D&D General A Dimension of Barkeeps

One of the players in my game is the sort of systemic completionist who likes when patterns are filled. So he tried shifting some of the D&D 5e backgrounds around and adding new ones so that there was one option for every combination of 3 ability scores.
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Another player saw this and commented that it reminded him of something....
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So we have begun brainstorming the cosmology of our next campaign, where there are twenty outer planes, but instead of being associated with an alignment, each is associated with a career. Your afterlife will be tied to your calling (though not necessarily your actual employment) while alive.

If you have any ideas for what the elemental planes could be replaced with, hit me up.
 

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Fire- Entertainer or Charlatan. Seems flim-flam like.
Water- Farmer. They always watch the weather and tend to want rain- until they get too much. Could also include Sailor for well, duh.
Earth- Sage or Hermit. I'm picturing stones and chemicals to study and such.
Air- Peddlers, Merchants, and Guides. They drift around.

I'm guessing that most backgrounds could be placed in most elements with some, what-abouts. Maybe just roll dice or throw darts and then come up with something like the Greeks and gods of this and that having nothing to do with each other.
 


The afterlife of the barkeep dimension would be episodes of Cheers running on repeat forever. Whenever someone dies they come in the door and everyone greets them like Norm just walked in. Your favorite sports teams are up, your overbearing boss is down.

The elemental planes of the barkeep dimension would be head/foam (air), peanuts (earth), Tabasco (fire), and beer (water).

 


What a fun idea. I love the idea of a cosmology based on occupations, it's a really unique way of creating a world.

Here's my interpretation of your idea, I grouped them into three or so backgrounds to make things a little more concise.

In the beginning, the gods were lazy and capricious. The whole universe was a chaos of desires fulfilled quickly and forgotten: entire vineyards dredged up to make wine, oceans boiled for a bath, the gods used up the resources of the universe for their pleasure until there was nothing left but a blanched and drought-stricken wasteland.

The gods created servants to restore their lands, and these Seven Disciples were each given a job. In their cleverness, the Seven Disciples built roads, raised forests, and bound away the gods so that their gluttony could no longer damage the fabric of reality. Now each Disciple is a master of their own realm.

In the mortal realm, individuals take on occupations not just to earn gold, but as a holy act of worship that strengthens the powers of the Seven Disciples and their realms. By fulfilling your obligation as a guide or a soldier or a barkeep, you add your industry to the immortal realms, and keep the hedonistic gods at bay.

The Seven Obligations are...

Realm of Lemurs (entertainer, socialite, criminal) - a vast, unending city in which conversation flows like water, and words have the power of a potion or a blade.

Realm of Armored Fish (soldier, sailor) - schools of giant gleaming, scaled fish are used by celestials to transverse the broad ocean or go to battle.

Realm of Bees (artisan, farmer, peddler) - a hive made of rolling hills and well-trod roads, where the production of food and goods is endless.

Realm of the Chrysalis (scavenger, guard, noble) - a giant glass-walled castle sits at the center of this realm, dividing the land between a wasteland of nomadic scavengers, the guards on the wall, and the nobles who live in luxury within. Every century the order is upheaved: the nobles are forced from the castle and the scavengers take seat on the throne.

Realm of Serpents (merchant, sage, scribe) - great towers stand like wary snakes across the land, reaching towards the stars, each home to an academy, an observatory, a laboratory, or the merchants who package the knowledge to sell it to other realms.

Realm of Hounds (guide, wayfarer, charlatan) - city-states run by devils are the only defense against an ever-growing wilderness of dangerous beasts and deadly plants; is it more dangerous to wander outside the gates, or to deal with the powerful devils inside the walls?
 

That's easy; there should be six elemental planes, one for each stat. Each plane might have sort of thematic connection to a classical element, but the core idea of the elemental plane is based around the stat.

Each outer "occupation" plane exists at the confluence of 3 of the 6 elemental stat planes, and the Material Plane is where all 6 planes meet.
 

Str = The Elemental Plane of Force (Fists)
Dex = The Elemental Plane of Grace (Feet)
Con = The Elemental Plane of Vigor (Guts)
Int = The Elemental Plane of Words
Wis = The Elemental Plane of Memory
Cha = The Elemental Plane of Emotion

Getting attacked by an Emotion Elemental would be intense.
 


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