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<blockquote data-quote="Khisanth the Ancient" data-source="post: 3572055" data-attributes="member: 11368"><p>Halls of Companionship: The Halls of Companionship appear as a lush yet tamed Material Plane landscape, with green fields, flowery meadows, and verdant woodlands. Celestial animals roam the land. Good souls live simple, contented lives here. Great buildings of white marble, gold, and silver dot the landscape, within which dwell powerful celestials of all types and the souls of great mortals.</p><p>Deities of good alignment have their realms here. Tehnal’s realm, the Feast Hall of Youth, has the minor positive-dominant trait.</p><p>The Halls of Companionship have the following traits:</p><p>• Normal gravity</p><p>• Normal time</p><p>• Infinite size</p><p>• Divinely morphic</p><p>• No elemental or energy traits </p><p>• Mildly good-aligned</p><p>• Impeded magic (spells with the [evil] descriptor require a Spellcraft check when cast [DC 20 + spell level] or they are lost)</p><p>Wild of Chaos: The Wild of Chaos appears as an untamed Material Plane landscape. All its natural forces are magnified, larger than life. Here, deep forests abut vast glaciers larger than continents, and volcanic fires meet raging, tempestuous seas. The souls here are those that valued individuality and freedom over all else, as well as those who cared nothing for the rest of the world; they test themselves eternally against the dangers and challenges of this plane. Chaos beasts, demons and eladrins roam the Wild of Chaos, as do animals both celestial and fiendish (chaotic good or chaotic evil). Deities of chaotic alignment have their realms here; Surseli lives in her Sunny City, which possesses the strongly chaotic-aligned trait. </p><p>The Wild of Chaos has the following traits: </p><p>• Normal gravity</p><p>• Normal time</p><p>• Infinite size</p><p>• Divinely morphic</p><p>• No elemental or energy traits </p><p>• Mildly chaotic-aligned</p><p>• Impeded magic (spells with the [law] descriptor require a Spellcraft check when cast [DC 20 + spell level] or they are lost)</p><p>Pit of Dread: The Pit of Dread appears as a poisoned, polluted Material Plane landscape. Forests are inhabited by flesh-eating plants and fiendish animals; rivers, lakes, and seas are of acid, blood, or poison; cities are corrupt and covered by palls of smoke, and their buildings are carved of black basalt. Souls of evil mortals dwell here, eternally fearful and tormented, as do demons and devils under great fiend lords. Evil deities have realms here; Malrig’s Palace of Everlasting Death (with the minor negative-dominant trait) is deep beneath a pestilent, poisonous sea.</p><p>The Pit of Dread has the following traits: </p><p>• Heavy gravity</p><p>• Normal time</p><p>• Infinite size</p><p>• Divinely morphic</p><p>• No elemental or energy traits </p><p>• Mildly evil-aligned</p><p>• Impeded magic (spells with the [good] descriptor require a Spellcraft check when cast [DC 20 + spell level] or they are lost)</p><p>Citadel of Law: The Citadel of Law appears as an endless, well-ordered city of grey and rose-colored marble. Though its buildings and parks are beautiful, the policing inevitables are heartless, though not evil. Human souls who valued order above all else come here. Devils and archons do not war here (it is against the law), but dwell in separate regions. Just below the deities are the powerful devil nobles and archon knights. Lawful deities have realms here; the most famous is Gendrest in his Castle of Preserving Order (with the strongly lawful-aligned trait), a bluish palace 50 miles square.</p><p> The Citadel of Law has the following traits:</p><p>• Normal gravity</p><p>• Normal time</p><p>• Infinite size</p><p>• Divinely morphic</p><p>• No elemental or energy traits </p><p>• Mildly lawful-aligned</p><p>• Impeded magic (spells with the [chaos] descriptor require a Spellcraft check when cast [DC 20 + spell level] or they are lost)</p><p>Anake: Anake is an undifferentiated mass of grayish star-matter. It is the place/time out of which all other worlds were born, and into which all will eventually dissolve, in an eternal cycle. Small demiplanes are always budded from Anake; occasionally, one will continue to grow into a major plane.</p><p>Anake has no known active gods, but the banished gods Relcha and Htalk and the evil Outermost are imprisoned here. In addition, some planar travelers’ tales tell of the First Being, possibly divine or greater, planting the seeds of stars. </p><p>Anake has the following traits:</p><p>• No gravity</p><p>• Timeless: With respect to hunger, thirst, aging, and natural healing.</p><p>• Infinite size</p><p>• Divinely morphic: Anake matter can be altered and even shaped into planes by beings of divine status. </p><p>• No elemental or energy dominance</p><p>• Mildly neutral-aligned</p><p>• Enhanced magic: Conjuration spells are treated as empowered in Anake. The spell level and casting time are not increased.</p></blockquote><p></p>
[QUOTE="Khisanth the Ancient, post: 3572055, member: 11368"] Halls of Companionship: The Halls of Companionship appear as a lush yet tamed Material Plane landscape, with green fields, flowery meadows, and verdant woodlands. Celestial animals roam the land. Good souls live simple, contented lives here. Great buildings of white marble, gold, and silver dot the landscape, within which dwell powerful celestials of all types and the souls of great mortals. Deities of good alignment have their realms here. Tehnal’s realm, the Feast Hall of Youth, has the minor positive-dominant trait. The Halls of Companionship have the following traits: • Normal gravity • Normal time • Infinite size • Divinely morphic • No elemental or energy traits • Mildly good-aligned • Impeded magic (spells with the [evil] descriptor require a Spellcraft check when cast [DC 20 + spell level] or they are lost) Wild of Chaos: The Wild of Chaos appears as an untamed Material Plane landscape. All its natural forces are magnified, larger than life. Here, deep forests abut vast glaciers larger than continents, and volcanic fires meet raging, tempestuous seas. The souls here are those that valued individuality and freedom over all else, as well as those who cared nothing for the rest of the world; they test themselves eternally against the dangers and challenges of this plane. Chaos beasts, demons and eladrins roam the Wild of Chaos, as do animals both celestial and fiendish (chaotic good or chaotic evil). Deities of chaotic alignment have their realms here; Surseli lives in her Sunny City, which possesses the strongly chaotic-aligned trait. The Wild of Chaos has the following traits: • Normal gravity • Normal time • Infinite size • Divinely morphic • No elemental or energy traits • Mildly chaotic-aligned • Impeded magic (spells with the [law] descriptor require a Spellcraft check when cast [DC 20 + spell level] or they are lost) Pit of Dread: The Pit of Dread appears as a poisoned, polluted Material Plane landscape. Forests are inhabited by flesh-eating plants and fiendish animals; rivers, lakes, and seas are of acid, blood, or poison; cities are corrupt and covered by palls of smoke, and their buildings are carved of black basalt. Souls of evil mortals dwell here, eternally fearful and tormented, as do demons and devils under great fiend lords. Evil deities have realms here; Malrig’s Palace of Everlasting Death (with the minor negative-dominant trait) is deep beneath a pestilent, poisonous sea. The Pit of Dread has the following traits: • Heavy gravity • Normal time • Infinite size • Divinely morphic • No elemental or energy traits • Mildly evil-aligned • Impeded magic (spells with the [good] descriptor require a Spellcraft check when cast [DC 20 + spell level] or they are lost) Citadel of Law: The Citadel of Law appears as an endless, well-ordered city of grey and rose-colored marble. Though its buildings and parks are beautiful, the policing inevitables are heartless, though not evil. Human souls who valued order above all else come here. Devils and archons do not war here (it is against the law), but dwell in separate regions. Just below the deities are the powerful devil nobles and archon knights. Lawful deities have realms here; the most famous is Gendrest in his Castle of Preserving Order (with the strongly lawful-aligned trait), a bluish palace 50 miles square. The Citadel of Law has the following traits: • Normal gravity • Normal time • Infinite size • Divinely morphic • No elemental or energy traits • Mildly lawful-aligned • Impeded magic (spells with the [chaos] descriptor require a Spellcraft check when cast [DC 20 + spell level] or they are lost) Anake: Anake is an undifferentiated mass of grayish star-matter. It is the place/time out of which all other worlds were born, and into which all will eventually dissolve, in an eternal cycle. Small demiplanes are always budded from Anake; occasionally, one will continue to grow into a major plane. Anake has no known active gods, but the banished gods Relcha and Htalk and the evil Outermost are imprisoned here. In addition, some planar travelers’ tales tell of the First Being, possibly divine or greater, planting the seeds of stars. Anake has the following traits: • No gravity • Timeless: With respect to hunger, thirst, aging, and natural healing. • Infinite size • Divinely morphic: Anake matter can be altered and even shaped into planes by beings of divine status. • No elemental or energy dominance • Mildly neutral-aligned • Enhanced magic: Conjuration spells are treated as empowered in Anake. The spell level and casting time are not increased. [/QUOTE]
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