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Posted: Tue Sep 21, 2004 12:01 pm
I have always been a big fan of the way PlaneScape had done the elemental planes in 2.0, and how AD&D 1st ed did the planes as well. I don't really like the newer 3.5 version, so here is the way I do things in my campains:
Think of the planes as a large sphere. ((This aids the terminology of SpellJammer, which reffered to each individual D&D setting, or universe, as a "Crystal Sphere."
((If you arent familiar with SpellJammer, it was a 2.0 AD&D setting for space-faring using magic. Illithids, Beholders, Githanki and Githzerai were some of the prime space-faring races, as well as a few interstellar trader races, hailing from some distant crystal spheres. Through the use of SpellJamming Helms, one could control huge spaceships, some biological in nature, and travel from Crystal Sphere to Crystal Sphere. It was a way to explain the spread of ideas and classes from one setting to another. . . like picking up a Wild Mage from Forgotten Realms and depositing him in Greyhawk, where Wild Mages didnt exist, and he started his own school there, spreading the idea.... etc, etc.))
Anyhow.
At the center of the Sphere lies the Prime Material Plane. Co-existant and separated with the Prime Material is the Negative Material Plane, from which the undead draw thier power, and from which the stuff of shadow spells is woven.
Surrounding the Prime Material is a layer composed of 2 hemispheres: The Postive Energy and Negative Energy Planes. These planes are also known as the Plane of Light and the Plane of Shadow.
The next layer is formed by the Prime Elemental Planes of Fire, Earth, Water, and Air. Each of these planes is arranged so that they take up 1/4 of the sphere, and they touch both the Negative and the Positive Energy Planes.
Where the Prime Elemental Planes meet, we find the Para-Elemental Planes. These are not so much full planes, but rather areas where the borders between the prime planes are weak, and allow material in from the other planes. Where Water and Air meet, we find Ice. Where air and Fire meet, we find Smoke. Where Earth and Water meet, we find Ooze, and where Earth and Fire meet, we find Magma.
Then come the Quasi-Elemental Planes. Like the Para-Elementals, these are where the Prime Elemental Planes meet other planes, but here it is where they contact the Positive and Negative Energy Planes.
The Positive Quasi-Elemental Planes are: Lightning (Air), Radiance (Fire), Mineral (Earth), Steam (Water).
The Negative Quasi-Elemental Planes are: Vacuum (Air), Salt (Water), Dust (Earth) and Ash (Fire).
As a note, another name for the Mineral Quasi-Elemental Plane is Crystal. (In my cosmology, anyway)
Surrounding the Shell of Elemental Planes is the vast Astral Plane, within which float the various demiplanes and extra-planar strongholds.
Last of all is the ring of 3.5e outer planes, which are basically the same planes D&D has always had. (I mean hey, unless they are on the outside, why call them outer?)
When Tylara is finished writing up 2.0 Variants of the Genasi races (which we will refer to as Genai) for all the Prime, Para, and Quasi Elemental Planes, I will post them here. (Or he can, if he wishes.)
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Posted: Tue Sep 21, 2004 3:39 pm
Actually, these are for 3.0, unlike what Kalgalath said. Planescape Genai Races * ability becomes available at ECL 5 + common personality traits = common physical traits : alignment tendencies > favored class all --- outsider(native) darkvision 60' size: medium speed: 30' lvl adjust +1 elemental planes ================ Fire Genai ------------ +2 dex, +2 cha -2 int resist fire 10 +2 tumble, +2 escape artist *produce flame 1 / 2 days + excitable, energetic, quick to anger & quick to forget = bright red hair, high body temperature : chaotic > sorceror Water Genai -------------- +2 wis, +2 cha -2 int resist cold 10 +2 swim, +2 heal *purify food/drink 2/day + always calm, avoids direct confrontation = well muscled but neither fat nor thin, blue-green tint to hair : neutral (LC axis) > druid Air Genai ----------- +2 dex, +2 int -2 con don't have to breathe +2 move silent, +2 jump *gust of wind 1 / 2 days + ditzy, optimistic, easily distracted = thin, blonde : chaotic > rogue Earth Genai -------------- +2 str, +2 con -2 dex resist acid 10 +2 listen, +2 spot *earthbind 1 / 2 days (3.5 Draconomicon) + quiet, thoughtful, insightful, hard to anger, holds grudges = large, muscular, dark-skinned : lawful > fighter para-elemental planes =============== Ooze Genai ------------- +2 con, +2 int -2 cha resist acid 10 +2 bluff, +2 escape artist *grease 1/day + sketchy, self-centered = sweats a lot, beady eyes : neutral (GE axis) > wizard Magma Genai ---------------- +2 str, +2 con -2 cha resist fire 10 +2 intimidate, +2 climb *soften earth & stone 1 / 2 days + braggart, easily offended, never backs down = large, muscular, red hair : chaotic > barbarian Smoke Genai ---------------- +2 dex, +2 int -2 str resist fire 10 +2 open lock, +2 hide *obscure object 1 / 2 days + unobtrusive, difficult to befriend > thin, dark-skinned : neutral (LC axis) > wizard Ice Genai ----------- +2 con, +2 wis -2 cha resist cold 10 +2 balance, +2 concentrate *sleet storm 1/week + difficult to befriend, stubborn = pale, low body temperature : lawful > monk quasi-elemental planes =============== Radiance Genai ------------------ +2 int, +2 cha -2 str resist elec 10 +2 diplomacy, +2 sense motive *ayaila's radiant burst 1/week (Book of Exalted Deeds) + cheerful, generous = seems to almost glow : good > sorceror Lightning Genai ------------------ +2 dex, +2 cha -2 wis resist elec 10 +2 tumble, +2 jump *longstrider 1/day + energetic, naive, "good-guy mad scientist" = never fat, all angles : chaotic, good > rogue Steam Genai --------------- +2 wis, +2 cha -2 con resist fire 10 +2 climb, +2 spellcraft *obscuring mist 1/day + protective, good-natured : neutral (LC axis), good > cleric Mineral Genai ---------------- +2 con, +2 cha -2 int resist acid 10 +2 concentrate, +2 diplomacy *endure elements 1/day + noble, stubborn = extremely beautiful, monochromatic : good > sorceror Ash Genai ------------ +2 int, +2 wis -2 cha resist fire 10 +2 disguise, +2 forgery *blindness/deafness 1 / 2 days (blindness only) + emotionless = pale grey : lawful, evil > wizard Vacuum Genai ----------------- +2 dex, +2 wis -2 cha don't have to breathe +2 appraise, +2 sense motive *hide from undead 1/day + greedy, cunning = disturbingly thin : neutral (LC axis), evil > cleric Salt Genai ------------ +2 wis, +2 str -2 cha resist cold 10 +2 hide, +2 survive *chill touch 1/day + cruel, bitter = olive complexion, well-muscled, neither fat nor thin : chaotic, evil > ranger Dust Genai ------------ +2 dex, +2 con -2 cha don't have to breathe +2 search, +2 gather info *pass without trace 1/day + patient = forgettable : evil > monk These are designed as base races, but they can be converted to templates with very little work.
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