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<blockquote data-quote="FungiMuncher" data-source="post: 343111" data-attributes="member: 1094"><p>I started my campaign <u>based</u> on the idea alternate material planes. The primary plane (Terra) is a pseudo-historical earth, with the cities of Rome, Athens, Constantinople, Alexandria, etc, with the typical cultures. All the fantasy creatures come from the alternate planes: Arcadia for the fey (including elves and gnomes), Draconia for the drangons (and other reptilains) and Permagnia for the giants (including orcs, who would be considered like halflings there). The shadow plane is the means to travel between the planes. </p><p></p><p>For the most part, the environments are similar. In ages past, the various creatures migrated across the planes through sparsely located, "naturally" occuring portals to the shadow realm. However, the further away you get from a link to Terra, the weirder things get. For example, travel long enough in Arcadia, and your magic starts to get a life of its own.</p><p></p><p>I have run several adventures on these planes. The current party is at 5th level, and they just entered the shadow realm two sessions ago. Last session (yesterday), they fought a band of shadow goblins (goblins with the shadow creature template). The encounter was rather tough, but they got through it. In the future, they'll be looking for a base of operations set up by snakemen worshipers of Apep, and trying to figure out why the shadow denizens speak Greek.</p><p></p><p>I like this cosmology pretty well. I wanted a little of the plane traveling experience, but felt the usual offerings were a bit more extreme than what I wanted. In this situation, they party can travel to the other planes at lower levels without worrying too much about the environment or the rulers of the plane. There's no critical ability, magic item or permission that must be gained before traveling, which (perhaps) allows less of a railroading effect for the players. </p><p></p><p>FM</p></blockquote><p></p>
[QUOTE="FungiMuncher, post: 343111, member: 1094"] I started my campaign [U]based[/U] on the idea alternate material planes. The primary plane (Terra) is a pseudo-historical earth, with the cities of Rome, Athens, Constantinople, Alexandria, etc, with the typical cultures. All the fantasy creatures come from the alternate planes: Arcadia for the fey (including elves and gnomes), Draconia for the drangons (and other reptilains) and Permagnia for the giants (including orcs, who would be considered like halflings there). The shadow plane is the means to travel between the planes. For the most part, the environments are similar. In ages past, the various creatures migrated across the planes through sparsely located, "naturally" occuring portals to the shadow realm. However, the further away you get from a link to Terra, the weirder things get. For example, travel long enough in Arcadia, and your magic starts to get a life of its own. I have run several adventures on these planes. The current party is at 5th level, and they just entered the shadow realm two sessions ago. Last session (yesterday), they fought a band of shadow goblins (goblins with the shadow creature template). The encounter was rather tough, but they got through it. In the future, they'll be looking for a base of operations set up by snakemen worshipers of Apep, and trying to figure out why the shadow denizens speak Greek. I like this cosmology pretty well. I wanted a little of the plane traveling experience, but felt the usual offerings were a bit more extreme than what I wanted. In this situation, they party can travel to the other planes at lower levels without worrying too much about the environment or the rulers of the plane. There's no critical ability, magic item or permission that must be gained before traveling, which (perhaps) allows less of a railroading effect for the players. FM [/QUOTE]
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