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Ideas for other Planes?
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<blockquote data-quote="Haltherrion" data-source="post: 5552928" data-attributes="member: 18253"><p>It's hard to help without knowing more about the planes and your world. For instance, for the planes you aren't struggling with, have you already established a method by which you demonstrate the plane's alignment?</p><p> </p><p>A short answer: consider just a single plane apart from the prime plane. In the same way that the princes of the blood in the Princes of Amber books influenced their local shadow, the local resident god could shape his region of the super-plane. Saves you the trouble of defining 9 planes. After all, how many of these planes are likely to get used in your campaign?</p><p> </p><p>But some thoughts on aligned planes, these could be combined or used alone:</p><ul> <li data-xf-list-type="ul">Terrain expresses alignment<ul> <li data-xf-list-type="ul">L/G has straight streams, regular mountain ranges, round lakes</li> <li data-xf-list-type="ul">C/G is a random jumble of terrains with little reason. Maybe the plane is just randomly wandering floating shards in the air.</li> </ul></li> <li data-xf-list-type="ul">Weather<ul> <li data-xf-list-type="ul">L/G has no weather extremes and a orderly progression of weather (sun, clouds, showers, clouds, sun, etc.)</li> <li data-xf-list-type="ul">C/G has sudden changes and wild extremes</li> </ul></li> <li data-xf-list-type="ul">Creatures<ul> <li data-xf-list-type="ul">L/G have friendly creatures who also keep an eye on visitors (maybe they need help, maybe they are going to do something wrong). Creatures tend to be social or in herds/folks with clear hiearchy</li> <li data-xf-list-type="ul">C/G creatures are mostly solitary, friendly enough but indifferent to what others do.</li> </ul></li> <li data-xf-list-type="ul">Planes of ascending knowledge:<ul> <li data-xf-list-type="ul">L/G is a spectacular massive ziggurat of many levels. Each level housing temples and a city. Passage to the next level requires clear, regular progression in terms of knowledge and deeds. Maybe everyone on one level wears the same color robe.</li> <li data-xf-list-type="ul">C/G there is a wild mountain, with greater knowledge higher up but while progress requires good deeds or knowledge, the seeker must hunt for someone to advance him and the requirements are capricious or at least different from supplicant to supplicant.</li> </ul></li> <li data-xf-list-type="ul">Planes defined by a central city that personifies the alignment.<ul> <li data-xf-list-type="ul">L/G ordered, well policed city with walls, gates, procedures for everything.</li> <li data-xf-list-type="ul">C/G randomly grown city were the citizens ensure no one suffers to much but there is no formal law, hierarchy, etc.</li> </ul></li> <li data-xf-list-type="ul">Abstract planes<ul> <li data-xf-list-type="ul">L/G is a 3D cubic lattice with each point an ordered city or formal garden and each path between points a regular road, straight river, path of trees, etc.</li> <li data-xf-list-type="ul">C/G every place is full of random and odd portals that can take you almost anywhere else in the plane. The first 'node' is a wild moor with rabbit holes and crossed trees that serve as portals, the second place is a jumbled city built in a series of twisting canyons, random doorways at as portals, often changing.</li> </ul></li> </ul><p>Just some thoughts...</p></blockquote><p></p>
[QUOTE="Haltherrion, post: 5552928, member: 18253"] It's hard to help without knowing more about the planes and your world. For instance, for the planes you aren't struggling with, have you already established a method by which you demonstrate the plane's alignment? A short answer: consider just a single plane apart from the prime plane. In the same way that the princes of the blood in the Princes of Amber books influenced their local shadow, the local resident god could shape his region of the super-plane. Saves you the trouble of defining 9 planes. After all, how many of these planes are likely to get used in your campaign? But some thoughts on aligned planes, these could be combined or used alone: [LIST] [*]Terrain expresses alignment [LIST] [*]L/G has straight streams, regular mountain ranges, round lakes [*]C/G is a random jumble of terrains with little reason. Maybe the plane is just randomly wandering floating shards in the air. [/LIST] [*]Weather [LIST] [*]L/G has no weather extremes and a orderly progression of weather (sun, clouds, showers, clouds, sun, etc.) [*]C/G has sudden changes and wild extremes [/LIST] [*]Creatures [LIST] [*]L/G have friendly creatures who also keep an eye on visitors (maybe they need help, maybe they are going to do something wrong). Creatures tend to be social or in herds/folks with clear hiearchy [*]C/G creatures are mostly solitary, friendly enough but indifferent to what others do. [/LIST] [*]Planes of ascending knowledge: [LIST] [*]L/G is a spectacular massive ziggurat of many levels. Each level housing temples and a city. Passage to the next level requires clear, regular progression in terms of knowledge and deeds. Maybe everyone on one level wears the same color robe. [*]C/G there is a wild mountain, with greater knowledge higher up but while progress requires good deeds or knowledge, the seeker must hunt for someone to advance him and the requirements are capricious or at least different from supplicant to supplicant. [/LIST] [*]Planes defined by a central city that personifies the alignment. [LIST] [*]L/G ordered, well policed city with walls, gates, procedures for everything. [*]C/G randomly grown city were the citizens ensure no one suffers to much but there is no formal law, hierarchy, etc. [/LIST] [*]Abstract planes [LIST] [*]L/G is a 3D cubic lattice with each point an ordered city or formal garden and each path between points a regular road, straight river, path of trees, etc. [*]C/G every place is full of random and odd portals that can take you almost anywhere else in the plane. The first 'node' is a wild moor with rabbit holes and crossed trees that serve as portals, the second place is a jumbled city built in a series of twisting canyons, random doorways at as portals, often changing. [/LIST] [/LIST] Just some thoughts... [/QUOTE]
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