New Planar Places, Classic Great Wheel

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Doc Necrotic
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New Planar Places, Classic Great Wheel

Post by Doc Necrotic »

The Great Wheel has always been inspirational to me somehow. And heck, while I didn't particularly enjoy 4th, the World Axis fit overall with the Points of Light concept. That said, I'm not very keen on the compromised take on the Wheel melding aspects of the Axis. So, rather than complaining, I wanted to dive into a new idea. To put it simply, I want to harvest newer ideas and give them a suitable home within an AD&D-based Great Wheel, via existing planes! I originally brought this idea up on various facebook groups, but they've mostly been unhelpful or just mentioning quick'n'dirty fixes, neither worked for me. So, I've jumped to here. So, why do this in the first place? Honestly, I'm always fond of sampling material for inspiration. While I'm a diehard for older edition setting content, I've been known to mess with newer ideas. For example, I rebranded the Warlock Knights into a cult that reveres an ancient outsider (maybe fiend/maybe not) bound to the land, who vie for more power in the region, rather than the dominant force of Vaasa. So, why not take ideas from the newer planes and retrofit them into the classic ones?

I've already done a few ideas, which I will post below. I might expand on this post as I create more too. In the meantime, please enjoy what I have available. That said, if anyone has ideas on consolidating new concepts into a classic model of the Great Wheel, I'm interested. Please, share your thoughts. More than anything, do these concepts fit within the confines of the AD&D style Great Wheel cosmology? That's what I'm going for.
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Re: Bringing New Planar Places into the Old Wheel

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Part 1 - Recycling the Fey Wild
Powers within the fey are either true deities or archfey, a monstrous quasi-power. The latter often see the former as traitors, but many will still cooperate with them. To them, gods aren't needed, as the fey will continue to live, even when "killed", until their spirits give up existence. The deities retort by saying that a divine essence allows the near-immortality of the fey to begin with, which might be true to some degree. The domains of the fey are spread between Arborea, Pandemonium and the Deep Ethereal; most inspired by later edition content.

The Seelie Court - bolstered and expanded upon through new material, but otherwise at home in Arborea, with travels to other good-aligned (but not lawful-aligned) planes.
  • The Inner Circle - Titania's divine dominion, where other sylvan-related deities and permitted archfey are allowed
  • Citadel Senaliesse - Home to a former Summer Court Sidhe who turned stag and aligned with the Seelie. She doesn't quite fit in, but tries to take part in courtly duties. The citadel and its residents have become a soar spot for the Summer Court and a talking point among the Seelie when the Summer sidhe step out of line.
  • Gilded Gate - A secret portal between the Seelie Courts and the Gilded Hall of Arborea. Several seelie have used it to mingle with traveling Sensates and the celestial Eladrin.
  • The Dream - A "Mirror Plane" that allows the Seelie to observe the Prime Material, by creating a temporary mobile gate. Unless a subject is truly desired, the court won't use the sifting portal to pick up any outsiders.
The Unseelie Court - sampling, like the above, to expand the meager material in Pandemonium. It now has expanded connections into the Abyss and Carceri. Granted, these connections aren't always a boon for the unseelie.
  • The Frozen Tear - Home of a Winter Court exile, who became corrupt in his aggressive obsessions.
  • Labyrinthine - A "failed" experiment that allows all means of caverns and tunnels to connect to other points. It is here where the Fomorians dwell; hideous giants "enslaved" by the Unseelie for often wicked deeds. Fomorians still live here, sometimes using the passages to start raids.
  • Timbergorge - A garden stolen from a Spring Sidhe, gradually corrupted through dark sorcery. Its caretaker, Silvermaw, has long since been driven mad in his lowly state.
  • The Goblin Market - The worst of coin and the best of the black market. It is here that many goblins call their home. The ominous Kingdom of Nachtur lies just beyond the main grounds, surveying all around it. This is the place where goblin kind dwell in secret, also sharing secrets.
  • Abyssal Cysts - An expansion deal with the Lower Planes has created fusion demiplanes of terror. Equally demonic and sylvan, visitors are attacked by truly wicked foes.
The Kingdom of the Good Folk - A little bit Tall Tales of the Wee Folk, a little bit other fae related business. This is the neutral grounds where Archfey revolt against the divinity of the Seelie and Unseelie. Strange permutations and arrangements of the fey exist here, more so than the abominations made by the unseelie.
  • Astrazalian, the Moving City - A teleporting city eager to study the Prime Material for it's worth. A rare exception to much of the fey. While curious, they quake at the thought of being stuck in the realm of mortals. Otherwise, similar to its original form.
  • Vale of the Fading Moon - A cult of werebeasts seeking to commune with this otherworld, effectively quarantined to their own area by the locals. Fey-werebeast hybrids have sparked backlash from the colony.
  • Antorek, the Living Wilderness - A stranger and darker alternative to the Beastlands. Born from a dying dragon, sidhe honored his dying wish of a perfect sanctum for the natural. However, intelligent beings who dare to trespass are made into beastly or plant-like creatures as punishment for the "transgressions of their kind".
  • The Faded Archive - A home to lost lore and legends. Here, Autumn and Winter sidhe preserve information would would otherwise fade into the void. It is as much a library as a place to mourn sites of great knowledge. Unless a lost art or work is introduced into the archive, few are allowed inside.
  • Tinkerhold - Tinker Gnome Heaven (or Hell). Artifice and whimsy rule the day in this steampunk wonderland. A certain madness within this domain of sporadic invention is literally infectious.
  • Tree of Gateways - While no Yggdrasil, it's impressive in its own right. This hollow tree houses countless portals and gateways. However, the gatekeeper is not allowed to use them. In fact, the "strange logic" of these portals horrifies the fey. To outsiders,these portals make almost perfect sense! How they got into the realms of the fey is a complete mystery.
  • Jubilation's Harvest - One of the few places founded by primers with some success. A family made a pact with a Leshy, in order to have a prosperous land to continue their agricultural ways of life. Here, many harvest spirits dwell alongside the leshy. However, it is here where one of the fomorian tunnels lead, so the Leshy and his companions find themselves defending the region.
  • Sunderheart Peak - A winter mountainside controlled by a lovesick hag. By some strange twist of fate and luck, an otherwise heartless creature became enamored by the very sidhe that would fall into The Frozen Tear. Before then, he was confident, poised and considered handsome to many. The hag abandoned her post within her Queen's station, enraging The Queen of Air and Darkness immensely. Her time with her "beloved" was brief, as he had begun to fall from grace until he was plunged into the Unseelie's borders. Trapped within the Winter Court, her land is one of tragic love lost, a sadness that is at times overbearing on visitors.
  • The Seasonal Courts - Home of the Archfey of the Four Seasons. The fiery passions of the Summer, the pastoral leisure and hunts of Spring, the studies and harmony of Autumn and the muted reflection and mourning of Winter. Within these Courts are thematic residences and lands, all reflecting their relevant archfey leader.
  • Serenading Glades of the Hooved Wardens - Founded by centaurs looking to preserve sylvan beauty, they have long since been welcomed into the Good Kingdom. Despite its mild climate, this domain is a part of the Summer Court; a calming respite away from the court's hot-headed tempers and often scorching weather. The glades are shared with often docile insect-like fey.
  • The Wee Lands - Home of the Small Folk; sprites, pixies, etc. They live within trees, toadstools and a wide variety of natural fixtures that they slightly modify. "Big Folk" who come to understand their ways are invited to shrink to their size and fully enjoy their ways of being, sometimes even invited to live within their lands. However, those who return to full size are often disoriented and never the same again.
  • Orb-Holds of the Tethered-Sky - Floating islands encased in orbs are all tied to a massive spire, similar to the outlands. Supposedly, the spire goes on forever. Many spring sidhe and aerial fey call this land theirs, with a hierarchy revolving around flight.
  • Torus, the Shifting Seasons - An ancestral grounds where the seasons bleed into each other and jump sporadically. It is here where many ancient early fey creatures dwell, far too detached and alien for most primers, the primal fey. It's also the gateway for the Beyond Realms, a progenitor realm where the earliest essences of the fey were formed. It is here where proto-archfey beings of life and death dwell to this day.
More on both ideas can be found here and here through the guise of a traveling bard.
Last edited by Doc Necrotic on Fri Dec 06, 2019 7:57 am, edited 1 time in total.
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Re: Bringing New Planar Places into the Old Wheel

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Part 2 - Recycling the Shadowfell and Various Others
This is less organized than the fey. After all, the Shadowfell was a mixture of the Demiplane of Shadow, Demiplane of Nightmares (which was probably merged with the Far Realm too), the Negative Energy Plane, Demiplane of Dread, Fugue Plane and then some. So, in this case? Things are broken down by various planes instead. Some have connections somehow, but it's kept more vague. But, a lot of this was from loose concepts in 3rd - 5th edition that either didn't get much attention or were detailed with other cosmological concepts in mind.

Independent Demiplanes - Various strange and dark realms, crafted by powers or just forged out of seemingly nothing.
  • Moil, the Trapped City that Waits - Once, it was a wicked city dedicated to the Demon Lord of Undeath, Orcus. Now, it's stuck in a purgatory of frozen death. More or less, this locale would function as it did in 2E.
  • The Machine Cyst - A hellish realm of alien constructs that have long since taken over their home, turning it into a biomechanical mixture of machinery and flesh. Their prime directive is simple, exterminate all organic races. Few have been able to spot their home dimension without being annihilated in the process. While it's connected somewhere in the deep ethereal, it's unknown where it originally came from.
  • The Feral Wyld - A corruption of the Beastlands, forged by a pact made between the Unseelie Court, the fiendish powers of the Lower Planes and malicious gods of nature. This realm acts similarly to Antorek, but as a far darker reflection. The purpose is returning life to brutal savagery and showcasing the worst that nature has to offer.
  • Gloomwrought - A mysterious hub city that hovers in the Deep Ethereal. Originally built as a city with its tethers to the Demiplane of Shadow, it long since expanded and grew beyond that. Accessible through foot or boat, it's often tracked down through use of elaborate shadow magic and divination rituals. It also has a dark secret of its own, it has a planar portal connection to the Demiplane of Dread through numerous links and establishments. Worse yet, these portals have a habit of randomly traveling, swallowing up passersby often without warning. None of the religious or political powers have been able to do anything about this. Otherwise, it functions much like it does in the Boxed Set. However, references to Shadar-Kai are discarded in favor of vaguer "shadow people". Also, Midwinter Hall has its connections to the Winter Court of the Good Kingdom instead.
Demiplane of Shadow - A murky dimension where Positive and Negative collide and meld into something stuck in a twilight. While some pockets are more bright or more dark than others; there's usually an eerie faint glow to the rest of the realm. Everything is a twisted, hard to see mockery. What's worse is the demiplane's effects over magic, especially illusion. Some fake images transformed before their caster's very eyes, becoming real. It's for this reason and more that these flickering shadows and swirling mix of light and dark has been known to make primers go insane. While not overlapping with the Material, it can be used to make copies of Material things through its seemingly endless "Shadowstuff", but any "mirror image" is intentionally reproduced. This is usually done through advanced Shadow Magic.
  • Evernight - An ambitious project made by the nefarious Shadovar of Toril. It was used as a beacon to spy on the city of Neverwinter. Why? Information was lost after forces from the Elemental Plane of Magma and Negative Energy Plane became more influential in the city. Most of the Shades have since retreated to their enclave of Thultanthar. A Ghoulish Tribunal has taken over as the major political force in the city, letting creatures of the magma rivers, negative energy fueled undead and strange shadow natives wander without consequence. Their opinion of outsiders is negative, unless they can prove themselves to their cause.
  • Thultanthar - A conspiracy among Torilians. Does it exist? Probably not, they say. But, those who babble madly about Shadow People in the night? They're all too correct. The Shades were once part of the ancient Netheril Empire, which would have otherwise been destroyed by the folly of Karsus. To preserve themselves, they used dread magic to bond with the Demiplane of Shadow. Changed, they watched the Material from afar, conducting all sorts of bizarre experiments, such as Evernight. They aren't above abducting modern Torilians to survey how much things have changed. The process mentally and physically scars those taken.
  • Balefire - A colony made by explorers enthralled by shadow. Built on one of the more bright pockets of shadow. Traders and shadow mages flock to this city as a safe haven within otherwise hazy and dusk filled reaches.
  • Nightwyrm Fortress - Originally another colony built within the demiplane, it was violently conquered by a devious shadow dragon who has occupied it ever since. The Dragon has few allies, but hoards the chronicled knowledge of the colony to himself at all costs. Rumor has it that he has been brokering deals with various planars and travelers over time though, extorting them for even a sliver of locked away knowledge. Even the Archivists of the Good Kingdom want their own slice of what he has to offer. Among his top guards are a Worm-that-Walks and a mad hivemind of Shadow-things glommed together by the original colonists.
The Dimension of Death - Many petitioners find themselves going through a quick detour before finding their rightful Great Beyond. Here is a destination for dead souls, sometimes a permanent one. It has vague connection to Limbo (Mystara) and the rest of the Fugue Plane of Toril. Oddly enough, while much of this plane is tethered to the Negative Energy Plane, there are pockets of Positive Energy as well. Plus, many of the spirits within the realm aren't evil.
  • The City of Judgement - Where various deities of Death gather. This can be for debate over the afterlife, their own philosophies or over their worshipers. When contending with spirits and souls themselves, it becomes a grounds for judgement. For a long time, a Wall of Faithless was apparently forged to grab souls of those who denied the gods. Whether or not the wall actually exists is up for debate.
  • Thayan Enclave - Amidst the rising tensions between the forces of Szass Tam and those against him, several Red Wizards of Necromancy defected, starting over within a realm rich in the powers of Death. Many continue with their work in solitude, unsure if they can ever return to their ancestral nation of Thay again, without being labeled as defectors or traitors.
  • The Grand Festival Grounds - A colorful land that is one of the few places hospitable to the living. This is a place built to honor the dead and welcome the living in those ceremonies. Contrasting the gloom of much of the place, this is a place of remembrance and optimism.
  • The Cemetery of the Worlds - An endless graveyard to chronicle and list almost any blood or basher that has ever died. Should the Dustmen in charge of the giant monument in The Hive find out about this, they'd be jealous. Like the Festival Grounds, this place is welcoming to living outsiders.
  • Erasure - A nihilistic "space" (or lack there of) where anything that enters has a habit of vanishing from all of existence, across time. It's a dark secret that's kept away from anything visiting the plane. Whatever may dwell in there isn't just aware, it's intelligent. Rumor has it among the yugoloths that it was a rival contender for Oinoloth that was banished to prevent competition.

The Dimension of Dreams - A vast expanse is loosely tethered thoughts like the Astral Plane. However, this plane is fully tangible and given shape, like much matter beyond the Ethereal Plane. Dream Pockets form, creating small spaces built from the minds of sleeping individuals. Even when they are awake, the dream persists for as long as they are able to return to said dream. Failure results in eventual collapse.
  • The Ordial Plane (?) - The Plane of Proof. Supposedly, this nexus of dreams dwells here, as it's proof that dreams themselves are truly real. Likely a quack theory from some barmy.
  • The Mansion's Reflection - The most unusual of dreams, as it was created by the ruins of a house. While most dreams require minds, this one still has awareness. Intrepid explorers will seek out this ruin, with the intent of setting up camp here. Those who successfully do so find themselves in a fully restored property, rise with cursed residents. (Basically Castle Amber, with a hint of dream travel)
  • Dream of the Red Wizard - A Red Wizard gone rogue, Zelakeil, made enemies through backstabbing a little too much within the school of conjuration. Now he bids his time in an artificial magical paradise, that ironically suppresses the magics of those not aligned with him. What should be ideal is his self created prison, while he languishes in paranoia.
  • Order of the Mind Sensor - An order of Psionic Monks congregate against impossible odds. Here they practice in spiritual rituals while sharpening their minds for the dark wastelands of Athas. Some day they will be prepared to help liberate the world.
  • The Unreachable Library - A haunted library watched over by its overprotective dreamer. Everything in this library is sacred and everyone who enters without the blessing of the owner is an enemy. Worse yet, the entirety of this bookish maze is riddled with deadly traps.
  • The Prowler - A meta-dream that travels to others. Originally, this was a spelljammer operated by a mind flayer captain. Thanks to psionic tampering, the whole ship was converted into its own dream space. And worse, he's capable of dragging others into the Dream as well.
  • The Courts of Dream and Nightmare - Another extension of the fey. Long since detached from the evolution of the primal fey, these creatures are more in line with the truly aberrant. These living things of dream and nightmare are shocking, to say the least. Penumbra governs the Nightmare, while Antumbra governs the Dream.
Like before, these are expanded upon on my page, here and here.
Last edited by Doc Necrotic on Tue Dec 10, 2019 3:46 am, edited 2 times in total.
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Re: New Planar Places, Classic Great Wheel

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Part 3 - Recycling the Elemental Chaos.
This one is a little bit shorter, but I'll probably expand upon it, when I have a moment. But, for the time being, that's pretty much it for my take on "newer ideas within the Classic Great Wheel cosmology". As always, I'm hoping someone is interest in my mad attempts to rearrange WOTC's 5E Wheel, in an effort to make it palatable for both me and the folks at my table.

Primordium - A conspiracy among even The Powers. Long lost tales tell of Elemental Deities who grew jealous of the Prime Material and the life that sprang from there. The Elemental Planes weren't enough for them, so they devised their own answer in the form of a demiplane. Primordium was an elemental version of a prime world. It is here that all sorts of elements freely mix in bizarre ways. However, it's far from chaotic, and these mixtures often have a purpose to them. The hybrids are absolute and often form as needed for whatever alien purpose that may be. However, several other powers saw this creation as a mockery of the Prime and retaliated accordingly. A schism caused several to intervene, but not before countless beings went into hiding and some even died. It's for this reason that the demiplane is well hidden. Many of the forces that be regard it as a moment of old shame in the multiverse. Most creatures are not welcome within Primordium, causing reactions that range from distrust to outright violence. Even Elementals from the Inner Planes are disliked for some reason.
  • Cultist Outposts - Several planars who know about this well kept secret sympathize greatly for the Powers that were attacked. They wish to gain revenge against a reality that has long since moved on. Even most of the elemental denizens find these worshipers to be barmy. A newer power has arisen from the dimension as the cult's primary patron, Ger’la-Khn, the Reality Unraveled. It's just as warped as its followers. But, the truth about the multiverse will ultimately prove unsatisfactory for both the deity and the cult. They desire to expand Primordium, take the Elemental Planes and still find those responsible for their ancient crimes. Such lofty goals are likely impossible. Their presence alone has ironically made enemies of the great Princes of Elemental Evil themselves.
  • Primordial Pockets - Small quasi-divine realms upheld by demigod protectors of the realm. Their duty is to ensure that Primordium continues onward. Ger'la-Khn was once one of these demigods, but was cast out for being too radical. Many of these Primordials have grown stagnant though.
  • Fusion Spaces - Fiery clouds that shoot magma, orbs of fire cascading through the air, river currents darting between points of earth, lightning acting like its own river, motes of land that act as flying islands, pockets of air raining down into a haze of acidic vapor, riving streams that travel through the skies! All of these are but examples of these fusions. This is the result of the Elements having a space to play and dabble with the nature of their being, mixing together to create new forms. However, these hybrids are either temporary discoveries or permanent fixtures to further study and grow from. A mixture of free spirited chaos and orderly absolutes and studies proves that the elemental is ultimately a neutral force.
  • Starting Point - A metropolitan planar hub, akin to Sigil in some respects. It's one of the few openly welcoming places in the demiplane. Due to its presence boosting morale and allowing outsiders to communicate and understand their ways of life, it's well tolerated. Outside influence has made its own impact on the city though. Much of the architecture makes an elemental take on many styles and visions found on other planes. Part of the city alone literally resembles an elemental version of Sigil. The aesthetics of the plane mix with others to create something that still feels raw and unabashed of its elemental ways. Rough and rigid stones garnishing buildings of still warm magma walls, currents of lightning traveling crystalline lines, currents of water swishing amidst the sky itself and into various funnel points. If people can’t handle this city, there is no hope for the plane beyond.
  • Ral’a’ula - A Githzerai outpost. It's commonly a place of reflection and learning, as well as a place to converse and commune with natives willing to accept or understand them. A mixture of primordium ideology and githzerai monk philosophy operates this place. Those who can't respect it are ejected into the elemental wastes.
  • Gloamnull, The City of Rain and Snow - An earthly mote supports a freezing city with a constant drizzling. A mixture of all elements, except fire, build up this place. This is due to many of the founders being former slaves from the City of Brass. To them, Gloamnull symbolizes breaking free from the searing oppression of flames. Their primary religious establishment further embellishes this with all means of anti-fire propaganda as well as celebration of their liberation. Beyond a strong anti-fire ruling, other elemental faiths are welcome. Non-elemental beliefs are often subject to scrutiny. None have exploited these rulings quite like a hidden cult of Father Dagon, a Great Old One. Those who have been captured deny being one of the Revenge Cults of Primordium, even if they might be. Far more insidious is a dark truth about the city. The vents that produce a warm vapor throughout the city? Warmed by captured and mentally destroyed fire elementals, bound to various constructs and devices. Only the hypocritical leaders and elite of the city know this damning truth.
  • The Bastion of Sinking - Ages ago, this floating citadel had another name and purpose. It served to guard one of the few chaotic maelstroms of mixed elements in the plane. While stabilized to that area, anything that dares to enter the raging energy is torn apart and converted into usable elements. The Maelstrom Guard upheld their watch over the massive mindless beast of power. However, a particularly enterprising band of Doomguard from Sigil came across it by happenstance. To them, this was a great hidden outpost to utilizing for Entropy across the Multiverse. Forces were gathered and the guards were slain. The Doomguard have commanded this establishment ever since, giving it the name it has today. Most of the Faction itself isn't aware of this place.
Part 4 - Other Weird Places/Connections
The Obsidian Cave Citadel - A secret society of dwarves that were banished for dabbling in shadow craft. Feared and loathed, they fled to start anew. However, their blend of runes, dark sorcery and native energy of the plane changed them. Like the Shades, they became something different. Many are petty and vindictive, some even utilize their knowledge to create counterfeit items to flood Prime markets with.
  • Obsidian Cave Gateways - Somewhat stable portals upheld by the shadowy dwarves of the citadel. They have proven to lead to all sorts of potentially improbable places. Through this gate is one of the possible ways into the Primordium, as portals and jumps there are uncommon.
  • Castle Amber - A cursed castle that hovers beyond a locked off part of the Prime. The mad Amber family haunts the halls, as the place tethers the World of Mystara to the Homeland of Averoigne. Somehow, the Obsidian Cave Gateway created a one-way entrance.
  • Myoshima - An empire of catfolk, hidden in the Moon of Patera. Access to this moon was made easier through existence dimensional magics that allowed the Rakasta to jump to there in the first place.
  • Augmental - A nightmarish technological hell that was originally an off-shoot of Mechanus. The Modron Hierarchy studied making artificial life akin to the humanoids. Something went wrong and the place became quickly corrupted, any Modrons not immediately brought back went rogue or perished. Augmental is a biomechanical domain of steel-like flesh and bone-like wiring, all weaved in awful ways. The monsters that populate Augmental are pure madness. Feral desires clash with mechanical rationale to create something truly wicked and destructive, especially to outsiders. Any connection to the Obsidian Cave Gateway was brief and accidental.
The source of these ideas mostly comes from here.

But yeah, that's basically it for now. So, does my recycling fit the concepts of Planescape? Do these ideas have a proper home within the classic style Great Wheel? Please, let me know.
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Re: New Planar Places, Classic Great Wheel

Post by Big Mac »

Doc Necrotic wrote:
Tue Dec 03, 2019 9:52 pm
I've already done a few ideas, which I will post below. I might expand on this post as I create more too. In the meantime, please enjoy what I have available. That said, if anyone has ideas on consolidating new concepts into a classic model of the Great Wheel, I'm interested. Please, share your thoughts.
IIRC Wizards of the Coast have put out some material (videos or webpages) saying that The Great Wheel and the World Axis are actually two different interpretations of the same thing (and that neither was wrong or right). They also said that other variants (like the 3rd Edition FRCS cosmology) are also different interpretations of the same thing.

So that means that what you are trying to do is backed up by canon (or should be, when they get around to updating Manual of the Planes or Planescape). Although they might do things in a different way to you. (But if they do, that would still make your way another "correct" interpretation...from a different point of view.)

Have you ever read Richard Baker's Blades of the Moonsea novels? They have two sections where the protagonist travels over to Shadowfell duplicates of towns around the Moonsea. One of of the companions of the protagonist says that the Shadowfell used to be called the Plane of Shadow (making them one and the same thing...or parts of the same thing).

I really liked that they used distorted versions of Material Plane locations. I don't recall seeing that in 1e, 2e or 3e material. (I might have missed it, as I'm not a Planescape expert.) It made me think that you could use existing maps, trace over them and fiddle about with a few details.

If you have a heavily defended castle on the Material Plane and there is a Shadowfell/Plane of Shadow duplicate that is populated by shades, instead of the town guard, that gives you an interesting thing for PC who know the castle to explore.
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Re: New Planar Places, Classic Great Wheel

Post by Doc Necrotic »

Big Mac wrote:
Mon Dec 09, 2019 10:12 pm
Doc Necrotic wrote:
Tue Dec 03, 2019 9:52 pm
I've already done a few ideas, which I will post below. I might expand on this post as I create more too. In the meantime, please enjoy what I have available. That said, if anyone has ideas on consolidating new concepts into a classic model of the Great Wheel, I'm interested. Please, share your thoughts.
IIRC Wizards of the Coast have put out some material (videos or webpages) saying that The Great Wheel and the World Axis are actually two different interpretations of the same thing (and that neither was wrong or right). They also said that other variants (like the 3rd Edition FRCS cosmology) are also different interpretations of the same thing.

So that means that what you are trying to do is backed up by canon (or should be, when they get around to updating Manual of the Planes or Planescape). Although they might do things in a different way to you. (But if they do, that would still make your way another "correct" interpretation...from a different point of view.)

Have you ever read Richard Baker's Blades of the Moonsea novels? They have two sections where the protagonist travels over to Shadowfell duplicates of towns around the Moonsea. One of of the companions of the protagonist says that the Shadowfell used to be called the Plane of Shadow (making them one and the same thing...or parts of the same thing).

I really liked that they used distorted versions of Material Plane locations. I don't recall seeing that in 1e, 2e or 3e material. (I might have missed it, as I'm not a Planescape expert.) It made me think that you could use existing maps, trace over them and fiddle about with a few details.

If you have a heavily defended castle on the Material Plane and there is a Shadowfell/Plane of Shadow duplicate that is populated by shades, instead of the town guard, that gives you an interesting thing for PC who know the castle to explore.
I don't really follow what WotC does. My take on lore tends to stick to AD&D. My base idea was taking newer ideas and giving them a home in the AD&D Cosmology. At least, I think I did a decent job of that goal. I don't even really acknowledge a full 3E Plane of Shadow either. I stick to the weird ethereal demiplane idea from 2e.

Also, I've only read a few of the 4e-era Forgotten Realms novels, mostly the Thay Trilogy and a few scattered books from there. I don't intend on reading much beyond that. I tried 4th and have pretty much distanced myself from it. The same goes for lore concept from 5th too (by proxy). The idea of shadowfell, feywild, etc in the Great Wheel feels tacky to me and I do my best to ignore it; sometimes guide people to AD&D MotP or Planescape boxed set. That said, if I do something with Nerath (probably for BECMI or OSRIC), you bet the Planes Above and Below that I'm gonna use Shadowfell, Feywild and then some!

I do kinda keep the Planescape take on belief in my own creations though. I'm playing around with the idea of "Alternate Realities" are just sealed off parts of the Prime Material, where weird cosmology variants connect as well. So yeah, you pierce the barrier and you hop from say Krynn to Nerath, going from the Realms of the Gods to the World Axis. I might dabble with the idea on a thread at some point, maybe? And as for Material Plane distortions? Stuff existed either through retroclone content or various demiplanes in Basic, 1e and 2e.

On that note, I'm wondering if my creations fit the AD&D Cosmology vibe?
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Re: New Planar Places, Classic Great Wheel

Post by Cromstar »

I'm a little slow to respond, but I wanted to make sure I had enough time to really read into this. Most of what I read seemed perfectly capable of fitting within the MotP/Planescape Great Wheel, though I will admit that's not technically hard since the Great Wheel leaves a lot of room to fit things into it.

I've also worked on this idea, back-porting cosmological ideas into the Great Wheel model. I somewhat came at it from a different direction than you apparently. Most of what I did was reconciling why people view the cosmos in the way they do. As an example, the Elemental Chaos is a...not technically wrong view of the classic elemental planes: technically speaking, the planes all physically border each other and you would not be *wrong* to classify them as a single plane made up of parts of all the elements.

But I did carefully review a lot of the places and concepts introduced. Some I kept as locations on the existing planes b/c I thought they were fun, many I wrote off (often because they were just re-purposed bits from the original setting), but I did have interest in the Feywild. I never quite cared for the way it was portrayed and handled, but I did feel there was some potential there, and I did ultimately end up using the idea for my own adaptation. Here's how I ended up playing it out:

The Feywild
Planars never talk about the 'Feywild' because they know better (according to planars, at least). What clueless primes call the Feywild is actually more than one location, tightly knit and held close together by the presence of the fey who live in them. Two main 'locations' make up what most of what primes think of as the Feywild.

The first are the Seelie Realms, those various demesnes and realms on the Outer Planes that are home to fey deities and planar fay creatures. The traveling Seelie Court is the best known of these realms, but other such locations are found scattered across the planes. If one counts the Unseelie Realms and those that are tied to neither of those courts, planar fey realms can be found from Elysium to Pandemonium as well as across the Plane of Concordant Opposition. Often times, primes who come to the Feywild from their own homes end up in one or more of these demesnes, where the local fey, with all their personal enjoyment for tricks and illusions, use their magic to confuse and awe the hapless rubes with the might and majesty of fey empires.

But some few lucky (or unlucky, depending on how you view the fey) souls do, in fact, pass beyond these planar fey realms into some other place, where fey are found in abundance; where entire worlds are full of verdant, unspoiled nature filled with frolicking fairies and their kin. So where, then, is this place, which could in theory be referred to as the 'true' Feywild?

Just as the fey realms of the Great Wheel have connections to fey realms across the known worlds, so to do they have connections to fey realms in worlds unknown to the common knowledge. Among these is said to be an entire Prime Material Plane (an alternate prime material plane to the 'main' D&D PMP) where the 'civilized' races never came to be. Imagine an entire PMP, filled with worlds nearly identical to the ones the primes call home, but without the hallmarks of their civilizations. Those that pass for sages and philosophers among the fey suggest that this plane may even be the original home of all fey creatures; that their distant ancestors used their innate magics to travel to the planes and spread across the entire multiverse.

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Re: New Planar Places, Classic Great Wheel

Post by Doc Necrotic »

Cromstar wrote:
Mon Dec 16, 2019 5:22 am
I'm a little slow to respond, but I wanted to make sure I had enough time to really read into this. Most of what I read seemed perfectly capable of fitting within the MotP/Planescape Great Wheel, though I will admit that's not technically hard since the Great Wheel leaves a lot of room to fit things into it.

I've also worked on this idea, back-porting cosmological ideas into the Great Wheel model. I somewhat came at it from a different direction than you apparently. Most of what I did was reconciling why people view the cosmos in the way they do. As an example, the Elemental Chaos is a...not technically wrong view of the classic elemental planes: technically speaking, the planes all physically border each other and you would not be *wrong* to classify them as a single plane made up of parts of all the elements.

But I did carefully review a lot of the places and concepts introduced. Some I kept as locations on the existing planes b/c I thought they were fun, many I wrote off (often because they were just re-purposed bits from the original setting), but I did have interest in the Feywild. I never quite cared for the way it was portrayed and handled, but I did feel there was some potential there, and I did ultimately end up using the idea for my own adaptation. Here's how I ended up playing it out:

The Feywild
Planars never talk about the 'Feywild' because they know better (according to planars, at least). What clueless primes call the Feywild is actually more than one location, tightly knit and held close together by the presence of the fey who live in them. Two main 'locations' make up what most of what primes think of as the Feywild.

The first are the Seelie Realms, those various demesnes and realms on the Outer Planes that are home to fey deities and planar fay creatures. The traveling Seelie Court is the best known of these realms, but other such locations are found scattered across the planes. If one counts the Unseelie Realms and those that are tied to neither of those courts, planar fey realms can be found from Elysium to Pandemonium as well as across the Plane of Concordant Opposition. Often times, primes who come to the Feywild from their own homes end up in one or more of these demesnes, where the local fey, with all their personal enjoyment for tricks and illusions, use their magic to confuse and awe the hapless rubes with the might and majesty of fey empires.

But some few lucky (or unlucky, depending on how you view the fey) souls do, in fact, pass beyond these planar fey realms into some other place, where fey are found in abundance; where entire worlds are full of verdant, unspoiled nature filled with frolicking fairies and their kin. So where, then, is this place, which could in theory be referred to as the 'true' Feywild?

Just as the fey realms of the Great Wheel have connections to fey realms across the known worlds, so to do they have connections to fey realms in worlds unknown to the common knowledge. Among these is said to be an entire Prime Material Plane (an alternate prime material plane to the 'main' D&D PMP) where the 'civilized' races never came to be. Imagine an entire PMP, filled with worlds nearly identical to the ones the primes call home, but without the hallmarks of their civilizations. Those that pass for sages and philosophers among the fey suggest that this plane may even be the original home of all fey creatures; that their distant ancestors used their innate magics to travel to the planes and spread across the entire multiverse.
I like your ideas a fair bit! (No pun intended... okay, that's a lie.) I gotta say, there certainly is at least some similarity to how we handle the fey though, not like that's a bad thing. I dig the idea of distant and alien realms for the fey, myself... All the same, realms that have connections to other worlds. For what it's worth, NWoD/CotD Changeling has been a fantastic inspiration!
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Re: New Planar Places, Classic Great Wheel

Post by Doc Necrotic »

Since I've been using this thread to showcase some ideas for my take on the Wheel, here's a list of new entries from recent posts... and their respective planes! Please enjoy my creations.

Part 5 - Lower Planes
I wanted to tackle the fiend planes at some point, so may as well.

Baator - The Plane of Oppression, Totalitarianism, Corrupt Order; Home of the most Evil form of Law
  • Avernus - Rumors of a holy city taken into Avernus seem to be hit or miss, considering a similar thing happened not long ago. Either way, stranded Paladins do what they can to avenge their fallen temple and smite the awful creatures within their home domain. Curiously, a mage who fought against "The Bhaalspawn" is stuck in this layer.
  • Dis - The Infernal Ruler of the layer has implemented an extra means of security. His new infernal machines are automatons in his image. All shall know that Dispater watches. The rather garish decorations and weaponry prove rather distracting though.
  • Malbolge - Malagard the Hag Countess' tragedy was known throughout the planes. Her bid for power unraveled her, leaving Glasya to seize space and further spite Moloch the disgraced Infernal Lord. However, all of this is according to the hag's wicked plan. She desires to use all means of hellish pawns in a game of ascension into true godhood. And from there? She seeks to reclaim much of Malbolge, for now.
Gehenna - Churning towers and endless smog make up this plane of torture and terror.
  • Krangath - The Citadel of Death is a Daemonic secret that might date near the baernaloths. Perhaps. It is where the forces of the Four Horses of the Apocalypse gather. Originally from a "familiar dimension", this daemon cult quickly became prominent in the underground. These 'loths believe that they follow the truest essence of evil, the true way for daemon kind. Their obsessions with different kinds of death manifest in different ways, even slowly awaken the powers of the Four Horsemen.
  • Mungoth - A secret research facility exists within here, beneath banks of acidic snow, controlled by a society of liches. Darkness infused loths have emerged as a result of these experiments. To little shock, the City of Mortuary revolves around a power. Particularly, a lich-based power named Mellifleur. The City of Mortuary surrounds the deity and the laboratory, in attempt to conceal both the strange rituals and the supreme power to little avail.
Grey Wastes - The most depressing and hopeless place in the multiverse, also the central Blood War battlefield
  • Oinos - An expansion to the Oinoloth's dread tower has allowed for research into plagues to go undisturbed. By his creation, a new race of plague daemon were born. They aren't just powerful soldiers, but the unofficial voice of their master. Curiously, they enjoy taking the disguise of plague doctors.
  • Neflheim - The Eyes of Prying is a curiosity within the layer. True to the Wastes, the residence is barely animated and soulless in demeanor. These creatures who take part in spying and brokering information for no real reason. After all, why should they care about anything?
Carceri - A prison realm built upon survival
  • Porphatys - Yelkantar is one of the creatures barmy enough to dwell here. The Demodand alchemist takes an odd joy in brewing potent and disgusting potions.
  • Agathys - Oublié, a secret cell of forgotten captives. Prisoners that time forgets have a habit of ending up here. With no proper wardens and no provisions except redundant escape blocks, the inmates are running the asylum.
The Abyss - brutal savagery, unrelenting and absolutely destructive
  • Layer # Unknown - This layer is built up as some fiendish work station. Oddly orderly looking for a demonic layer, there is a deeper truth. Here, chaotic essences are perfected and used against others. Their latest concept takes from the Elder Elemental Eye, twisting that essence into a plague capable of creating demons.
  • Layer 53 - A somewhat out of place arena, for both demons to prove their skill and foolish mortals to attempt the fates of survival. All in all, one of the safest layers to visit as a guest.
  • Layer 439 (?) - The Sylvan Cysts were originally created by demons to spite their tenuous relationship with their dark priests. Currently, the Unseelie fey have been harnessing this pocket to their advantage to further spread their dark fey influence upon the mulitverse.
Part 6 (?)
So, these are composed of various odds and ends, plus looks at the other "lower" planes... or lower adjacent.

Acheron - The harsh plane of eternal tactical warfare. Those here live and die in the name of mass battle. Ysgard is personal glory, while Acheron is depersonalized onslaught.
  • Avalas - The most well known layer of the plane, the quintessential forever battlefield. The planes, as always, work mysteriously. While the Rakshasa are chess masters here, two rival clans have been warped by the competitive and violent nature of the plane. Their desire is using a desired army as a proxy against their rival. Each time, the clan sends a chosen group to fight the other clan's chosen group. One side ultimately prevails and the cycle continues. However, other fiends, as well as gradually frustrated Mercykillers, have their own reservations on this.
  • Thuldanin - Even realms disconnected from the Wheel have found their way here. While The Master of Hule is likely no more, many of his forces who "escaped" oblivion found themselves here. Curiously, they're lead by an exiled Glantrian Wizard whose busy looking to settle his own vendetta. Curiously, they're the only thing in this layer to avoid petrification, even though the warband doesn't exactly come across as healthy.
  • Ocanthus - The Desecrated Citadel marks a surprisingly vindictive side of Wee Jas. Distant tales tell of a similar rival deity impeding upon her territory. Wayward denizens from a Nerath fear that the so-called "Raven Queen" was slain by Wee Jas, while this is fortunately debunked. However, any record of this shadowy being is otherwise lost to the ages. Only the shell of a divine realm is all that's left. It's meant to be empty, even Wee Jas' devout are rarely allowed near it and she refuses to talk much on the matter. All that is known is that she faced an injustice, which didn't go unpunished.
Pandemonium - A maddening series of tunnels, where howling wind is the most obvious denizen. Barmies, the super secretive and more are the typical visitors.
  • Pandesmos - Home to two rather dangerous institutions, Tornadum and The Bard's Paying Music. The former is a burg with a funnel motif for aesthetic and protection. It's a wretched hive of piracy and black markets, where only the most dedicated and addle-coved would dare tread. The latter is a conservatory of the abysmal. Galleries contain the most mind ravaging works of art and music in the multiverse. It is said that the mad bard in charge has connections to the cosmos and a Mr. Erich Zann.
  • Agathion - Should the main city be too much of an issue, some particularly warped bashers taken their business here. Likewise, this place proves advantageous for storing goods in privacy.
  • Phlegethon - The Unseelie have been vying for more influence than just Pandemonium, even if it's their base of operations. In fact, the fate of the Hag Countess may be partially their doing. As it is, various covens have granted access to The Grey Wastes and Gehenna.
Baator - The Nine Hells. No further introduction be needed.
  • Malbolge - As per the fears of Asmodeus and Glasya, the Countess succeeded in ascension. For once, an outsider triumphed over the glorious leader of the Hells... a mistake that Asmodeus strives to correct. And in revenge, the Countess has taken much of the layer as her domain for now. While it has changed her towards Law, she doesn't mind. The land warps and changes, a compromise between how the plane once was and now. All that belonged to the hag's body either dissolved or changed.
Demiplane of Shadows - The endless stretches between Light and Dark
  • Thultanthar - A preserved relic of a bygone Torilian past. When their empire fell, they took to hiding as best as they could. Their adeptness within the plane proved to be great, so much so that the plane itself altered the populace into something post-human. Now, it acts as a mother-ship of sorts, deploying spies and scouts to study the changed world... but for what? Infiltration, domination, stealth invasion? Unknown, but disconcerting.
  • Demense of the Dark - Evard, a terror that brings fear to the hearts of Oerth and beyond. For a time being, he forged a retreat in the demiplane to further perfect his shadow craft. In the end, this became yet another forgotten and discarded relic. And even stranger, his shadow remained here. It has become delirious, proclaiming to be him stick in the house. It seems to unite with his "unfinished half" and also bond the powers of the demiplane to the prime!
The Primordium - A raw and secret elemental testing ground
  • The Elemental Maelstrom - It is from this whirling chaos void that the primordium is, shall be and was. This fountain of energy can be harnessed as a vortex in its own right, allowing for elemental travel. During the days of the elemental powers that resided here, they often resented it being used in such manner. As such, the means of traveling through the maelstrom became exceedingly deadly. This was made all the more necessary after a retaliation against the City of Brass. To this day, the attack lead by other elemental forces is a sore subject for the efreeti.
Sources come from here and here. Both elaborate on bits from this post.
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Re: New Planar Places, Classic Great Wheel

Post by Dread Delgath »

I like everything I've skimmed over so far! I think your expansions fit the Great Wheel concept very well, but I think its also very hard to stray from the concept presented in Planescape.

Other than that, I'll follow along as much as I can without further comment.

Thanks for this thread! :)
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Re: New Planar Places, Classic Great Wheel

Post by Doc Necrotic »

Thank you! I'm glad you enjoy my concepts and additions. I've since used this thread as a means of showcasing my crazy ideas. Well, not the craziest things I've done with Planescape, just some alterations to the planes in some way. Also, commentary is more than welcome. I'm always looking for new ideas.
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Re: New Planar Places, Classic Great Wheel

Post by Doc Necrotic »

I have returned, once more! And with that, here are some mad creations I have inflicted upon the planes. A fair few of these have a bit of nightmare fuel as well, including a return to my own homage to Hellraiser and H.R. Giger...

Part 7 - Lawful, Chaotic and in-between Planes

The Main Planes

Arcadia, The Plane of Perfect Order. This is the ideal of perfection itself, action done for the greater good and carried out for the good of all. This is where adherence to stern mindset begets all means of reward.
  • The Hall of Honor - Within the layer of Buxenus, The Society of Duty has emerged as a rival to the Harmonium, and perhaps rightfully so. The loss of the layer of Nemausus brought distress to many. As such, while they exist to bring about their vision of greater good, they also police the Harmonium within the area to the best of their ability. And by that, they help to encourage them towards more good perspectives. It is their belief that their balance will restore Nemausus and enact more good-aligned change within the plane itself. Within their hall, they record all means of "Super Heroics" or their take on fighting crime in an honorable and noble manner. The residents are ironically quite flamboyant in their presentations and personas, compared to an otherwise reserved and conservative plane.
  • Mount Clangeddin Outposts - The Clangeddin Dwarves are already a staple of the plane, especially the layer of Abellios. However, they have since expanded their horizons by placing outpost stations near portals, to greater enhance their reach and services to those in need of them.
  • Studio of the Perfect Square - Precision, daughter of Prespos, is the artful epitome of the plane. All of her works reflect a perfected craft. In addition to looking clean and complete, her pieces are meant to inspire and empower. Much of this comes from her own negative experiences on other planes and as a means of giving back to others.
Limbo, Amorphous Chaos - Matter and Existence without guidance or thought. This is freedom in its purest form, no limitations or restrictions; just essence and energy dwelling wherever it pleases. That isn't to say that a strong mind can't harness it for something. Many have and many do. Limbo is the clay for the powerful imaginative mind.
  • The Delicacy Infinitum - A massively upscale restaurant made to attract daring and wealthy planes travelers. Dishes embody the creative spirit of the plane, existing of impossible combinations that blend into the finest meals in the multiverse. The owner was once a human from Terra, mutated by exposure to strange things. He felt right at home in Limbo, before using it to pursue a lost dream of operating a food business.
  • The Free Project of Al’Yept-Mmie - A hybrid of planar and primer philosophies, melded into a fusion monastery. Psychic Masters of Athas somehow found themselves within this impossible realm ages ago, only to be met by outcasts of Sigil. The two perspectives quickly intermingled into a new concept all its own. The whole locale has a calming effect on those who enter, even though the denizens feel this occurrence is fake, wishing that the visitors themselves would choose peace.
  • The Union of Egoists - A confusing installation that has its roots in Terra, much like the Infinitum's owner. The residents are paradoxical and strange; all ultra individuals, yet living in collective form; all trying to believe their own path, but accepting of their own; enlightened minds of the Ego, but quick to dismiss the experiences of another. Perplexing and fascinating for an argument, many avoid them.
  • The Lairs of the Life Slaad - A curious antithesis of the Death Slaad. These creatures were created by accident, unsurprisingly. In short, a war between summoning mages and priests ended up in the Slaad conjured being corrupted by the priests they tried to kill, ultimately turning them into creatures of good. While they are capable of healing talents and aid, they are still Slaad. They will use their charisma to create an argument as to why they should assimilate and become Life Slaads too. Tumult-of-Blessings is the only "reformed" Life Slaad to interact and work with the public.

Mechanus, The Clockwork Nirvana - Everything operates like machinery, in perfect order and harmony. From gears to modrons, everything has a purpose and works exactly as it should. Everything here is broken down into numbers, orders and equations.
  • Counter - A construct from a bygone age. Somehow, it found itself to Mechanus. Its process is simple, count currency and convert it as needed. The only time it is willing to interact with another creature is to accomplish such functions. Otherwise, it will warn the intruder and evict them from its gear if its warning wasn't heeded.
  • Colony of the New Beagle Republic - While its origins are rooted in much chaos, this vestige of a Galactic Federal traveling crew is very much built on law. And to those who wonder, they are indeed descended from the crew that crashed into the world of Blackmoor. By some tampering of time, many were able to escape and push through the veils of reality. Ultimately, many found themselves in Mechanus, where they rebuilt. They only wish to interact with more advanced visitors. More primitive minds go against their original prime directive and are shunned.
  • On Fallen Modrons. Countless servants of Primus have fallen from grace. These are often at the hands of experiments that turn far for the worse. From Khorvaire Creation Forges taken to build armies to experiments in versatile "Dungeon Constructs" within Limbo, many of the Modron cannot handle a radical shift in perspective and placing. Some get stranded in another plane, while others drop away from Mechanus for their actions.
Ysgard, the Heroic Campaigns - A place of battle in the name of glory and honor. Those who fight here do so knowing that they'll return again after combat has ended. Offense rarely lingers as good jest and sportsmanship rules the day.
  • The Flying City of Twin Brothers - A glorified commercial enterprise. Its purpose is to offer a more orderly alternative for rambunctious adventurers. Lines of taverns and arenas allow other methods of heroes getting out their desire for indulgence and battle.
  • The Crossover Pacts - Several deep gnomes, dwarves and fire giants have entered mutual agreements with each other to subvert and thwart their foes. This back and forth feud never escalates too far, as the rules of the plane often apply. Accidentally, this has eased tensions between the second and third layers of the plane.
Demiplanes and Dominions

Return to The Good Kingdoms of the Wyld Folk - The Fair Folk are a fascinating people, as is their home. Secrets emerge and vanish all the time, as a whimsical yet alien feel lingers throughout each of their patches of land.
  • Land of the Red Eyed Giants - Lush and beautiful territories ranging from hills to beaches, all controlled by powerful fey giants. There is a catch to their watching though, they do it from invisible pocket spaces. This is both a security measure and a means of trapping foolish interlopers. However, one can gain an audience with a friendlier giant through an exchange of culture and arts.
  • Cities of Antorek - Realms of moving plants and talking beasts don't exactly inspire imagines of civilization. But, lo and behold, they exist. However, they are built from organic magic and technology. Archways and supports of bone, walls of plant, fixtures of muscle and flesh. To the uninitiated, this sight is absolutely horrifying. However, there are not the remains of some creature or some disfigured mutant. These places were literally grown from matter. Within these alien cities, the wild creatures have created culture and arts of their own.
  • Ruins of the Good Kingdom - While new domains are made often, several are left behind or built over. Some are restored and modified, while others simply fall apart from neglect. Even Antorek is built upon the ruins of a lost empire, in this case a race of dwarf-like beings. The infamous Sunderheart Peak is an example of ruins that are still being occupied, albeit by a mad hag turned lover.
Regulate, The City of Timely Order - A city of absolute order, aspiring to be like Mt. Celestia, Arcadia and Mechanus, but falling horribly far. Instead, it is a tyrannical nightmare more akin to Acheron and Baator. However, their absolute devotion to law is something to behold. All things run on time and all orders are met with compliance. This is the ideal representation of a totalitarian dystopia. Woe to the outsider who gets stuck here, as they will easily meet their end. Agenda and Propaganda are driving forces of this demiplane city that will never achieve its full dreams.

Return to Augmental - A demiplane of machinery, flesh and body horror. This place was a modron experiment that derailed into a place of terrors. The creatures were created as a mechanical alternative to the humanoid, until something snapped. The place is a chaotic and nightmarish world of organic-meets-inorganic evil. Needless to say, the Modrons of Mechanus will attempt to hunt down anyone who knows about this place, at least to their awareness.
  • The Fields of the Cancer Valves - A bloated and toxic dump filled with pulsating and pumping metal masses. Acidic compounds shuttle between tubing as a distinct stench wafts about. Particularly insane biomechanicals reside here.
  • Temples of Loving Construction - A dark and disgusting place where the biomechanicals attempt to understand, idolize and obsess over pleasure and creation. It is here where many forges known as "creation chambers" are made; living constructs made of their own to "birth" new monstrosities.
  • Cathedral of Oil - A recent attempt, built from information grabbed by an outsider. A metallic man was captured and harnessed for discoveries. Among them was his revelation of a powerful but evil oil that could be harnessed to bring about new evolution. This elaborate ritual grounds is dedicated to it.
  • Pyramid of Gore - A space dedicated to emulating the violence of the humanoids. It's a putrid ziggurat covered in the remains of slain organic and inorganic victims alike.

The source of these can be found here.
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Re: New Planar Places, Classic Great Wheel

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Planar hi-jinks continue once again. This time, I look at more of the Goodly Planes. This was lightly touched upon before, but here are some locales I created to fit the Upper Planes.

Part 8 - The Upper Planes

Mt. Celestial, the Seven Heavens - The epitome of righteous conduct, virtue and goodly law. Each layer is a trial of sorts, until you are given a final test to a great beyond. What lies beyond the seventh mountain? Unknown, even to the traveling bard.
  • The Amphitheater of Morality - Home to "The Divine Storyteller", an ancient looking humanoid of great power and wisdom. Often times, he can be found enacting all sorts of tales and plays from atop the central stage. All of these stories are rich in allegory and focus on teaching some sort of good lesson to the audience. Often, stories are curated for different audiences. His white and glimmering toga and long, equally white beard give him a rather distinct look. Some suspect he's a transformed Tome Archon, or perhaps a dimension walker who found peace within the plane.
  • Mahlhevik's Mirror of Dread - Another curious artifact of the reforming mage. Much like the mage, this sentient mirror is making attempts to move towards good. However, it finds itself struggling far more with the transition. This mirror has the ability to transport others, much like a portal. However, its still rather devious with this. Sometimes, it has sent travelers to wrong places; ranging from off coordinates to entirely different planes outright. Worse yet, Celestia has thrown the mirror into an existential crisis, causing it to disparage both its old ways and new ways alike. This worries Mahlhevik.
  • The Collection of the Worthy - A memorial sight for mighty and noble warriors. This place functions in several ways. Firstly, it is a place to honor the deceased. Secondly, it retains knowledge about the wondrous deeds their names are attached to. And thirdly, this is a place where one can train under the heroic spirits of these mighty heroes. When a visitor proves themselves worthy in the eyes of a hero spirit, they are offered a chance of training as an apprentice, gaining the skills these heroes had in life. The paladins who would later be found on Arcadia had their roots here, in service to these souls of the past. The splinter left the sect fractured and never fully recovered.
  • Letnithaol of Solania - A curiosity among the ever academic Tome Archons. This one seems always deep in thought, as if pondering the meaning of something greater. Given the boundless wisdom of the celestials, this strikes one as odd. While they seem aloof and oblivious, this is quite false. While not a site in its own right, Letnithaol is quirky and noteworthy in terms of the archon celestials.
Bytopia, the Twin Paradise - A plane of organization, action and cooperation. Mutual aid and the ideal work day are common themes for Bytopia.
  • The Bytopian Sects - Three divisions of a planar adventure guild have formed, mutated and splintered over the ages within this plane. Much overlap exists between the progenitor and its splinters, but they're each quite different
  1. The Twin Paradise Exploration Guild - Firmly established for ages, their premise is a simple one; work for supplies within the layer of Shurrock and refine your goods within the layer of Dothion. All in all, do good with your craft and take joy in what you do. In a sense, they embody many of the core ideas of the plane itself. The leader of this somewhat simple enterprise is an exiled gnome, Findlum Twingefelt, from the prime world of Krynn. To his peers, he was corrupted, not a true Minoi! His desire for purpose and structure lead him through the City of Doors into Bytopia
  2. Conservationists - Farmers, druids and traditionalist crafters disagreed with the methods of Findlum and his guild. They wanted a more rugged outlook to their work. Many modify the environments to their needs and study how the celestial wildlife adapts to it. Others take up crafts that are less disruptive the environment. Many just use the rougher environment to build themselves into the best version that they're capable of being. Their disapproval of the guild's harvesting methods are well known. Great lengths are considered to avoid the two sides getting into a fight.
  3. The Twin Sky Guardians - Traveling in a sky ship, this group of rescuers, rangers and others travel to ensure that travelers remain safe in their journeys between the layers. At times, they'll even go out of their way to ensure safety of those on the layers themselves. The bird-like aarakocra are common members of this protective service, due to their knack for flight. Even the Elemental Good forces of Air have lent services to the cause.
  • The Mediated Marketplace - The most ethical form of capital in the multiverse. Here, all prices and arrangements are fair and both parties know what they're getting themselves into. This place represents the fine fruits of one's labor. However, outsiders must earn respect and trust to use the marketplace. Often, enough good acts or proper work is all it takes. But, some are required to do more service somehow. Due to several policies, battlements of any sort are quite rare. However, some exceptions have been made for certain particularly respected vendors. For extra security, merchant-priests help maintain the environment and bless the layout to truly be its best. When it comes to commerce, they are likely the most reliable source in the planes, without the risk of losing something great in return.
  • The Hall of Considerable Wonder - Compared to many artifice showcases on the prime, this hall is far more wholesome and less influenced by destructive urges. Forgers and creators of Bytopia gather together to show some of their most magnificent works. It is unlikely that you'll ever see anything used for combat here, as such things are greatly frowned upon the plane. Curiously, the largest population within the staff consists of Rogue Modrons. Many of these modrons have chosen good while converting back to law.
Elysium, the Blessed Fields - A plane of unending love and kindness. It's no wonder that many who enter never leave. This plane carries much of the River Oceanus.
  • The Village of Amoria - A curious site consisting of guardinal celestials and planars living together in harmony. Two guardinals in particular watch over the workings of the village, a lupinal and a procyal. Daily activity and work mostly consists of leisurely activities such as catching bugs, collecting art and picking fruits from trees. Gifts have even manifested for residents.
  • The Aasimon Council - A recent and possibly concerning angelic development. Within this round meeting hall, several angelic beings protest and contest over one simple, they should oversee Elysium while the Guardinals should oversee The Beastlands. That said, meetings are never negative or hostile, with arguments against outsiders remaining calm and rational.
  • The Happy Hikers Grounds - Built off a pun, they otherwise mirror many of the aspects of the layer of Eronia. Like the layer, they derive happiness and peace from a challenge in life. They say that the higher points of the peaks has a truly inspiring "sunrise" unlike anything seen upon the Prime. Their daily pilgrimage up the cliffs is mostly to be treated to such unfathomable beauty.
  • The Swamp Ship Gerrick - A massive steamboat created by a gnomish inventor travels the mist coated layer of Belierin. While this place is said to house contained threats against good, the ship doesn't mind. In fact, it smites them upon contact. The eponymous Gerrick runs the transport vessel, as a multitude of frog-like spirits act as the staff. While this layer isn't entirely safe outside of safehouses and protected villages, this is about the safest one can be within the layer. It often travels the Oceanus, or at least between the layer's points.
The Beastlands, The Vast Wilderness - Ideal wilderness, boundless and free! Beast spirits act on instinct while protecting the glorious savage lands around them.
  • The Shapers of the Organic - A sect that's more at home in Bytopia, but somehow formed here. Their ideal is that life can be reshaped and rebuild, so long as its done through mutual trust and consent. The end result is living towns and tools, something that can be rather ghastly for the uninitiated. The rest of the plane simply tolerates the group, so long as they stay within their place. It helps that exploitation is almost unheard of (save for banished crafters gone rogue) and all parties are mutual. The founder came from an arcane version of Terra known as "LaTerre", the same world as the Amberville family of Mystara.
  • The Shadows of Brux - Cross contamination between The Beastlands and the Demiplane of Shadows is only known to a few. Creatures of shadow find themselves rebuilt in the ways of good. Likewise, shadow essence has been infused into spirits who wander into the attached demiplane. It hasn't been uncommon for Beastland descended spirits to hunt down evil entities within the Shadows. Elements of dulled color as well as sharp light and dark contrasts have manifested upon Brux where dimensional linkage is particularly strong.
  • Sylvan Influence - Several beings of both the Seelie Court and the Free Fey Lands of the Good Kingdom have made an impact on the plane somehow.
  1. Skerrit, God of Centaurs - The Good Kingdom realm of The Glades of the Hooved Wardens are lands controlled by centaurs. Many still revere the mighty deity. However, distance has allowed for more extreme distortions to manifest.
  2. The Unbroken Beasts - The Beastfolk of Antorek (and the Demonic Feral-Wylds) has seen refugees in search of goodly forces. This colony has powers like the other realms, but its changing magic only affects those who will it to.
  3. Neutral Meeting Grounds - Both Seelie Court representatives and Guardinals have found there way to quiet spots within layers to discuss common matters between the two groups. Even the celestials of Arborea, the Eladrin, have gotten involved.
  • Dieties of the Nations upon Turtle's Back - While pigeonholing all of them into this plane, nicknamed Happy Hunting Grounds, is a gross stereotype that should not be considered; many Powers still station themselves within this plane. Names like the Crow Mother, the Master of Bears, the Solar Lord of Bison are known, while countless others are rightfully not. In fact, a being who revealed themselves as The Healing Sun shuddered at the thought of being in the Beastlands. This Power in particular is quite proud of their place within Bytopia.
Arborea, the Olympian Glades - Benevolent chaos, the home of the Eladrin, the gateway to the Seelie Courts and a shelter for all means of goodness and freedom.
  • Free University is one of the many odd experiments of the plane. The people involved believe that everyone can learn something new, but it doesn't have to require rigid structure or hierarchy. Students and teachers can easily swap positions and classes have a casual and almost improvisational feel at times. Many "legitimate academics" openly protest this establishment, decrying it as false.
  • The Lodge of Pure-in-Progress - The home of a bariaur converted into a rehabilitation converted allows for all means of planar addicts to seek solace and control their issues. These addictions need not be the ordinary, several are people who became addicted to the goodly nature of the plane of Elysium. A particularly uneasy client was a soul-gambling bard forced to face not only that vice, but their inevitable doom in the Lower Planes for their misgivings. The owner also engages in group meditation on the empty layer of Pelion. This meditation is quite strong and powerful, perhaps dangerous if misused. Some participants have literally lost themselves from it, leaving behind eternally preserved bodies.
  • Secret Layers of Arborea - The eladrin are quite misunderstood. But, in all fairness, they keep many secrets to themselves. Among them is the fact that there are actually more layers to Arborea than meets the eyes. Accessing them is usually a challenge. In truth, Free University is its own layer, one which can be found without much issue. It begs the question what does go on within these layers. Given the nature of the natives, nothing bad at least. Guests who have brought this up to eladrin have often found themselves tricked in some manner, usually with the eladrin fleeing in the process. These gags are never malicious or harmful though. However, one case accidentally turned a raft full of eladrin and one curious basher into said rattlin' bone box swimming frantically in empty waters of Ossa.
The source of these can be found here.
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Re: New Planar Places, Classic Great Wheel

Post by Doc Necrotic »

It seems like this has become an archive of my variant/additional planar locales. So, let me continue with a massive list for The Inner Planes, through the lens of Ramon DeLeon (less so here than in my original posts). Hopefully, this won't warrant multiple posts....

Sidetrek - A Quick Look at The Outlands
The Concordant Opposition, Realm of Neutrality.
  • The Meeting Hall of the Center - Home of a sect known as Acts of Balance or "Centrists". They believe in weighing all options and coming up with a solution pulling from the best of all of them. Sometimes, they get caught in detachment from ideology or trying too hard to stay neutral. The Rilmani are unsurprisingly involved with this group. Some say they're the biggest advocate for their move into Sigil.
  • The Otherworld - A spirit realm, home to sprite-like jogahs and distant souls of shamans. While not the Beastlands, animal spirits are curiously found here. A lone shaman from Ethengar wonders how they managed to get here, since they have no normal connection to The Outlands.
  • The Gateway of Death - A primary entryway into the realms of the dead, for several worshipers and pantheons at least.
  • The Traveler's Inner Soul - A traveling merchant wagon dedicated to selling protective wares, charms and items to help one endure the Inner Planes. It roams the Outlands, sometimes entering a prime world.
Part 9 - The Inner Planes

The Inner Planes
The building blocks of much life, energy, etc. Each comes from some natural element or derivative.

The Plane of Air - Endless skies of overwhelming air.
  • Mad Hul - A deranged fallen aasimon sells flight enchantments to those on the plane, short for Hulyamin. Bringing up his fall enrages him, causing him to destroy any protection or help against the Plane of Air. At the very least, he's a charming conversationalist.
  • Living Clouds - Originally conceived by a cult of elemental air, they rebuked their evil origins to an existence of peaceful drifting. They'll only act aggressive against wrongdoers, who often didn't know the cloud was even alive to begin with. Otherwise, they act as an obstacle.
  • Dove Loft - A series of magically built buildings and perches for dove-headed humanoids, known to their creator mage as "the flying failure". It's a very strange place to visit, but otherwise offers nothing that interesting.
The Plane of Earth - Fresh and raw dirt of all worlds, dug into countless tunnels.
  • Clan Strickensteel - A dwarven clan wholly dedicated to mining and assembling crafts from their day's work. They often devote their goods to Adzaa Maruar, a goddess of construction and creation.
  • Gold Eating Parasite - A curious creature first found in the plane of mineral. It's likely that in both cases, it was created by someone truly jealous of others' planar mining efforts.
  • Death Sculpt in Clay - The grotesque art project of a pompous necromancer. A fusion of earth's elemental power and negative energy, fused into some deaders to make some of the grimmest statues in the multiverse. Some suspect the Godsmen are at fault for encouraging this barmy to her fullest.
  • Sigil Planter's Initiative - The rich and raw soil has inspired environmentally savvy cagers to start a movement to start planting. The soil itself isn't just harvested from the plane without intervention. They've been known to compose all sorts of contents within the plane of earth, including the bodies of those they've fought.
The Plane of Fire - Ever bright and burning flames.
  • Charnal Gate - Originally a permanent portal from a funerary director, it was harnessed through use of several sacred icons. However, it was overtaken and exploited by a maniacal tyrant. All who oppose meet a fiery demise, as the saddened mortician plots to take the portal back and dispose of the tyrant in a very ironic way.
  • The Unending Smoldering Prisons - A secret dungeon for political prisoners of the City of Brass. When enslavement isn't worth it for a foe of the efreeti, they're sent here. Many are rebels of Gloamnull. To make matters worse, death does not exist in this chamber, thus beatings and torture are especially heinous.
  • Orb of Flickering Jubilation - A traveling circus in the plane of fire. As the name implies, they exist within a giant magical flame orb. The inside is protected, but most of the performers have some fire related blood in them. They've been on higher alert after a yugoloth captured one of their performers for ransom.
  • Void Belly Beast - An oafish dinosaur-like creature that exists to consume heat. Given that it's on the Plane of Fire, it'll continue to eat forever. Curiously, its torso feels cold to the touch, if you can get to it, without it eating you.
The Plane of Water - The Infinite Sea.
  • The Grove of Trees - Kelp and other watery plants growing in an almost forest-like formation. Watery dryads commune within the plants, acting much like their land equivalents.
  • Ghostly Vortex - A living water vortex that sucks in ship wrecks and claims the crews' souls. Despite not being connected to the Plane of Salt, the vortex is very much infused with negative energy, giving way to all sorts of submerged undead.
  • Dimensional Barriers - Water in particular seems to have its way with other parts of the multiverse.
  1. Sunken Antorek - A race of shark people guard the way into the watery portions of the sylvan beast-folk dominion.
  2. Eldritch Mythos- The foreboding gate shows a sunken city of R'lyeh gives off a dark energy, of something slumbering that will one day awaken. Supposedly, the door leads to the Planet of Terra. What secrets do they keep? Worse, even the Court of Dagon can be found. This isn't the abyssal one, but a creature similar to the one in R'lyeh. Even something as insignificant as a doorway with a Yellow Sign leading to a hidden part of Skullport should be of concern.
The Para-Elemental Planes
Fusion Planes caused by two elements colliding in full.

The Para-Plane of Ice - The Frozen Shards.
  • Brain Freeze - Where thoughts literally freeze and fall out of your head, into a strange garden of sorts. Many procure lost memories to sell on the black market.
  • The Ascending Peaks - The connection from Water at the bottom to Air at the top. This massive mountain stretches between the two elements, even if it's technically as infinite as the plane itself. The bone chilling wendigo is said to dwell towards the top.
  • The Temple of the Forgotten Frost - An abandoned shrine dedicated to one or more lost powers, even a draconic one. Its ties to Wee Jas' Desecrated Citadel raises concerns for many. Even Prince Rolan the Deathless is aware of this perfectly preserved site.
The Para-Plane of Magma - The Churning Lava.
  • Volcaanic - A well defended city operated by an Azer clan, among other creatures. Incredible gear can be forged here. Despite its foreboding nature, there is some level of acceptance towards outsiders... Some are welcoming.
  • Multrudxkia - A mutated red dragon acts as the true guardian for the city, usually taking a passive roll. She was once bound to serve the Githyanki in the Lich Queen's eternal quests. As she fled, a mixture of magic helped to disguise her as a more primal looking dragon of the Inner Planes. She's protective of all citizens of the city, but is paranoia against outside visitors. It isn't uncommon for her to send forces to slay the intruder or simply kill them herself. Convincing her to do otherwise is a challenge.
  • Shards Labyrinth - Moving towards a hypothetical "plane of sand" is a glassy maze. This was constructed by the Hag Countess of Baator as part of her larger master plan! Within the maze lies all means of wicked experiments and an evil arcane laboratory in the middle. Worse, the maze itself is fully aware of its surroundings and can change on a whim.
The Para-Plane of Ooze - Revolting sewage and sludge.
  • Miss Yech’lu-volch’s Academy of Toxicity - A "school" dedicated to making entrants act the very worst they can be. It's run by a gehreleth dressed as a prime's school teacher.
  • Hazards Refinery - This technologically advanced facility was not built upon this plane, something sucked it on. Its purpose seems to be for processing awful products into fuel. Its since been overtaken by evil creatures, utilizing the resource to empower their own projects.
  • The Scurrying Pits - Bordering on Earth, with a touch of "radiance", this is a foul slimy pit infested with rodent-like monstrosities. Magical Rocks within the cavern are worshiped by the monsters as divine and a source of power.
The Para-Plane of Smoke - Clouds of Wispy Smog
  • The Burning Coals - An airship operated by pirates, cruising around the plane to harvest essences. Their primary focus is manufacturing and creating of addictive drugs. If it wasn't for hiding in the plane, bounty hunters might have gotten to them by now.
  • Hidden Enclaves - Hehkahk, the Smoldering Lord is just one of many who have their own little empire within the murky smog. Some have used it as their own means of hiding. Several escaped slaves of the efreeti use the plane for cover. Even on less grim notes, a ballooning company from Bytopia uses this plane as their secret source for what makes their hot air balloons really work. Even the Firelich of Wildspace has found itself within these gloomy fogs. Unfortunately for the last case, a syndicate known as the "Choking Souls" have found ways to exploit them.
Pseudo-Elemental Planes?
Yes, they exist! These para-elemental planes seems hidden to many scholars, but still appear at the right places.

The Pseudo-Plane of Sand - The Stretching Desert
  • Crazed Karim’s Farm of Camels - A barmy's farm where one can obtain a camel. The owner proclaims that they're planar animals, but they resemble ones found on the prime.
  • The Carved Steppes - Flat and hard slabs emerge from the sand, a connecting point to the Plane of Earth. Monks have wandered here for meditation. By some strange event, even bands of Athasians have found themselves stranded here. It isn't all that different from Athas though, just less hot. And just like their home, massive worms are also native to this plane.
  • Further Crossover - When one approaches air, the land simply gives way to an endless sandstorm in all directions, even down. In the cases of Negative Energy, the change is sudden but overbearing as even the sand feels like its the broken bits of all things.
The Pseudo-Plane of Vapor - The True Elemental Mist
  • The Sauna at the End of the Planes - A religious site of reflection and relaxation. Over time, they have allowed non-priests to attend ceremonies here. Its closeness towards the Plane of Steam gives it a slightly warmer edge.
  • The Temple of the Vaporized Soul - The monument to a Dukkar, a hexed male Vistani, resides here. This temple was part of his plan and his ultimate undoing. Not only can one access the Lands of the Mists here, the aforementioned Choking Souls have stationed here as well.
  • The Jerky Killer - A serial murderer running loose in the plane. By some magic or curse, he not only survived a rough encounter in the Plane of Fire, he became effectively immortal. His attempts to escape landed him here, causing his body to become shriveled and hard, like dried meat. Driven mad, he wanders around to claim anyone in his way, partially in hopes someone can finally kill him.
Sources come from here and here.
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Re: New Planar Places, Classic Great Wheel

Post by Doc Necrotic »

Yeah, I had to split this one up. Otherwise, it just seems like too much for one post. Here's Positive and Negative Energy Planes.

Part 10 - The Inner Planes, Continued

The Positive Energy Plane - An inner plane of pure life energy. For most mortal creatures, this power is too much, overwhelming and absorbing any unprepared visitor.
  • The Reflection of Life - A truly far out burg where, despite the place being protected from too much Positive Energy, is literally animated by the plane. Almost anything has a level of awareness and traits; flowers, buildings, clouds, etc. Many of these things even have faces! Many of these whimsical objects break out in song. (It's an homage to rubber hose animation, but in color.)
  • The Creations of the Rogue Deathless - A Deathless mage from Eberron was exiled for using his power to make abominations. This was worsened when he found himself upon the Positive Energy Plane, an endless wellspring for his projects. Thanks to "planar analogues", travel from Irian to Positive was easy for this scholar.
  • Palace of Sacred Exuberance - Home of a positivity cult that seeks to bring the multiverse into an optimistic mindset. Many of the members amount to smiling brainwashed zombies, clouded by happy and hopeful delusions.
Quasi-Elemental Planes -

Positive Touched Planes

Quasi-Plane of Lightning
  • Iron Coil Spelljammer Crew - While other cases of cross-dimensional spelljammers have been spotted in the planes, Lightning is an anomaly. For one group of gnomes, they had to adapt rapidly, but ultimately found a new source of inspiration. Over time, they began to experiment with electricity in all of its properties, capturing the lightning to power all sorts of small wondrous devices.
  • The Screaming Terror - An evil looking face made of lightning. It appears to act in constant anguish, shouting and howling thunderous noises through the plane. It does lead into a stable portal to Pandemonium.
  • The Spirit of the Electric World - A name given to a cocky Oni dwelling within Lightning. He proclaims to be descended from two brother deities of storms. He is far from a pushover and is quick to accept a challenge, using his own home as an arena.
Quasi-Plane of Minerals
  • Gem Guardians - Protector Spirits who assess the health and stability throughout the plane. They're extremely touchy and easily set off by even the lightest of mining. It's easy to hear one coming from a distance, thankfully.
  • Ore People - A related creature is the Ore Creature, who have seemingly shaped into a sentient species over time. In fact, they've built up elaborate and alien societies. If it wasn't for their hatred of creatures made of flesh and bone, they could expand prospects throughout the planes.
Quasi-Plane of Radiance
  • The Rad Connection - The Radiance from Mystara might have accidentally established a connection to this plane at some point. However, this connection atrophied following the Wrath of the Immortals. A slight reality rift as sent people directly to that plane though, in partial attempt to banish any Glantrian mages getting ideas about using The Radiance.
  • The Connection of Rainbows - An eclectic cosmic town of reformation and healing, lead by a fallen slaad and a reformed devil swine. It is a place of beauty, second chances and some of the best healers in known reality. The bohemian commune has also produced incredible arts.
  • The Impossible Colours - An eldritch force that has taken up residency in the plane. Possibly a force for evil, it infects and erodes life around it. In fact, it seeks out the material to spread its sickness. Victims often see a variety of colors that they've never seen before. From that point on, it's usually too late.
Quasi-Plane of Steam
  • The Iron Coil Schism - A divine formed with the crew who thought lightning was too dangerous to work with. Many took to projects on the plane of steam, perfecting and producing steam engines to apply to all sorts of innovative designs. So far, this branch has proved more successful, but some want to bridge the gap with a hybrid creation.
  • The Folly of Chilled Air - A haunted town dedicated to producing bottled steam, for selling across the planes. Something went dreadfully wrong after a revolt from poor work conditions. Now it remains an eerie and clammy ghost town.
  • The Off-Warm Clouds - Where Steam and Vapor border. Not only is it warmer here, there's somehow more solid matter floating around too. A steam mephit has enterprising goals with the area.
  • The Art of Staying Hidden - A dojo run by a ninja, also acting as a school for perfecting stealth. The real trick is first finding the place, then taking tests to see if you're worthy of his skills. Even if you get on the teacher's good side, learning his past isn't likely.
Negative Energy Plane - The plane of pure death. Any living creature going risks their very life force sucked away, leaving a husk to dissolve or turn undead.
  • The Entropic Gloom - A secret society of undead throughout the cosmos and beyond. Their goal is sowing discord among the living, in attempt for total control. Their hands have been involved throughout the planes. Even in the Cage, they've influenced The Fated, The Doomguard and The Dustmen.
  • The Fortress of Regrets - Something still operates this cursed place, something filled with immense regrets still. Evil giant shadows still congregate.
  • Death Gate Primarius - The original gateway to the realm of the dead. It has seen far less use now, but it's still heavily guarded.
Quasi-Elemental Planes

Negative-Touched Planes

Quasi-Plane of Ash - Where Fire goes to die
  • Ashen Shell - Undead husks covered in fine ash. They once belonged to a society from a dying world. Their attempts to restore sun power and the world backfired and made everything much worse.
  • Cinder Flow - Below a fortress belonging to the Ashen Shell is a border point where magma pierces the ash. The Shells revere it greatly. The caverns lead to crystals with compressed fire energies in them. The undead husks above don't know about these yet.
  • The Rain of Colorless Fire - The apocalyptic event that destroyed the Suel Empire, much of it came from this plane. Powered ash consumed majority of the Suel's forces and lands in an instant, but the Baklunish suffered dearly for abusing such magics too. Artifacts that carry similar spells can still be found in the Plane of Ash even today.
  • Citadel Cavitius - A former stronghold of Vecna. In recent ages, something has gone terribly wrong. Simply put, time works wrong there. Visions of a godly Vecna contrast against spaces of emptiness, where Vecna's power does not exist. Some theorize a massive paradox has thrown everything off within the citadel. But, what could cause this and why would Vecna do this?
Quasi-Plane of Dust - Where physical matter crumbles
  • The Rebuilding Wreck - A planar artifact that's supposed to constantly build itself from ruin. Stuck in the plane, it's constantly fighting against the ruination that Dust brings. You'll find parts crumbling, while other parts mending.
  • Dwarven Rust Restorer - A troop of dwarves have created a device that can sample crumbled dust in enough quantities to restore its base object. Rationality has caused the creators to avoid using it on living matter, lest they make monsters.
  • Ardu al’Eadhab - A corrupted djinn oversees a colony of the miserable. Only the sad and depressed are allowed here and recovery is not allowed. It's an awful place that tries to keep one from leaving, as misery brings company.
Quasi-Plane of Salt - Where all water dries up
  • Jutting Salt Spire - A tower run by constructs, all made of salt. As long as one doesn't try to steal or mess with anything, the salt constructs are docile. For an enterprising thief, they do have a deadly weakness to water.
  • Traveling Salt Mystics - Earth elemental healers and mystics who use the salt for all means of spiritual properties. Beyond medicine and healing arts, they've used the salts for beautiful art creations.
  • The Valley of Flavored Salt - Or "The Last Refuge of Tastes". It is here where flavors lost from the planes go to die. Daring adventurers can go forth to lick a salt pillar to taste the last instance of a lost flavor.
Quasi-Plane of Vacuum - Where air fades into empty space
  • Nihil - The representation of the Death Realms' Erasure. What is known is that it came from here. But, as to what it was? No one can say, beyond theorizing.
  • Hullhammer - Another spelljammer crew lost to the planes. In the case of this one, it wasn't from a dimensional anomaly. Pools to Vacuum can shockingly occur naturally within wildspace. In fact, it's hard to tell the change at first, due to vacuum existing much like space itself.
  • Void Vampires - Horrifying mutant undead. Once, they were vampires traveling the planes. Kanchelsis tricked and exploited them in an experiment, using the plane's power. The end result was an alien horror that drains entire existence from a foe. And worse, they can freely move in the gravity-free void.
The Pseudo-Elemental Pocket of Radiation
A rumored elemental realm, much like Vapor and Sand. It is here that terrors of magic and science collide.
  • Ordo Atomicus - Plane traveling mutants from Terra. They fly in a protective metal ball, as they take what the plane has to offer. They religiously worship atomic weaponry from their home world.
  • Death Weapons in Sigil - Some rogue members of Iron Coil defected in frustration of the division. Somehow, it lead them here. Through both stealing techology from Ordo Atomicus and rapidly creating means of enduring the plane's deadly radioactive power; new devices were devised to revolutionize power. However, something went wrong and one survivor escaped with deadly weapons. Said survivor vanished in Sigil, with the Mercykillers seizing the items... so says The Chant AND The Dark.
Sources can be found here and here!
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Re: New Planar Places, Classic Great Wheel

Post by Doc Necrotic »

I'm starting to run out of things to play around with, oh boy! Well, I figure I'd do more things with the Outlands and share some demiplane ideas I've been playing around with. As always, enjoy! If you do have the chance, let me know what you think! Hopefully, I'll do more with all of this, perhaps role it into a gazetteer (Princess Ark style) or a Secrets of the Planes type of deal. Who knows? I don't have concrete plans yet.

Part 11 - Back to the Outlands and Beyond

The Outlands - A return to the neutral point of the Outer Planes.
  • Acts of Balance, continued - The Chant says that The Centrists have an underlying goal of keeping the other factions from getting too powerful, while they rise up to spread neutrality. Even the Indeps don't really get along with them, despite being at odds with ever other faction. But, the real Dark is much more interesting. Their true goal is the destruction of all factions, allowing the Rilmani to gain a foothold in Sigil and beyond. And worse, a race of shadowy creatures seem to be the real puppet masters, acting in ways which Factol Skall would be jealous of. Fortunately, the faction meant to end division is ironically divided. Like the Mercykillers, they came from two different groups.
  • Melting Pot - Another entity that the Rilmani are tied to, which is ironic for creatures with no strong inclinations. No Factions are allowed here, but it otherwise looks like a miniaturized parody of Sigil. While strict neutrality is enforced, helping to spawn the two sects that would create The Centrists in the first place, hostility and suspicion lurks beyond eyesight. However, it's usually the locals that will cause others trouble.
  • The Collector of All - A magical place that seeks to gather and hoard knowledge. They're quick to take it in a trade, but they're reluctant to share much. However, they can create all sorts of items literally made from that knowledge. Strangely any attempts to decipher the devices and artifacts for how they specifically work or how they were made will always fail. All one can gleam is how to operate basic functions of the item.
  • Iron Coil Wandering Headquarters - A mechanical rival to the roaming castles of the Outlands. It is here that their central operations were gradually built. The busy working gnomes are always busy, but have places for visitors to go; whether for diplomacy or commerce. However, far too much is very much off-limits. One of the curiosities here are their flying machines, miniaturized spelljammers with big wings. Rumor has it that they have a connection the Gnomes of Serraine, from the sealed Prime World of Mystara.
  • Athar Outpost - While many have grown lazy and stayed confined to Sigil, the Athar have opportunities in the planes beyond. Well, not really. Many just station themselves on the lower points of the Spire, where they're protected from the Powers themselves. However, this gives them a chance to monitor space outside of Sigil. Plus, safe stations not too far away allow them to jump into the Prime to continue their proselytizing.
  • Admixture - An institution dedicated to perfecting alchemy. The owners will do whatever to procure knowledge of a new potion or new concoction and pay top prices for any discovery. It's unknown if they're in this for monetary gain or genuine thirst to learn all, as their successful creations usually hit the market soon after. Also, their shop in Sigil has a portal leading to their Outlands laboratory.
  • A Truly Odd Visitor - The planes draw in many strangers, but one denizen of Terra surpasses most of his world. Dressed chaotically and speaking a strange dialect, this somewhat aged man pilots a mechanical chariot. With motives alternating between saving his friends from a religious group and blasting up forces of the distant cosmos, he's a confusing figure to speak to. He seems volatile and violent, but his knowledge of distant realms and eldritch aeons is great. Barring that, he has an impressive scatter gun capable of taking out fearsome foes with ease.
More Demiplanes
  • Carcosa - A cursed city, damned by the mysterious King in Yellow. Societies in decline seem to be built on top of each other. The very architecture itself is ominous and conspiring, as the people are fearful and defeated. Beyond the city, two wicked suns shine. And worse, it seems like the nefarious King has the power to drag other lands into this insidious dimensional realm.
  • The World Serpent Inn - Hailed as an alternative to the "violence loving idiots of Sigil", this tavern carries a simple look but seems to be ever expansive. A massive common room features a portly bartender and his sylvan gnome attendants. Curious folk often find themselves moving through the Inn by coincidence or intention. The halls going beyond the Inn can take one to their own room or a portal to seemingly anywhere.
  • Gates of the Dark Mystery - Another haunted city. This one however seems to float in the sky. Below is a desolate wasteland. The city itself seems empty at first, as the bluish "sun" lights up the area. However, when it changes to red, the residents are briefly freed from their curse and exist again. Rumor has it that a powerful being cursed the city into this state. The only one who knew its secrets in full was destroyed.
The source for these can be found here.
Follow my delves into madness via the Daemons & Deathrays blog!

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