Dream Plane
There are no native creatures on the Dream Plane, however, everyone spends time there at regular intervals. In a way, this is a way for beings to learn more about their true selves, allowing them to inhabit the projected form of another being for some time.
Everyone has another form on the Dream Plane. These tend to be projections that mirror the state of the being, either long-term or in the short term. For instance, paladins might be represented long-term as pegasi, but in the short term, as they are chased by a marauding horde of goblins and forced to flee, they may have a dream plane representation as a gazelle while pursued. The goblins might be represented as wolves or some other beast. If these beings were somehow transported to the dream plane, they would take on the characteristics of these forms. As a gazelle, the paladin would be able to run fast and leap over obstacles, the goblins as wolves would take on the hunting skills and trip attacks of wolves. If the paladin were to enter the dream plane as a pegasus, she would be able to fly, and so on.
Much like the Prime Material Plane, the Dream Plane is a battleground for the forces of good and evil. It is largely neutral, however certain areas tend toward good or evil.
The Dream Plane has the following traits.
* Subjective directional gravity.
* Subjective temporality. Age, hunger, thirst, poison, and natural healing function differently in the Dream Plane; certain dreams may play upon these human needs and have unexpected consequences.
* Strongly neutral-aligned, with pockets of mild good and evil where these forces have gained footholds.
Key Regions
Dreams – the core of the plane. This is where most visitors to the Dream Plane (and they are all visitors) spend their time.
Visions – where the future plays out in dream forms. Here characters may encounter future selves in altered forms or gain knowledge of upcoming events. The many islands of visions are set adrift upon the Seer Sea.
Memories – where the past plays out in dream forms. In this area, characters may relive certain events in their lives in altered forms. The fragmented islands of memories float upon the Forgotten Sea.
Deja Vu – A region where beings encounter events they feel have happened before.
Vuja De – A region where beings encounter events they know can never happen.
Everything else in the Dream Plane falls into the Region In-between, a void of an abyss of uncertainty. As the Dream Plane is a plane between the planes, there is not much to speak of in the Region In-between. Let all adventurers be warned – do not go there. This is the place of nightmares.
Posted in Uncategorized and tagged dream, Location, plane by Stephen Hilderbrand with no comments yet.
The Elemental Subplane of Mist
The Elemental Subplane of Mist is a subplane where the Elemental Planes of Air and Water intersect. A Great Mist hangs suspended at the very center of the plane, its misty tendrils passing out in all directions all the way to the edge of the plane. It is said that great beings travel the misty tunnels of vapor. Outside the Great Mist, the plane has a calm breeze, which suspends creatures and objects, moving them in a clockwise manner around the exterior of the Great Mist.
The Elemental Subplane of Mist is home to mist elementals, the deep mist dragon, and the gods of obfuscation and warnings. At the edges of the plane are coastal waters which lead nowhere in particular, yet provide the moisture for the Great Mist.
This subplane has the following traits:
* Light winds which keep creatures and objects suspended above a non-extant ground (outside the Great Mist).
* Heavy, moist air (inside the Great Mist).
* Air-dominant, with room for water creatures to thrive.
* Enhanced magic (for the Air and Water domains).
* Impeded magic (for the Earth and Fire domains).
Posted in Uncategorized and tagged air domain, Location, plane, subplane, water domain by Stephen Hilderbrand with no comments yet.