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High-level Pathfinder Planar Game: The Lich-Queen's Beloved
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<blockquote data-quote="CanadienneBacon" data-source="post: 6560315" data-attributes="member: 11146"><p style="text-align: center"><span style="color: #FF0000">These notes supersede all published content.</span> </p><p></p><p>[sblock=Astral Plane]The Astral Plane occupies the space between everything. It is the road that goes everywhere. It is where you are when you aren't anywhere else. </p><p></p><p>The Astral Plane is also the space between the planes. When a character moves through an interplanar portal or projects her spirit to a different plane, she travels through the Astral Plane. Even spells that allow instantaneous movement across a plane, such as <em>dimension door</em>, briefly touch the Astral Plane. </p><p></p><p>The Astral Plane is a great, endless sphere of clear silvery sky, both above and below. Large tube-shaped clouds slowly coil into the distance, some appearing as thunderheads and others looking like immobile tornadoes of gray wind. Erratic whirlpools of color flicker in midair. </p><p></p><p>Both planar travelers and refugees from other planes call the Astral Plane home. The most prominent denizens are, however, the githyanki, an outcast race that preys on travelers. </p><p></p><p>The Astral Plane collects the flotsam and jetsam of great events that have shaken the foundations of cosmology. Of the three Transitive Planes (Ethereal Plane, Astral Plane, and Plane of Shadow), the Astral Plane is the most alien to natives of the Material Prime. The Astral Plane has the following traits:</p><p></p><p><strong>Gravity:</strong> There are pockets of no gravity in the Astral Plane, but gravity functions normally in Tu'narath and Susurrus (the Lich-Queen's palace).</p><p><strong>Timeless:</strong> Age, hunger, thirst, poison, and natural healing don't function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane.</p><p><strong>Alignment:</strong> Mildly neutral[/sblock]</p><p></p><p>[sblock=Morphing the Astral]Certain spells (or spell-like abilities, or psionics) may be able to twist and morph the astral haze, similar to the way the substance of shadow is manipulated by shadow spells such as <em>shadow conjuration</em>. It's possible to invent spells that affect the Astral Plane in this fashion. In this setting's cosmology, all planes are coterminous to the Astral Plane, so there is little difficulty utilizing this ability.[/sblock]</p><p></p><p>[sblock=Enhanced Magic]All spells and spell-like abilities used within the Astral Plane may be employed as if they were improved by the Quicken Spell feat. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quickened Spell feat, only one quickened spell can be cast per round.[/sblock]</p><p></p><p>[sblock=Gravity]The pockets without gravity in the Astral Plane can make it a tricky place to get around in. Flying is possible, as are other forms of movement that the characters may discover during play. Unlike normal flying, climbs and dives in a no-gravity pocket don't change a character's speed, and there is no minimum speed to avoid a stall. Also, characters may double move, but their maneuverability drops to average. A character may move at four times his speed, but maneuverability drops to clumsy. Distances are deceptive on the Astral Plane, and maps are almost completely useless in the hazy expanse. The time it takes an individual to reach a particular place on the Astral Plane depends on how familiar the traveler is with that area.[/sblock]</p><p></p><p>[sblock=Astral Ships]The githyanki posses the ability to create special astral ships. Each ship is difficult to create, requiring years of work. Small communities have access to only a handful, though large fortress-cities such as Tu'narath have a fleet, some of which are used for trade.</p><p></p><p>Astral ships vary in size from small skiffs to galleon-sized craft, all of which look something like terrestrial keelboats. Most are equipped with harpoons and ballistrae, and the largest possess catapults. Astral ships can ram other ships and creatures larger and up to two size categories smaller than themselves.[/sblock]</p><p></p><p>[sblock=Tu'narath]<strong>Tu'narath</strong> (Metropolis): Conventional; Alignment LE; 100,000 gp limit; Population: 100,000; Githyanki 96%, Other 4%.</p><p></p><p>Tu'narath is the githyanki capital city, built on the body of a dead god adrift in the Astral Plane. Subjective directional gravity holds sway within 200' of the city, allowing the city's inhabitants to walk normally. As they enter Tu'narath's "gravity well," creatures and objects moving within 200' of the city begin to fall from the Astral Plane's gravity-free space. A series of mooring towers and landing platforms allow astral ships to dock.</p><p></p><p>Surrounding the city are several chunks of astral detritus atop which the githyanki have built small, fortified citadels. Chained to these "flying fortresses" are small chunks of rock with towers jutting out of them.</p><p>[sblock=Architecture]Tu'narath architecture reflects the githyanki militaristic mindset--ominous structures with flying buttresses and protruding wrought-iron spikes, but with enough décor to make them more than cold assemblages of stone and iron. Occasional golden domes dot the cityscape. Porticos are oft adorned with sculptures and frescoes depicting githyanki champions riding red dragons. Buildings are densely packed, multi-story affairs joined by stone bridges on upper levels. Bridges that span roadways are common sights in every district.[/sblock]</p><p>[sblock=Laws]Githyanki society precludes the need for codified laws, since there is virtually no crime and all disputes are handled within a strict military chain of command. Although githyanki do not generally share space with other races, Tu'narath is cosmopolitan enough to host outsiders. Outsiders have few rights, but are allowed to conduct trade and come and go as they please. Unless the Commissar or other higher authority dictates otherwise, foreigners are watched closely but are tolerated.</p><p></p><p>Githyanki kill on sight any and all githzerai, mind flayers, and other blood enemies. Harboring a member of one of these races in the city is a capital offense.</p><p></p><p>The presumption is that an accused is guilty and bears the burden of proving his innocence. In some instances, when no githyanki are involved in a crime, both the accused and the accuser are deemed at fault. This serves as a disincentive to report crime. [/sblock][/sblock]</p></blockquote><p></p>
[QUOTE="CanadienneBacon, post: 6560315, member: 11146"] [CENTER][COLOR="#FF0000"]These notes supersede all published content.[/COLOR] [/CENTER] [sblock=Astral Plane]The Astral Plane occupies the space between everything. It is the road that goes everywhere. It is where you are when you aren't anywhere else. The Astral Plane is also the space between the planes. When a character moves through an interplanar portal or projects her spirit to a different plane, she travels through the Astral Plane. Even spells that allow instantaneous movement across a plane, such as [I]dimension door[/I], briefly touch the Astral Plane. The Astral Plane is a great, endless sphere of clear silvery sky, both above and below. Large tube-shaped clouds slowly coil into the distance, some appearing as thunderheads and others looking like immobile tornadoes of gray wind. Erratic whirlpools of color flicker in midair. Both planar travelers and refugees from other planes call the Astral Plane home. The most prominent denizens are, however, the githyanki, an outcast race that preys on travelers. The Astral Plane collects the flotsam and jetsam of great events that have shaken the foundations of cosmology. Of the three Transitive Planes (Ethereal Plane, Astral Plane, and Plane of Shadow), the Astral Plane is the most alien to natives of the Material Prime. The Astral Plane has the following traits: [b]Gravity:[/b] There are pockets of no gravity in the Astral Plane, but gravity functions normally in Tu'narath and Susurrus (the Lich-Queen's palace). [b]Timeless:[/b] Age, hunger, thirst, poison, and natural healing don't function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane. [b]Alignment:[/b] Mildly neutral[/sblock] [sblock=Morphing the Astral]Certain spells (or spell-like abilities, or psionics) may be able to twist and morph the astral haze, similar to the way the substance of shadow is manipulated by shadow spells such as [I]shadow conjuration[/I]. It's possible to invent spells that affect the Astral Plane in this fashion. In this setting's cosmology, all planes are coterminous to the Astral Plane, so there is little difficulty utilizing this ability.[/sblock] [sblock=Enhanced Magic]All spells and spell-like abilities used within the Astral Plane may be employed as if they were improved by the Quicken Spell feat. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quickened Spell feat, only one quickened spell can be cast per round.[/sblock] [sblock=Gravity]The pockets without gravity in the Astral Plane can make it a tricky place to get around in. Flying is possible, as are other forms of movement that the characters may discover during play. Unlike normal flying, climbs and dives in a no-gravity pocket don't change a character's speed, and there is no minimum speed to avoid a stall. Also, characters may double move, but their maneuverability drops to average. A character may move at four times his speed, but maneuverability drops to clumsy. Distances are deceptive on the Astral Plane, and maps are almost completely useless in the hazy expanse. The time it takes an individual to reach a particular place on the Astral Plane depends on how familiar the traveler is with that area.[/sblock] [sblock=Astral Ships]The githyanki posses the ability to create special astral ships. Each ship is difficult to create, requiring years of work. Small communities have access to only a handful, though large fortress-cities such as Tu'narath have a fleet, some of which are used for trade. Astral ships vary in size from small skiffs to galleon-sized craft, all of which look something like terrestrial keelboats. Most are equipped with harpoons and ballistrae, and the largest possess catapults. Astral ships can ram other ships and creatures larger and up to two size categories smaller than themselves.[/sblock] [sblock=Tu'narath][b]Tu'narath[/b] (Metropolis): Conventional; Alignment LE; 100,000 gp limit; Population: 100,000; Githyanki 96%, Other 4%. Tu'narath is the githyanki capital city, built on the body of a dead god adrift in the Astral Plane. Subjective directional gravity holds sway within 200' of the city, allowing the city's inhabitants to walk normally. As they enter Tu'narath's "gravity well," creatures and objects moving within 200' of the city begin to fall from the Astral Plane's gravity-free space. A series of mooring towers and landing platforms allow astral ships to dock. Surrounding the city are several chunks of astral detritus atop which the githyanki have built small, fortified citadels. Chained to these "flying fortresses" are small chunks of rock with towers jutting out of them. [sblock=Architecture]Tu'narath architecture reflects the githyanki militaristic mindset--ominous structures with flying buttresses and protruding wrought-iron spikes, but with enough décor to make them more than cold assemblages of stone and iron. Occasional golden domes dot the cityscape. Porticos are oft adorned with sculptures and frescoes depicting githyanki champions riding red dragons. Buildings are densely packed, multi-story affairs joined by stone bridges on upper levels. Bridges that span roadways are common sights in every district.[/sblock] [sblock=Laws]Githyanki society precludes the need for codified laws, since there is virtually no crime and all disputes are handled within a strict military chain of command. Although githyanki do not generally share space with other races, Tu'narath is cosmopolitan enough to host outsiders. Outsiders have few rights, but are allowed to conduct trade and come and go as they please. Unless the Commissar or other higher authority dictates otherwise, foreigners are watched closely but are tolerated. Githyanki kill on sight any and all githzerai, mind flayers, and other blood enemies. Harboring a member of one of these races in the city is a capital offense. The presumption is that an accused is guilty and bears the burden of proving his innocence. In some instances, when no githyanki are involved in a crime, both the accused and the accuser are deemed at fault. This serves as a disincentive to report crime. [/sblock][/sblock] [/QUOTE]
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