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Have you made your own planar theory?
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<blockquote data-quote="MerakSpielman" data-source="post: 1901144" data-attributes="member: 7464"><p>I'm running Kingdoms of Kalamar, and the default D&D multiverse didn't fit.</p><p> </p><p>There is 1 primary world, the rough equivelent of the "Prime Material" plane.</p><p> </p><p>There is a "Realm of Dreams" which is the rough equivelent of the Astral plane. They call it the Realm of Dreams because your body stays put on the real world, so it's kind of like you're dreaming. The RoD doesn't lead anywhere and most wizards have given up on it as useless, but certain others have learned how to create little pocket hidaways in it, and even how to transport themselves and objects into it physically.</p><p> </p><p>There is "Otherworld." It is a very rough equivelent to the Etherial plane. When you enter Otherworld, objects in the real world become hazy and indistinct. You cannot be percieved from the real world, though you see other creatures and objects in Otherworld normally (and they see you). The geography of Otherworld roughly equates to the geography of the real world. This is where Elementals, Fey, and Mephits come from. Even animals live here.</p><p> </p><p>Otherworld has several Aspects. If you are Good, then the longer you stay in Otherworld the more you become aligned with the "Good Aspect." The landscape becomes increasingly pristine and idealized. Animals gain the Celestial template. When fully aligned with Good, the "Neutral Aspect" cannot be percieved or interacted with. The real world is still fuzzy and indistinct. Positive Energy radiates from the sun. Cities can be discovered full of Celestials.</p><p> </p><p>The same thing happens if you are Evil. If you spend too long in Otherworld, the landscape becomes increasingly twisted, blighted, and dark. Animals gain the Fiendish template. The "Neutral Aspect" cannot be percieved or interacted with. The real world is still fuzzy and indistinct. Negative Energy radiates from the sun. Cities can be discovered full of Fiends (usually corresponding in geographic location to the Celestial cities).</p><p> </p><p>To visit Celestials or Fiends, it is necessary to spend a week in Otherworld to align yourself to the Aspect you are associated with. Leaving Otherworld and returning to the real world is trival, but upon re-entering Otherworld you will once again be in the Neutral Aspect, and your re-alignment of Aspects must start all over again, even if you were gone for only an instant.</p><p> </p><p>Each of the 43 gods maintains their own plane of existence, assessable only through concealed passages in Otherworld. These are the realms to which people go when they die - followers and clerics automatically to to the plane of their own god and other, non-devoted people go to the plane of whatever god most closely fits their personal philosophy. Each God-Plane embodies the perfect nature of that god's sphere. The god of Nature would have a plane of endless perfect wilderness, the god of Vice a world of endless earthly pleasures, the god of Darkness a world swathed in eternal night, etc... In general, to go on a quest to travel through Otherworld and enter the Realm of a God is to never return to the real world. Gods do not look favorably on intrusions. Of course, myth is rich with stories of people traveling to these Realms to beg for the lives of their loved ones, etc..., but there are no documented cases of any such missions being successful.</p></blockquote><p></p>
[QUOTE="MerakSpielman, post: 1901144, member: 7464"] I'm running Kingdoms of Kalamar, and the default D&D multiverse didn't fit. There is 1 primary world, the rough equivelent of the "Prime Material" plane. There is a "Realm of Dreams" which is the rough equivelent of the Astral plane. They call it the Realm of Dreams because your body stays put on the real world, so it's kind of like you're dreaming. The RoD doesn't lead anywhere and most wizards have given up on it as useless, but certain others have learned how to create little pocket hidaways in it, and even how to transport themselves and objects into it physically. There is "Otherworld." It is a very rough equivelent to the Etherial plane. When you enter Otherworld, objects in the real world become hazy and indistinct. You cannot be percieved from the real world, though you see other creatures and objects in Otherworld normally (and they see you). The geography of Otherworld roughly equates to the geography of the real world. This is where Elementals, Fey, and Mephits come from. Even animals live here. Otherworld has several Aspects. If you are Good, then the longer you stay in Otherworld the more you become aligned with the "Good Aspect." The landscape becomes increasingly pristine and idealized. Animals gain the Celestial template. When fully aligned with Good, the "Neutral Aspect" cannot be percieved or interacted with. The real world is still fuzzy and indistinct. Positive Energy radiates from the sun. Cities can be discovered full of Celestials. The same thing happens if you are Evil. If you spend too long in Otherworld, the landscape becomes increasingly twisted, blighted, and dark. Animals gain the Fiendish template. The "Neutral Aspect" cannot be percieved or interacted with. The real world is still fuzzy and indistinct. Negative Energy radiates from the sun. Cities can be discovered full of Fiends (usually corresponding in geographic location to the Celestial cities). To visit Celestials or Fiends, it is necessary to spend a week in Otherworld to align yourself to the Aspect you are associated with. Leaving Otherworld and returning to the real world is trival, but upon re-entering Otherworld you will once again be in the Neutral Aspect, and your re-alignment of Aspects must start all over again, even if you were gone for only an instant. Each of the 43 gods maintains their own plane of existence, assessable only through concealed passages in Otherworld. These are the realms to which people go when they die - followers and clerics automatically to to the plane of their own god and other, non-devoted people go to the plane of whatever god most closely fits their personal philosophy. Each God-Plane embodies the perfect nature of that god's sphere. The god of Nature would have a plane of endless perfect wilderness, the god of Vice a world of endless earthly pleasures, the god of Darkness a world swathed in eternal night, etc... In general, to go on a quest to travel through Otherworld and enter the Realm of a God is to never return to the real world. Gods do not look favorably on intrusions. Of course, myth is rich with stories of people traveling to these Realms to beg for the lives of their loved ones, etc..., but there are no documented cases of any such missions being successful. [/QUOTE]
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