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<blockquote data-quote="Charlaquin" data-source="post: 9559614" data-attributes="member: 6779196"><p>The cosmological “maps” are always abstractions. The way they’re spatially laid out is aesthetically pleasing, but basically irrelevant. The important part is, what <em>are</em> the planes, what are they like, and how do you reach them. The thing that most Workd Axis fans like about it is that every plane is highly focused on being a gameable play space. The Shadowfell and the Feywild are mirrors of the material plane, so while you may face different obstacles there than you would on the material plane, their spaces are essentially just as navigable as the material plane. Instead of the elemental planes (which are typically depicted as composed primarily of their respective elements, making them almost completely impossible to navigate, not to mention pretty devoid of interesting interactable features), you have the elemental chaos. As originally conceived, the elemental chaos is a constantly changing place where all of the elements interact, combine, annihilate, and recombine. Adventures within the elemental chaos take place in short-lived pockets of relative stability, where the elements are locally and temporarily in a stable enough balance as to be essentially as navigable as the material plane. Instead of the outer planes, you have the astral sea, which can be “sailed” kind of spelljammer style, to reach “islands” that, once again, can be navigated and explored. Since these astral domains are not beholden to exemplifying particular alignments, there is no limit to their number, or to what adventures might be had there; they can be dynamic places where interesting conflicts happen, instead of static places of perfect goodness, order, evil, or disorder.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9559614, member: 6779196"] The cosmological “maps” are always abstractions. The way they’re spatially laid out is aesthetically pleasing, but basically irrelevant. The important part is, what [I]are[/I] the planes, what are they like, and how do you reach them. The thing that most Workd Axis fans like about it is that every plane is highly focused on being a gameable play space. The Shadowfell and the Feywild are mirrors of the material plane, so while you may face different obstacles there than you would on the material plane, their spaces are essentially just as navigable as the material plane. Instead of the elemental planes (which are typically depicted as composed primarily of their respective elements, making them almost completely impossible to navigate, not to mention pretty devoid of interesting interactable features), you have the elemental chaos. As originally conceived, the elemental chaos is a constantly changing place where all of the elements interact, combine, annihilate, and recombine. Adventures within the elemental chaos take place in short-lived pockets of relative stability, where the elements are locally and temporarily in a stable enough balance as to be essentially as navigable as the material plane. Instead of the outer planes, you have the astral sea, which can be “sailed” kind of spelljammer style, to reach “islands” that, once again, can be navigated and explored. Since these astral domains are not beholden to exemplifying particular alignments, there is no limit to their number, or to what adventures might be had there; they can be dynamic places where interesting conflicts happen, instead of static places of perfect goodness, order, evil, or disorder. [/QUOTE]
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