Archade
Azer Paladin
Hi all!
Out of nostalgia, I dusted off my home brew campaign setting from my AD&D days, and looked at giving it a facelift for 3e. I'm looking at doing a reboot of it, as I think I can give it a better overhaul now than I could 20 years ago.
I'm looking at setting up an alternate cosmology, and could use some advice. I've decided thus far that:
a) I want to get more use out of little used outer planes
b) I want to create an old AD&D feel for reaching the outer outer planes. Thus, you cannot just jump to the 9th layer of Baator, you have to make your way through the subsequent layers. So there will be inner and outer planes with meaning.
Stealing from Eberron, I could have the conjunctive planes stretch and contract, allowing fleeting contact with those outer planes. Good thing too, because some staple planes, such as Baator or the Elemental Plane of Fire will be not adjacent to the material plane, making fire elementals and devils unlikely candidates for summoning, etc.
I'm looking for advice on rounding out my planes. Here's what I've decided so far:
THE MATERIAL PLANE
--> Land of the Dead - this will be the Ethereal Plane, with a twist - all the dead people come here. It explains ghosts, and makes the Ethereal useful and creepy all at the same time. The Ethereal just got really crowded.
--> --> Baator (The Nine Hells) - only reachable through the Land of the Dead.
--> Avalor - this is the Plane of Shadow, but is the home to the Fey Court. Instead of a dark creepy nightmare Shadow plane, it'll be a fractured shadowy reflection of the material plane, with fey cavorting about, and the great Fey Lords. So instead of fiendish or celestial creatures, wizards and clerics would likely summon umbral creatures.
--> --> The Deep Shadow - some sort of nightmare plane, where Fey are replaced with aberrations and horrible things too dark to describe. Very Cthulesque.
--> Aaqa - sort of a 'half-air' plane. The Wind Dukes of Aaqa just sound so evocative. I wish I had some equivalencies for the other planes.
--> --> Elemental Plane of Air.
--> Bak'set - a 'half-fire' plane. Maybe set the City of Brass here?
--> --> Elemental Plane of Fire
--> The Immaterium - the Astral Plane, more or less. Except it's not adjacent to everything, just part of a chain.
--> --> Celestia - a 'heaven' plane. Only reachable through the immaterium. Kind of makes githyanki some sort of prototypical human race, eh? Need to come up with a more evocative name than Celestia.
So, with this in mind, how do people think I should set up planes of Law or Chaos? If I follow my pattern, I need moderate planes, and then the roiling elemental planes on the outside of my bicycle spoke wheel.
Any suggestions to round this out would be much appreciated!
Out of nostalgia, I dusted off my home brew campaign setting from my AD&D days, and looked at giving it a facelift for 3e. I'm looking at doing a reboot of it, as I think I can give it a better overhaul now than I could 20 years ago.
I'm looking at setting up an alternate cosmology, and could use some advice. I've decided thus far that:
a) I want to get more use out of little used outer planes
b) I want to create an old AD&D feel for reaching the outer outer planes. Thus, you cannot just jump to the 9th layer of Baator, you have to make your way through the subsequent layers. So there will be inner and outer planes with meaning.
Stealing from Eberron, I could have the conjunctive planes stretch and contract, allowing fleeting contact with those outer planes. Good thing too, because some staple planes, such as Baator or the Elemental Plane of Fire will be not adjacent to the material plane, making fire elementals and devils unlikely candidates for summoning, etc.
I'm looking for advice on rounding out my planes. Here's what I've decided so far:
THE MATERIAL PLANE
--> Land of the Dead - this will be the Ethereal Plane, with a twist - all the dead people come here. It explains ghosts, and makes the Ethereal useful and creepy all at the same time. The Ethereal just got really crowded.
--> --> Baator (The Nine Hells) - only reachable through the Land of the Dead.
--> Avalor - this is the Plane of Shadow, but is the home to the Fey Court. Instead of a dark creepy nightmare Shadow plane, it'll be a fractured shadowy reflection of the material plane, with fey cavorting about, and the great Fey Lords. So instead of fiendish or celestial creatures, wizards and clerics would likely summon umbral creatures.
--> --> The Deep Shadow - some sort of nightmare plane, where Fey are replaced with aberrations and horrible things too dark to describe. Very Cthulesque.
--> Aaqa - sort of a 'half-air' plane. The Wind Dukes of Aaqa just sound so evocative. I wish I had some equivalencies for the other planes.
--> --> Elemental Plane of Air.
--> Bak'set - a 'half-fire' plane. Maybe set the City of Brass here?
--> --> Elemental Plane of Fire
--> The Immaterium - the Astral Plane, more or less. Except it's not adjacent to everything, just part of a chain.
--> --> Celestia - a 'heaven' plane. Only reachable through the immaterium. Kind of makes githyanki some sort of prototypical human race, eh? Need to come up with a more evocative name than Celestia.
So, with this in mind, how do people think I should set up planes of Law or Chaos? If I follow my pattern, I need moderate planes, and then the roiling elemental planes on the outside of my bicycle spoke wheel.
Any suggestions to round this out would be much appreciated!