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The Planar Cosmography: Netbook of the Planes
Designing Planes
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<blockquote data-quote="Cheiromancer" data-source="post: 109791" data-attributes="member: 141"><p>Ok, I'm not too sure about how one designs a plane. How much level of detail does one need? More than a two-line description, I suppose, but less than a fully detailed campaign setting. Here are two preliminary attempts:</p><p></p><p><strong>The Void</strong></p><p>The Void is dark and empty, but is full of creative potential. Many spellcasters have lairs here (built of imported material) where magical research can be conducted free of distractions and interruptions. While the Void has the no metabolism, no air and no gravity special properties, it also possesses a high magic field that enhances conjuration and evocation magic; basically anything that creates either energy or matter. The Void also has the rapid expansion special property.</p><p></p><p>Rapid Expansion: if two objects are left suspended in a plane with this property, they will spontaneously separate. The separation will double each day; if they begin 10 feet apart, they will be 20 feet apart after 1 day, 40 feet apart after 2 days, and so on; after 1 month they will be 2000 miles apart. </p><p></p><p>Structures brought into the Void must be tethered together or they will soon separate to astronomical distances. Travel between such widely separated structures are possible only by Teleportation or similar effects.</p><p></p><p><strong>Zandath</strong> </p><p>Zandath is a prime material world locked technologically in the early stone age. Zandath is devoid of fire: only magical fire exists, and spells involving fire are affected as by the low magic field special property. Zandath is notable for a multitude of destructive predators; Ankhegs, Bulettes, and Purple Worms are quite common, and creatures similar to the legendary Tarrasque have also been reported. Permanent settlements are uncommon on Zandath, as the pre-requisites for agriculture and tool use are largely absent. Magic has developed on Zandath in a way that favors the Bard; they fill the role of what in other worlds would be the adept or the shaman. Bardic music, bardic magic, Language dependent magic and magic with the sonic sub-type is affected on Zandath as by a high magic field. Adventurers occasionally come to Zandath for “big game hunting,” for the acquisition of exotic material components, and to have “primitive” magic items crafted.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 109791, member: 141"] Ok, I'm not too sure about how one designs a plane. How much level of detail does one need? More than a two-line description, I suppose, but less than a fully detailed campaign setting. Here are two preliminary attempts: [b]The Void[/b] The Void is dark and empty, but is full of creative potential. Many spellcasters have lairs here (built of imported material) where magical research can be conducted free of distractions and interruptions. While the Void has the no metabolism, no air and no gravity special properties, it also possesses a high magic field that enhances conjuration and evocation magic; basically anything that creates either energy or matter. The Void also has the rapid expansion special property. Rapid Expansion: if two objects are left suspended in a plane with this property, they will spontaneously separate. The separation will double each day; if they begin 10 feet apart, they will be 20 feet apart after 1 day, 40 feet apart after 2 days, and so on; after 1 month they will be 2000 miles apart. Structures brought into the Void must be tethered together or they will soon separate to astronomical distances. Travel between such widely separated structures are possible only by Teleportation or similar effects. [b]Zandath[/b] Zandath is a prime material world locked technologically in the early stone age. Zandath is devoid of fire: only magical fire exists, and spells involving fire are affected as by the low magic field special property. Zandath is notable for a multitude of destructive predators; Ankhegs, Bulettes, and Purple Worms are quite common, and creatures similar to the legendary Tarrasque have also been reported. Permanent settlements are uncommon on Zandath, as the pre-requisites for agriculture and tool use are largely absent. Magic has developed on Zandath in a way that favors the Bard; they fill the role of what in other worlds would be the adept or the shaman. Bardic music, bardic magic, Language dependent magic and magic with the sonic sub-type is affected on Zandath as by a high magic field. Adventurers occasionally come to Zandath for “big game hunting,” for the acquisition of exotic material components, and to have “primitive” magic items crafted. [/QUOTE]
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