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The True Flambomski
 
PostPosted: Mon, May 28 2012, 15:04 PM 



Player

Joined: 17 May 2012
Location: On a Chair

Here in this thread will come the Great knowledge of the Internet and Books to explain to everybody about the mysterious Planes,

Although this is NOT OFFICIAL unless it is Subject to DM/Dev Approval
-SUB NOTE - At the END of the Postings I will be Putting a List of all the Cummunulative Places I have garnered this knowledge From!

Before I list all the Main planes, elemental planes, Quasi-Elemental planes, Sub-planes, Demi-planes and God-Planes (Subsection of Demiplanes)

Most of this will not be any of my own work just things I have found about the Planes!

Explanation of What a Plane IS - A Plane is a Realm of Existance, Some Planes can also effect other Planes....There may (or may not) Be an infinite number of Planes in the Universe

The Planes are Composed as such

Inner Planes: The Inner Planes are Composed and made up of Elemental Matter and Forces. They consist of the Elemental Planes and the Energy Planes

Material Planes: The Material Planes are worlds that balence between the philisophical forces of the Outer Planes and the physical forces of the Inner Planes, The Prime Material Plane is where the more 'normal' worlds exist, many of which resemble Earth.

Outer Planes: Alignment-Based Planes. The home of Gods, Dead Souls, and raw philosophy and belief.

Transitive Planes: The transitive planes connect the other planes and generally contains little, if any, solid matter or native life.

Astral Plane: The Astral Plane is the plane of thought memory and psycic energy; it is where Gods go when they Die or are Forgotten (Or, Most likely Both). It is a barren Place with only rare bits of solid matter. The Astral Plane is unique in that it is infinitesimal instead of Infinite; there is no space or time here, though both catch up with you when you leave. The Souls of the Newly dead from the Prime Material Plane pass through here on their way to the Afterlife or Outer Planes.

The most common feature of the Astral plane is the silver cords of travelers using an Astral Projection Spell. These cords are the lifelines that keep travelers of the plane from becoming lost, stretching all the way back to the travelers point of origin.

another matter of note on the Astral Planes are God-Isles; These are immense petrified remains of Dead Gods that float on the Astral Plane, where Githyanki and others often mine them for minerals and build communities on their stony surfaces. Tu'narath the Capital city of hte Githyanki is build on the petrified corpse of a dead god known only as the "One in the Void" God-Isles usually have unusual effects on those nearby, including causing strange dreams of things that happened to the god when it was alive. God isles are also the only locations on the Astral Plane that are known to possess Gravity or Normal Time Flows.

Ethereal Plane: The Ethereal is often likened to an ocean, but rather than water it is a sea of boundless possibility. It consists of two parts: the Border Ethereal which connects to the Inner and Prime Material planes, and the Deep Ethereal plane which acts as the incubator to many potential demiplanes and other proto-magical realms. From a Border Ethereal plane a traveler can see a misty greyscale version of the plane from which they are traveling; however, each plane is only connected to its own Border Ethereal, which means inter-planar travel necessitates entering the Deep Ethereal and then exiting into the destination plane's own Border Ethereal plane. Many demiplanes, such as that which houses the Ravenloft setting, can be found in the Deep Ethereal plane; most demiplanes are born here, and many fade back into nothingness here. Unlike the Astral Plane, in which solid objects can exist (though are extremely rare) anything and everything that goes to the Ethereal Plane becomes Ethereal. There is also something here called the Ether Cyclone that connects the Ethereal plane to the Astral Plane.

Shadow Plane: The Plane of Shadow was a Demiplane in an earlier edition of The Game but became a fully fledged transitive plane in the 3rd edition - More in its own paragraph

Mirror Planes: These are small planes that are connected to a group of mirrors that can be located in any other planes throughout the Multiverse. a Mirror plane takes the form of a long winding corridor with mirrors hang like windows along the walls. Mirror planes allow quick travel between the various mirrors that are linked to each, but each plane contains a mirror version of any traveler that enters it. This mirror version has an opposite alignment and will seek to slay his real self to take their place. All mirrors connect the mirror plane, although each mirror plane usually only has five to twenty mirrors connecting to it.

Demiplanes: Demiplanes are Minor planes, most of which are artificial. Demiplanes are commonly created by demigods and extremely powerful wizards and psions. Naturally occurring demiplanes are rare; most such demiplanes are actually fragments of other planes that have somehow split off from their parent plane. Demiplanes are often constructed to resemble the Material Plane, though a few — mostly those created by non-humans — are quite alien. Genesis, a 9th level arcane spell or psionic power, is one of the few printed methods for a player to create a demiplane.

All of the Above Info was Garnered from : http://en.wikipedia.org/wiki/Plane_%28D ... Dragons%29 and shamelessly copy-pasted

In Posts following I will be putting the Planes that fit into these (Bar Mirror, Ethereal, Astral and Transitive Planes) Because These planes do not usually require Much apart from what is already here to understand them.

_________________
Flambom The Evil

Playing as: Meesh The Battlemage


Last edited by The True Flambomski on Mon, May 28 2012, 18:32 PM, edited 2 times in total.

 
      
The True Flambomski
 
PostPosted: Mon, May 28 2012, 15:43 PM 



Player

Joined: 17 May 2012
Location: On a Chair

The Inner Planes!

These are split into Two main Lots!

The Elemental Planes (Comprising of Fire, Earth, Air, Water)

And the Energy Planes (Comprising of the negative energy Plane and the Positive energy plane specifically)

ALSO in the Inner-Planes exist the sub-elemental or Para-elemental planes, and the demi-plane of Wood (Argued to be an actual Plane)

NONE of the opposing planes touch one another, as they cancel each other out violently, particularly in the case of Positive and Negative energy. Thus Fire and water do not touch, Nor do Air and Earth. There is only ONE exception to the rule: The Prime Material Plane, which is composed equally of all 6 elements; Earth, Air, Fire, Water, Creation (Positive energy), and Decay (negative energy)

The Elemental Plane of Fire: is the plane of existence that represents the basic element of fire and is home to several native inhabitants, which include the Elemental Lord Kossuth. Fires survive here without a need for fuel or air to burn, seeming to feed on each other to produce a continually burning landscape. Most of the Plane of Fire consists of slow-moving solid flame or compressed flame, but there are various other aspects as well. Some of the more faster-moving, hotter regions are rivers of fire and magma that pour through the ductile landscape of the plane of fire, consolidating into oceans made of liquid flame. The air ripples with the heat of continual firestorms, with rains of hot ash causing the same perils to those on the ground as the steam clouds do to those in the air. These rains of ash usually appear as a darkening on the horizon that moves in like a summer storm.

The greatest danger on the plane, however, is its fire-dominant trait. The inherent heat of the plane, its omnipresent flames and the hot, toxic smoke in the air all have effects on foreign objects and creatures. For instance, the air ripples because of the heat, so mirages dance at the edge of an observer's vision, and the true nature of the land is concealed except for the area closest at hand. The continually radiated flame cause an immense impediment to vision—not through the brilliance, however, but rather the effects of the heat and the continually smoking atmosphere. Perhaps the most important feature of the plane is the Elemental Foundation of Fire, simple switch that once activated helps revive the Onyx Tower. Once all of the foundations, including the fire foundation, are activated, by this it means a certain switch that powers a part of the plane is turned on, the Onyx Tower will rise. The Onyx Tower is the Prime Material Plane's most powerful creation that requires all of the foundations to be activated. The Elemental Foundation of fire was guarded by a dragon and was turned on twice in history. Once turned on it cannot be turned off. The first time was when the Onyx Tower was standing for the first time, this was the longest it stayed on. The second was when the Onyx Tower stood for the second time. The foundation only turns off when the Onyx Tower is destroyed.Despite being one of the most hostile of the Inner Planes, the Foundation of Fire is also one of the most vibrant. A number of natives reside on the plane, including fire elementals, who are actually sentient pieces of the plane itself, a number of outsiders and other fire-using creatures. Efreet, azers, and salamanders have more organized societies than elementals, often inhabiting large settlements. Outsiders tend to be a bit more hospitable to foreigners, while several communities go out of their way to accommodate travelers. Other fire-using creatures call the Plane of Fire home as well, residing near vortices that lead to their home planes. Creatures that are immune to fire, such as devils, may also be found at such locations. There is regular traffic in information, goods, and prisoners between the City of Brass and the Nine Hells.

The native language of most inhabitants of the Elemental Plane of Fire is Ignan, a sharp, hissing and clicking language. Those natives who deal with other planes may speak in other tongues as well, with Infernal and Common being among the most prevalent.
( From ForgottenRealms Wiki ) http://forgottenrealms.wikia.com/wiki/E ... ne_of_Fire

The Elemental Plane of Earth: This plane is composed primarily of rock and earth, criss-crossed by veins of precious metal and gemstones of such gigantic proportions that they cannot be believed by those who have never set foot there. Interspersed with this solid rock and earth are caverns of all sizes, some of them dark and dry, others filled with water and phosphorescent fungus.


Others yet are lit by enormous crystals, enchanted by the native shaitan genie to illuminate vast caves, like miniature suns he Plane of Earth is home to the mighty mercantile empires of the shaitan genies, who freely trade the incredible mineral wealth of their home to planar travelers or the migrating nations of janni merchants. The less civilized portions of the plane are the haunts of the crystalline drakes, a native race of dragons who fiercely guard their treasures. Earth elementals are much more protective of the plane's mineral riches, seeing its dispersal as an almost personal violation of their bodies.
http://pathfinder.wikia.com/wiki/Plane_of_Earth


The Elemental Plane of Water: The Elemental Plane of Water is an infinite, mostly freshwater ocean that glows with a blue-green light. This ocean has no up or down, no real surface or seabed, although coral reefs sometimes wind through the deep, and occasionally pockets of other elements drift by. The Elemental Plane of Water touches the border Ethereal Plane at all points.

Toward the Positive Energy Plane it becomes the Quasielemental Plane of Steam and toward the Negative Energy Plane it becomes the Quasielemental Plane of Salt. Toward the Elemental Plane of Earth it becomes the Paraelemental Plane of Ooze and toward the Elemental Plane of Air it becomes the Paraelemental Plane of Ice. Vortices spiral through the Ethereal Plane to connect the Plane of Water with the depths of great lakes and oceans on the Prime Material Plane. Vortices to the Plane of Water can also open up in storm surges and whirlpools, though these are hazardous to navigate.

Fish and aquatic animals of all kinds swim through the Elemental Plane of Water, from tiny plankton to unique creatures too vast to have names. Fish and other creatures are often found in much larger sizes on this plane than on Oerth, as they have no upper limits in resources they can consume, so things like sharks thousands of feet long have been seen. As well as mundane animals, there are "animentals," creatures of living water in the shape of beasts. Animals that require air to survive, such as whales and dolphins, are normally not found on this plane.
http://www.canonfire.com/wiki/index.php ... e_of_Water

The Elemental Plane of Air: The elemental plane of air is a nearly unimaginably large expanse of open skies, filled with churning air current, drifting clouds, and towering thunderheads. Near the borders of the Plane of Water, tremendous storms of rain and snow lash massive globules of water hanging suspended like floating oceans.[2] Solid matter is rare in this realm, much of it consisting of ice, magically solidified clouds or conjured rock.[3]

One of the strangest occurrences of solid matter on the Elemental Plane of Air are the metal spheres. Hundreds or thousands of feet in diameter, these obviously ancient bronze or iron spheres were left ages ago by their unknown creators. They have been there so long, in fact, that numerous peoples from the Material Plane have colonized them, building entire communities there. Covered in unknown symbols or runes, the spheres are obviously hollow, yet no one has found a way of opening one. They are strenuously avoided by the native djinni, a not-altogether illogical attitude, since a number of the communities living on the spheres have mysteriously disappeared without a trace in recent years

The Plane of Air is the least populated of the four elemental planes, with only a small fraction of the inhabitants of its neighbors. Some believe that this is due to the extreme scarcity of solid land, which takes the form of large chunks of ice or magically created earth or rock. It is nevertheless home to a race of genies known as the djinni who have built enormous floating cities, air mephits, air elementals, and an eternally feuding population of silver and white dragons.
http://pathfinder.wikia.com/wiki/Plane_of_Air


The Energy Planes

The Positive Energy Plane is light. Everything is washed in a glorious burning white glare that somehow is also perfectly clear and does not impede vision in the slightest. Everything is lit from within, as if the essential nature of every creature and object is visible and glowing.

If a traveller looks past the glare, the Positive Energy Plane vaguely resembles the adjacent Elemental Plane; near the Water Plane, it is an ocean of light, for example. On the border of Fire, the flames turn to shining beacons of coruscating energy. Along the edge of Earth, shining mountains reach into the glowing energy. At the border with Air, little floating islands drift in the light.

All this, however, is just the outer corona of the Positive Energy Plane. Travelling deeper, a traveler encounters a region so bright and energetic that all possible descriptions and distinctions melt away. Whatever is in the heart of the Positive Energy Plane, it cannot be perceived or known by mortal or god alike.

The main danger is the traveller exploding. Too much positive energy causes a traveller to combust in a flare of light. The outer corona of the plane is only positive-aspected, so a traveller is fairly safe. The deeper regions and flare zones are positive-dominant, which can kill a creature with sheer glory. There are no known spells that can defend against positive energy in the same way a death ward can (although it is a virtual certainty that some lich has developed a life ward spell, though the undead are surely loath to share their magic), so travellers hoping to pass through the deeper reaches must use other methods.
http://grandwiki.wikidot.com/cpbop13 - Source

The negative Energy Plane

like its positive energy twin, the Negative Energy Plane is relatively empty. It contains no true elemental forms or versions of Material Plane creatures, and its outsiders are few and far between. Unlike on the Positive Energy Plane, undead thrive in this dark place. The best-known outsider found on the Negative Energy plane is the xeg-yi. These alien, otherworldly creatures appear to be sentient, though their nature and purpose remain a mystery for many. Outsiders native to the Negative Energy Plane (including the xeg-yi) are immune to the detrimental effects typical of the plane. The Negative Energy Plane is a hospitable home for the undead, especially undead that drain life energies from their opponents. Wraiths, spectres, and wights are all common, and some powerful vampires and liches make their homes on the Negative Energy Plane as well. The only thing that limits such creatures is the availability of prey, so the undead may be on their way elsewhere when encountered.

The greatest immediate danger on the Negative Energy Plane is the plane itself—its brooding malevolence and soul-sucking nature are a threat to all who cross it. As with its positive twin, there is no air on the Negative Energy Plane. While the environment is not a true vacuum, suffocation is a great peril, and the lack of breathable air tends to keep living creatures away. Similarly, food and drink do not exist naturally on the Negative Energy Plane, so a traveler must bring supplies as well. The Negative Energy Plane preys on more than just light. It greedily sucks the energy out of anything that it can. Torches and lanterns last half the normal time. The durations of spells are unaffected, because the nature of the spell itself counteracts the entropic power of negative energy. Finally, a great danger of the plane is that while it has major negative-dominant and minor negative-dominant areas, the border between the two is indistinguishable. Worse, the border is flexible, and even a stationary traveler may find himself within an energy-draining major negative-dominant area. Spells such as negative energy protection can keep these perils at bay temporarily. The Negative Energy Plane is completely and totally black. Even if travelers bring their own light source, the inherent power of the plane drains the color from everything, leaving only gray tones lit by flickering light. Clear vision (including darkvision) is limited to 5 feet. Light sources beyond that range appear as indistinct bits of radiance glimmering faintly against the deepest night. Distance is impossible to gauge within this oppressive environment.

The best-known location within one of the major doldrums, Death Heart is an entire spired city constructed within a hollow metal sphere one mile in diameter that drifted in from some long-dead alternate Material Plane. While the exterior of the sphere has a minor negative-dominant trait, its interior is free of the baneful negative energy of the plane. That protection failed to save the city's inhabitants. The city was founded as an experimental utopian community. Originally called the Heart of the Void, it was designed by its mysterious masters to be a place untainted by other beings and schools of thought. In reality, it was quickly overrun by the undead, who feasted on the flesh and souls of the students within. Now its towers and plazas are empty except for the undead invaders. Here may be found all varieties of undead, including not only energy-draining creatures such as wraiths, wights, and spectres, but more mundane skeletons, zombies, and mummies. Several liches and powerful vampires claim this sphere as their home. Rumors carried by the mercanes state that usually the various evil factions within the Heart of the Void are engaged in perpetual war with one another. But now a particularly dangerous individual, a vampiric minotaur, has brokered peace among the factions and has encouraged further research into the nature of the city and the plane itself. The mercanes believe that the vampiric minotaur's eventual goal is to steer the city to another plane and use his undead minions to wreak havoc there.
http://planewalking.dungeons.ru/inner/n ... gative.htm - Sourced


Thus concludes the Elemental (Prime) Planes and the Energy Planes. The Sub-Elemental Planes will be covered next

_________________
Flambom The Evil

Playing as: Meesh The Battlemage


Last edited by The True Flambomski on Mon, May 28 2012, 18:37 PM, edited 1 time in total.

 
      
The True Flambomski
 
PostPosted: Mon, May 28 2012, 15:58 PM 



Player

Joined: 17 May 2012
Location: On a Chair

There are Two Types of "Sub" Elemental Planes, The Quasi-Elemental Planes and the Para-Elemental Planes

The Para-Elemental Planes are produced where the Elemental Planes come into contact with each other: Smoke (Air and Fire), Ice (Air and Water), Ooze (Earth and Water), and Magma (Fire and Earth).

The Quasi-Elemental Planes are produced where the Elemental Planes touch the Energy Planes: At the intersection of the Positive Energy Plane and the planes of Air, Earth, Fire, and Water are Lightning, Minerals, Radiance, and Steam respectively. Around the Negative Energy Planes are Vacuum, Dust, Ash, and Salt.

The Para-Elemental Planes:

Ice- The para-elemental plane of ice is created when the plane of air and water comerges. This plane is a vast endless realm of icy winds, ice, and ice floes.
Magma- The para-elemental plane of magma is created when the plane of earth and fire comerges. This plane is a vast realm where molten rock flows like an infinite river and slags of heavy earth burn.
Ooze- The para-elemental plane of ooze is created when the plane of earth and water comerges. This plane is a vast sea of ooze, where in many parts its as thick as molasses or thin as syrup.
Smoke- The para-elemental plane of smoke is created when the plane of air and fire comerges. This is like the plane of air, but instead of air it's filled entirely with smoke.

Positive quasi-elements

Lightning- When the elemental plane of air is barraged by heavy amounts of positive energy it becomes a plane of lightning. This is an endless void where powerful lightning storms fill the sky and coursing the planes with energy.
Mineral- When the elemental plane of earth is infused by heavy amounts of positive energy it becomes a plane of mineral. Imagine tunneling your way through crystalline caverns and where you'll see spires and formations of mineral and crystalline nature.
Radiance- When the elemental plane of fire is imbued with heavy amounts of positive energy it becomes a plane of radiance. Imagine a realm so bright that looking at it will blind you permanently. The realm flickers and shifts with radiant glow and coloration, and is said to be a place of healing and light.
Steam- When the elemental plane of water is swirled with positive energy it becomes a plane of steam. Imagine the plane of air, but instead of air its thick and chilly steam.

Negative quasi-elements

Ash- When the elemental plane of fire combines with negative energy it becomes a plane of ash. This realm is a desolate void constantly swirling with hot ash and crackling flames.
Dust- When the elemental plane of earth combines with negative energy it becomes a plane of dust. Much like the plane of ash, but replace it with dust. It is said that this plane strips the essence of life.
Salt- When the elemental plane of water combines with negative energy it becomes a plane of salt. Imagine the plane of mineral except replace it with salt.
Vacuum- When the elemental plane of air combines with negative energy it becomes a plane of vacuum....nothingness. This plane is void in every aspect. There is no air or anything in this plane except complete nothingness.

Found on http://www.angelfire.com/il3/Paganopolis/planes.html (All of the Above bar the Intro)

_________________
Flambom The Evil

Playing as: Meesh The Battlemage


Last edited by The True Flambomski on Mon, May 28 2012, 18:24 PM, edited 1 time in total.

 
      
Liz
 
PostPosted: Mon, May 28 2012, 16:13 PM 

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Joined: 28 May 2010
Location: Smallville

I'm kind of at a loss as to why this thread exists, but I do know it should either be in the Lore folder or the Libraries folder.

_________________
Winner of Amia's "Most Ethical Time Traveler" award 2026
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The True Flambomski
 
PostPosted: Mon, May 28 2012, 16:20 PM 



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Joined: 17 May 2012
Location: On a Chair

The Elemental / Para Elemental / Demiplane / Whatever it really is Of Wood

The Elemental Plane of Wood is Considered to be a true elemental plane by some, a demiplane by others, this plane is a banyan tree with no known root or crown. Seemingly infinite branches spiral like the trunks of Yggdrasil into the distance, and plants of all sorts grow on the trunk.

Home to Treants, Shambling Mounds, and Plant-Creatures of all sorts, in addition to nearly every kind of Plant species found on the Prime. In addition, the mysteryious Shad live here in much greater numbers than those found on Elemental Earth, in addition, the Shad found here are slightly taller, and have more greenish skill tones.

For those who consider Wood an Element:

Nearer to Positive Energy one gets, the more the plants take on a pleasent, flowery feal to them(The natives also have this quality), eventually, the branches of the plane end, and one comes to an endless field of flowers, this is the Quasi-Elemental Plane of Flowers.

Going in the opposite direction, the plants have more unpleasent catatoristics, such as barbs and thorns, the Plane also becomes darker. Eventually, the branches of the Plane become completely tangled in thorns, and one reaches the Quasi-Elemental Plane of Thorns(Not a pleasent place, but livable, if one is the rugged, tough sort)


Para-Elemental Planes Linked to Wood:

Coal: The Nearer one gets to the border with Fire, the more hot, black, dead and lifeless the branches of the Plane seem to get, eventually the branches end, and one gets to a nearly endless sea of coal, which get more red and hotter the closer one gets to Fire.

Pollen: The Nearer one gets to the border with air, the more clouded the area around the branches seem to get with yellow clouds. Eventually, the branches end, and one arrives in the endless yellow clouds of the Paraplane of Pollen. This clouds begin to disapate the closer one gets to Air.

Soil: Going down the Great Tree that is Wood, one eventually finds that the branches of the plane become engulfed in dirt.

The Paraplane itself lies beneath this. It, like Elemental Earth, is nearly an endless expanse of solid earth. In this cause, the "Earth" is grainy and soft, and can be easily dug threw. "Roots" from the Plane of Wood can be found in various sizes the closer one gets to Wood, while the Soil gets harder, larger, and more rocky the closer one gets to Elemental Earth.

Coral: When one travels on Wood towards the border with Water, one may notice nothing at first, other than the fact that the branches of the Plane seem to be going downward.

Eventually, colorful growths begin to appear on the Branches, and then finally, the branches end, and an endless sea begins.

The Paraplane lies beneath this sea.

The Paraplane itself is an endless coral reef, with corals ranging in size from normal, to the size of continents. Fish from the Elemental Plane of Water swim threwout the Demiplane, and living, intelligent creatures composed of Coral call the plane home as well.

Eventually, the Coral Reefs begin to break up, making way for an endless expanse of water. This expanse is the Elemental Plane of Water.

Demiplane of Thorns/Quasi-Elemental Plane of Thorns

If the Demiplane of Flowers can said to be the Elemental Plane of Wood's link to Positive Energy, than the Demiplane of Thorns is its opposite, a Plane(Or Demiplane) spawned between the endless Entropy of the Negative Energy Plane, and the endless Green of Elemental Wood.

The result is this place of endless black vines all baring thorns of varying degrees of sharpness(The closer one gets to negative, the sharper the thorns become)

In the distance, in addition to seeing enormious(some of which may be world-sized) vines of thorns, one also catces glimpes of green clouds.

These clouds are not natural, but the product of one of the Demiplane's/Plane's natives, a cactis-like creature of which little is known.

Of note:

The Queen of Air and Darkness, of the Unseelie Court sometimes dwells in one of the more evil-looking areas of the Plane/Demiplane, as a result, evil sylvan races of all kinds can be found on this Plane/Demiplane, in addition to the Demiplane's/Plane's natives.

The Demiplane of Flowers: This is the Elemental Plane of Woods link to Positive Energy, The opposite of the Demiplane of Thorns.

The result of the merging of Elemental Plane of Wood and the Positive Energy Plane, This Demiplane the Branches grow more and more leaves, followed by Huge spectacular Flowers of all Shapes Sizes and Colours. Good Aligned Fey of all Types can reside here, Including Dryads, Pixies and Faeries, Popular with giant bee-creatures and beelike humanoids such as the abeil.

SUB NOTE
This is Ravenloft Stuff coming up in a Second, However it DOES appear in the Toril / Forgotten Realms Setting

Demiplane of Dread:

AKA Ravenloft. Not much is known about this Demiplane other than that is is NOT pleasant.

Where the Demiplane of Dread intersects with the four core Elmental Planes, four unusual(And slightly disturbing) Demiplanes are born.

Blood

A endless sea of (you guessed it) red human blood. Other than the Blood Elementals, and various bloated insects and the vampire-like blobs found here, there isn't much in the way of inhabidants.

If one approaches the border with Water, the blood begins to dissapate, but, due to the nature of Ravenloft, one cannot journey to the Plane of Water by going past the area Ravenloft's influence extends to.

Grave

This downright freaky Demiplane is composed of endless fields of graves ranging in size from normal, to gargantian, which are all composed of marble. It is said that the names of all who live in, or die on Ravenloft are engraved here, and that the spirits of those beings haunt this area as their afterlife(Since its impossible for a spirit trapped here to journey to his, or her true Outer Planar afterlife).

If one approaches the border with Earth, the gravestones become less and less distinct and become mingled with normal rocks and such, but, due to the nature of Ravenloft, one cannot journey to the Plane of Earth by going part the area Ravenloft's influence extends to.

The only native creatures besides the ghosts of the dead, are the morbid Grave Elementals, as well as Ravens of various sizes which are said to feed on the despairing calls of the spirits trapped here.

Pyre

This Plane, at first appears similiar to the Elemental Plane of Fire. The difference is that islands of cool stone float above the endless flames, and the flames below actively consort, like a living creature, and try to burn creatures of flesh that enter the Demiplane. This is due to Ravenloft's evil influence on the flames, not due to the flames being intelligent, which they are not.

Some of these flames, however, are intelligent, these are Pyre Elementals, which are Fire Elementals tainted and transformed by the strange energies of Ravenloft. The Pyre Elementals don't like visitors to there Demiplane, and will attack them on sight if possible.

The Islands begin to become rarer and rarer the closer one gets to the border with Fire(And the Flames become less and less actively hostile). But due to Ravenloft's influence, one cannot escape to the Elemental Plane of Fire from this point.

Mist

Similiar to the Quasi-Elemental Plane of Steam, this Demiplane's nature couldn't be more different.

The Mists are cold and clammy banks of nearly endless fog. Sometimes the fog shapes itself into monstrious and terrififying forms. Most of the time this is a harmless, if scary feature of the Demiplane, but sometimes its actually one of the Demiplane's natives. The Demiplane is home to Mist Ferryman, Mist Horrors, Vampiric Mists, Crimson Deaths, and Mist Elementals, to name a few. The least hostile of which, is the Mist Ferryman, which occasionally will guild visitors back to Ravenloft(For a price).

The closer one gets to Elemental Air, the more transparent the Mist gets, however, bloods hoping to escape to Elemental Air will be in for a huge disappointment, as the power of Ravenloft prevents escape, even this far away.

Demiplane of Shadow

An ancient Demiplane which is the sourse, and link, of all shadows. Recently(In Planar terms). Some on the Prime consider it a Plane. Some others consider it a Para-Energy Inner Plane formed by a non-explosive combination of Positive and Negative energy. Strangely enough, the Shadow Elementals seem to led credit to this theory.

For those who regard Shadow as an Inner Plane:

The Plane of Shadow is composed of a pseudo-real substance called Shadowstuff, and is everywhere on the plane. As the newest Inner Plane, Shadow has borders with the other Four(or Five, if Wood is counted) Elemental Planes. The inhabidants of each of these mysteryious border Planes consists of a combination of creatures native to Shadow, and the Plane in question(Air creatures sometimes live in Shadow-Air etc)

Shadow-Fire: Nearer the border with Fire one gets on the Plane of Shadow, the more Flame-like things seem to become. This Pseudo-Elemental Plane is known as Shadow Fire. The Plane itself resembles the Plane of Fire, only the temperature is comfortable, and the ghostly black flames do not harm living beings. Essectually, most of the Plane is composed of Fire made out of Shadow-Stuff, and the only Shadow-Flames that can harm lie near to the border with Fire. Near the border, the temperture increases to levels close to those found in the Plane of Fire, and the Flames burn, although, like an illusion, they can be disbelieved.

Shadow-Air: This place is exactly like the Plane of Air, only the infinite sky is black rather than blue, and the clouds are a dull gray. The only difference between Air and Shadow-Air is that the Plane features a nearly infinite amount of enormious walkways composed of Shadow-Stuff. It is said that these walkways are the beginings of a Plane-Sized bridge being built between Shadow and Air.

Shadow-Earth: Shadow Earth is so similiar to the Plane of Elemental Earth that only a native of Earth or a wizened explorer could tell the difference. The entire place is composed of Shadow-Stone, a bizzairre substance combining pure Elemental-Earth with the Shadow-Stuff of the Plane of Shadow. It is said weapons composed of Shadow-Stone have some unusual qualities, but the natives(Shadow-Xorn, and Shadow-Weirds to name a few) of this Pseudo-Elemental Plane prevent massive amounts of Shadow-Stone from being smuggled out of the Plane.

Shadow-Water: Called the Murky Depths by Marids and Tritons familiar with this Pseudo-Elemental Plane, Shadow Water is an endless sea of pitch-black water. Like Water, fish make their homes here, except that the fish living here are all bioluminiscient(They glow, making their own light). Lantern Fish, Gulper Eels, and Angler-Fish are examples of creatures making Shadow-Water their home. It is said that sinister Wastiliths of incomprehendable size haunt this Plane and devour any intelligent being they come across.

Shadow-Wood: This place is known as the Midnight Forest by those familiar with it. Like the Plane of Elemental Wood, Shadow-Wood consists of endless green-leafed branches spiraling in all directions. The difference is that Shadow-Wood is a dark, gloomy place, rather than a bright and cheery place like Wood is. The costant gloom is offset by fireflies of varius colors that make the Plane their home. These creatures are said to have originated on the Quasi-Elemental Plane of Radiance, and that sometime in the past, they migrated here. Other than this light difference, there is little to distinguish Wood from Shadow-Wood.

( ALL OF THE ABOVE - Sourced from http://community.wizards.com/go/thread/ ... esciptions!)

Up Next! The Prime Materials! (Aka the Settings and Realms)

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Last edited by The True Flambomski on Mon, May 28 2012, 18:38 PM, edited 1 time in total.

 
      
The True Flambomski
 
PostPosted: Mon, May 28 2012, 16:22 PM 



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Lizzie wrote:
I'm kind of at a loss as to why this thread exists, but I do know it should either be in the Lore folder or the Libraries folder.



Oh Buggery! I put this in the Wrong Place D: I thought I was in the Lore Folder, Could some...Very Kindly DM Move This to the Lore Section?

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IronAngel
 
PostPosted: Mon, May 28 2012, 16:24 PM 

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They probably won't, since there's no citations and yet it looks authoritative.

Not sure why we need something like this when between the Forgotten Realms Campaign Setting, Manual of the Planes and Planar Handbook (all readily available 3/3.5 products every Amian ideally should have taken a look at) almost everything you want to know about the planes is already covered.

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The True Flambomski
 
PostPosted: Mon, May 28 2012, 16:40 PM 



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True but then again anybody who still doesent know could have a hard time following some of the "Planar Lore", This is all I've managed to Find and Collect on the things so far
On the settings, a lot of it could relate to Amia especially with all the Earth Gensai and Mages, And most of this is coming from Websites, Im going to be posting a full List of the sources I've used for this once I finish the listings, -

On another note I dont own a Manual Of the Planes and Planar Handbook, and some of the planes/Demiplanes may not be listed inside of it, And it might look Authoritative because of the way I've been Copying these sections and snippits, Sorry if its a nasty read. Just trying to help out anybody who's not familiar with a lot of the Planes/demiplanes

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Liz
 
PostPosted: Mon, May 28 2012, 16:51 PM 

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The generally accepted Amia-forum etiquette has traditionally been that Lore discussions take the form of some player becoming curious about some snip of lore, posting a question about it, and discussion then follows pertaining to that specific question, with citations given when appropriate.

If you want to post something outside of that context, especially something as broad of focus as "Hey, here's ten pages of stuff I know about the Planes," it's customary to find a way for one of your characters to learn that stuff IC, invest some RP time in recording it for posterity, and then post it in the Libraries of Amia folder.

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The True Flambomski
 
PostPosted: Mon, May 28 2012, 17:07 PM 



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Lizzie wrote:
The generally accepted Amia-forum etiquette has traditionally been that Lore discussions take the form of some player becoming curious about some snip of lore, posting a question about it, and discussion then follows pertaining to that specific question, with citations given when appropriate.

If you want to post something outside of that context, especially something as broad of focus as "Hey, here's ten pages of stuff I know about the Planes," it's customary to find a way for one of your characters to learn that stuff IC, invest some RP time in recording it for posterity, and then post it in the Libraries of Amia folder.


To be fair I dident know half of this stuff until I actually looked it up, and a lot of this stuff was hard to find, I mean I have no idea that ravenloft connected to the plane of water causing the para/quasi elemental plane of Blood ;(

Sorry if I've offended people with this ridiculously long post about the planes and all of this should be OOC knowledge unless discovered ingame and IC

Sorry about my lack of Forum Knowledge im still a forum newbie and I dunno half the Amia-ettiquete that I really should...

Although now that I do know some of this stuff I sort of want an Ooze gensai to sludge over people now...

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Liz
 
PostPosted: Mon, May 28 2012, 17:31 PM 

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It's cool, everyone was a newbie once. :) And it's not offensive at all, just a bit out out of place.

I still think if you find this stuff interesting OOC, you should look into playing a character who would find it interesting IC too. Some sort of wizard sage, or something.

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The True Flambomski
 
PostPosted: Mon, May 28 2012, 17:32 PM 



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*Cough* Kobold Wizard *Cough Cough* So maybe some interesting discoveries ~Might~ Be coming to the Library eventually....

I do have a plan....its evil (Sorta) But a plan

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IronAngel
 
PostPosted: Mon, May 28 2012, 18:05 PM 

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Well it's not offensive, it's more a concern for not wanting to offend you and the effort you've put into it. Because to be frank, you don't have the kind of status and reputation to post a synthesis of all available lore on your authority alone, and therefore it's kind of counter-productive to compile it all together without detailed citation. Like you said, you found some of it online, some of it in books etc. If we can't differentiate easily between the sources, we can't be sure what's canon and what isn't. Even a lore DM would provide citations at the end of a well-researched article, and someone unknown (though not necessarily any less competent) author would be expected to provide in-text citation.

The quasiplane genasi, for example (I think they're called that?) are a Dragon magazine feature, if memory serves. As such, their canonical status is somewhat questionable and depends on if the article tried to fit them into a Forgotten Realms context and if the DMs like it. Furthermore, the status of planar cosmology is pretty uncear on Amia, considering we've reconciled and try to use both the Forgotten Realms Great Tree cosmology, and the older (and still in use in core D&D) Great Wheel cosmology. Not even the lore-dedicated DMs can probably give you a perfectly accurate description of all the planes and their locations, because there's some overlapping and ambivalence.

That's why I'm personally wary of such projects in general. Even as a lore DM, I was hesitant to compile any general lore about wide subjects, because I might miss something or provide some inaccurate information, and secondly, because it's all available in books already. But I just happen to have very high standards of format when it comes to writing "academic" lore. There are plenty of topics like yours, so it's not like you're out of line or anything. I just don't like any of them. I'd rather direct people to the appropriate canon sources and make them do the research themselves, or answer specific questions.

The Amia Wiki is one good place to insert planar lore, though. It's player maintained, and anyone can correct any mistakes you might make. Just remember to provide citation so people can check where you found your lore, and to paraphrase copyrighted WotC material.

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On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!


 
      
The True Flambomski
 
PostPosted: Mon, May 28 2012, 18:21 PM 



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Quote:
Because to be frank, you don't have the kind of status and reputation to post a synthesis of all available lore on your authority alone, and therefore it's kind of counter-productive to compile it all together without detailed citation
- True, very very True infact

although It may be safe to say that Amia sticks itself in DnD lore in the best of sense, I'll go back and add where I got these things from so far, seeing as there is no one large place I got it from

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