Greenfield
Adventurer
Our current game is set in something that's essentially Scotland circa 550 AD.
Our current DM transported our characters, via a series of portals, to the middle of the Arizona desert. We're 5th/6th level, so no fast transports spells to get home.
We departed just before sunset, and landed eight time zones west, meaning when the sun was low in the eastern sky. Morning.
The land is completely unlike anything we've ever seen. The people here (small settlements sparsely placed) speak languages that none of us have ever heard. The plants, animals, even the local precious stones, are things we've never seen (Turquoise doesn't occur in Scotland.) They shot at us when we experimented with languages we knew in an attempt to speak with them. (Orcish is apparently familiar enough to tick them off, and our asters apparently can't cast Tongues.)
Simple tasks like gathering firewood are somewhere between difficult and impossible and pretty much everyone is hostile, even when we're offering gifts. The local "cattle" (Buffalo) are huge and fierce, and we have no way, currently, to get home. Even the people we managed to talk to (some speak a rough version of Dwarvish, possibly as a trade language) give us bad or incomplete information, no matter how Diplomatic our Bard is. Even the Water Elemental we encountered in a stream was rude, even as it shared information.
One of our characters, the Warmage, has decided that we're on the Demi-plane of jerks. (Consider a demi-plane that mixes the Lawful Evil plane of Fire and a material plane. People with red skin and bad manners, and an inhospitably hot and arid landscape.)
I suspect that it's going to stick, and forever more in our campaign we'll be certain that a "Demi-plane of Jerks" exists.
Our current DM transported our characters, via a series of portals, to the middle of the Arizona desert. We're 5th/6th level, so no fast transports spells to get home.
We departed just before sunset, and landed eight time zones west, meaning when the sun was low in the eastern sky. Morning.
The land is completely unlike anything we've ever seen. The people here (small settlements sparsely placed) speak languages that none of us have ever heard. The plants, animals, even the local precious stones, are things we've never seen (Turquoise doesn't occur in Scotland.) They shot at us when we experimented with languages we knew in an attempt to speak with them. (Orcish is apparently familiar enough to tick them off, and our asters apparently can't cast Tongues.)
Simple tasks like gathering firewood are somewhere between difficult and impossible and pretty much everyone is hostile, even when we're offering gifts. The local "cattle" (Buffalo) are huge and fierce, and we have no way, currently, to get home. Even the people we managed to talk to (some speak a rough version of Dwarvish, possibly as a trade language) give us bad or incomplete information, no matter how Diplomatic our Bard is. Even the Water Elemental we encountered in a stream was rude, even as it shared information.
One of our characters, the Warmage, has decided that we're on the Demi-plane of jerks. (Consider a demi-plane that mixes the Lawful Evil plane of Fire and a material plane. People with red skin and bad manners, and an inhospitably hot and arid landscape.)
I suspect that it's going to stick, and forever more in our campaign we'll be certain that a "Demi-plane of Jerks" exists.
