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General Tabletop Discussion
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the elemental planes are trash
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<blockquote data-quote="Baron Opal II" data-source="post: 9389776" data-attributes="member: 6794067"><p>I appreciated the elemental planes, although I had similar concerns with a certain level of accessibility and survivability. My current planar scheme was influenced by the <u>Arduin Grimoire</u>, in that I started thinking of each plane as a "planet", and what level of fidelity to typical physics they would have.</p><p></p><p>Salandron was modeled after a Hadean-age Earth. Classically, Fire dominant, Water absent. Salamanders are the native sophonts, with efreet being a semi-spiritual invasive species. Continual cloud cover reflects the light emitted from basaltic floods and volcanic eruptions, granting the moniker "Plane of the Molten Skies". Life gains energy from ambient heat rather than light, and utilizes metallo-sulfuric metabolism schemes similar to our ocean vent life. </p><p></p><p>You still need to prepare to come here, but all is not lost if you get banished here somehow. In 130 degree heat and no water what so ever you are in a lot of trouble! But, if you can survive the heat, ashfall, fire tornadoes, and the local fauna long enough you can find an efreet outpost that has a clime that is survivable. They are also partial to wine, of all things, and likely have something to quench your thirst. Avoiding becoming a slave or entertainment is a valid concern, but regardless often better than slow roasting.</p><p></p><p>Also, and this shows more with the other planes, I also tried to find other themes to blend with them. Acheron is Earth dominant, Air absent. While there is an atmosphere, sound carries poorly and "sea level" is considered alpine in elevation. There are extensive cave networks, teleportation is difficult (Earth resists movement), and it is the realm of the Lost, Broken, and Forgotten. Many treasures can be found here, all things that are lost in the Prime Material. If you stay too long, the Earth potency of the plane petrifies nearly all things. If there were ever natives, like the salamanders in Salandron, they have since gone extinct. The "natives" now are the blood, bile, gristle, and nerve demodands that wander about. They having spawned from the desiccated corpses of dead and forgotten gods like corrupt and vengeful maggots.</p><p></p><p>Returning to the classic 1/2e D&D planes, I did greatly appreciate that rings of elemental command were made for the various para- and quasi- elemental planes. While not in the same scope of power as the original four, they were still very interesting and excellent idea-fodder for making a variety of other alien planes.</p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 9389776, member: 6794067"] I appreciated the elemental planes, although I had similar concerns with a certain level of accessibility and survivability. My current planar scheme was influenced by the [U]Arduin Grimoire[/U], in that I started thinking of each plane as a "planet", and what level of fidelity to typical physics they would have. Salandron was modeled after a Hadean-age Earth. Classically, Fire dominant, Water absent. Salamanders are the native sophonts, with efreet being a semi-spiritual invasive species. Continual cloud cover reflects the light emitted from basaltic floods and volcanic eruptions, granting the moniker "Plane of the Molten Skies". Life gains energy from ambient heat rather than light, and utilizes metallo-sulfuric metabolism schemes similar to our ocean vent life. You still need to prepare to come here, but all is not lost if you get banished here somehow. In 130 degree heat and no water what so ever you are in a lot of trouble! But, if you can survive the heat, ashfall, fire tornadoes, and the local fauna long enough you can find an efreet outpost that has a clime that is survivable. They are also partial to wine, of all things, and likely have something to quench your thirst. Avoiding becoming a slave or entertainment is a valid concern, but regardless often better than slow roasting. Also, and this shows more with the other planes, I also tried to find other themes to blend with them. Acheron is Earth dominant, Air absent. While there is an atmosphere, sound carries poorly and "sea level" is considered alpine in elevation. There are extensive cave networks, teleportation is difficult (Earth resists movement), and it is the realm of the Lost, Broken, and Forgotten. Many treasures can be found here, all things that are lost in the Prime Material. If you stay too long, the Earth potency of the plane petrifies nearly all things. If there were ever natives, like the salamanders in Salandron, they have since gone extinct. The "natives" now are the blood, bile, gristle, and nerve demodands that wander about. They having spawned from the desiccated corpses of dead and forgotten gods like corrupt and vengeful maggots. Returning to the classic 1/2e D&D planes, I did greatly appreciate that rings of elemental command were made for the various para- and quasi- elemental planes. While not in the same scope of power as the original four, they were still very interesting and excellent idea-fodder for making a variety of other alien planes. [/QUOTE]
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