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The Planar Cosmography: Netbook of the Planes
Variant Elemental Cosmology
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<blockquote data-quote="Nifft" data-source="post: 587762" data-attributes="member: 6562"><p>Here's the core of it:</p><p></p><p>Elemental Earth sits in the center surrounded by the icy Void. Upon the Earth grows Wood -- a vast canopy miles high, fed by the light of the Fire and the rich Ooze of Earth and Water. The Wood is slowly eaten by Fire, which provides illumination. Fire melts the icy Void, releasing Water, but leaving Storm and Ash in its wake. As Fire leaves an area, the Storms slacken and their Water falls, mixing with the Ash to form a mucky Ooze.</p><p></p><p></p><p>Now for <strong>Topology:</strong></p><p></p><p>Fire borders Storm, Ash and Wood.</p><p></p><p>Earth borders Ooze, Wood and Ash.</p><p></p><p>Water borders Storm, Ice and Ooze.</p><p></p><p>Air borders everything but Earth.</p><p></p><p></p><p><strong>Mechanically:</strong></p><p></p><p>Ash is a catch-all for Smoke, Metal, Gem, and Magma.</p><p></p><p>Ooze is mud, acid and toxins, but it's also Mists and any non-violent weather effect.</p><p></p><p>Storm is the element for [Electricity] effects. I've been annoyed that Air is [Electricity] in D&D for a while. Air should be [Sonic].</p><p></p><p>The Icy Void either is, or borders upon, the plane of Shadow.</p><p></p><p>Wood, Fire, Ash, Storm, Ooze, Air, Water: These regions are dynamic. They move (with some regularity). Locations within these areas are temporary.</p><p></p><p>Earth, Ice: These areas are static. Locations are stable.</p><p></p><p><strong>Places:</strong></p><p></p><p>A colossal Brass dish hovers on the wings of Storm, on the edge of Flame. This is the fabled city of the Efreet, and a gateway to a realm of eternal metal and infernal fire: Hell.</p><p></p><p>At the other end of the Storm, within the arms of endless cloud banks, float the myriad palaces of the Djinn. They dance amid the updrafts, constructed of the finest and lightest woods available.</p></blockquote><p></p>
[QUOTE="Nifft, post: 587762, member: 6562"] Here's the core of it: Elemental Earth sits in the center surrounded by the icy Void. Upon the Earth grows Wood -- a vast canopy miles high, fed by the light of the Fire and the rich Ooze of Earth and Water. The Wood is slowly eaten by Fire, which provides illumination. Fire melts the icy Void, releasing Water, but leaving Storm and Ash in its wake. As Fire leaves an area, the Storms slacken and their Water falls, mixing with the Ash to form a mucky Ooze. Now for [b]Topology:[/b] Fire borders Storm, Ash and Wood. Earth borders Ooze, Wood and Ash. Water borders Storm, Ice and Ooze. Air borders everything but Earth. [b]Mechanically:[/b] Ash is a catch-all for Smoke, Metal, Gem, and Magma. Ooze is mud, acid and toxins, but it's also Mists and any non-violent weather effect. Storm is the element for [Electricity] effects. I've been annoyed that Air is [Electricity] in D&D for a while. Air should be [Sonic]. The Icy Void either is, or borders upon, the plane of Shadow. Wood, Fire, Ash, Storm, Ooze, Air, Water: These regions are dynamic. They move (with some regularity). Locations within these areas are temporary. Earth, Ice: These areas are static. Locations are stable. [b]Places:[/b] A colossal Brass dish hovers on the wings of Storm, on the edge of Flame. This is the fabled city of the Efreet, and a gateway to a realm of eternal metal and infernal fire: Hell. At the other end of the Storm, within the arms of endless cloud banks, float the myriad palaces of the Djinn. They dance amid the updrafts, constructed of the finest and lightest woods available. [/QUOTE]
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