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Sins of Our Fathers II - New Art Uploaded - 1/25
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<blockquote data-quote="Destan" data-source="post: 1489654" data-attributes="member: 12157"><p>Sorry about that. It's really just a simple word convention. <em> Planoth</em> means "plane of" so <em>Shadu Planoth</em> is the "Plane of Shadows." Brilliant, no?</p><p></p><p>The Plane of Shadows, in Ostia Prim, is coterminous with the other planes. All colors and hues are muted, of course, and the sky is streaked with eternal twilight. There's no vegetation - but the shadows of trees and such from the Material Plane do exist (so one can do passably well gauging their relative position on the Material Plane as they travel across the Shadu Planoth). Same thing with structures - no buildings exist on the Shadu Planoth, but the shadows cast by their real world counterparts are evident. The oceans of Shadu are deserts of gray sand-waves "frozen" in an instant in time. For this reason, those who can access the Shadu Planoth often do so in order to march across large bodies of water (which the PC's in this campaign eventually do).</p><p></p><p>Ostia Prim has the <em>Havanu Planoth</em> as well, which - predictably - is the Plane of Heavens. In this campaign, the spirits of "good" people go to Havanu, the abode of (all) the gods. Havanu is inviolate - folks cannot <em>plane shift</em> or otherwise travel to Havanu (without dying, of course). I wanted to have a plane of existence that remained sacrosanct - I'm not much of a fan of PC's plane-hoppin' wily-nily. I don't know why. </p><p></p><p>In the end, the PC's can (and do) engage in planar travel. But the cosmos itself is revealed much in the way old computer RPG's revealed the map as one explored across the screen. The planes are confusing, ambiguous, and largely misunderstood. Makes it easier for me to "plop down" new ones as the campaign progresses. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Long answer to a short question. Hope that helps.</p><p></p><p>As always, thanks for the questions, the bumps, and the feedback.</p><p></p><p>D</p></blockquote><p></p>
[QUOTE="Destan, post: 1489654, member: 12157"] Sorry about that. It's really just a simple word convention. [i] Planoth[/i] means "plane of" so [i]Shadu Planoth[/i] is the "Plane of Shadows." Brilliant, no? The Plane of Shadows, in Ostia Prim, is coterminous with the other planes. All colors and hues are muted, of course, and the sky is streaked with eternal twilight. There's no vegetation - but the shadows of trees and such from the Material Plane do exist (so one can do passably well gauging their relative position on the Material Plane as they travel across the Shadu Planoth). Same thing with structures - no buildings exist on the Shadu Planoth, but the shadows cast by their real world counterparts are evident. The oceans of Shadu are deserts of gray sand-waves "frozen" in an instant in time. For this reason, those who can access the Shadu Planoth often do so in order to march across large bodies of water (which the PC's in this campaign eventually do). Ostia Prim has the [i]Havanu Planoth[/i] as well, which - predictably - is the Plane of Heavens. In this campaign, the spirits of "good" people go to Havanu, the abode of (all) the gods. Havanu is inviolate - folks cannot [i]plane shift[/i] or otherwise travel to Havanu (without dying, of course). I wanted to have a plane of existence that remained sacrosanct - I'm not much of a fan of PC's plane-hoppin' wily-nily. I don't know why. In the end, the PC's can (and do) engage in planar travel. But the cosmos itself is revealed much in the way old computer RPG's revealed the map as one explored across the screen. The planes are confusing, ambiguous, and largely misunderstood. Makes it easier for me to "plop down" new ones as the campaign progresses. :) Long answer to a short question. Hope that helps. As always, thanks for the questions, the bumps, and the feedback. D [/QUOTE]
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