Planescape Primalshard: other "echo" plane.

(Sentient species from Veilspire).

The Resonant
"The anomaly didn't possess me. We learned to live together."

Origin: Humans prolonged exposure to low-intensity anomalies. They weren't destroyed—they were attuned. Their bodies now vibrate at frequencies slightly out of phase with normal reality.

Appearance: Humans with "visual echo": shadows that move with a half-second delay, voices that produce reverberation for no apparent acoustic reason, eyes that reflect places that aren't in front of them. They wear loose clothing because their skin sometimes "sings" with synthetic textures.

(Note: they enjoy fame of being good anomalie-hunters).

The Stewards
"Someone has to sign the permits for reality to bend."

Origin: Celestial bureaucrats, administrators, and officials who have processed so much anomalous paperwork that the very structure of reality has recognized them as part of the system. (like if aasimars but always working in a office). Although it has not yet been confirmed, the main theory is that in their previous lives they were celestials who worked in the Celestial Bureaucracy, but for some reason they lost their former position, either they resigned voluntarily, their bosses were defeated by a rival pantheon, or they were unfairly dismissed due to unconfirmed false accusations.

Appearance: Impeccably dressed humans: suits that never wrinkle, glasses that reflect forms instead of eyes, fingernails that shimmer slightly with magical ink. They always carry some office item that functions as a light bulb.

The Anchored
"My anomaly is my neighbor. I greet her every morning. Sometimes she greets me back."

Origin: People who live in areas where a specific anomaly is so stable that it has become part of the urban ecosystem. They don't fight it—they maintain it. They are gardeners of the impossible.

Appearance: They vary according to their anomaly. The Anchored of the Street That Always Rains carries decorative umbrellas and has skin slightly green from moss. The Anchored of the Dreaming Building has permanent dark circles under their eyes because they share dreams with the tenants. They always carry an object related to their anomaly (a bottle of water from the eternal rain, a brick from the dreaming building).

(Note: the supernatural romantic novels about bizarre and almost-impossible love between anchored and feys have became very popular in the last decade)

The Castoffs
"I wasn't created. I was left behind when something bigger passed me by."

Origin: Byproducts of major anomalies. They are not original humans, but materialized echoes of people who never existed, or who existed in realities that were folded and discarded. They have memories of lives that weren't their own.

Appearance: Humans with "rendering errors": fingers that sometimes number six, faces that change slightly between glances, clothes that seem painted onto their bodies. Some have impossible features (eyes without pupils that still see, breath that doesn't produce steam in cold weather).

(Note: A variant of castoffs are demi-sentient and they can be tamed or trained as monster pets).

The Dracbargainers
"The dragon doesn't control me. We have an agreement. I give him something, he doesn't eat me. It's progress."

Origin: Humans who have established direct pacts with dragons or higher-level anomalies. They are not servants—they are counterparts, with negotiated terms and hidden clauses. The true origin is mainly "artificially" or intentionally created by the dragons, their patrons. In their previous lifes they were ordinary humanoids who could enjoy a variant of reincarnation spell, maybe as a reward, or assuming a debt with a dragon patron. Of course dragons wouldn't give a "second chance" to somebody who wasn't enoughly loyal or wasn't worth.

Appearance: Humans with a "contract mark": scales on their necks that change color depending on the status of the agreement, eyes that reflect the true form of the dragon with whom they made the pact, or a shadow that doesn't match their movements (it's the dragon's shadow, not their own). They dress to impress—the dragon demands worthy representation.

The Cartographers
"The map doesn't represent the city. The city folds itself to make the map correct."

Origin: Explorers of anomalies who have learned to draw the impossible. Their maps are not representations—they are agreements with space. When a Cartographer draws a route, reality makes it real. It is very difficult to prove the true origin, although the most widespread theory is that an exploratory probe from an alien civilization landed in an area with anomalies, and for some reason it "fused" with the body of a humanoid explorer who did not manage to survive, so this one came back to life, although different.

Appearance: Humans with hands stained with ink that won't wash off, eyes that unconsciously measure angles, and who always carry drawing materials (not magical; the artifact is their mind). Some have "fold lines" on their skin—topographical maps of places that don't exist.

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(Disclaimer: I have no intention to publish more pictures like this here. Only I will publish this, exceptionally and without setting a precedent, because I think it is too amazing and it can be a great source of inspiration for stories that mix urban fantasy with new-weird fiction).
 

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Hipogea.

Despite its dangers, this place attracts many adventurers with the promise of treasure. The truth is, some wonder how it's possible that there's always a new treasure to discover, new dungeons to explore, and they have good reason to be suspicious.
This demiplane is actually home to an entity with reality-altering powers that apparently feeds on the fear of its visitors, though with the peculiarity that these must be visitors who act voluntarily, driven by their own greed. This entity lets go those who feel they've had enough and wish to return home. For some reason, this entity does not tolerate honest or honorable adventurers being betrayed by others on their own team, or suffering abuse at the hands of larger groups of bandits. There is a children's story that tells of a layer of this plane visited and explored by children in their dreams, and that while it is usually no more dangerous than a dog bite, it can be very stressful.

The "intelligent" native inhabitants are actually of foreign origin who agree to remain here as sentinels in exchange for avoiding a harsher criminal sentence, or for eternal youth and immortality. If they die defending their territory, they are later resurrected, although being revived can sometimes be psychologically very stressful.



Ludosphere.

It appears this place was created long ago for physical training, sporting events, competitions, and even non-lethal gladiatorial combat. There's said to be a hidden layer that functions as a playground and orphanage. The children who live here seem to be teleported from worlds or places experiencing cataclysms. The only adults present are small, fairy-like creatures who guide and educate the children, ensuring they are neither neglected nor unprotected. They can usually be found in what amounts to a magic academies or schools for young people with superpowers.

There are many raids to obtain nelf weapons. These appear to be completely harmless toys, and indeed they are almost always in the hands of children without any danger, but when a magic ring is worn or an adult activates a certain magic rune, they gain the power to incapacitate an adult. Many civilians prefer to use a firearm from the ludosphere because, although they can incapacitate potential assailants or thieves, they rarely cause irreversible personal injury.

However, some nelf weapons are modified for such gory illusory effects that sometimes the attackers would vomit or faint upon seeing their companions torn apart by these weapons, even though the damage was entirely fake.


Venatiosphere.

This plane would be the paradise of the hunters if it wasn't so dangerous. It is full of megafaun and werebeasts and the most distinctive feature is the native creatures enjoy total inmunity for ballistic damage (althought they can be hunted or killed by the "traditional ways"). The visitors who live for some time here acquire a resistance to ballistic damage for a time. The megafaun is hunted because their skins and shells and be used to craft shields and armours. The horns, fangs, pieces of bones and claws can be used to craft ammo to hurt enemies with inmunity or resistance to ballistic damage. The meat also can be used to craft potions or magic items for ballistic resistance.

This was very important in the indepence war of the current Republican Confederation of new Elyon. The colonists rebelled not only because of the exorbitant taxes but also because they were not allowed to develop their own industry and had to import manufactured goods from Elyon at monopoly prices. The rebels were helped by the genies and other elemental lords because they were making a fortune with the fledgling industry, but they preferred to be able to choose between several clients instead of having companies agree on prices.

Today the Confederation of new Elyon has reached the technologic level of the analogic age and the firearms are known but not used. The company Zaharoff is the owner of patente rights but it suffers a serious curse because the wrath of the divine powers. The firearms produced by the company Zaharoff are cursed and they suffer serious malfuction usually. But the firearms produced industrially by other companies are also cursed because the company Zaharoff wanted the monopoly. Only police guns aren't affected by the curse, either the firearms by the special intervention units.


Cacosphere.

Don't be fooled by appearances. It may seem like paradise for members of organized crime, but deep down it's a dystopian hell. Some say its origin was a region of Hell that was conquered after many sacrifices by legions of penitent convents. Others claim the place is a training ground for law enforcement officers. The most of "natives" are alusors( = no players). They are like ordinary humanoids but they always wear a mask, even when they pretend to be sleeping. According certain reports without the masks their faces lack facial traits totally, no eyes, nose or mouth, but some times when it is a face like a vernim like ants or wasps. If they feel threatened they become incorporeal and invisible, like ghosts. Even even their mobility properties disappear. Therefore, it is impossible to extort or rob them. The alusors either are interested into illegal products or services.

The system of government is a complete cacocracy, meaning that criminal groups are the authority that gives the orders.
And if they seem to care about maintaining infrastructure like electricity, water, or healthcare, it's because they earn money through "legal" commissions. Officially, there are police forces that maintain law and order, but they are easily bribed or incompetent. In reality, the main problem for criminals, aside from rival gangs, is masked vigilantes who, for some strange reason, are able to defeat dozens of gunmen in hand-to-hand combat. Apparently, the main sources of income are entertainment such as underground gladiator fights or adult films because these can be exported to other zones.

The firearms are known but magic bulletproof defenses are relatively cheap and easy to be acquired. Most of citizens would rather to use nelf firearms for personal defense.
 

Hipogea.

Despite its dangers, this place attracts many adventurers with the promise of treasure. The truth is, some wonder how it's possible that there's always a new treasure to discover, new dungeons to explore, and they have good reason to be suspicious.
This demiplane is actually home to an entity with reality-altering powers that apparently feeds on the fear of its visitors, though with the peculiarity that these must be visitors who act voluntarily, driven by their own greed. This entity lets go those who feel they've had enough and wish to return home. For some reason, this entity does not tolerate honest or honorable adventurers being betrayed by others on their own team, or suffering abuse at the hands of larger groups of bandits. There is a children's story that tells of a layer of this plane visited and explored by children in their dreams, and that while it is usually no more dangerous than a dog bite, it can be very stressful.

The "intelligent" native inhabitants are actually of foreign origin who agree to remain here as sentinels in exchange for avoiding a harsher criminal sentence, or for eternal youth and immortality. If they die defending their territory, they are later resurrected, although being revived can sometimes be psychologically very stressful.
Adventure hook for Hipogea: Would be cool if the god/deity of Hipogea has been taken or rendered inactive, and things turn nasty there, with betrayal becoming the norm, and now it's a horror show. Players are sent in to "right" things...
 

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