Need help designing a demiplane

I am currently planning a 4E campaign of “planar horror”, in which various factions in the Shadowfell and Feywild wage a Cold War with each other. The scheming and intrigue are plotted out by Far Realm masterminds, who hope that the increase in planar travel will weaken the boundaries of the natural world and the parallel planes. Eventually, the aberrations hope to take over these three worlds. I hope to do some horror, mystery, intrigue and planar traveling.

The first adventure will be a relatively mundane murder mystery, which will give the PC’s information on a Far Realm cult (I almost typed “Khyber cult” ^_^) and some demiplane where some special Far Realm creatures lies, dead but dreaming (as all Far Realm creatures tend to do). The PC’s will go there to shut a portal, destroy the being, get a McGuffin or whatever reason. I need help designing this demiplane.

The story I have in mind is of a jungle landslide that traveled between the Feywild and the natural world for ages. For some unknown reasons, the landslide got tears in it and started to leak aberrations and Far Realm influence. A group of eladrin wizards feared the Far Realm influence and creatures, and cut the landslide loose from both planes through some powerful ritual and made it into a bubble of existence beyond the normal bounds of the cosmos, i.e. a demiplane. The demiplane was forgotten, and its flora, fauna and cultures developed undisturbed for centuries – until the PC’s drop by.

I want the world to be full of natural beauty and brutality (it used to be part of the Feywild), but also to be really weird (because of the centuries of development, and the Far Realm influence). I would like to have two or three intelligent races with interesting cultures to interact with. Most of my (potential) players come from 2E and will expect some interesting and consistent physics, ecology and cultures.

My first idea to make the demiplane weird is to make gravity five times weaker than on most planes. This would allow the trees to grow taller and in weirder shapes, would allow plants and animals to grow bigger, and would effect movement and every action they take.

I would really like your ideas and input about the world in general, and about physics, ecology and cultures.
 

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... why does Character Level matter? The OP is looking for world-building advice.

I don't have much in the way of world-building advice, but I have to say that paizo.com - Rifts Dimension Book 1: Wormwood would fit the bill for utter weirdness.

In short, it's a twisted, sentient world where Capital G-Good (Templars) and Capital-E Evil (Demons) duke it out. The inhabitants "speak to the planet" and the planet changes according to their will, growing symbiotes, weapons, and even whole towns. This could easily work with a jungle-type setting as well.
 

Hi everybody, the party will be around level 2-4 when they enter the demiplane. Sorry I forgot to mention that! I think it does matter, since I don’t want to kill them too fast. If I’d want to do that, I’d toss them into the Abyss ^_^

I like the idea of a sentient world, which can be influenced through willpower. My players would love to discover a bizarre world, which starts to make more and more sense as they interact with it, eventually learning to influence the world themselves. I’m not interested in a Good vs. Evil conflict, but in a Feywild & natural world vs. Far Realm conflict or something similar (nature vs. aberration, arcane vs. psionic, primal vs. psionic).
 

White Tornado: do you own WotC's pre-MtG book The Primal Order, and its supplements (most especially: Chessboards: The Planes of Possibility)? If not, go dig them up---they're great resources for planar inspiration.

In addition, Ed Greenwood's article ""From the City of Brass to Dead Orc Pass: The Theory and Use of Gates" in Dragon #37 is a wonderful resources.

You may also find my recent articles in Knockspell #3 and #4 helpful; I have an excerpt from the #4 article on my web site too: http://www.greyhawkonline.com/grodog/temp/from_kuroths_quill_04_12-destroying_gates.pdf
 

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