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what's your favorite plane /tg/?
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>>97491135
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>>97491135
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brrap plane. brrraaap! oof
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>>97491587
My man!
Don't care about performance or BVR vs Agility debate, russian birds are the prettiest!
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>>97491688
Last time we visited another plane was in some high level 3.5, a quick travel through the plane of fire. Nothing too memorable all things considered. All games after that have been low-ish level or not fantasy at all so we never had another chance.
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>>97491135
Nothing beats banging around the cage with a few canny bashers
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>>97491684
That they are, even if I always will have a soft spot for this chonky bitch.
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>>97491135
JUST GET ME OUT OF AVERNUS
>>97491717
>if 80s was a plane
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>>97491135
Probably New Phyrexian
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>>97491898
So this one?
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>>97491135
Do any of the non-red circled planes even get used for adventuring? Like, at all? I feel like they might as well not exist. I have never heard anyone planar travel to Ysgard, Arcadia, Arborea or Gehanna or all the others for any reason.
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>>97492141
Back when I was running Planescape in the early 2010s, my most frequently used planes were Arcadia, Mount Celestia, Bytopia, Elysium, Gehenna, and Pandemonium.
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>>97492182
I've used it before, always liked the Effeeti. Doesn't seem like there's much else of worth on the elemental planes though, they're just like the material except instead of having multiple things there's only one thing.
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>>97491135
Mechanus. The Modrons remind me of Reboot.
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>>97491135
Su-47
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>>97491309
>A planefucker thread.
>On /tg/ and not /k/
I knew there was crossover, but damn.
>>97491684
Also correct. Soviet birds (and ships) are so elegant.
Makes me hate the Russians even more for what they did to them.
>>97496706
Those things are genuinely remarkable beauties. The few that are left belong in a museum, under roof, where they can be lovingly maintained.
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>>97496706
Reverse swept wings are fucking beautiful. I get why they never really took off as a concept but man I wish they'd make more of them.
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>>97492141
I mean the Material's not circled and that's pretty commonly used.
Ysgard and the Beastlands for some oneoffs can work.
Acheron and Mechanus have potential Gehenna and Carceri can be fun but Hades is so explicitly the boring plane it's not very fun.
Not a huge fan of Limbo or Pandemonium. COuld not tell you anything about Elysium through Arcadia other than "Mount Celestia has a mountain."
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>>97491135
Carceri doesn't get the love it deserves.
It has one distinct trait that makes it scarier than any of the other planes, even scarier than Hell or the Abyss: Almost all portals to the plane are one way.
I like to play up the Prison Plane concept even further though. While Carceri has a lesser known trait where anything banished/exiled there is trapped unless they grow more powerful than whatever sent them, I just have it so that planar travel magic just automatically fails on Carceri. I treat Carceri as a true one-way plane, where it requires magic beyond the power of most deities in order to leave.
My groups are terrified of it, though there's supposedly all kinds of amazing treasure and outsiders trapped there. Anytime they find a portal, they always do their best to make sure it doesn't lead to Carceri.
I'd love to run a prison break adventure, where the players have to do the impossible and retrieve something from Carceri, but I also kind of love it as a black box of mystery where things get sent and nothing ever returns.
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Pfeil my beloved
>>97509061
>I'd love to run a prison break adventure, where the players have to do the impossible and retrieve something from Carceri, but I also kind of love it as a black box of mystery where things get sent and nothing ever returns.
For some reason, this sentence reminded me of the concept I had a while ago. It was basically just the reverse of the standard 'go to the afterlife (hell) to retrieve someone', so its 'Rip someone out of heaven because you hate their guts so much'.
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>>97509061
>it requires magic beyond the power of most deities in order to leave.
Tanar'ri go through it regularly to fight in Oinos, and Modrons have no problem marching through it either. Maybe it's just for mortals, or when going beyond the first layer?
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>>97509906
It's all about that one-in-a-billion chance that you can figure out how to leave, in exchange for some potentially reality-altering artifact or secret that can only be found there.
Canonically, Carceri is actually not that scary, as long as you have not been banished there. The river Styx flows through the first layer and connects to all the other lower planes, and you can even walk through some areas where the boundaries between the planes blur. The "scary" part of the plane is the atmosphere: it makes people become paranoid and treacherous, so not only is everyone you meet likely to betray you, your own traveling companions might turn on you. Even worse, you might turn on them.
But, I prefer the main focus to be it being the trash can of the planes, where things get sent to cut them off from the rest of existence, and how to get out is a secret few know and even fewer are willing to share, and never without some incredible cost being paid. But, at the same time, it's where forgotten deities, forbidden items, and lost secrets can be found in abundance. If you can't find it anywhere else, that means it might be on Carceri.
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>>97510151
But let's say one of your players takes that risk and goes into the portal, what then? Are they going to play there solo? Or will they roll up a new character?
In practical terms that's just character death that you can't Resurrect your way from.
Don't take me wrong, I think it's a cool idea, but I'm not surprised the players avoid it. You'd have to pivot the campaign entirely to Carceri adventures otherwise, it's just super-death.
(...or have the unspoken but very obvious expectation that the PC will win that planar lottery and go back in some unspecified future.)
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>>97510283
It being a campaign (or arc) worthy event is kind of the whole point.
Planar travel has lost a lot of its gravitas. It's supposed to be this rare, amazing, difficult thing, but it's often treated with even less importance than traveling to a different country. Having at least one plane as a "you might really never come back" place is useful to have, especially with Hell and the Abyss having become something of tourist destinations thanks to all the adventures that treat them as such. I have personally had characters travel to Hell (and back) more than a dozen times, and I feel like it's become something of a cliche. In fact, it's such a cliche, that the grand depository of all D&D cliches, BG3, includes a little detour to Hell.
>the unspoken but very obvious expectation that the PC will win that planar lottery
That "unspoken" business is inherent to a lot of the game, just like the unspoken pact that a deadly dungeon will contain some amazing treasure, and not just be a deadly dungeon without any reward. Players can expect that while other characters might face 1 in a billion odds, they have a much better chance. Whether that's 1/2 or 1/100 is a mystery, and anyone sane wouldn't gamble on those odds.
Carceri is an often forgotten plane that's out of the way, and that works in its favor. It can be just a bit of lore that pops up every now and then, with players identifying a portal and sighing with relief that it doesn't lead to Carceri but to Hell instead.
And, it can also be a campaign-changing destination where the PCs have to contend with a plane of prisoners betraying each other in order to try and be one of the handful of souls that have ever escaped, filled with items and creatures considered too dangerous to exist. Lots of room to amaze and surprise even jaded players who already have gotten their share of souvenirs from other lower planes.
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>>97491135
Plano, Texas
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>>97492141
While player's are neutral evil, they serve good in most cases so they're more likely to go an do adventures fighting demons and devils.
A genuinely evil aligned party that captures slaves to sell instead of being heroes who kill slave traders, could have some cool adventures going into Arborea and Ysgard
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>>97491135
In the cosmology of the setting I'm working on a cosmic reshuffling led to the Shadowfell merging with the Negative Energy and Law based planes, and the Feywild merging with the Positive Energy and Chaos planes, or at least pieces thereof, to create something new. I need some advice though, what's the best way to depict these new planes, since this is the first time that I've done something like this instead of using existing settings and I want to make sure that I do it well the first time?
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>>97523647
3e's Player's Handbook has a list of traits for planes: gravity, time flow, alignment (gives penalties on mental stats rolls), morphicness, etc. Only some of them are used for the canonical planes, so you can mix and match them for custom planes or demiplanes.
Also look for inspiration in the Spheres of Mystara, metaphysical components that encompass both alignments and elements. Planes can be described according to which sphere holds superiority over the others.
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>>97523647
If you're literally doing a fusion of existing planes, then you'd probably need to have several layers anyway in order to fit in some of the weirder environments. Or at least focusing on the bigger landmarks.
It also depends how far you go in each direction. If you just take Mechanus, Arcadia, and Acheron, then you could pretty safely have the plains of Arcadia around a clockwork mechanical city, with Acheron's cubes floating overhead, all of it with the extra clockwork stylings.
And likewise, Ysgard can be islands in a sea of Limbo-matter, with Pandemonium being underground cavern networks.
It's just a matter of figuring out what the cool things from each plane are, throwing them together, and then rearranging it until you get something functional.
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>>97491135
Phalcon
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>>97492156
How do you make literal heaven interesting to adventure in? Shouldn't it be boring as fuck because it's supposed to be peaceful and filled with lawful good creatures who'll smite you the instant you start fucking around?
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>>97491135
I love 3e's planes but since people already talked about them, will say BECMI's Astral Plane. There, space and time are "swapped".
So if you cast Dimensional Door or something is Haste, Teleport is a Time Stop, and the other way around.
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>>97529381
Long, long, long time ago, I ran that exact boring adventure, Players ended up traveling to heaven, they just went up layer by layer and even with some assistance from a Coatl, and then got politely stopped and weren't allowed to go to the final heaven. Just a short little experience, where nothing really interesting happened, based on the limited info I had at the time.
Turns out, D&D Heaven is completely different, and going between layers involves a lot of trials and ordeals, and you have to endlessly prove your worth and virtue in order to ascend higher. You can easily build an entire campaign around ascending Mt. Celestia, where every single one of the party's strengths and virtues are tested to their extremes by Celestials who do not fuck around.
Even ignoring something like a Demonic/Infernal invasion that needs to be repelled or other exciting events, just having to prove yourself opens up a lot of opportunities, potentially even for visiting other planes on Celestial-ordained missions.
Celestia is practically a fortress filled with defenders of righteousness. If the party is even slightly good aligned, they can learn a considerable amount and even potentially meet with incredibly powerful Celestials or even Gods, and all with exciting tests and trials used to judge whether they're worthy. It's not all just playing on harps and singing hymns all day.
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>>97529381
The upper planes doesnt have perfect defenses, nasty planar entities slip in and fester somewhere in the infinite expanses slowly corrupting the goodness of the land. Celestials are very few and over worked so they hire a planes walking party to deal with it.
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>>97491135
Whichever one I'm playing in
>>97529381
A heaven adventure is done by having character development and getting over your PC's stupid hang-ups that keep them from being good and enlightened people. The Rogue doesn't just have to abandon the stolen items, he has to return all of them to their rightful owners with an apology, including the backstory locket of the loved one he got killed. The Warlock has to not only denounce her patron, she must go through an arduous quest to nullify the pact to de-level and then return. The Barbarian must be taught to accept being weak and incompetent in non-combat situations. The Bard has to grow a golden heart instead of hiding behind a silver tongue.
Some of it can be solved with quests like >>97529629 has, maybe even some trials of combat and/or chivalry, but ultimately it's the Therapy Campaign™ The problem is that it'd suck in D&D because it's not built for social interaction and boring players can break character and immediately choose the correct answer with no fanfare.
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>>97529696
>because it's not built for social interaction
It is though. Social interactions don't really need a lot of rules, and rules often can get in the way if they're brought up too often.
D&D actually has pretty robust social rules, with lots of different skills that can be called upon or even special abilities (like spells), and then you have little things like NPCs being influenced by medals or other badges of honor, and you can even bring in rules like fatigue or insanity if you want to try something wild.
Also, no one in any game should ever run roleplaying as Therapy, and it's a waste of Heaven to use it as that.
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>>97529761
I don't think Heaven would approve of spells being used as shorthand for being spiritually pure enough to ascend to the higher levels. I also never said that the party couldn't use their stats. The Bard and Rogue can still have their Expertise to Persuasion/Deception, but a 42 won't be a social skeleton key. NPCs can be impressed by a Holy Avenger or similar item of prestige, it doesn't subvert a quest. Ultimately, the PCs would have to conform to Heaven's standards and those standards are very high, "small is the gate and narrow is the road" and all of that.
Though yes, not therapy for the players, therapy for the PCs. Think of Angel Beats if it were done well and didn't lose its budget and episode count.
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>>97525257
Thanks! I'll look for those! If you have any other thoughts or tips, please let me know!
>>97525569
Well, I was thinking that it might just be pieces of those planes, like I said, not the entire things. so the new planes would have metaphysical aspects of the original ones grafted into what was once the Feywild and Shadowfell. For instance, I was thinking that sometimes virtuous or wicked souls could be trapped in either plane after death if they went the wrong way to their original destination so to speak, so each plane would a miniature afterlife region for Good-Aligned souls and Evil-Aligned ones (Neutral souls just slip right through). What do you think?
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>>97530923
>so each plane would a miniature afterlife region for Good-Aligned souls and Evil-Aligned ones
That's at odds with trying to pin the Lawful/Chaotic planes to them as well. Worth noting that the planes of Positive/Negative energy aren't Good/Evil aligned either.
>Well, I was thinking that it might just be pieces of those planes, like I said, not the entire things.
Alright, so start there. What are the parts of each of the planes in question that you think are the most interesting? What do you want to include or exclude?
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>>97491135
Der Rote Kampflieger!
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How do you rank the Pathfinder cosmology, compared to the DnD one? Better? Worse? Which one do you prefer? Myself, i dont really have a strong opinion either way. Two additional elemental planes are interesting and there are less outer planes that arent used anyways.
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>>97545646
Like a lot of Pathfinder, it's "D&D, but just changed slightly enough to be irksome to people familiar with D&D (and to avoid copyright)."
Like the dragon designs. They're all so... off.
But, the one good thing is that Pathfinder added the Plane of Metal.
It's the plane my heart resides on.
https://youtu.be/oO7Y8NsnkRg?si=qVfyO26T5R65CAxo
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>>97545646
It's the Great Wheel, but without the metaphysical aspects that make the Great Wheel interesting. It's just "the gods rule everything, shut up and become bricks for their realms". Little room for interpretation because everything is set in stone, so we don't get off-the-wall interpretations like Sigil's factions.
The Ethereal Plane is reduced to a footnote instead of being potentially the primordial chaos from the beginning of time. The Astral Plane is just outer space because everything is contained within it, instead of being a world of raw thought.
It's like a mix of 3e Forgotten Realms and Exalted. I like it more than the World Tree or World Axis, but much less than the Great Wheel.
Positive things to say about it: Plane of Wood and Plane of Metal are interesting additions. The Feywild and the Shadowfell feel more at home here than their shoehorning into the Great Wheel (although First World and Netherworld are awful names). Dreamlands straight out of Lovecraft and actually using the Great Old Ones is a great idea and the one point of interest in this Ethereal Plane (since D&D never bothered much with dream worlds).
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Explodes one time and they stop using it forever, sheesh
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>>97545646
Having the elemental planes be layered and including the Chinese elements seems like an improvement. Simplifies things in terms of borders between planes, and cuts down on all of the quasi-elemental planes that just exist to be weird blends of other elements.
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>>97545646
>outer planes that arent used anyways
I like the planes of conflict because they make alignment less black and white. The average person would fall into Neutral Good, but the Bytopia kind of Neutral Good rather than the Elysium one. Transitional inbetweens for alignments were a stroke of genius.
>>97546123
>including the Chinese elements
The Chinese elements were never meant to be seen as "elements" in the wester definition. Their names are just metaphors for intangible energies that make the world function.
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>>97491135
I've always been fond of the Plane of Shadow and it's implication to linking alternate Material Planes, though I don't know if that's still the case in the current edition
I've also been oddly fond of the Beastlandsif only for the implication that are spawned from the fact that all souls that go there become sentient animals and said animals eat each other
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>>97491628
All other airplanes must kneel.
…also mechanus
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>>97550770
4e turned the Plane of Shadow into the Shadowfell, which isn't even a plane but a spooky reflection of the Prime (like Silent Hill or Eversion).
5e kept this change even after going back to the Great Wheel.
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>>97550770
>I've always been fond of the Plane of Shadow and it's implication to linking alternate Material Planes, though I don't know if that's still the case in the current edition
I hadn't heard of that. Could you use that to travel to Eberron?
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>>97558798
If a thing is perfect, it can’t be improved upon.
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>>97501781
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>>97509061
I mean, you should run that anyway, just as a test for yourself and your players imo. Stretch those imagination muscles fr. I would personally love a dm who thought he could throw me in the black boots like that and just get away with it. Hell na, son. We'll game this shit out all weekend. Admittedly, I've lost characters with this attitude but to me, it's fun to be tested like that. Most dms (not me tho) pull their punches constantly. They only time players don't see my rolls it's for stuff like perception etc. Otherwise it's a is he dies, he dies situation. I was trained with 1e and becoming tho. I like every game to be on expert mode
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>>97575893
>>97575893
God, sorry about the typos, I didn't proofread this post worth a flip. I thought I did but I hit post too quick
Boots=void
If he dies, he dies
becoming=becmi
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>>97577526
Is placing in the afterlife the result of divine judgment, or simply a metaphysical law of magnetism?
Are the planes ruled by the gods, or mostly independent, with gods ruling their personal domains?
Do people who go into the afterlife retain their identities, or do they reincarnate as something else?
How easy is it to travel from one plane to another, or from the mortal world to the afterlife in general?
What are the traits of the planes? Do they run on their own logic and rules?
Are the planes made out of physical substance, or are they purely spiritual?
If living people can visit the afterlife, can they stay there indefinetly? Do they have some other means of exploiting them?
If there's both good and bad planes, what sets good apart from evil? Is it nuanced?
These are all questions that both D&D and Pathfinder answer, so they're a good starting point. Also check out the planar traits from 3e that I mentioned a few posts above.
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>>97550915
>>97551159
>>97561247
But anons...that's not a plane...that is a cannon with wings
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>>97575893
I think most players should approach games with the mentality that anytime they hear a rule, they should be considering every exception there could be for it.
If a DM says "This guy can't be killed", the players should be thinking "What hasn't been tried to kill him yet?"
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>>97577526
what happens when someone does a Necromancy.
Is there a difference between someone doing a Necromancy 2 days after someone died and 300 years after someone died?
What happens after the undead dies a second time?
DnD and Pathfinder have this thing where departed souls eventually become planar petitioners/ demonic or delivish larva and eventually become angels or demons/ devils. There is never really explained what happens if some necromancer bro raises Tyrant King Bob who died 800 years ago as a sentient undead, despite Bob already long ago become a Lemure and has since adcanved to an Horned Devil. Is the horned devil now gone and dead? Is he still around and a sentient copy of Tyrant King Bob returns to unlive? What happens if Tyrant King Bob (now Death Knight) dies again?
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>>97587956
Animating corpses is not really reviving, it's just puppeteering a corpse with negative energy. Lower tiers of raising dead are assumed to grab souls that have yet to cross or fully transition into petitioners. Reviving a petitioner is harder and usually requires their god's permision. Reviving someone who has already become an outsider requires a Wish spell.
All of this is official D&D lore, btw. Even True Resurrection doesn't allow you to revive someone who's been dead for more than 200 years.
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>>97492141
I've personally used Gehenna, Hades, Elysium, and the Astral Sea.
Gehenna, since I was running with a Lawful Evil Ancient city teleported to the lower planes and didn't want to do the Hells or Acheron
Hades, because the evil ancients built their paradise there
Elysium because one of the party members hit 7th level spells and wanted to visit their dead wife.
And the Astral sea because I was doing a post TPK "return from death" adventure.
One of my friends used Ysgard for a fishing oneshot, and another used Mount Celestia for the finale of the previous campaign.
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>>97491135
I like the "optional/variant" Plane of Faerie, a coextant Outer Plane to park your "otherworld" fay stuff prior to the awkward mergers behind the Feywild and Shadowfell. It's not part of the standard Great Wheel cosmology, but fits well as a place to stick the Druid's flavor of Neutrality that so heavily contrasts with all the "standard" Outer Plane Neutral cases.
>>97529696
>The Warlock has to not only denounce her patron, she must go through an arduous quest to nullify the pact to de-level and then return.
No, depowering arcs are bad and Warlock pacts in D&D have always been one-shot startup somebody else can pay for. Having an arduous quest to get it swapped to Celestial pact for higher less-compromising layers is cool and in keeping with precedent.
>The Bard has to grow a golden heart instead of hiding behind a silver tongue.
Technically it "should" focus on their Chaotic bent, not that 5e kept that bit.
>>97541128
It's an afterlife for a quite violent setting and Chaos is broadly in opposition to the civilizations that pursue otherwise. Not sure there's explicitly a Ysgard-like revival thing going on, but souls outright eating eachother as an Outsider accretion mechanism is a mildly amusing subversion of expectations anyways.
Though on a similar note, Formians in Arcadia vigorously rubbing the party's face in forced labor being a Law/Chaos subject.
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>>97601198
Creating a Portal to any of:
>The Negative Energy Plane
>The Elemental Plane of Water
>The Para-Elemental Plane of Magma
>Quasi-Elemental plane of Vacuum
>The Abyss
Will guarantee a plane crash in mere moments.
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>>97604908
>>97609570
I think that's only for petitioners (Valhalla viking types), tourists stay dead.
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>>97491135
Sleek and clean, the death machines stand ready on the decks.
Inside, the men who fight in them run through their final checks.
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>>97610269
I went to check the books to look into this but got distracted by rage again about the elemental warrior from the planar handbook again holy shit what were they thinking
>a fighter who uses abilities drawn from the power of the elemental planes
alright yeah that sounds cool
>you choose one specific elemental plane instead of getting all 4
how, how did they think this was ok, you may as well just carry 4 swords and get a more varied end result on your attacks.
I will grant them that all 4 movement abilities at once might be a bit broken but they could have just required you to choose one each day, the movement abilities replacing natural speed instead of increasing it is pretty lame too
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>>97616241
>the movement abilities replacing natural speed instead of increasing it is pretty lame too
Actually looking again it's even worse
>gives air/water/digging movement equal to x (or her base land speed, whichever is lower)
>lower
what a fucking joke
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>>97615421
It was almost the RS-71, standing for Recon/Strike. Could've carried nukes. Blitzed over the ruskies, dropped the bombs, been outta there before they saw the flash.
Sometimes I lie awake at night and think of that flash, burning its way across the world like a baptism of fire.
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>>97617638
IIRC, anyone/anything that makes it to the final layer of Mount Celestia just dissolves into light as they merge with the cosmic force of good. Though it's unclear if this is just what happens when good entities make it or if it's all of them (Ascending Mount Celestia is a spiritual one as much as a physical one.)
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>>97555587
Potentially, but you might get lost in the deep shadow.
There's safer ways to get to ebberron, like the world serpent inn, though that CAN also spit you out in Athas or the demiplane of dread (Where ravenloft is). It's actually ridiculously accessible in the Greyhawk, Planescape and Faerun settings too.
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Arborea; easy top pick. The NG planes are close.
It's everything I want in a plane. Almost. If it had the minor positive trait it'd be that much better.
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>>97587956
my understanding is that undead have nothing to do with the souls they once had when alive
so like a vampire has the persons brain, and thus their memories and personality and all that, but the soul is gone; the person is dead
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>>97587956
Might be able to reference egyptian mythology where there are multiple different parts of the soul, one of which proceeds to the afterlife and one of which is kinda just baked into the bones as an echo?
Thus undead hijack that echo to answer questions (speak with dead) or animate the body - the echo remembers what the life was like, so knows what it knew and moves how it moved?