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*Pathfinder & Starfinder
Elemental Planes Killed
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<blockquote data-quote="Celebrim" data-source="post: 3785155" data-attributes="member: 4937"><p>Let me make a point about the OP's comment, because it might not be clear how important this is. If I want to have an adventure set on an island floating in the middle of the air, I'll set it on my normal adventuring world - which has several sorts of islands floating in the middle of the air (where, among other things, dwell cloud giants). If I want to have an adventure in a massive cavern complex, then I'll set the adventure on my normal adventuring world - which has a massive cavern complex underneath the whole of the world. If I want an adventure in the abyssmal depths of the ocean, then I'll the adventure on my normal adventuring world - which has plenty of abyssmal depths. If I want an adventure on a burning plain of ash with rivers of lava and toxic fumes, I'll still probably set it on my normal adventuring world - which has various volcanic regions. </p><p></p><p>The only reason I'd ever need to go extraplanar is if I want a place that is truly alien. Alien locales are typically tough to write adventures for, because they are alien. Obviously, truly alien locales like an elemental plane of air are even harder to write adventures for, and even harder to imagine why the PC's would want to go there. But, it's nice to have them there if you want to reach for them.</p><p></p><p>The elemental planes as described have pockets, antechambers, and border regions galore. I'm not sure why they would need modification if you need alien but not quite as alien as bottomless mountains of spongy waving fire, massive jet streams of pyroclasticly flowing fire, huge voids filled with streaming sparks, gardens of blooming explosions, and other things that make jokes of your attempts to make a map.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3785155, member: 4937"] Let me make a point about the OP's comment, because it might not be clear how important this is. If I want to have an adventure set on an island floating in the middle of the air, I'll set it on my normal adventuring world - which has several sorts of islands floating in the middle of the air (where, among other things, dwell cloud giants). If I want to have an adventure in a massive cavern complex, then I'll set the adventure on my normal adventuring world - which has a massive cavern complex underneath the whole of the world. If I want an adventure in the abyssmal depths of the ocean, then I'll the adventure on my normal adventuring world - which has plenty of abyssmal depths. If I want an adventure on a burning plain of ash with rivers of lava and toxic fumes, I'll still probably set it on my normal adventuring world - which has various volcanic regions. The only reason I'd ever need to go extraplanar is if I want a place that is truly alien. Alien locales are typically tough to write adventures for, because they are alien. Obviously, truly alien locales like an elemental plane of air are even harder to write adventures for, and even harder to imagine why the PC's would want to go there. But, it's nice to have them there if you want to reach for them. The elemental planes as described have pockets, antechambers, and border regions galore. I'm not sure why they would need modification if you need alien but not quite as alien as bottomless mountains of spongy waving fire, massive jet streams of pyroclasticly flowing fire, huge voids filled with streaming sparks, gardens of blooming explosions, and other things that make jokes of your attempts to make a map. [/QUOTE]
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