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General Tabletop Discussion
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What role do the planes play in your games?
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<blockquote data-quote="Oofta" data-source="post: 8214240" data-attributes="member: 6801845"><p>I use a cosmology loosely based on Norse mythology so the Shadowfell becomes Nifleheim, the Feywild becomes Alfheim. Basically the planes are for the replaced by my version of the 9 worlds. </p><p></p><p>On the other hand, planar travel is not as simple as casting a spell. For the most part you have to find a portal to the other worlds and getting past Heimdal to get to Valhalla is probably not going to happen for a mortal. If you get to Helheim it's a one way trip, even for Baldur.</p><p></p><p>On the other hand Nifleheim and Alfheim are mirrors of the prime material and relatively easy to cross over. </p><p></p><p>Nifleheim is the land of spirit and dreams, it's where most mortals go first when they die before they go on to their final destination. Origin of ghosts (usually people who refuse to move on and slowly lose their humanity), and other shadow creatures and undead, people can also sometimes send their spirit there when they dream. If someone dies, you have a relatively short period of time to get them back via Raise Dead which just opens a portal to the plane so you can retrieve their spirit.</p><p></p><p>Nifleheim is, for the most part a gray and dreary place with all the color washed out and senses dulled. Think <em>The Matrix </em>when people are not in the "simulated" world or the Upside Down from Stranger Things. It's also a very malleable place and can sometimes record "echoes" of important past events if you know where to find them. It's dangerous here those because in the long run, the numbness and despair will wear you down.</p><p></p><p>Alfheim is home to the Sidhe, their courts and all sorts of fae creatures. In some ways it is just as dangerous or more dangerous than Nifleheim because it is so enchanting. The dew on the grass catches the sun to make brilliant jewels of light, the brook makes music so beautiful it can literally enchant you and so on.</p><p></p><p>So those are the planes people travel to on a regular basis. I've used Svartleheim as my version of the underdark with it's portals deep beneath the surface and the group will soon travel to Jotunheim with it's own distinct regions.</p><p></p><p>So I use the planes, just not all of them and not in the way described in the books.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8214240, member: 6801845"] I use a cosmology loosely based on Norse mythology so the Shadowfell becomes Nifleheim, the Feywild becomes Alfheim. Basically the planes are for the replaced by my version of the 9 worlds. On the other hand, planar travel is not as simple as casting a spell. For the most part you have to find a portal to the other worlds and getting past Heimdal to get to Valhalla is probably not going to happen for a mortal. If you get to Helheim it's a one way trip, even for Baldur. On the other hand Nifleheim and Alfheim are mirrors of the prime material and relatively easy to cross over. Nifleheim is the land of spirit and dreams, it's where most mortals go first when they die before they go on to their final destination. Origin of ghosts (usually people who refuse to move on and slowly lose their humanity), and other shadow creatures and undead, people can also sometimes send their spirit there when they dream. If someone dies, you have a relatively short period of time to get them back via Raise Dead which just opens a portal to the plane so you can retrieve their spirit. Nifleheim is, for the most part a gray and dreary place with all the color washed out and senses dulled. Think [I]The Matrix [/I]when people are not in the "simulated" world or the Upside Down from Stranger Things. It's also a very malleable place and can sometimes record "echoes" of important past events if you know where to find them. It's dangerous here those because in the long run, the numbness and despair will wear you down. Alfheim is home to the Sidhe, their courts and all sorts of fae creatures. In some ways it is just as dangerous or more dangerous than Nifleheim because it is so enchanting. The dew on the grass catches the sun to make brilliant jewels of light, the brook makes music so beautiful it can literally enchant you and so on. So those are the planes people travel to on a regular basis. I've used Svartleheim as my version of the underdark with it's portals deep beneath the surface and the group will soon travel to Jotunheim with it's own distinct regions. So I use the planes, just not all of them and not in the way described in the books. [/QUOTE]
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