Author Topic: Planar Revision Project: Ethereal Plane done, PROJECT IS COMPLETE!  (Read 64267 times)

Offline midnight_v

  • Sr. Member
  • ***
  • Posts: 360
  • It is good and fitting to die for the dice...
    • View Profile
Re: Planar Revision Project: Carceri is finished!
« Reply #40 on: July 03, 2012, 06:31:57 PM »
I have always been in love with the inevitables. You are way too prolific in you writing (a compliment BELIEVE ME) for me to offer collab, however... I will give a lot of thought to these guys and find an awesome and specific place for them in the cosmology you set forth. I'll turn it over to you when I'm done, I hope it is useful to you somehow, and respect the work you've put into this. Awesome, stuff to be sure. -M
(off to see spidey)
"Disentegrate...gust of wind. Can we please get back to saving the world now?"

Offline Libertad

  • Epic Member
  • ****
  • Posts: 3618
    • View Profile
    • My Fantasy and Gaming Blog
Re: Planar Revision Project: Carceri is finished!
« Reply #41 on: July 04, 2012, 01:27:59 AM »
Thanks for the compliment!  I'm glad to hear that my homebrew material provides inspiration to others.

There are some loose ends in my work which I've caught or have yet to expand:

Slaadi Autonomy

I was trying to go for an anarchist spin off of the Slaadi.  The problem with believing in every creature's autonomy over mind and soul, however, is that most Slaadi reproduce by implanting eggs in other sentient creatures.  If done to an intelligent creature without its consent, the Slaad is imposing its will on another ("your autonomy over your body and life is invalid, therefore I'll use it as I see fit for myself").  This is not a problem for Chaotic Evil Slaadi, but the rest of them have some major moral decisions and conflict.  Some possible alternatives:

Consent: Slaadi and other creatures who are old or nearing the end of their lives may choose to be implanted with another Slaadi's egg so that its form can be of use to another.

Livestock: It's possible that the belief in autonomy may not extend to mindless or non-intelligent life.  It's also possible that the Slaadi have mindless growths of organic flesh which serve as egg storage; no soul, no mind, no problem!

Symbiosis: It's possible that Slaadi knowledgeable in the sciences of life have found a non-parasitic way of reproduction.  The soul of a baby Slaad, when implanted in a host body, develops and enhances the physical and mental prowess of the host.  Eventually, the two minds become one and a new Slaadi is formed.  The Slaadi inherits the mental and physical traits of the host, yet eventually gains a froglike shape of its breed (due to Ygorl's influence).  The implications of this are far-reaching: it might be possible that the Slaadi aren't one race, but a hybrid of thousands of different people touched by Chaos.

Why do the Archons tolerate the Harmonium?

I can see the inevitable question arising from a player as to why the Archons of Arcadia tolerate a faction dedicated to kidnapping and brainwashing people.  Most Archons are associated with Celestia, and Celestia as I wrote it places great emphasis on the choice of becoming Lawful Good.  The PHB's description of Lawful Good describes "speaking out against injustice," and it won't take a far leap to label the Harmonium's policies as unjust.

Possibilities:

Agreement: The Archons of Arcadia differ from their counterparts in the Seven Heavens, and actually believe that free will isn't such a great idea.  As long as the Harmonium doesn't abuse their power or treat the prisoners sadistically, they don't have much of a problem with making people Lawful Good.  Souls on the Outer Planes are immortal, and "redeeming" an evil being can result in the prevention of millions of years worth of future evil deeds.  It's kind of like the "Greatest Good" justification.  Keep in mind if you have a Paladin in the party; he doesn't have to agree with the Harmonium despite being close in alignment (in fact, the Harmonium has Lawful Evil members).  It's perfectly fine if they disagree with the faction's ends and means or chews out the Archons for tolerating this system.

Deceived: A lot of prisoners successfully converted truly believe in their hearts that the Harmonium is right and that they're being treated fairly.  Through advanced brainwashing techniques and illusion magic, the faction has managed to pull the wool over the eyes of the Archons.  If they ever get found out, there's going to be hell to pay!  This is my preferred possibility, btw.

Arcadian Retcon

Originally, in Arcadia's entry, I mentioned that the Modrons and Inevitables would side with the Formians in a war against Arcadia.  This conflicts with my entry on Mechanus, so I took out the offending passage.

I'm also requesting help for finding appropriate pictures for Limbo, Mechanus, and Carceri!  I don't want to use the ones in Manual of the Planes except as a last resort; I want the planar entries to feel like a "new and fresh take."
« Last Edit: July 04, 2012, 01:47:16 AM by Libertad »

Offline veekie

  • Spinner of Fortunes
  • Epic Member
  • ****
  • Posts: 5423
  • Chaos Dice
    • View Profile
Re: Planar Revision Project: Carceri is finished!
« Reply #42 on: July 04, 2012, 01:48:01 AM »
For Slaadi, you could also have the egg implantation be a secondary reproductive mechanic, that jumpstarts the subject's evolution to a 'high' form of Slaadi by fusing a fragment of the 'parent' with the subject. Limbo being what it is, any particularly strong concept or soul fragment will eventually gather enough Chaos-matter to form a newborn Slaad.

Also, thoughts on incorporating Proteans? A two-species exemplar setup might help distinguish Limbo more, especially with the original Slaadi being often treated as Evil-Lite.

EDIT: Will the Inner Planes(especially Paraelemental, Quasielemental) feature?
« Last Edit: July 04, 2012, 01:53:12 AM by veekie »
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline Libertad

  • Epic Member
  • ****
  • Posts: 3618
    • View Profile
    • My Fantasy and Gaming Blog
Re: Planar Revision Project: Carceri is finished!
« Reply #43 on: July 04, 2012, 02:15:56 AM »
1. For Slaadi, you could also have the egg implantation be a secondary reproductive mechanic, that jumpstarts the subject's evolution to a 'high' form of Slaadi by fusing a fragment of the 'parent' with the subject. Limbo being what it is, any particularly strong concept or soul fragment will eventually gather enough Chaos-matter to form a newborn Slaad.

2. Also, thoughts on incorporating Proteans? A two-species exemplar setup might help distinguish Limbo more, especially with the original Slaadi being often treated as Evil-Lite.

3. EDIT: Will the Inner Planes(especially Paraelemental, Quasielemental) feature?

1. That's a good idea.  I'll incorporate into a "fanwork" post or credit you in an "odds and ends" post, depending on what comes up.

2. I was considering doing the 9 Outer Planes of Pathfinder, but information about them is very limited.  I'll get a copy of my Bestiary 2 to see if they're distinctive enough from the Slaadi and gel well with my rewrite (I'll put them in an "odds and ends" post).

3. Yes, although I don't have sourcebooks detailing the paraelemental planes.  By the way, the Quasi-elemental Plane of Dust (Negative Energy, Earth) has massive necromantic potential.  Why?  Because many forms of dust are fragments of dead skin sloughed off by living creatures!

PS I'd like to thank Wrex for the pictures for Carceri and Limbo.
« Last Edit: July 04, 2012, 02:41:25 PM by Libertad »

Offline veekie

  • Spinner of Fortunes
  • Epic Member
  • ****
  • Posts: 5423
  • Chaos Dice
    • View Profile
Re: Planar Revision Project: Carceri is finished!
« Reply #44 on: July 04, 2012, 05:38:16 AM »
Proteans are pretty heavily distinct I think. Slaadi tend to be more Demon-lite, while Proteans focus more on the aspects of Change.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline Prime32

  • Over-Underling
  • Retired Admin
  • *****
  • Posts: 2914
    • View Profile
Re: Planar Revision Project: Carceri is finished!
« Reply #45 on: July 04, 2012, 08:07:17 AM »
I'm also requesting help for finding appropriate pictures for Limbo, Mechanus, and Carceri!  I don't want to use the ones in Manual of the Planes except as a last resort; I want the planar entries to feel like a "new and fresh take."
Some Danbooru links, for those and others

EDIT: Mechanus.
« Last Edit: July 04, 2012, 08:14:32 AM by Prime32 »


Offline Libertad

  • Epic Member
  • ****
  • Posts: 3618
    • View Profile
    • My Fantasy and Gaming Blog
Re: Planar Revision Project: Carceri is finished!
« Reply #47 on: July 04, 2012, 05:04:03 PM »
Hades


“My theory has always been, that if we are to dream, the flatteries of hope are as cheap, and pleasanter, than the gloom of despair.”

~Thomas Jefferson

   Although it does not have the infinite variety of horrors of the Abyss or the eternal warfare of Acheron, Hades is quite possibly the most dangerous of the Lower Planes.  Its unique trait robs all hope and willpower from visitors, mortal and outsider alike.  Those who fall victim to this insidious entrapment lose their memories and powers and turn into large, wormlike petitioners known as larvae.  Since the souls of larvae are the most common ingredient in magical enhancement among fiends and evil spellcasters, this makes Hades a prime location and economic powerhouse.

   The Yugoloths and Night Hags, being natives of the plane, are immune to Hades’ entrapment and thus control the most territory and therefore the most souls and larvae.  Even then, Hades does not have the creature comforts of the cities of Gehenna, so most Yugoloths who live here tend to be extra-paranoid about their larvae stock, starry-eyed idealists seeking to live on their ancestral homeland, or using the plane’s features as a form of protection from interlopers.

   Hades is also a massive conflict zone and the primary battlefield of the Blood War.  The Yugoloths of Gehenna pull in favors from both Demons and Devils to maintain their Plane’s “neutral” status; Carceri’s Dark Shield Project prevents most armies from occupying the plane; and Acheron and Limbo are full of multiple factions hostile to demons and devils, meaning that neither side has yet to claim them as tactical advantages.  This pretty much leaves Hades as the only place where both factions can easily occupy large swaths of the same plane.  The war is just as much about economic dominance as it is about eradication of the opposing side.  Destroying the enemy’s larva supply, or claiming territory containing larva strengthens the army’s home plane and weakens the other.  More larva equals more potential fiends, more souls to be used for the creation of magic items and undead, and less for the other guys.  The Yugoloths sell larva and land titles to both sides as well as security and protection for an extra fee.  The prices are high and the Demons and Devils know that they’re getting screwed, but Yugoloth merchants are easily capable of imposing trade sanctions on offending Demon Lords and Archdevils.  Grossly inflated prices are seen as the “lesser evil” in comparison to losing a major source of power.

The Siege Malicious and the Oinoloth

   In theory, the Oinoloth is the ruler of the entire Yugoloth race and his word is law.  In reality, he’s merely the absolute ruler of the Yugoloth communities of Hades.  He’s got representatives in Gehenna, but they’re more of an ambassadorial nature.  He’s headquartered in the Wasting Tower of Khin-Oin, where he sits on his throne The Siege Malicious.

   The Oinoloth is merely a title, with each succession of ruler the assassin of his or her forebear.  The Oinoloth has the power to alter the landscape of Hades as though he were an Intermediate deity, and can create new forms of life.  Most Oinoloths use the latter power to create insidious diseases, which they then sell to the highest bidder.

   Many Yugoloths desire the Siege Malicious for themselves and engage in cloak and dagger warfare to narrow the field of potential candidates.  However, the Demon Princes and Archdevils are aware of the throne’s power and occasionally maneuver armies to take the tower.  The Yugoloths would rather be ruled and oppressed by their own kind than another species of fiend, meaning that this scenario’s the closest thing the Yugoloths have to unity.  The last time a Demon Prince did this (Orcus), Yugoloth merchants across the Multiverse blocked off the larva trade to his layer and hired legions of mercenary demons and devils (not together, of course) to destroy his holdings.  This show of force sent a powerful message to the power players of the Lower Planes: “Do what thou wilt on Hades, but never try to claim dominion over us.”

   Even then, fiendish lords aren’t known for giving up.  If the Yugoloths ever show weakness or lose their powerful status over the soul trade, then even the Oinoloth and all the Yugoloths of Gehenna may not be enough to defend the Wasting Tower.

Hades' Underworld

   In addition to Mount Olympus on Arborea, the Greek God Hades also has a primary home on the plane of the same name.  He claims dominion over the Underworld on the third layer, but his power and reach extend across the entire plane.  A lot of planar travelers refer to the plane as Hades’ realm, but such things should not be said around the Yugoloths, who will tell you that the Oinoloth’s the true ruler and the plane’s proper name is the Gray Wastes.

   Hades’ secret weapon and reason for his dominance is due a unique trait of his realm: soul replication.  Since souls not of Neutral Evil alignment go to other planes, Hades’ status as the God of Death is not so absolute.  But, as part of his portfolio, he knows of the circumstances of the deaths of all mortal creatures.  If desired, he can create a copy of a mortal’s soul upon their death to materialize in the Underworld.  The replicated soul has the same alignment, knowledge, personality traits, and shape of the original.  The copy is, for all intents and purposes, a clone.

   In addition to a huge legion of potential followers and larva conversion, Hades also has a gigantic network of information.  Anything known by any dead mortal can be found, but for a price.  Hades doesn’t part with this knowledge for raw gold or no-name adventurers; individuals must prove their worth to him by passing all manner of tests; he’s got a reputation to protect, after all.

Spy Games

   It’s a common saying in Sigil that only three kinds of people visit Hades: Blood War soldiers, soul merchants, and Celestial spies.  From Angels to Formians to Slaadi, any faction with a stake in the Blood War or an axe to grind against the fiends keeps an eye on events in this plane.  Trying to find out what the Archduke Bel is planning is almost impossible to do while he’s sitting in his impenetrable tower in Baator; but when he’s leading a detachment of troops on Hades, leaving the security of his home plane and fortress behind, that’s just prime opportunity for espionage.  Hades is full of neutral ground, multiple warring factions, and a cosmopolitan gathering of fiendish individuals.  With the Yugoloths as the “mediators,” it’s easier to blend in or gain a safe haven when you can sell your valuable intelligence in exchange for protection and safe passage out of the Plane.

   Spies and saboteurs who don’t want to help the Yugoloths can still find plenty of work here.  The Celestials need to know what the Fiends are planning and the current situation in the Blood War; non-evil Slaadi will pay generously for adventurers who can disrupt the soul trade; Primus is always willing to expand his knowledge base; and the Formians will happy to know if there’s any safe havens or areas prime for colonization (their rarity on Hades makes the information all the more valuable).

Adventure Hooks on Hades:
•   It’s an open secret outside of Hades that there are extraplanar portals to the Upper Planes in the 2nd and 3rd layers (to Ysgard and Arborea, respectively).  Many Yugoloths and Night Hags have been using these portals to kidnap souls from these realms to turn into larvae.  The adventurers are tasked with rescuing the souls and returning them to the Upper Planes.  Complicating matters is the disagreement among Celestials of the portals’ maintenance.  Some argue for the portals to be closed for safety reasons, while others argue that the portals can be used as easy passage into the Lower Planes to free more innocent souls in the Lower Planes.  If the PCs take too long in their rescue operation, the former faction will close the portals and strand the PCs on the other side.
•   A PC who died and got resurrected has a copy of his soul in the Underworld.  An enemy faction or individual plans on visiting the Underworld to learn of any valuable information the soul might have.  The PCs will need to convince the representatives of the deity Hades to destroy the soul, give the copy to them, or not give it to the villain.
•   A patron wishes to hire the PCs to assassinate a fiendish general in the Blood War.  The general’s nearly untouchable on his home plane, but the lack of safety and presence of enemy armies on Hades means that he’ll be weaker in the next engagement.  The PCs must travel to Hades, fight their way across a desolate battlefield, and kill the general.  Unless the PCs have something valuable to give them or otherwise convince them it’s in their self-interest, it’s unlikely that the opposing force will help them (non-fiends and non-petitioners are treated as enemy spies from other Planes).
« Last Edit: July 04, 2012, 05:06:45 PM by Libertad »

Offline Libertad

  • Epic Member
  • ****
  • Posts: 3618
    • View Profile
    • My Fantasy and Gaming Blog
Re: Planar Revision Project: Carceri is finished!
« Reply #48 on: July 04, 2012, 05:09:44 PM »
I don't think that the rest of the Lower Planes need any work.

What about the Transitive Planes (Astral, Etheral, Shadow) and the Elemental Planes?  I think that they could use some sprucing up.

Offline veekie

  • Spinner of Fortunes
  • Epic Member
  • ****
  • Posts: 5423
  • Chaos Dice
    • View Profile
Re: Planar Revision Project: Check out Hades!
« Reply #49 on: July 05, 2012, 12:34:33 AM »
The Transitives do seem a little 'blank', but the Elemental Planes largely need some iconic locales rather than simply being treated as a huge expanse of the same element.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline littha

  • Epic Member
  • ****
  • Posts: 2952
  • +1 Holy Muffin
    • View Profile
Re: Planar Revision Project: Check out Hades!
« Reply #50 on: July 05, 2012, 02:03:13 AM »
Problem with the Transitive planes is that they mostly just copy the prime...

Elemental planes however could do with something

Offline Pencil

  • Sr. Member
  • ***
  • Posts: 446
  • - your advertisement could stand here -
    • View Profile
Re: Planar Revision Project: Check out Hades!
« Reply #51 on: July 05, 2012, 05:20:33 AM »
I think you could get much out of the astral sea and such
Movie Quote of the Week (Brazil):
Sam Lowry: Is that one of your triplets?
Jack Lint: Yeah, probably.

Offline Prime32

  • Over-Underling
  • Retired Admin
  • *****
  • Posts: 2914
    • View Profile
Re: Planar Revision Project: Check out Hades!
« Reply #52 on: July 05, 2012, 09:17:51 AM »
Problem with the Transitive planes is that they mostly just copy the prime...
And yet Zelda gets so much out of them. :p

NWN2: Mask of the Betrayer handles the Plane of Shadow pretty well. The Ravenloft Campaign Setting has some interesting fluff on "ethereal resonance".
« Last Edit: July 05, 2012, 09:24:22 AM by Prime32 »

Offline Libertad

  • Epic Member
  • ****
  • Posts: 3618
    • View Profile
    • My Fantasy and Gaming Blog
Re: Planar Revision Project: Check out Hades!
« Reply #53 on: July 08, 2012, 03:29:37 PM »
Hey Veekie, I took a look at the Proteans.

Short story, I'm not a fan of them.  Their addition feels unnecessary to my ideal of Limbo.  They don't really seem to care much about freedom or individuality so much as serving the whims of their pseudo-deity to spread entropy for the sake of it (and Ygorl already fills that role).  They also have a caste system and hierarchy of power, which seems more appropriate in a Lawful society (or a Chaotic Evil "my might makes right" society).

I'm going to work on the Elemental Plane of Air next.  I hope you don't mind if I make liberal use of Genies for such areas, as they seem to be big power players.

Offline veekie

  • Spinner of Fortunes
  • Epic Member
  • ****
  • Posts: 5423
  • Chaos Dice
    • View Profile
Re: Planar Revision Project: Check out Hades!
« Reply #54 on: July 08, 2012, 03:54:47 PM »
Well, they're the opposite side of the coin, Slaadi are not physically very chaotic(static forms, etc), but are mentally highly so, Proteans are physically chaotic, but mentally ordered.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline Libertad

  • Epic Member
  • ****
  • Posts: 3618
    • View Profile
    • My Fantasy and Gaming Blog
Re: Planar Revision Project: Check out Hades!
« Reply #55 on: July 08, 2012, 11:35:40 PM »
If I incorporate the Proteans, I'll probably rework them to have different goals.

Until then, the Elemental Planes!

Elemental Plane of Air


“Aim for the sky and you'll reach the ceiling. Aim for the ceiling and you'll stay on the floor.”

~Bill Shankly

   The Elemental Plane of Air is the safest of the Inner Planes to visitors from the Material; it’s not dominated by the crushing pressure of earth or the scorching heat of fire, but by breathable air upon an infinite expanse of sky.  All creatures, visitors and natives alike, are capable of limited flight simply by willing their bodies to “fall” in one direction.  Such a method of transportation is clumsy and awkward in comparison to true flight (which all of the natives possess), but this ability makes the Elemental Plane of Air the most traveled of all Inner Planes.

Skyships

   Lots of travelers from the Material Plane are uncomfortable with the “open” void of sky and feel relatively unprotected and overwhelmed.  For an easy frame of reference, many visitors construct airborne vehicles shaped like sea bound ships for travel.  In addition to providing living space, cargo storage, and limited protection from attackers, these “skyships” are specially designed to use the Plane’s unique nature by manipulating and changing the air currents around itself.  Skyships can generate powerful gales for transportation, windstorms for combat and self-defense, and “buffer currents” to slow down incoming projectiles.  It generally takes more wind power to move heavier ships, but ships with large mass can move surprisingly fast due to subjective directional gravity.

   Many raiders make their lairs on the Elemental Plane of Air, using such ships to attack passing ships.  Some of the wealthier “sky pirates” have mechanisms which allow them to Plane Shift.  More than a few pieces of floating earth on the Plane are actually havens for these cutthroats, and have more than enough people and ships to attack small fleets.

The Djinn

   The Djinn are some of the more well-known inhabitants of the Elemental Plane of Air.  Borne of the element of air as humans are borne of flesh and blood, the Djinn’s solid form is actually a “lower-powered” state; the ability to become gaseous or a living whirlwind is regarded by these proud beings as their true majesty, although they are cursed to remain solid for 23 hours of the day.

   Djinn live in territories ruled by a king, noble family, or a council of the most powerful of their kind.  The territories can be as small as a single city-state on a floating island, or as large as a nation with dominion over a hundred thousand subjects.  Almost all rulers of Djinni-kind (known as Noble Djinni) are capable of granting Wishes to people who perform some great service to them.  To prevent abuses of power, the Nobles can only grant Wishes to those not of their kind (non-Genies).  Despite this limitation, Noble Djinn are overall more powerful than their “lowborn” counterparts and many even have class levels.  The average Noble is well aware of their status among the Planes, and most live in fortified citadels enchanted with anti-planar travel spells to prevent summoners from calling and enslaving them.

   Most Djinn on the Plane live on floating islands full of life and vegetation, both for the aesthetic value and easy point of reference for travel.  Even the smaller settlements with no Nobles are richly decorated; shining stones pave the streets and colorful flowers grow in household gardens.  Clothes, curtains, and carpets are made of fine fabrics from across the Great Wheel, and the local marketplace is always brimming with fantastic and rare objects.  Capital cities and the homes of nobles are truly the stuff of legends: feel free to go wild with the most magnificent examples of fantasy cities.  Throw in a giant clock tower attended by gear-driven golems or a statue made of living, moving stone as an example of the splendid magnificence of the Djinn.

   Djinn cities are very cosmopolitan and accepting of visitors (with the exception of their mortal foes, the Efreet).  The City of Jewels, the greatest known city of Genie-kind, rivals the City of Brass as a planar metropolis and has portals all over the Multiverse to facilitate travel and trade.  Scheming nobles, saboteurs for the Efreet, lowborn gangs in the slums, and adventurers on all manner of dangerous quests provide plenty of action and suspense in the City of Jewels!

Cloudscapes

   More than a few clouds are solid enough to hold heavy objects in the Plane.  Originally designed by Cloud Giant settlers, these huge objects make use of powerful magic to exist in a state of varying density.  A central orb of frozen water serves as the “control panel” for the cloudscape, with which a person can alter its density, shape, and speed and direction.  Cloudscapes charged with lightning can be truly deadly instruments of war, and are prized by Djinn and visitors alike for their destructive powers.

   Many cloudscapes are used as conventional “dungeons,” used by powerful people to store treasure, imprison people, and a form of mobile living space.  Air and Storm Elementals can gain great power by fusing with a cloudscape’s central orb and extending its consciousness to the entire structure.  Some of the most legendary Elementals are actually giant, sentient cloudscapes.

Adventure Hooks in the Elemental Plane of Air:
•   A particularly sadistic Storm Elemental has gained control over a cloudscape and uses it to terrorize floating island villages.  He’s absorbed many buildings and incorporated them into the structure, often with entire families trapped inside.  The Elemental suffers from a giant ego, and boasts that nobody is capable of seizing control of the cloudscape.  He offers the PCs to come into the cloudscape and best his trials.  If they win, they get a mobile cloudscape fortress.  If they lose, well the Storm Elemental kills them.    PCs venturing into the cloudscape (whether to rescue the families or show up the Elemental) will have to deal with shifting rooms, limited visibility, rogue electrical attacks, and lesser Air and Storm brethren of the Elemental.  Are the adventurers up to the task?  Can they conquer this confusing dungeon?  Tune in next time on Dungeons & Dragons!
•   A floating island, long torn away from the Material Plane, floats among others of its kind in a flying archipelago on the Elemental Plane of Air.  It contains ancient ruins from a long-forgotten civilization of the Wind Dukes of Aaqa, and may possess knowledge critical to the PCs (blueprints for a powerful artifact, hieroglyphs that are the final part of a prophecy, etc).  The PCs are hired by a patron to visit the ruins.  Unfortuantely, the patron works for the Queen of Chaos, a Demon lord who fought against the Wind Dukes long ago and wishes to rid the Multiverse of their influence.  The Queen’s agents will wait until the PCs cleared the ruins of its guardians and traps.  Then they’ll move in for the kill and find whatever secret lies in the temple’s catacombs.
•   Hot on the trail of a fugitive with something important, the PCs track his location to a floating island in the Elemental Plane of Air.  Unfortunately for them, the island’s home to a gang of sky pirates who now “own” the fugitive.  The pirates’ captain is aware that the fugitive has something of great value, and won’t accept any coin the PCs have in exchange (and flashing gold around is a sure way to get attacked in this place).  Instead, he’ll auction off the fugitive to the highest bidder.  The enemy factions in your campaign also want whatever the fugitive has and can pool more wealth than the PCs’ collective pockets.  The PCs must break the fugitive out and fend off a horde of pirates, sabotage the auction and/or eliminate rival bidders, or somehow get the information/object of value before he’s taken out of their grasp.
« Last Edit: August 04, 2012, 01:53:29 PM by Libertad »

Offline Libertad

  • Epic Member
  • ****
  • Posts: 3618
    • View Profile
    • My Fantasy and Gaming Blog
Re: Planar Revision Project: Check out Hades!
« Reply #56 on: July 09, 2012, 12:30:56 AM »
Odds and Ends

Quote from: Veekie
For Slaadi, you could also have the egg implantation be a secondary reproductive mechanic, that jumpstarts the subject's evolution to a 'high' form of Slaadi by fusing a fragment of the 'parent' with the subject. Limbo being what it is, any particularly strong concept or soul fragment will eventually gather enough Chaos-matter to form a newborn Slaad.

Slaadi Alternative: Ascension

Favored petitioners, Clerics of Chaotic deities, and people who've championed the principles of freedom and individuality are granted the opportunity to become a Slaad.  The Slaad implants a circular object into the host; it's not an "egg" in the biological sense, but a fragment of the Slaadi's form and a powerful receptacle for Chaos.  If the host stays on Limbo or exposed to Chaos for a long enough period of time, he'll change into a Slaadi.  The process slows down slightly on mildly-Chaotic Planes, a significant amount on Neutral-aligned Planes, and stops on Lawfully-aligned Planes.  Secondary exposure to Chaos via something other than planar energy is possible, although the process is as slow as it is on a mildly-Chaotic Plane.

This makes the creation process a cause for celebration among the Slaadi.  The "parent," along with friendly Slaadi, hosts a festival for the newest member of their race.  The Slaadi use their their powers to manipulate the energy of Limbo and create stunning spectacles of elemental artwork.  A flaming geyser of fire which transforms into a sea of liquid bubbles; a glittering transparent rock with pockets of air containing miniature forests; all of these represent the raw beauty of Chaos and help new Slaadi understand the nature of the Plane.

Night Hags

I'm surprised that I missed this for my Hades entry, but Night Hags are a huge power player in the soul/larva trade.  Their unique abilities allow them to change any evil creature into larvae, Lawful or Chaotic.  They don't even need to die to become a petitioner of Hades!

Their relationship with the Yugoloths is like that of a producer and merchant.  The Hags create the larva, the Yugoloth sell them.  The Yugoloth give the Hags a portion of their profits, part of which is used to create more larva.  The Night Hags and Yugoloth both have a mutual defense pact out of self-interest; if some planar faction attacks one group, the other will leap to their defense.

The 'loths like others to think that they're the ones in control of the soul trade, but they know that they'd never have the power they have now without the Hags.  Occasionally the two groups will get into small-scale bitter conflicts over wages or contracts, but in the end both of them reach a compromise.  Hades is the biggest soul farm in the Lower Planes, and the loss of either producer or merchant will cripple their standing allow for a takeover by a Blood War faction.  Anybody with a grudge against the Yugoloths or Night Hags knows that the dissolution of this alliance is key (yet another good way to get your PCs involved in extraplanar political sabotage!).
« Last Edit: September 01, 2012, 02:20:21 AM by Libertad »

Offline midnight_v

  • Sr. Member
  • ***
  • Posts: 360
  • It is good and fitting to die for the dice...
    • View Profile
Re: Planar Revision Project: Check out Hades!
« Reply #57 on: July 09, 2012, 08:43:10 AM »
or... you know accept that sladdi implant people... change the damn model to "Giant frog" which is likely a better answer all the way around, imho. I mean The more I think about what you're saying and the more I look at that very important aspect of the creature. . . The more I realize slaadi are not about freedom no matter what. Its the round peg/square hole thing. Thats just not accurate, and I know your pretty unlikely to recognize that it doesn't really work in any satisfactory matter, because the 2 things are incompatible.
We represent freedom, we reproduce by implanting you with eggs during our attacks. Better to go with madness, no matter how bad it messes up the neat little political ideology you've got set up, its not intellectually insulting at least. Ironically, the model where the proteans are all about freedom actually DOES work, with a minor fluff change.
Proteans: So you say you want a revolution.
Sladdi: The same thing over and over, and get different results.

Mho
"Disentegrate...gust of wind. Can we please get back to saving the world now?"

Offline Libertad

  • Epic Member
  • ****
  • Posts: 3618
    • View Profile
    • My Fantasy and Gaming Blog
Re: Planar Revision Project: Check out Hades!
« Reply #58 on: July 09, 2012, 12:26:08 PM »
or... you know accept that sladdi implant people... change the damn model to "Giant frog" which is likely a better answer all the way around, imho. I mean The more I think about what you're saying and the more I look at that very important aspect of the creature. . . The more I realize slaadi are not about freedom no matter what. Its the round peg/square hole thing. Thats just not accurate, and I know your pretty unlikely to recognize that it doesn't really work in any satisfactory matter, because the 2 things are incompatible.
We represent freedom, we reproduce by implanting you with eggs during our attacks. Better to go with madness, no matter how bad it messes up the neat little political ideology you've got set up, its not intellectually insulting at least. Ironically, the model where the proteans are all about freedom actually DOES work, with a minor fluff change.
Proteans: So you say you want a revolution.
Sladdi: The same thing over and over, and get different results.

Mho

In 4th Edition, Slaadi were changed to Fiends.  Guess the designers just owned up about the whole "Evil-lite" aspect of the monsters.

And yes, the Slaadi are pretty much a mess when you really try to analyze Chaos.  They pretty much represent the "Chaos=insanity" angle, and I personally don't really like that (it makes Chaotic alignment an objective flaw).  The alternative is to add in other species/factions representing different aspects of Chaos or take one interpretation of Chaos and alter the Slaadi to fit it.  I'll probably add in alternatives to Limbo and its inhabitants in the future, but for now I'll work on other Planes.

You seem to know about the Proteans more than I do.  What are they about beyond entropy?

In the meantime, my next elemental plane will probably be Water.  My Internet connection goes up and down at random times, so future updates may be sporadic.
« Last Edit: July 09, 2012, 02:08:35 PM by Libertad »

Offline Libertad

  • Epic Member
  • ****
  • Posts: 3618
    • View Profile
    • My Fantasy and Gaming Blog
Re: Planar Revision Project: Check out Hades!
« Reply #59 on: July 17, 2012, 05:16:42 PM »
Elemental Plane of Water


   The Elemental Plane of Water is tied with Air for the most traveled and heavily settled of the Inner Planes.  It’s got a vast connection network to Material Plane oceans, its habitat provides suitable living conditions for many aquatic species, and its primary method of travel (swimming) is one of the most commonly understood methods of locomotion.  From bronze dragons to marid genies, from merfolk to sahuagin, the Elemental Plane of Water is full of settlements and nations populated by all manner of interesting folk in need of planar-hopping adventurers.

Habitats

   The Plane isn’t just a big mass of water stretching in all directions, bereft of land and solid objects.  Even the natives need a common point of reference for travel, and many aquatic life forms need earth to survive; small prey animals need tiny tunnels to escape from larger predators, while coral and kelp need to anchor on a solid surface.  Due to close proximity to the Plane of Earth, floating masses of rock and similar materials drift through the Plane of Water.  These “islands” drift on the currents of the Plane at varying speeds; the largest masses are the size of small countries and move so little that they may as well be still, while the smallest masses are little more than scattered pieces of human-sized boulders.  The latter can cause great devastation to settlements they come into contact with, and many natives use existing landmasses or artificial habitats as shelter against these “rock storms.”

   Another common danger on the older rocks is limited visibility.  Erosion of earth causes the particles to form into large underwater “clouds” of a brownish hue.  Many creatures with blindsense and blindsight live in these clouds, using the terrain to their advantage to catch prey and hide from predators.

   Aside from the rock islands, Zaratan fleets and airtight glass structures are two other popular forms of settlement for both colonists and natives alike.  The Zaratan (see Arms and Equipment Guide) are colossal turtles easily the size of small islands.  Using a combination of mussel glue, hooks, and other such means, small buildings can be affixed to their shells.  Such homes are usually small and take the form of smooth bumps (to minimally impact the Zaratan’s mobility and not break off in close corners and narrow passages), but the more grandiose fleets have glittering palaces and spires rising up from the turtles’ shells.

   Glass structures are the primary habitat of choice for visitors who cannot breathe in water.  The fabled City of Glass is the most famous example.  Glass structures are usually spherical and have alterable levels of transparency to ensure the occupants’ privacy.  The structure is capable of travel, and contains a floating orb which serves as the pilot’s control panel.  Although magically designed, the controls can be manipulated by non-casters and are often sold with instructions.  The subjective dimensional gravity on the plane means that many glass cities are built in a circular ring on the inside of the sphere, although more imaginative architectural designs are possible.

Colonists

   The merfolk, aquatic elves, locathah, ixitxachitl, and sahuagin are the most prolific aquatic races on the Material Plane in terms of population and territory.  The marid and triton are some of the oldest residents on the Plane of Water, and the oldest cities and civilizations on the Plane have their influence.

   The sahuagin are the most vicious and militarized of the colonists, and they are in frequent conflict with the other groups.  The marids’ magical expertise and economic dominance prevents the sahuagin from being the most powerful faction, although the genies’ individualism and frequent power struggles among the nobility result in sudden setbacks and loss of territory from hostile groups.  The sahuagin show no signs of slowing down the war effort, and even the marids’ are barely keeping them at bay.

   The merfolk are next most industrialized society on the Plane.  Like humans, their culture and ways of life vary greatly.  Some of them live in great citadels carved from rock, while others live as nomads with little in the ways of wealth or possessions.  Their main advantage is their adaptability to new traditions.  They have little qualms about adopting the worship of other deities or incorporating new forms of magic and technology.  Many merfolk even live among the locathah, and vice versa.  Both races commonly pay homage to Eadro, and there’s evidence to believe that the two share a common ancestral bond.

   The locathah are nomadic and live simple lives.  Most families move from island to island, using up and gathering resources before traveling again.  The wealthier and more organized tribes can afford a Zaratan to provide protection and transport.  Given the myriad dangers of travel, locathah fleets are usually heavily armed, and their more powerful Druids have altered their Zaratan to assist them in times of war.  It’s not uncommon to see a giant turtle decked out with giant crossbows and javelin launchers on common locathah trade routes.

The Marid Kingdoms

   The so-called “Marid Empire” is actually a collection of semi-independent city-states; in theory, the Great Padishah claims absolute dominion over his people, but the marid inclination for independence and their huge egos means that a lot of them prefer to do their own thing.  Almost all marid view themselves as “royalty” and have the right to rule others, meaning that slavery and indentured servitude of non-marid is a common practice in their communities.  Espionage and assassinations occur with a frequency that would shock outsiders, as the lust for political power is often all-consuming among the upper class.

Dangers

   Aside from vicious marid nobles and warmongering sahuagin, there are other common dangers for PCs to face:

Ixitxachitl: These creatures look like manta rays and live in the deep caverns of Material Plane oceans.  Capable of mentally enslaving others and evolving into more advanced “vampiric” forms, ixitxachitl are one of the most maligned aquatic civilizations (think of them as the orcish equivalent of underwater folk).

   Ixitxachitl on the Plane of Water usually lair in abandoned ruins and island caverns, regularly making raids on nearby settlements for slaves and wiping out entire habitats and ecologies of all life forms, sapient and non-intelligent alike.  This policy of total warfare and ecological devastation has earned them a particular enmity which eclipses the sahuagin (who are more than willing to accept terms of surrender in exchange for servitude).  The other aquatic civilizations temporarily put aside their differences to push back the ixitxachitl into isolated and remote regions.  But these creatures can hold a grudge like no other, and still regularly attack settlements.  It’s said that they’re mobilizing their forces in hidden pyramids and rebuilding their numbers with necromantic magic; it may not be long before another war breaks out…

Krakens: The Krakens used to be the dominant aquatic power on the Material Plane before the forces of good (and more than a few evil civilizations) drove them to the darkest corners of the ocean.  Many Kraken fled into the Elemental Plane of Water, and from there they built a new civilization.

   There are no Kraken settlements per se: most of them are solitary or with one mate, ruling over a settlement of weaker creatures.  Most of their slaves are trapped in caverns or otherwise isolated from the outside world, knowing of no other life than that of servitude.  They’ve also got a stake in the Lower Planes soul trade, breeding and raising slaves in cult-like conditions and entrusting their souls to a powerful fiend.  Many Krakens often have the backing of fiendish entities, and it’s not uncommon for them to have demon or devil bodyguards.

Dark Zones

   The vast majority of aquatic life on the Material Plane (and in the real world) lives close to the ocean’s surface (10-600 feet).  The subjective directional gravity and clear lighting of the majority of the known Elemental Plane is unsuitable for sea life accustomed to living deeper and in the trenches.  Fortunately, there’s a place for them on the Plane as well.  Their habitats are known as “Dark Zones.”

   From the outside, Dark Zones appear as a massive expanse of blackness; even nearby light sources get dimmer as they approach.  The pressure of the area increases as well, making the regions highly dangerous to those without magical protection or environmental adaption.  The regions are a favored spot for deep sea fish, krakens, undead, aberrations, and alien forms of life unknown to even the most learned of sages.

   The Dark Zones have a sinister reputation among the aquatic civilizations.  People capable of seeing the environment reported sightings of strange rock formations and creatures that look bizarre at best, the stuff of nightmares at worst.  Incredibly brave adventurers have also reported finding strange civilizations deep inside these areas, made of identical square blocks strangely resistant to the pressure and decorated with runic carvings impervious to divination spells.  No visible entrances or exits were present on the buildings, but strange rumblings could be heard from within.

Adventure Hooks on the Elemental Plane of Water:
•   A demon lord or archdevil is in need of mortal worshipers to bolster his ranks for an upcoming Blood War siege.  He’s entrusted one of his agents to open a portal on the River Styx into the middle of a major metropolis on the Elemental Plane of Water.  Such a plan would create mass amnesia among the populace, and the fiend’s minions will use that opportunity to replace their historical and religious records with something more befitting the lord’s agenda.
•   A nearby Dark Zone experienced a massive growth surge.  Several nearby merfolk settlements got engulfed in the darkness, and all methods of contact and incursion into the zone have been met with hostility from the area’s strange inhabitants.  The PCs are hired and outfitted with magical protection to explore the zone and discover the fate of the merfolk.
•   A traitorous marid noble has committed the unthinkable: he’s brokered a deal with the sahuagin and a powerful kraken to help him seize the throne!  The sahuagin army and the kraken’s minions of brainwashed slaves assault the City of Glass while the PCs are there.  Planar travel has been blocked, and the surrounding army has several methods of detection (blindsight, divination magic) to know if anybody’s trying to break through the blockade.  If the party hopes to win against this mighty force, they have to prevent breaches in the glass, safeguard civilians, and assist the city’s defenders.  Otherwise, future battles may prove to be overwhelming as the sahuagin and kraken seize key areas and powerful magical items.
« Last Edit: August 04, 2012, 01:52:04 PM by Libertad »