Planes of Blood

RandomPrecision

First Post
I've been thinking about making a new world for a campaign lately, and I felt tired of the standard Aristotlean elements making up the Inner Planes. I've always had the old para-elemental and quasi-elemental planes in my cosmology, but I felt like adding a new element to the basic four. I thought a Plane of Blood would make a memorable location, and it could be seen as a building block like fire, water, air, and earth, so I thought I'd make it a new Inner Plane.

Anyway, I've been indecisive about what rules to make about it, and since good suggestions tend to float around here, I thought I'd post it.

What I've been brainstorming more than the rules of the Plane of Blood are what the quasi-elemental borders would be like (I'm thinking it will be separate from the other four, thus, no para-elemental planes of blood). I decided tentatively that the border of the Positive and Blood is the Plane of Life, and the border of the Negative and Blood is the Plane of Death. I'm not sure what to rule on either one, however. I thought about banning all resurrections and raisings on the Plane of Death - someone who dies here cannot be resurrected unless their corpse is taken out of the plane. Alternatively, perhaps someone who dies in this plane is permanently dead; it would be a legendary place, the place where angry gods fight to the irreversible death. The plane should be at least minor negative-dominant, being a plane of death, and all.

The Plane of Life should have its own interesting quirks, but I'd like feedback on them too. The primary interesting thing of the plane that I thought of would be gradual resurrection from the energies of the plane - dead beings on the Plane of Life return to life 1d10 days after death, if they died on the plane, or 1d10 days after being taken to the plane, if they died elsewhere and were brought to the plane. This has the obvious disadvantage of making epic-level resurrection without penalty much cheaper, but a possible way to circumvent this may exist: I think, being a plane of life, this plane should be sentient. Absorbing life energy from the plane, dying, and returning is something that would probably annoy the plane, and cause it to become hostile. I'm not opposed to the party using the plane for a few quick resurrections, but if it was abused, I would have the plane itself respond with ire.

As for the actual substance of the planes, I figured the Plane of Blood would be not unlike the Plane of Water, except redder. However, I wouldn't be entirely opposed to a mostly blood world, with some soggy land, and dark red clouds in a red sky that rain blood. Possibly more of a land fetid and humid with great seas of blood, rather than blood alone. If anyone thinks one of these is significantly better than the other, whether the Plane of Water interpretation is better, to remain true to the plane of elemental blood, or whether the eerier landscape is preferable, let me know; I'm currently leading toward the latter. The landscape of the two quasi-elemental planes would be similar, but the seas of blood would probably be not as vast, and different messages would be expressed - the plane of life feels vivacious, the bloody ground is actually alive, whereas the plane of death doesn't smell of blood so much as it smells of death and decay.

If anyone has any comments, please post them, because I'm just brainstorming about adding this to my cosmology.
 

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I like the eeire landscape a sight better; I see huge floating clots, straddling the line between icebergs and islands, drifting across the endless blood seas, crawling with creatures. I see blood eels, huge serpentine creatures that can crawl on the spongy, blood-soaked land as well as swim through the thick, fetid oceans. I see vampires rejoice upon reaching what they see as a promised land, only to turn back from the lack of a challenge.

Also, the WoTC website, in their Monster Mayhem section, has some (3.0? maybe?) creatures that are "blood elementals". They're evil and freaky, but they might be a good fit for the Plane of Death, or as corrupt versions of normal blood elementals.

Demiurge out.
 

You know, if you watch Star Wars Episode V closely, Darth Vader bumps his head in Echo Base.

[size=-2]or, if no one has comments, that's groovy too

[size=-1]Yeah, demiurge, that's the way I was leaning on both things. I figured someone had a blood elemental out there somewhere. The WotC one has a nice Bloodbath ability that drowns, maddens, and sickens at the same time. Going with the positive => life and negative => death idea for quasi-elementals, I'm not sure what special abilities a life quasi-elemental would have to help it in combat, save that it would probably regenerate quickly. A death quasi-elemental could be difficult to not overpower, but it seems like it would have to have some death-inducing ability.[/size]
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