight Traits
  • Subjective Directional Gravity.
  • Flowing Time: 1 minute = 1 round. On the Plane of Twilight, time moves at a slower pace. For every minute that passes on the Material Plane one round (6 seconds) passes on the Plane of Twilight.
  • Infinite Size.
  • Alterable Morphic.
  • No Elemental or Energy Traits: Some regions and features of the Plane of Twilight may have one or more of these traits, but the plane as a whole does not.
  • Mildly Neutral-Aligned.
  • Enhanced Magic: Spells with the darkness, light, pattern, or shadow descriptor are enhanced on the Plane of Twilight. Such spells are cast as though they were prepared with the Enlarge Spell and Extend Spell feats; although, they don't require higher-level slots to cast. Spells that use positive or negative energy are enhanced on the Plane of Twilight near [within 1,000 ft.] portals that lead to the Outer Planes (depending on where the portal leads). Such spells are cast as though they were prepared with the Maximize Spell feat; although, they don't require higher-level slots to cast.
_________________________________________________

Overview
The Plane of Twilight is halfway between the Astral and Shadow planes in look and feel — not horribly dark and gloomy, like Shadow, yet not overtly radiant, like Astral, either. The closer you are to the portals leading to the Upper Planes the brighter and more wide open it feels, while the closer to the portals leading to the Lower Planes the gloomer and more closed off it feels. The Plane of Twilight is also heavily influenced by both positive and negative planar traits depending on which region of the plane you are in. (There isn't a Positive Energy Plane or a Negative Energy Plane in the Mirrored Cosmology.)

Spells that would require the Astral Plane or Plane of Shadow work through the Plane of Twilight. However, these spells, in reality, pass through the Ethereal, first. Thus, shadow walk doesn't take you all the way to the Plane of Twilight but basically functions the same way. Astral and Shadow-based spells only ever take you as far as the Deep Ethereal unless your goal is to travel to the Plane of Twilight (i.e. astral projection) or beyond.

DM's Note: One could say that shadow walk should actually be called deepether walk for this cosmology, but that sounds too clunky. Some of these Twilight spells might need to change in level in my campaign. Either that or I might need to create "greater" versions of certain spells. However, I'm not going to tinker with spells unless I have to.
_________________________________________________

Twilight Inhabitants
In the Mirrored Cosmology, the Plane of Twilight is home to almost any creature of Shadow, and it is also the home of all creatures that would normally be found in the Astral plane. This includes such creatures as the astral dreadnaught and the githyanki as well as shadow mastiffs and and the shadar-kai. Note that the Plane of Twilight is also influenced by both positive and negative energy, so creatures of both positive and negative energy can be found on the transitive plane as well. This includes many types of undead, the xeg-yi & the xag-ya, and ravids. Many creatures from the Elemental and Paraelemental Planes can also be found travelling the dusky sky of the Plane of Twilight, especially genies and their kin. However, most of these elemental travelers aren't native to the plane; instead, they are simply passing through.

The twilit races often find themselves in conflict over differences in ideology and society. This is especially true of the githyanki and the shadar-kai. Both of these races believe it is their race's destiny to conquer every landmass and fallen divine form. The two races are constantly at war with each other, and travelers are encouraged to not get between the two races when conflict breaks out (which is all the time). The xeg-yi and the xag-ya also attack each other on sight, but they don't go out of their way to seek each other out. Ravids despise the undead and hunt them throughout the plane. Ravids will also attack any creature that uses negative energy.
_________________________________________________

Movement and Combat
Unlike the Astral and Shadow planes, the Plane of Twilight has subjective directional gravity like the Elemental Plane of Air. Thus, those suspended in midair decide which way to fly by deciding which way is down for them. When on one of the planes many landmasses whether they be earthbergs or floating remains of dead gods sent to oblivion, a traveler simply chooses "down" to be near his feet. If given the choice between flying and walking most natives of the Twilight prefer to fly. This preference also lends itself towards aerial combat throughout the dusky sky of the plane, and the inhabitants of the plane consider it bad form to fight while grounded. Since the plane is dominated by a flier's way of life, many of its inhabitants uses airships and spelljammers to travel from one place to the next. The plane doesn't have air currents, so spelljammers are more common than airships. The magical force of a spelljamming helm supersedes the magic of the plane for an unknown reason. Most of the twilit races uses such vessals to trade wih or make make against each other.
_________________________________________________

Features of the Plane of Twilight
Since the Plane of Twilight is filled with more life and landmasses than you would find on an Astral or Shadow plane, it is more crowded. The plane of Twilight is often referred to as the Crossroads of the Inner Planes. Some planar sages believe the plane is slowly becoming more of an Inner Plane than a transitive plane but such speculation is rarely taken seriously.

The plane is more hospitable than other transitive planes, however.

It has air. It has water and food in abundance; however, these two resources are usually guarded jealously by the twilt races, so visitors should make sure to bring their own. The plane's constant dusky sky isn't true darkness, so finding one's way isn't as hard as on a Shadow plane. The perpetual twilight does tend to dampen the plane's flora and fauna, but the gloom doesn't have a far-reaching magical effect on travelers. Shadow magic is enhanced, but light magic isn't impeded. Light cuts through the twilight just as it would on the Material Plane. Regardless, vision fades at about 500 feet.

· Chromatic Tornadoes (Dragon #321, pg. 66)
· Conil-a-Ald (Harp of Glass) (Dragon #321, pg. 68)
· Dead Deities (MotP, pg. 51)
· Fixed and Drifting Islands (Dragon #321, pg. 66)
· Githyanki on the Plane of Twilight
→ Details to be added later.
· Hall of Twilight
→ Demiplane, will have its own entry on my wiki.
· Prisme (Dragon #321, pg. 68) [?]
· Radiant Clouds (Dragon #321, pg. 66) [?]
· Shadar-kai of the Plane of Twilight
→ Details to be added later.
· The Breath of Threphocris (Planar Handbook, pg. 165 - 167)
· The Eye of Gu'n'ragh (Planar Handbook, pg. 174 - 175)
· The Hospice (MotP, pg. 84)
· The Twilight Bridge (the rainbow bridge) (Dragon #321, pg. 65)
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Old 12th June 2008, 06:01 AM   #19 (permalink)
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Planar Cities

HINTER LOST
“The Lost, the Lost…don’t lose yourself to the Lost…”
— Derrik, former adventurer, now a barmy in the Hive in Sigil
Metropolis
Other Names: The City of the Lost
Political/Religious Affiliations: The Lost (major); the churches of various dead gods (minor); and the Temporal Spellmasters (major).
Power Center: Monstrous (various); nonstandard (elders); magical (ex-clerics); magical (arcanists).
Alignment: Chaotic neutral.
_____________________________________________
Population: 25,500
Demographics: Isolated [96% human, 2% outsiders (celestials, fiends, etc.), 1% demihumans, 1% other races].
City Type (pop. 5,001+ only): Commune.
Fortified?: No.
Epic?: Yes.
_____________________________________________
GP Limit: 150,000 gp
Assets: 191,250,000 gp
Main Import: The Lost of the Planes.
Main Export: Barmy planewalkers.
_____________________________________________
Authority Figures: The Lost is a council of the city's elders — those that have lived in the city longer than anyone can remember. They don't so much rule, as they meddle in each others affairs and the lives of the city's lost citizens.
Important Characters: Black Bart [CN genderless modron Rog10/Ftr10], Father Baatorian [CG male 20 HD outsider Ftr15/Sor15 (an ancient baatorian)], and the Broken Hive [N genderless 20 HD human mob Clr5/Ftr5/Rog5/Wiz5 (a barmy group of humans connected through a linked mind)].
Organizations: Hinterlanders (guild), Soldiers of the Tortured Souls (mercenary company), Temporal Spellmasters (arcanists' guild), and the Cant of the Lost (thieves' guild).
Noble Houses: Still to be determined.
Adventurers Welcome?: Sort of.
_____________________________________________
Notes: It's really hard to get to this city, as it exists on its own demiplane beyond the vastness of the Hinterlands. Plus, one has to believe that the city exists or you can't find it.
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Last edited by Knightfall; 19th June 2008 at 08:30 AM..
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Old 12th June 2008, 06:04 AM   #20 (permalink)
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SIGIL
Planar Metropolis
Other Names: City of Doors
Political/Religious Affiliations: Lord of Agony (enigmatic), the factions; church of Aoskar (major), church of Boccob (major); and the church of Mirella (major).
Power Center: Monstrous (outsider); nonstandard (factions); magical (arcane/divine).
Alignment: Neutral.
_____________________________________________
Population: 250,000
Demographics: Integrated [37% human, 20% planetouched (aasimars, tieflings, etc.), 15% other outsiders (celestials, fiends, etc.), 10% demihumans (dwarves, elves, etc.), 10% goblinoids (bugbears, goblins, etc.), 5% cat races (kitts, rakasta, etc.), 3% other races]
City Type (pop. 5,001+ only): Unknown.
Fortified?: Not applicable.
Epic?: Yes.
_____________________________________________
GP Limit: 600,000 gp
Assets: 7,500,000,000 gp
Main Import: Planewakers and their goods & beliefs.
Main Export: Same.
_____________________________________________
Authority Figure: Lord of Agony [N male 20 HD outsider (20 HD) Ftr20/Sor20 (mysterious ruler of Sigil; not a god)].
Important Characters: A'kin [NE male 12 HD arcanaloth (owner of the magic shop known as The Friendly Fiend)]; Cuatha Da’nanin [LG male half-elf Rgr15 (Sensate)]; Duke Rowan Darkwood [CG male human Rgr12/Clr14 (Heimdall) (factol of the Fated)]; Erin Darkflame Montgomery [LG female human Clr9 (Diancecht) (factol of the Society of Sensation)]; Eyebrarian [N genderless 10 HD outsider Clr10 (Boccob)/Wiz10 (strange leader of the Library of Boccob)]; Kylie the Tout [N female tiefling Rog8 (Indep) (guildmistress of the Guild of Touts)]; Grundlethum Blackdagger [LN male human Wiz15 (Indep) (owner of Grundlethum's Automatic Scribe)]; Laril Zasskos [CN female githzerai W14 (Anarchist) (owner of the bathhouse known as The Fire Pits)]; and Shemeshka the Marauder [NE female 12 HD arcanaloth (king of the cross-trade, information broker)].
Other Characters: Marda Farambler [CG female halfling Com1/Exp1 (owner of the cider shop known as The Greengage)]; Ralff [N male tiefling Rog8 (Signer) (a discreet tout)]; Tarras yn Beza el Xan Yae [LN male human Ftr6/Clr5 (Xan Yae) (Sensate)], Traban [LG male dwarf Ftr1 (owner of Traban's Forge)], and Zegonz Vlaric [CE male githzerai Ftr3/Wiz4 (Bleaker) (owner of the tavern known as The Styx Oarman)]
Organizations: The Factions [Athar, Believers of the Source, Bleak Cabal, Doomguard, Dustmen, Fated, Fraternity of Order, Free League, Harmonium, Mercykillers, Revolutionary League, Sign of One, Society of Sensation, Transcendent Order, Xaositects]; Guild of Touts.
Golden Lords: Duprak Jarneesh, Estavan, Jeremo the Natterer, Shemeshka the Marauder (see above), Timmon d'Arlen, Wei Minh Lee, and Zadara the Titan.
Adventurers Welcome?: Yes
_____________________________________________
Notes: For more information on Sigil, see the Planescape Campaign Setting boxed set. There are many differences between my Sigil and the official one. For instance, my Sigil is ruled by the Lord of Agony, a less mysterious figure than the Lady of Pain. Plus, my Sigil is considered Epic. And there hasn't been a Faction War in my version of Sigil.
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Last edited by Knightfall; 12th June 2008 at 09:46 AM..
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