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<blockquote data-quote="dave_o" data-source="post: 211030" data-attributes="member: 2933"><p><strong>Planar Words...EXPLAINED!</strong></p><p></p><p>Normal Gravity: For an exmaple of this, fall over. Or, drop things. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p>Sentient: Sentience is a Morphic Trait, meaning, as the plane is Sentient is can change itself at will. However, the essence trapped within the plane (and there is a rhyme and reason to this, but it's a secret) rarely makes any changes, although it has been known to let it's presence be known at times. Basically, the plane can bend to the will of the essence trapped within.</p><p></p><p>Flowing Time: The time here is a bit odd, compared to other planes. A day in HRH is equal to a Material Plane year, however, like the Plane of Faerie mentioned in the back fo MotP, once something/something leaves HRH, the time seemingly 'catches up'. So, a one year old in HRH would be 365 upon going to the Material Plane. This is obviously a preventive measure be the plane's creator to keep things IN.</p><p></p><p>Minor Negative-Dominant: This means, I think, as this is quoted from memory, being on the plane lose two hit points a round unil they crumble away into ash. However, residents of HRH are immune to this effect. It also explains the eternal night of HRH.</p><p></p><p>Mildly Neutral-Aligned: The Material Plane Mildly Neutral-Aligned, it simply means that there are no bonuses/minuses to any checks based on alignment.</p><p></p><p>Wild Magic: Magic in HRH is Wild. First off, I'd like to say the table I'm using hasn't been completely converted to 3E yet, so there might be some archaic terms like THAC0 on there (Ugh. THAC0. My friend named his dog THAC0.), but those will be soon changed. However, there is a palpable layer that must be penetrated in order to cast, to which Spellcasters refer to as the Gloom. All casters must make a caster level check (d20+Caster Level) versus a DC 15 + Spell Level in order to sucessfully cast a spell, otherwise, Wild Surge occurs. The table isn't final, mind you, and odds are I'll simply make a new one up. A nice, dark, evvvvvvil one.</p><p></p><p>MUHAHAHAHAHA!</p><p></p><p>Anyway, as I don't want to lay my Demiplane out here naked for everyone to see, if you wanna hear about the history/origin of HRH, lemmie know. NOTE: PCs would know nothing of this, so I only want people with Meta-Game Repellant Armor +8.282 X 10^99 to ask. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="dave_o, post: 211030, member: 2933"] [b]Planar Words...EXPLAINED![/b] Normal Gravity: For an exmaple of this, fall over. Or, drop things. :D Sentient: Sentience is a Morphic Trait, meaning, as the plane is Sentient is can change itself at will. However, the essence trapped within the plane (and there is a rhyme and reason to this, but it's a secret) rarely makes any changes, although it has been known to let it's presence be known at times. Basically, the plane can bend to the will of the essence trapped within. Flowing Time: The time here is a bit odd, compared to other planes. A day in HRH is equal to a Material Plane year, however, like the Plane of Faerie mentioned in the back fo MotP, once something/something leaves HRH, the time seemingly 'catches up'. So, a one year old in HRH would be 365 upon going to the Material Plane. This is obviously a preventive measure be the plane's creator to keep things IN. Minor Negative-Dominant: This means, I think, as this is quoted from memory, being on the plane lose two hit points a round unil they crumble away into ash. However, residents of HRH are immune to this effect. It also explains the eternal night of HRH. Mildly Neutral-Aligned: The Material Plane Mildly Neutral-Aligned, it simply means that there are no bonuses/minuses to any checks based on alignment. Wild Magic: Magic in HRH is Wild. First off, I'd like to say the table I'm using hasn't been completely converted to 3E yet, so there might be some archaic terms like THAC0 on there (Ugh. THAC0. My friend named his dog THAC0.), but those will be soon changed. However, there is a palpable layer that must be penetrated in order to cast, to which Spellcasters refer to as the Gloom. All casters must make a caster level check (d20+Caster Level) versus a DC 15 + Spell Level in order to sucessfully cast a spell, otherwise, Wild Surge occurs. The table isn't final, mind you, and odds are I'll simply make a new one up. A nice, dark, evvvvvvil one. MUHAHAHAHAHA! Anyway, as I don't want to lay my Demiplane out here naked for everyone to see, if you wanna hear about the history/origin of HRH, lemmie know. NOTE: PCs would know nothing of this, so I only want people with Meta-Game Repellant Armor +8.282 X 10^99 to ask. :D [/QUOTE]
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