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What role do the planes play in your games?
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<blockquote data-quote="Blue" data-source="post: 8214024" data-attributes="member: 20564"><p>Current campaign we have a Oath of the Watcher Paladin who's order of knights watch the great Netherportals, evidence of naturally occuring infernal portals that infernal gnolls are coming through at great cost and setting up more portals, and the party is currently on a mad and timeless rush through the feywild because they need to get from Here to There really quickly as their Child-Empress has been usurped, and portals to the feywild ae the only way. (Teleportation and other magics do not work across the oceans.) Really working on the alien-ness of both the people and the land itself of the Feywild.</p><p></p><p>Last completed campaign really had nothing using other material planes, though it had more exploration of the Underworld (underdark-esqe) and Overworld.</p><p></p><p>Before that I ran multiple campaigns in a world with a homebre cosmology that came up a lot. Basically, the material planes were bubbles that floated independantly in each of the four elemental planes. (Think you have an X, Y, and Z for where you are in the plane of water, an A, B and C for where you are in the plane of fire, etc.) Each with their own vectors of movement, currents, etc. All elements in the material planes were therefore "close" to their elemental forms as well. When material planes got close, it was possible to move between them through that element in the material planes. The material plane the campaign was centered around had particularly thin walls from the elements making it easier to reach, and over the ages various gods had led their sentient followers hear to escape apocalypse, geneocide, etc. So there were distinct orc cultures that originate on different planes, etc. The only original sentient inhabitants of this plane was underdark halflings.</p><p></p><p>There was also a dream realm and a shadow realm that wrapped the material plane. While it was well before (these started when 3.0 was first published - not all the core books were out when we did session 0), the Upside Down from Stranger Things is a good analog.</p><p></p><p>The elven Courts were special material planes. They were limited demiplanes, but the elves had a lot more control over where they went and would intentionally visit various material planes. So a Court might intersect with a material plane for a decade or century and eventually move on, and another Court might come at another time.</p><p></p><p>There were no dedicated god-realms, but mortal could ascend and that was actually a big theme in the second campaign, as the intermediary step was a fisher-king like "the king is the land, the land is the king" and one of the PCs trying to unite all of the warring giants and humans and such to take those first steps.</p></blockquote><p></p>
[QUOTE="Blue, post: 8214024, member: 20564"] Current campaign we have a Oath of the Watcher Paladin who's order of knights watch the great Netherportals, evidence of naturally occuring infernal portals that infernal gnolls are coming through at great cost and setting up more portals, and the party is currently on a mad and timeless rush through the feywild because they need to get from Here to There really quickly as their Child-Empress has been usurped, and portals to the feywild ae the only way. (Teleportation and other magics do not work across the oceans.) Really working on the alien-ness of both the people and the land itself of the Feywild. Last completed campaign really had nothing using other material planes, though it had more exploration of the Underworld (underdark-esqe) and Overworld. Before that I ran multiple campaigns in a world with a homebre cosmology that came up a lot. Basically, the material planes were bubbles that floated independantly in each of the four elemental planes. (Think you have an X, Y, and Z for where you are in the plane of water, an A, B and C for where you are in the plane of fire, etc.) Each with their own vectors of movement, currents, etc. All elements in the material planes were therefore "close" to their elemental forms as well. When material planes got close, it was possible to move between them through that element in the material planes. The material plane the campaign was centered around had particularly thin walls from the elements making it easier to reach, and over the ages various gods had led their sentient followers hear to escape apocalypse, geneocide, etc. So there were distinct orc cultures that originate on different planes, etc. The only original sentient inhabitants of this plane was underdark halflings. There was also a dream realm and a shadow realm that wrapped the material plane. While it was well before (these started when 3.0 was first published - not all the core books were out when we did session 0), the Upside Down from Stranger Things is a good analog. The elven Courts were special material planes. They were limited demiplanes, but the elves had a lot more control over where they went and would intentionally visit various material planes. So a Court might intersect with a material plane for a decade or century and eventually move on, and another Court might come at another time. There were no dedicated god-realms, but mortal could ascend and that was actually a big theme in the second campaign, as the intermediary step was a fisher-king like "the king is the land, the land is the king" and one of the PCs trying to unite all of the warring giants and humans and such to take those first steps. [/QUOTE]
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