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General Tabletop Discussion
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The cosmology of your homebrew campaign
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<blockquote data-quote="glass" data-source="post: 8489976" data-attributes="member: 12251"><p>My homebrew world Pelhorin has its own cosmology, although it is distantly linked to the great wheel and other cosmologies so that stuff is there should I need it. Anyway, the local cosmology:</p><p></p><p>The main plane on which people live is known simply as the World. Close to the World is the Otherworld, which is home of spirits and fey, and also the Skies. Leaving the atmosphere of the world by different means accesses a different Sky (one Sky is a crystal sphere floating in phlogiston, another is more-conventional space with giant glowing balls of helium fusion). Each Sky has its own sun, although they are usually all in the sam place so it looks like a single sun when viewed from Pelhorin - sometimes they separate slightly, which is a significant event.</p><p></p><p>Orbiting the World are <s>six</s> <em>EDIT: probably 12</em> planes which have an influence on the world when they are close: The Grey is the realm of the dead. The Green is a realm of life; of plants, animals, and wilderness. The Barrens is a battleground, where natives fight it out and other factions from across the worlds occasionally join in. Anarch is a realm of railing chaos, and conversely Concord is a plane of perfect order.</p><p></p><p>Tieing it all together (in various combinations) are the transitive planes: The Umbra is a plane of shadow and the Radiance is a plane of light. The Ethereal is ghostly realm of mists. All three have “near” regions, which abut the Word and other planes, and deep regions that allow travel between them. All three are four dimensional. Morphea is a realm where dreamers go when they dream, it connects to all planes that have inhabitants capable of dreaming.</p><p></p><p>The Astral is both a transitive plane and the home of the gods (and a good many other creatures). Within it float Astral Domains, subplanes with their own rules and characteristics, the majority of which are claimed by a god or a pantheon thereof.</p><p></p><p>Beneath it all are the 13 Hells, home of deamons (more in the Warhammer sense than the D&D sense).</p><p></p><p>_</p><p>glass.</p></blockquote><p></p>
[QUOTE="glass, post: 8489976, member: 12251"] My homebrew world Pelhorin has its own cosmology, although it is distantly linked to the great wheel and other cosmologies so that stuff is there should I need it. Anyway, the local cosmology: The main plane on which people live is known simply as the World. Close to the World is the Otherworld, which is home of spirits and fey, and also the Skies. Leaving the atmosphere of the world by different means accesses a different Sky (one Sky is a crystal sphere floating in phlogiston, another is more-conventional space with giant glowing balls of helium fusion). Each Sky has its own sun, although they are usually all in the sam place so it looks like a single sun when viewed from Pelhorin - sometimes they separate slightly, which is a significant event. Orbiting the World are [S]six[/S] [I]EDIT: probably 12[/I] planes which have an influence on the world when they are close: The Grey is the realm of the dead. The Green is a realm of life; of plants, animals, and wilderness. The Barrens is a battleground, where natives fight it out and other factions from across the worlds occasionally join in. Anarch is a realm of railing chaos, and conversely Concord is a plane of perfect order. Tieing it all together (in various combinations) are the transitive planes: The Umbra is a plane of shadow and the Radiance is a plane of light. The Ethereal is ghostly realm of mists. All three have “near” regions, which abut the Word and other planes, and deep regions that allow travel between them. All three are four dimensional. Morphea is a realm where dreamers go when they dream, it connects to all planes that have inhabitants capable of dreaming. The Astral is both a transitive plane and the home of the gods (and a good many other creatures). Within it float Astral Domains, subplanes with their own rules and characteristics, the majority of which are claimed by a god or a pantheon thereof. Beneath it all are the 13 Hells, home of deamons (more in the Warhammer sense than the D&D sense). _ glass. [/QUOTE]
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