Growing list of Demiplanes: Now over 85 listed, complete with detailed desciptions!

Post/Author/DateTimePost
#1

zombiegleemax

Feb 03, 2004 3:42:36
Demiplanes from A to Z

Demiplane of Awe

This Demiplane, also known as the Eden, or Utopia, is the exhact opposite of the Demiplane of Dread, as its infused with Good, rather than Evil, as Ravenloft is. All that is known besides that, of this mysteryious Demiplane is that its influence travels from world to world, seeking the lonely, the lost, and the forgotten, and envelops such beings into itself, giving them a new, contentful existence free from pain, disappointment, or suffering.

To visitors of the Demiplane, a feeling of compassion and love can be felt at all times. Also, visitors and natives no longer age, as Time does not exist here as it is commonly understood.

Finally beings on the Demiplane can leave whenever they wish, unlike in lets say, Ravenloft. Such beings often feel a renewed sense of hope, their lives now feel worth living to the fullest, and their dreams worth pursueing.

Word of Warning: Woe to those of evil bents who come here attempting to work evil. The Demiplane seems to know the intentions of all beings inside of it. Such evil beings find that their existences here become a living nightmare, as the Demiplane inflicts the evils those beings commited back upon them, only one-million fold....

Demiplane of Anti-matter:

Chant is that on some Prime Material worlds, Fire, Earth, Water and Air are no longer considered elements. On most of these "Scientific" worlds, magic also no longer exists, but on a few, high technology and magic exist side-by-side. On such worlds, everything you can touch and expierence is either matter, or energy, but opposites do exist, and Anti-Matter is just that, the opposite of matter. It is unknown if this belief formed the Demi-plane, or if an insane(And they'd have to be to create this place, see below) wizard created it long ago, but the fact remains that Anti-Matter seems to both exist to challenge the way the inner planes are put toghether, and become a new-inner plane itself. (There are a group of similiar Demi-planes, called the Anti-Inner, which are connected to this plane, which I'll discuss later). Or does this Demi-Plane exist as a weird parrallel to the Prime, like the Anti-Inner do to their Inner Planar counterparts? Perhaps nobody really knows for sure.

Envirimental Conditions:

If one has the proper protections, Anti-Matter can be "explored" like one might the Inner Planes. With no protection, a visitor will explode as soon as he or she(or it) arrives. All "normal" creatures are subject to this effect, even undead

The Demiplane looks like an average, fertile Prime Material World, but with one exception: All the color is negative. This means that all colors are reversed, including black and white. Visitors to the Demiplane maintain there present coloration, and as such stand out like a sore thumb to the life on the plane.

In the scheme of the Anti-Inner planes, Anti-Matter is the "Prime" of the group. Its formed by a combination of all the Anti-Inner Planes.

Native Life: There are all the creatures one might expect to find on a Prime world here, but with one exception: No magical beasts(like myself I suppose) exist on the Demi-Plane. This means there are no Dragons, no Elves, and nothing else of the sort anywhere on the Demiplane.

Anti-Inner Demiplanes:

Existing to challenge and eventually replace the Inner Planes, the Anti-Inner Demiplanes couldn't be more similiar, or different. Even more confusing is that for every Anti-Inner Demiplane, there is an "Anti-Matter equailiant" or Anti-Anti Inner Demiplane.

Unlike the Inner Planes we Planars know to exist, these Demiplanes are a chaotic mass of unumerial small Demiplanes existing without apparent order or unity. There is one Demiplane for every element that the "Scientific Worlds" have discovered or come up with, so don't be surprised to hear of such places as the Demiplane of Radon or Iron, or even weirder, like the Demiplane of Unioctium. Of particular note is the Demiplane of Gold(which I will discuss later, which is remoured to contain a lost super-civilization similiar to the Azteks(whoever they are).

The Black Abyss

Not to be confused with The Abyss, The Black Abyss is a demiplane in dissolution into a black hole.

Demiplane of Banishment(The Forshaken's Final Rest, No-Mans Land):

When wizards want to get rid of their enemies, generally they send them to the Lower Planes, or the Plane of Ooze. But once, long ago one wizard got it into his bonebox that there should be a Plane of Banishment.

Chant is, whenever a wizard casts a spell to send his or her enemies elsewhere, there is a 1% chance that he or she will be drawn here instead. Also, there is a 1 in a Trillion chance that a berk who dies who doesn't serve or believe in a higher power ends up here. This chance increases dramatically on Worlds which have lost all belief in gods(such as Athas). Indeed, on one world this Demi-plane is known as the Grey, and exists as the dropping off point for all cutters who die on that world.

The Demiplane itself is a gigantic city surrounded by a vast, rocky and sandy desert(Like one might find is Arizona, wherever that is), where people who were discarded by the Powers or banished by angry wizards live in a constant state of despair. This isn't like the Grey Waste, where even Hope is leeched from a sod. People live in this state because of each other(There are some shady characters who prey on the weak here) and because of the distant hope that one day, a higher being may take notice of them and save them from their fate. It is said that if one gives up on even hope, than one becomes one of the grains of sand in the desert that makes up the Demiplane.

Native Life:

Other than the sentient bashers on the Demi-Plane, the place is also home to vultures(Who prey on berks who die of thirst in the desert) and scorpions of small and giant varieties. There are other creatures, but these exist as a food source for the Scorpions, or for the living cutters unfortunate enough to be banished here(There is a species of cattle which feeds on the sparse vegetation).

Ways Out:

The Demiplane in no way imprisons those within. Anyone trapped here is doing so voluntarily, or is dead already(For those unlucky souls that have the Demiplane as their final rest, escape is not possible). Any living being banished here can escape, provided one has the means to do so, like Planeshift spells. There are no other ways out of the plane other than magic, so unless one happens to be a Wizard or Priest(Or has one handy nearby) they might have to think about becoming permanent residents.

The Isle of the Ape

(from the classic module of the same name). Also run by the prankster-god Zagyg, this is a jungle demiplane dominated by dinosaurs and oversized primates. The fabled crook of Rao was hidden here. A portal exists within the castle of the archmage Tenser.

The Isle of Black Trees

(mentioned in the Eternal Boundary Adventure in the Planescape line). Perhaps a vista of black monoliths, with roots that extend into the near ethereal inhabited by strange parasites. Possibly created by feuding academies of wizards, and conceivably part of the long khaasta trading route between Pandemonium and the material plane's Vale of the Mage.


The Boundless

A demiplane of ocean and crystal isles. The Demiplane heals 1st time visitors, restores youth of 2nd time visitors, and permanently traps 3rd time visitors.

Demiplane of City:

Imagine every city on the Prime(From every known technological era) and then imagine them all merged into one giant, Demiplane size realm, and you've got the Demiplane of City. The natives(All human) no of nothing outside their city-realm(And forget about it soon after learning about it). If one likes crowds(And there are ALOT of them here) than this place is paradise.

Court of Rings

(From the From the Ashes boxed set). A faerie realm, fading from the reach of the Material Plane. The Cat Lord is also said to hunt here.

The Crypts of Iron Souls.

(From the Ashes) Another fading land, this demiplane is stocked with undead, semi-liquid ash and bone, and physical screams that can burn and wound.

Draedenden.

A starless void full of maggots ten kilometers in length. This is probably a nest left by the enormous entities known as Draedens, whom some say are ancient enemies of the gods.

Demiplane of Dread:

AKA Ravenloft. Not much is known about this Demiplane, which is often confused with the Demiplane of Imprisonment, other than that is is NOT pleasant.

Demiplane of Dreams:

Where the minds of Primes(and perhaps Planars as well) go when they dream. This Demiplane has no form to speak of, unless a Prime Mind is present to give form to the chaos of the Demi-plane. It is also sometimes regarded as the third "layer" of the Ethereal Plane.

Interesting Note: Where regions of the Demiplane are enveloped by the mists of the Demi-Plane of Dread, exist the Nightmare Lands.

The Deathdark.

("Wild Elves") A demiplane connected with the world of Krynn and home of Jiathuli, an imprisoned Handmaiden of Takhisis.

Dungeonland

(from the module of the same name). Another of Zagyg's play-dimensions, this demiplane is accessible from the ruins of Castle Greyhawk. It contains sinister mad hatters, jabberwockies, and other unusual monsters.

The Mines of Dumathoin

(From the Ashes) A fading land created by the dwarf god Dumathoin full of sentient gems, gas, mining tools, and pit traps. Doubtless also the home of the urdunnir.

Demiplane of Eions:

This weird place imbodies the ever evolving technological and culturally changing humans of a long-lost Prime world. It is believed that this Demiplane was orginally a cosmic museum(Or cosmic Time Capsule) of some sort(The golems built to look and act like natives of each time period presented may support that theory), and that it has been abandoned for untold millenia. Regardless, the Demiplane of Eions is a curiousity and diffenitely a wonder of the planes.

The Demiplane is lade out in a linnear fashion. If one were to walk from one side of the Demiplane to the other, one would pass threw primitive villages of cave-dwellers, primitive cities made of clay, huge monuments to Gods and Kings, breath-taking citys and monuments made of Marble, and cities and fortifications made of stone(Most Prime worlds resemble this section of the Demiplane). The Demiplane continues however, with more and more advanced technological cities.

The Elemental Nodes.

(From Temple of Elemental Evil} These are semi-planes of elemental matter linked to the fearsome temple of Elemental Evil.

Demiplane of Ectoplasm

See http://www.wizards.com/default.asp?x=dnd/psm/20030725a for details on this Demiplane

Demiplane of Fairie:

A relatively new Demiplane created by Queen Titania of the Fairies to serve as the new home of the Seelie court and Fairie-kind away from Arvandor and the Elven realms of Arborea. The Demiplane is large enough to be considered a full-fledged plane, but is still considered a Demiplane by stubborn Planar scholars(Like myself).

Demiplane of Fear:

A relatively unknown Demiplane connected to the Prime world of Mysteria.

Demiplane of Frost

A tundra-like Demiplane often confused with the Paraplane of Ice, has few inhabidants, most notably the Frost Wolfs(See Mimir.com). Not to be confused with the fabled Quasi-Para Elemental Plane of Frost.

The Demiplane of Flowers/Quasi-Elemental Plane of Flowers

(WG7: Castle Greyhawk). A vast green place filled with every species of flower imaginable, and many that defy imagination or comprehension in size, shape, and color. Popular with giant bee-creatures and beelike humanoids such as the abeil. Theorized by some to be the quasi-elemental link between the Elemental Plane of Wood and the Positive Energy Plane(If wood is in fact, the fifth element, than this is likely true)

Demiplane of Haven:

A small city Demiplane resently created by the Mercanes to compete with Sigil as the Hub of the planes.

Gargantua

A featureless Demiplane of Giant humanoids the size of planets. If one can communicate with them, they will find that the creatures are fairly lacking in intelligence(Which is surprising, considering there size)

Demiplane of Gold:

An entire jungle Demiplane composed of Gold. The Demiplane of Gold would be the site of the largest gold-rush in Planar history if it weren't for the advanced natives, a human-like race of superior magical might than any wizard of the Prime, with a culture resembling that of Pre-Columbian Mesoamerica(Wherever that is). Chant is that the native's Ziggurats contain artifacts of untold magical power strong enough to defeat and protect against even the Lady of Pain. One thing is for sure, the natives aren't talking about it to visitors anytime soon.

The Natives view all visitors as intruders, and so many have dissapeared that few try to go to the Demiplane anymore. It is said that the natives sacrifice intruders to their mysterious gods in exchange for the massive powers they possess.

Demiplane of Gravity:

It is said that what goes up, must go down, but on the Demiplane of Gravity, pretty much nothing moves. This Demiplane has the dubious honor of being the resportory of Gravity for the Planes, and as such, is like one big enormious Gravity Well. Nice to talk about, not nice to visit(I can tell you that from expierence).

Despite attempts by berks like members of the Downguard Sect(A group that believes that gravity as it acts on the Prime should apply everywhere) there exist no structures, no citadels, and no lifeforms of anykind on the entire(and its a BIG) demiplane.

Demiplane of Groggor

This half-world has a runaway greenhouse effect - the atmosphere is dense, and foggy, the surface dark and treacherous, a mass of endless boiling mud. Shallow, pulpy mounds are the only solid ground. These mounds are sentient creatures called groggors hundreds of feet tall, although nearly all their height is buried in the mud. Like whales, they are social philosophers of the deep who communicate via low-frequency symphonies of a muddy, burping nature. The groggors, with their advanced intelligence, know something of the nature of the other planes of the Multiverse.

The Ghost Sea

Also known as the Phantom Ocean. This spiritual, ethereal sea is the final resting place for whales from an isolate Prime Material World. Not much else is known about this Demiplane

-From Mazaron's Monstrious Manual

Demiplane of Holes:

This curious Demiplane has no real rythym or reason. It is simply a massive white expanse dotted with black colored holes as far as the eye can see.

If a cutter puts his or her hand in one hole, chances are it will emerge from another hole nearby. Its disconcerting at first, but the effect(perceivebly) is harmless.

Demiplane of Illusion

A Demiplane supposable which is the origin of all things Illusion. Most things here are simply illusions, and only can be seen. Some Illusions, however, are so realistic that they cause actually damage, and some Illusionary creatures are in reality, intelligent. A trip to Illusion can drive a sod barmy quickly, as the line between Real and Unreal becomes blurred fast.

One sinister rumor speaks of Illusionary beings with the power to cause real beings to become illusions, effectly switching existences with their victims.

Like the Demiplane of Mirrors, Illusion should be avoided.

Demiplane of Inphirblau:

The City-realm of the Phirblas, weird humanoid creatures similiar to the Dabus of Sigil.

Demiplane of Imprisonment:

A Demiplane of which is known even less than the supposed Demiplane of Dread. May possibly contain the Elder Elemental God within...

Demiplane of Infuma

A null-magic plane dominated by steampunk dwarves in airships, Victorian automata, and polluting factories as far as the eye can see. A druid's worst nightmare.

The Demiplane of Knowledge

This unusual Demiplane appears like a-nearly infinite libruary of Books and Scrolls. It is a place where almost any question about any topic can be anwsered, for a price.

Any time someone wishes to partake of the knowledge this Demiplane has to offer, he or she must give knowledge back to the Demiplane, for example: A mage wishing to learn a forgotten spell, must give one of his or her' orginal or rare spells to the Demiplane, the knowledge concerning the payment is lost to the individual in question, with no refunds.

The Demiplane of Knowledge Concerning the Layers of the Abyss and Carceri

(WG5). Pretty much how it sounds - a contemplative place of lore and secrets of the most hateful of planes.

Demiplane of Labyrinth:

Somewhere floating in the Ethereal is an enormious near-infinite maze known as the Demiplane of Labyrinth. Unlike one of the Lady's mazes, this maze is composed of an indescruptable stone-like substance, and is lade out in the forms of walls laid out in strait angles(picture one of those classic mazes you used to do for fun on the back of cereal boxes, whatever that is). It is said that a cold, sinister intellegence studies those who end up here(Usually threw accidents in Planar travel), as they try to escape.

Time ceases to flow for a sod unfortunate enough to end up here, which gives anyone trapped here an eternity to find his or her way out. One cannot permanently die here either, and anyone who tries to commit suicide, will find themselves resurrected the following day, none the worse for wear back where they started in the maze.

Along with the twists and turns of the maze, weird round-one eyed monsters wander the maze and devour anyone they come across(Again, anyone killed will be resurrected and returned to his or her starting location in the maze).

There is only one exit for this plane, the bad news is that its in the exact center of the maze.

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An ocean of air where giant bacteria float about, feeding on other giant bacteria. The bacteria have an incomprehensible philosophy and mostly untranslatable language based on that philosophy (although the name of the plane has been tentatively and extremely roughly translated as "happyhome" - this doubtless does an extreme injustice to the advanced philosophical concepts involved.) The bacteria have created many cubic gates, unfortunately keyed to their language.

Demiplane of Lost:

When one loses a personal(Or stolen) possession, chances are it ends up here. Also known as Unsoncy in some circles.

Lost Citidel of Magic

Demiplane realm of the 3 gods of magic from Krynn(The world of Dragonlance)

Land of the Immortals

Demiplane realm of various Chinese gods dwelling outside of Mechanus' Celestial Bureucracy.

The Moonarch of the Sehenine

(From the Ashes}. A testing ground for elder elves seeking to move beyond the mortal lands to the Far Isles of their destiny.

Demiplane of Mirrors

Another oddity of the planes. The Demiplane of Mirrors is a truly bizzarre realm of reflections, and the mirrors that spawn them. Some mirrors reflect the truth. Others distort them, and some of those distorting mirrors cause those gazing on them forms to match the reflection(Very creepy). Still others reflect the truth, but in reverse(An evil Paladin, a good or living version of a lich or other undead). Other, still rarer mirrors serve as portals to "Mirror Universes" where everything is similiar to the normal Multiverse, but in reverse(Evil Upper Planes, Good Lower Planes, Fire is Cold etc).

Demiplane of Morcellate

A void, which was once part of the Prime. It is full of planets and stars, the only intelligent race here is a lost armada of planar spiders. They search for a portal leading to the fabled Prime Material Plane, which they consider to be a purgatory they must enter before they reach their eternal reward.

The Lady's Mazes:

When one provokes the Lady of Pain, one of the possible outcomes is to end up in a maze, a tiny self-sustained demiplane.

Demiplane of Machines:

This to-be-avoided Demiplane is really(mostly anyway, since they are the main inhabidants) an enormious extradiamensional Sheen hive resembling the hardrive of a computer found on an unamed Prime World with a sky full of gears which look like they came straight from Mechanus.

For the ignorant, the Sheens are a race of extreme-high tech artifical lifeforms possessing a hive-mind and possessing insect-like, but alien forms. They range from the tiny Scouts to the fearsome Render, and generally attack all who end up on the Demiplane.

Chant is, all artificial lifeforms(Like Clockwork Horrors and Triobond's Automatons) somehow end up here after their descuction on the Prime Material Plane.

An interesting Note:

There exists a colossial Machine Empire, if you will, somewhere on the Demiplane independent of the Sheens. These beings resemble humans but are composed of clockwork and metal, and have a very hostile attitude toward organic lifeforms, which they have vowed to destroy threwout every Plane of existence(nice guys huh?). It is totally unknown why these "Machine-Men" have a hatred as deep as it seems to be, but regardless, nobodys going to ask them and return to tell the tail anytime soon.

Demiplane of (Electro) Magnetism:

An entire Inner Planar-like Demiplane built entirely around the concept of Magnetism.

Berks composed of Metal, wearing metal, or carrying metal, BEWARE!

Demiplane of Maelost

Also known as the Ridged Land, this Demiplane mostly consists of black rock ridges and rainfall aplenty.

Demiplane of Moil

A city from the Prime World of Ranais that was trapped in a demiplane by Orcus, c.f. Dead Gods

Demiplane of Numbers:

A downright bizzare Demiplane where everything is composed of well, numbers. Everywhere you look on this white Demiplane you'll see numbers hanging in midair(The Demiplane possesses no Gravity). Thing is, every possible number(Even Negative and decimal numbers) exist here as floating objects of varying sizes(The bigger the number, the bigger the object). Generally, numbers like 1 or 10 are small enough to fit in the palm of a human hand, while numbers like 1000000 are large enough to live inside, and incomprehendably large numbers like Google or Google-Plex are continent or world-sized. Meanwhile, Negative numbers exist on an ever-decreasing microscopic level.

One wonders how an infinity of numbers can fit on a finite demiplane. Perhaps because the Demiplane of Numbers is both Plane and Demiplane? Or maybe its just the nature of mathamatics, and loopholes exist to create such a paradox. Regardless, the place is a mathmatician's paradise.

Neth, the Living Demiplane:

Supposedly there exists a Demiplane which is in reality an entire living creature, who knows?

Demiplane of Nightmares

Very unpleasant Demiplane that serves as a dark twin to the Demiplane of Dreams, not to be confused with the vastly similiar Nightmare Lands of Ravenloft. Has a mysteryious connection to the Prime World of Mysteria(Of the campaign setting of the same name). This is a horrific place where the dimensions are distorted and mortal magic is impossible. Everything on this plane is poisonous to normal life. The inhabitants include neh-thalggu, feyrs, and the fiendish-looking diaboli. Apparently the natives of the demiplane find Material Plane natives as horrific as we find them. This may also be a misinterpreted record of encounters with the Far Realm.

Newmarket

A 36-level dungeon Demiplane inhabited by wandering mortals from the Prime Material Plane.

Demiplane of Nubilate

An air-dominant demiplane inhabited by air elementals and djinn. Without the interference of the elemental rulers, the elementals have grown to amazingly vast sizes. The djinn are trying to keep them under control, but are well on the way to being overrun by enormous, wild, restless, starving elementals of air and wind.

The Prison-Fortress of Onegas the Heartless

Enormious Demiplanar prison of a being of emmense power known only as Onegas the Heartless(See below for detailed information)

Demiplane of Pyx

Another planet-strung void, inhabited only by a group of lost, masterless Meks (ancient robots, similar to sheens) destroying all intruders in the vain hope that one of them is responsible for the death of their creator. Is linked by a portal to the Demiplane of Machines.

Partheniad.

A jungle Demiplane of amazons and sibyls, to whom men are fit only for domestic servitude. A Goddess named Mazikeena occasionally comes to this Demiplane and tries to persuade them to change their ways, but they ignore her for the most part.

Pavilion of Cynosure

Neutral ground for the greater gods of Faerun(Of the Forgotten Realm's setting)

The City of Portal

Like Haven, Portal is a Demiplanar city, but it is more like Sigil than Haven is(portals require keys). Also, all the hidden portals inside the city link only to Demiplanes, or Planes also considered Demiplanes(Like Time, Shadow, Fairie, Wood, Mirrors, Illusion etc). Even more mysteryious, is the fact that Portal is lade out in the same manner as Sigil(its donut-shaped). The city is also referred to as "Mini-Sigil" by some, usually those who were from Sigil who have made their way here.

Interesting Note:

Berks who jump off of Portal into the void, do not disappear, like they do in sigil, but reappear elsewhere on the Ethereal Plane. It is the city's most obvious, and most used exit.

Government:

There are a few sects here which operate the city the same way the Factions used to operate sigil before the faction war, among them are

1. The Merkants(who run the financal aspects of the city) (PSMC 2)
2. The Downguard(Who run a university inside the city teaching physics exclusively) (Mimir.com)
3. The Opposition(Ones that have decided to focus on opposing law-breakers) (PSMC 3)
4. The Prolongers(who live here to escape the influence of the Doomguard and Dustmen, they also run a hospital in the city, used exclusively by Prolongers) (PSMC 2)
5. The Discovers(Who run a university teaching all subjects, and generally control Portal's educational system) (My Creation)
6. The Communals(Who enforce Portal's Democrat government, and act as lawyers to citizens unable to aford them normally) (Well of Worlds, Mimir.com)
7. The Campaigners(Who view the city as their fortress, and defend it accordingly against would be invaders). (My creation)
8. The Revivalists(Who operate a history museum inside of Portal, and are quite active on Portal's council in upholding traditional values, they also control traffic to and from the Demiplane of Time inside to city) (Mimir.com)

Rocta

A featureless demiplane filled with mysteryious crystalline creatures known as Jumpers.

Ravenloft Elemental Planes

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.

Demiplane of Semblance

Haven and hide-away for group of wizards called the Mhagane.

The Shattered World

(1st edition Manual of the Planes)

Once a world of the material plane where the level of magic was so high that every wish of the inhabitants was instantly fulfilled. Inevitably, the world broke up into an archipelago of demiplanes, each dominated by an all-powerful demiurge. To Be Avoided.

Demiplane of Serpentia

A Demiplanar jungle world filled with colonies of yuan-ti who dominate a race of humans with no magical talent or sense of adventure. The humans are, naturally, in retreat. Each yuan-ti colony is led by a group of elders schooled by an avatar of Mazikeen in the magical arts. The yuan-ti call Mazikeen Stirpicore, and revere him as the savior of their race. They depict him as a giant yuan-ti, the form his avatar takes on this plane. Their culture and that of the hapless humans is somewhat Mesoamerican in style

Scriniari

Featureless Demiplanar home of telepathic, microscopic beings called Brownians who feed on patterns and data.

Splacknuck

A dark, cold, watery demiplane inhabited by fragile, intelligent bubbles. They feed on magic(which exists as raw, stable force threwout the Demiplane). Any source of heat or light harms and eventually destroys them.

Demiplane of Sides

Most, if not all areas of the multiverse exist in all three spatial diamensions, the same holds true for the Multiverse' inhabidants. However, there exists lifeforms, such as the Diamensionals (http://www.mimir.net/monsters/dimensional.shtml) that exist in less, or even more than three spatial diamensions. The Demiplane of Sides is a Demiplane that only has 2 spacial diamensions, but does not impart its duality on all three-diamensional visitors.

For beings of three spacial diamensions, imagining a 2-D existence is nearly impossible. But I can at least attempt to explain it a bit.

Imagine a flat-paper, now imagine yourself on that paper. Basically, you exist as a three diamensional being existing on a two-diamensional backdrop. That is the Demiplane of Sides in a nutshell.

Demiplane of Time

The Plane which is the source of all Time, or continuity. This Demiplane has a collection of bizarre and deadly inhabidants, such as Time Diamensionals and Vortex Spiders, as well as adopted protectors, mysteryious wizards know as Chronomancers......

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.

Thoke

A dead plane of wreckage and ruin, destroyed long ago by planar marauders (the draeden). Possibly home to forbidden knowledge once capable of hurting those marauders.

Wormscape

Demiplane of, well, worms. Not to be confused with the "Worm Realm" of the Abyss

The Elemental Plane of Wood/Demiplane of Wood

(3rd edition Manual of the Planes) 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.

The Land of Webs and Caves

(Mystara Monstrous Compendium; Spider-kin]. The secret demiplane of the planar spiders, a race of evolved phase spiders who explore the many worlds of the Astral and Ethereal Planes. The best-known nation in the demiplane is called Chak.

The Warren

A Demiplane sized, underground complex where humans are dominated by an intelligent, but quite mad, machine. Magic is outlawed, and the humans are paranoid, attacking extraplanar visitors on sight.

Demiplane of Urunaland

A Demiplane in progress so to speak. This place is a manually constructed demiplane by a group of dwarves.

Demiplane of Zian

"Entropy? Such foolishness. And you wonder why we do not tolerate your kind here."
-King Zian, to unnamed Doomguard

In the past, during the fourth age of the multiverse, the Illithids, or Mind Flayers, controled nearly the entire Prime Material Plane. The rise of the Illithids brought the end of the age of Elves(who were already in decline by this time), and spread like a virus, nearly unopposed threwout the human-dominated worlds.

On one world however, the powerful magic using humans managed to hold off the Illithid's Spelljamming fleets long enough for the entire Crystal Sphere to be transported into an empty Demiplane.

Zian is a Demiplane consisting of a small area of wildspace-like material, a sun, several planets and moons, and lastly, the world of Zian itself.

Zian is ruled by the Immortals, powerful beings of near-godlike power, and has a vaguely, "Ancient Persian culture". Each Immortal rules a quadrant of the Demiplane, the greatest of which is King Zian himself. Under the Immortal-rulers are ageless Humans, who govern smaller areas within the quadrants(such as a continent), under them are long-lived, but mortal, Kings, who rule countries within their' superior's zone of control, and finally, there are the peasants, noblemen, and every other class of human society.

Demiplanar Conditions:

Time is controled by King Zian, and as such, flows as he whims it to. If one of the Continental Governors opposes, or attempts to rebel against, the aims or wishes of one of the Immortals, then King Zian often ages the normally Ageless Governor in question as a punishment, moreover, King Zian alone, out of all the Immortals, has the ability to gate in things from other planes to Zian if he so wishes.

Chronomatic Magic, therefore, works if King Zian wishes it to, and is therefore, not a reliable form of magic here.

Demiplanar Enemy: The Doomguard

The Doomguard, as a faction, believe that nothing is eternal, and that everything is eventually destroyed, so as a result, King Zian, wishing to rule his Demiplane for an eternity, would like nothing more than to destroy the Doomguard as a faction, as he views them(perhaps rightfully) as a threat to his power. As a result, Bounty Hunters and assassins hired by King Zian to eliminate DoomGuard members are beginning to pop up here and there threwout the Planes.

The Maze of Zagyg

(from Treasures of Greyhawk). This is a maze of ethereal protomatter. It recedes in the distance the closer you come, and seems to get bigger the further you move away. The hiding place of an artifact, the sinister Face of Xenous.
#2

zombiegleemax

Feb 03, 2004 3:44:58
Over 85 Demiplanes of all sorts serious, mysteryious, scary, or humorious are now detailed in the list thanks to myself, Primus, Seraph of Babel, and Ripvanwormer.

Things I've added in the last update:

1. The Elemental Plane of Wood/Demiplane of Wood, and its Para, and Quasi Planes/Demiplanes

2. The Various Planes submitted by Ripvanwormer

3. The Ravenloft Elemental Demiplanes(Blood, Mist, Pyre and Grave)

Feel free to browse the list, comment on it in this thread, or even add Demiplanes missing from official sourses, or made up(Please keep made-up Demiplanes serious, not humorius)

Please(And especially you Shemiska, since your the most important person on this board, being a member of 3rd Edition Planescape!)
#3

zombiegleemax

Feb 04, 2004 9:05:16
I wonder if I could get this list onto Planeswalker.com?

Thoughts anyone?
#4

zombiegleemax

Feb 04, 2004 9:32:06
Ravenloft elementals are not drawn from unique demiplanes, but are simply standard elementals corrupted enroute through (and by) the Mists.

Chris Nichols, Ravenloft guy
#5

zombiegleemax

Feb 04, 2004 10:27:41
It was mentioned in Ravenloft Monstrious Compendium Vol 1, that some small areas of the four basic Elemental planes were "influenced" and changed by Ravenloft(Just as areas of the Plane/Demiplane of Dreams were changed into the Nightmare Lands), and the entry on the Ravenloft Elemental Lich said that they draw their power from "Ravenloft's strange elements"

I also thought it was an interesting idea to have some Demiplanes border the Inner Planes, forming unique new Demiplanes/Planes, hench the Ravenloft Elemental Planes, and the Para and Quasi offshouts of Wood.

So what did you all think of my ideas? Is it worthy of Planescape?
#6

ripvanwormer

Feb 04, 2004 19:22:49
I like the addition of the ravenloft elemental planes.

You might also be interested in quasi-elemental exotica.

I apologize slightly for the wacky planes. You're lucky I didn't start mining The Primal Order.
#7

zombiegleemax

Feb 05, 2004 11:18:24
Thats okay Rip, at least someone's posting their ideas here.

What did you think of the Para-Elemental Demiplanes/Planes linked to Wood?

I enjoyed reading about the Quasi-Exotica planes, they are immensely interesting, and thought provoking.

If there are hidden Inner Planes, it means an nearly infinite amount of inner planes could be discovered in time. I just reminded myself why I got into Planescape to begin with(The Inner Planes).

Thread Updates:

1. The Demiplane of Mirrors and the Demiplane Illusion have been added to the list, with full desciptions.

2. The Demiplanar City of Portal has been added(not to be confused with Haven, another Demiplanar city)
#8

ripvanwormer

Feb 05, 2004 16:23:50
Originally posted by Sword_Of_Geddon

What did you think of the Para-Elemental Demiplanes/Planes linked to Wood?

I liked them a lot.
#9

zombiegleemax

Feb 06, 2004 8:16:32
Let me know if you have any other ideas about new Demiplanes I could add to the list Ripvanwormer, I really appreciate the help and comments you've given me in the past as well, thanks.
#10

zombiegleemax

Feb 09, 2004 8:40:26
Okay, I have two questions people:

1. I wonder if anyone has any thoughts on the issue of the Citidel of Onegas, one of the Demiplanes I created, with by far the largest desciption.

Is it a good concept?

2. Does anyone have any unique Demiplanes floating around in their minds that they could add to the list?
#11

sildatorak

Feb 09, 2004 10:37:15
Regarding Onegas, something with it just doesn't quite sit right with me.

I don't see why Onegas is so untouchable. Even if the power of the technology is so great that gods died to stop it before when wielded by an entire race, I don't see how that makes the visionion of a single man unstoppable. There are dozens of ways a god could defeat an individual, no matter how enhanced, and it seems to me that merely a god of Luck (or a god of the Forge, maybe) and a god of Magic could stop him by combining forces. If the first hindered him so his devices malfunctioned at inopportune times and the second deprived him of his casting power he would be just this guy, you know?

I think the idea is interesting in and of itself, but I think you may have overestimated the potency of his abilities. I can see a cyber-lich taking over a prime world or ten if backed by gods of Tyranny or something similar, but I think that overstepping that goes to much against the limits of what a mortal (even an undead mortal) can do. There is an exponential gap between non-divine and divine beings, and the Lady of Pain may be even a step above that. She killed a Greater Power (potentially the greatest Power at the time) and all but one of his followers in the blink of an eye. This guy would be turned into a paste of lich and metal in no time.

Finally, almost every known God of the Multiverse put aside their differences, and combined their power to destroy Onegas' empire, and imprison the invincible tyrant himself inside his own indescructable fortress using 1000000th level divine magic.

That sort of power that could warp time and space in such a way that Onegas never existed. Even if he himself was immune to this, I doubt the race that he got the technology from would be. Even if they were, what about an anscestral species on their planet or the god that created life on that world? I'm sure that the combined might of all divinity could crush a paramecium or a single power among them. The combined wisdom of all divine insight would know how.

I'd refine the idea to make it so that he isn't THE übervillain, I doubt any mortal being could do that. Instead, I'd make him into a potent, planet-hopping, expansionist emperor who is avoiding the main things that make empires fall: 1) dying 2) spreading oneself too thin 3) trusting other people.
#12

ripvanwormer

Feb 09, 2004 10:44:57
I see you were trying to create an explanation for why the planes have a generally Bronze Age to Rennaissance tech level instead of a modern or futuristic one. There are lots of possible reasons for this, starting with "The PCs just haven't found the advanced areas yet," but yours, "The gods forbid it," is one of the simplest.

I'd like it a lot better if you hadn't used the Lady of Pain. To me, the Cage is the Lady's Cage first and foremost. She can't leave it, and this is one of the most fundamental things about her. Perhaps she came from somewhere else originally, and perhaps not, but now she is Caged.

It makes a lot more sense to me to assume that Aoskar was in the City of Doors when the Lady of Pain destroyed him. Sure, gods aren't allowed in Sigil now - the Aoskar Episode is the reason for this. Although, perhaps Aoskar was for some reason an exception to the rule; before he stole one of her dabus, the Lady liked him and thought he was a useful balancing force. Perhaps she just hadn't bothered to kill him yet - Her Serenity is unpredictable.
#13

sildatorak

Feb 09, 2004 14:24:31
I'm thinking of a song in Oliver! with a slight twist. "Screed, glorious screed!…"

Maybe Aoskar entered the cage, maybe not, but it is a safe bet that Fell had something to do with it. Perhaps having a dabus as a priest/proxy opens a connection of sorts between Her Serenity and the power in question. Whether that will allow a power into the cage or whether that allows the Lady to project her flaying shadow beyond her confines is a good question.

Or maybe it was simply because Aoskar was god of portals that he could override the Lady's will about keeping powers out. You know what the medusa says.
#14

zombiegleemax

Feb 10, 2004 11:57:30
Thanks for the comments guys, I appreciate it.

1. It was an explanation for the near-multiversal limit on technology levels

2. I suppose I should change The Cidedel of Onegas entry so as to not have the Lady leave sigil.

3. About Onegas' technological might, I wanted to show that Onegas had advanced so far technologically that the Gods couldn't touch him, and therefore had stumbled upon a power that threatened the very fabric of the Outer Planes(Onegas himself was so advanced that the Gods couldn't touch him, and Onegas outlawed religion(expect worship of himself that is) in all of his (growing) territory.

What could be done to make the Onegas idea better? Any ideas Sildatorak(Or Ripvanwormer)?
#15

sildatorak

Feb 10, 2004 16:45:22
Maybe it isn't necessarily Onegas's might that makes him untouchable by the gods, but that the technology comes from a godless race, and the portfolio of "cybernetics, lasers, etc." is not actually held by any god. By "augmenting" himself, Onegas essentially took himself out of the multiverse the gods can perceive and interact with, blazing a trail into the untested area of magicotechnology and cybermancy.

When Onegas began his drive to conquer the Planes, the realm of belief itself, the only resort of the powers had was to banish an entire continent in the hopes that he would be eternally imprisioned with it. The question remained about what to do with the research and advances Onegas had made.

Since no god could agree to let any other guard such a powerful portfolio as cybermancy, all the powers combined their might to created a god-beast forged of a shred of every power's essence. This guardian fucntions as a mindless sentinel, entrusted with the portfolio of technomancy and the purpose of keeping anyone from utilizing it. The beast has might greater than any single power, but has no will other than serving its one purpose of destroying those who seek to combine magic and technology beyond the limits set by the combined will of all the powers.

------
One nice bit of this setup is that it leaves open the possibility for trickster gods or powers of destruction to have manipulated the god-beast subtly during creation, leaving loopholes in what can be created. This leaves open the possibility of a campaign against someone who is rediscovering the might of Onegas by using one of these loopholes, if that is what the DM desires.
#16

zombiegleemax

Feb 10, 2004 17:24:15
Excellilent ideas Onegas. I wonder than, what parts of Onegas backstory should I keep, and what parts of Onegas' backstory should I absolutely change?

I intend on using your ideas Sildatorak, I just wonder where I should put them in Onegas' entry.
#17

sildatorak

Feb 11, 2004 3:03:41
I think the backstory is great, I just couldn't swallow any single man/nation/world being too much for the Lady of Pain and/or powers to handle in a straight up fight. If he is more along the lines of something they can't touch then he is a lot more sinister and insidious.

If you've read A Wrinkle in Time I imagine his influence being something like the shadow/darkness that spreads over worlds that…succumb to the shadow/darkness (it's been a long time since I read it and I can't remember exactly what it is that they're succumbing too, loss of hope, individuality, or something like that?) It is something that can be seen as a taint, but you can't discern what is covered by the taint by looking from outside.

As Onegas spreads this taint through the prime, a few scattered pantheons are upset by it, but their concerns die out as their worlds are destroyed and all of their worshippers are slain/brainwashed/whatever, leaving the gods they worship as powerless husks. The more prominent powers (ones that span multiple crystal spheres like Bahamut, Tiamat, Tyr, Loki, etc.) don't really take head until he starts to threaten annexation of their home turf, the Outer Planes. Since they can't really touch him, they just throw everything they can see is tainted into the Ethereal as a huge demi-plane (or maybe they know where his capital is from mortal spies within the tainted regions, so they can limit their banishment to a single world/continent/country/city (whatever size thing you want the plane to be)).

I guess the long and the short of it is that I would take out the "trying to assassinate the Lady" bit unless you want to show that though he is powerful, he is still clueless as to the real nature of the planes. Maybe the gods of his home world were weak (all demipower or less) and that is why they died in powering the quest magic; that would explain why Onegas would think that he could challenge the powers that be.
#18

zombiegleemax

Feb 11, 2004 12:41:49
Prison-Fortress of Onegas the Heartless:

"There is no free will, only MY will"

-Onegas the Heartless

Onegas, a bizzarre fusion of undead and machine, lives in this continent-sized demiplane/fortress with his "Cyber" Zombies and plots the conquest of all things. His fortress his of the high technological sort, far more advanced than almost anything on the Planes.

Onegas, it is said, was once a normal Lich, like Vecna and Azalin were before "ascending". One day, the Prime world Onegas lived on was invaded by beings of extremely high technological development who's goal it seemed, was to purge the universe(They didn't even aknowledge the Outer Planes existed). of Magic, and Magical creatures. During the wars on the planet between the forces of Magic and the invaders, Onegas captured some technology for study, and eventually(over the coarse of many years) "upgraded" himself with findings based on his research. He also quietly salvaged dead humans and Elves, and began experimenting in lesser "Necroborg" varieties.

After around one thousand years of fighting with the invaders, the natives finally, using a powerful series of Quest Spells, managed to drive the invaders permanently from their world. The spells were so powerful, that most of the World's gods gave their lives in order to cast it.

During the dark years of rebuilding that followed the end of the war, Onegas finally made his move, and proceded to conquer the entire planet with his hybrid armies, forcing all on the world under the yoke of slavery. Onegas then turned the entire world into a gigantic factory, in order to mass-produce his soldiers in preparation for the conquest of other worlds.

And Onegas managed to do just that.

With his magical and technological knowledge growing with each passing year, Onegas managed to improve his armies(and himself), conquering every world in his path.

Then Onegas made his first mistake: He turned his attention towards the Planes.

Deciding that Sigil would be the ideal fortress to launch his campaigns, Onegas sent a scout into the Cage to find out everything about the city(Possible defenses, good points to launch his invasion of the city from etc). When the scout never returned, Onegas was intriged, finally, after all the countless years since Onegas started his campaign, a challenge had arisen...None greater other than the Lady of Pain that is.

After gathering as much information on "Her Serenity" as possible, Onegas began creating Super Soldiers armed with every defense imaginable, and sending them into the city to assasinate the Lady. When each failed, Onegas improved opon the modules.

This pattern continued for hundreds of years(With Onegas' attentions divided between taking Sigil, and conquering the Prime), until one day, the Lady simply closed the city off of the worlds Onegas' had conquered, effectively dooming Onegas' invasion attempt.

Now, Onegas had made other enemies on the Planes as well, and these proved to be the eventually downfall of Onegas' ambitions.

On each world Onegas' conquered, all sentient beings were carefully cataloged, and reprogramed to serve and worship only Onegas. Therefore, as Onegas spreaded this taint throughout the prime, a few scattered pantheons grew upset, and at first, tried to deal with Onegas themselves. But their concerns died out as their worlds were destroyed or conquered, with all of their worshippers brainwashed or killed, leaving the gods they worshiped as powerless husks or mere, however powerful, mortals.

Finally, the more prominent powers of the Multiverse began to notice Onegas and his ever expanding godless empire. The Good Gods, like Bahamut, viewed Onegas as an abomination, and his Empire as a expanding cancer on the Prime. They decided to send powerful celestial armies into Onegas' territory, in hopes of ending Onegas' reign of terror once and for all.

But to their horror, not only did Onegas and his souless armies manage to hold off the Celestials, but Onegas now turned his sights towards the Outer Planes.

All attempts by the Good powers to eliminate Onegas himself failed, as no matter how many powers joined in the fight against Onegas, he himself for some reason was untouchable by even their most powerful divine members.

By this point, the Good powers realized that Onegas was far more sinister and insidious than anything they had encountered so far, and they decided to petition the Neutral Powers for help.

The Neutral Powers, realizing that Onegas not only represented a threat to the balance, but a force that could eventually totally destroy the Outer Planes, decided to join with the Good powers in combating Onegas in all his advanced technological might.

But they too failed, and this time, many of their followers, such as Aasimon and Rilmani, returned to the Outer Planes as Cybernetic servants of Onegas, who proceded to wreak havok on Mechanus, the Outlands, and the Upper Planes.

But meanwhile, back on the prime, Onegas had made some stunning breakthrews of his own regarding the nature of the Outer Planes and the Gods, and their dependance of Belief for their very existence.

Using this knowledge, Onegas managed to create the ultimate weapon: the Belief Nullififer, a gigantic, rectangular, planet-sized weapon of emmense power, which was capable of destroying entire planes with a blast composed of something Onegas called "Anti-Belief".

After the Gods discovered this sinister device, they redoubled their efforts in a last-ditch attempt at destroying Onegas, but once again met with failure.

Finally realizing that they couldn't touch Onegas or his empire, they decided to throw everything Onegas owned into the Ethereal Plane as a huge, inescapable demi-plane, using ever power in their arcenal to do so.

The Multiverse had just pasted yet another crisis, and in order to prevent such a powerful being like Onegas from appearing elsewhere, the Powers decreed that no world possessing technology more advanced than "medeval" or "Renasaisse" would ever be aloud to possess magic as well.

The question remained about what to do with the research and advances Onegas had made.

Since no god could agree to let any other guard such a powerful portfolio as cybermancy, all the powers combined their might to created a god-beast forged of a shred of every power's essence. This guardian fucntioned as a mindless sentinel, entrusted with the portfolio of technomancy and the purpose of keeping anyone from utilizing it. The beast had might greater than any single power, but has no will other than serving its one purpose of destroying those who seek to combine magic and technology beyond the limits set by the combined will of all the powers.

This rule has held sway over the Prime for eions, but leaks are beginning to occur on some worlds........(The Gates of Firestorm Peak, The Tale of the Comet, and the Sheen Invasions on numerious Prime Worlds)

As for the Belief Nullifier, that horrific weapon disappeared shortly after Onegas and his empire were banished to the Ethereal Plane. Some say it lurks between the spheres of Carceri, others say it was transformed into a new Cube on Acheron, and still others believe it was placed by the powers somewhere in Pandemonium's fourth layer. Perhaps it is a dark better left unanswered..
#19

zombiegleemax

Feb 13, 2004 12:15:42
Okay folks, it just so happens that the initual Demiplane list message has gotten to big to fit everything, so therefore, in the last update, I have moved the "Humorious Demiplanes" to this new message to make room. If the list gets any larger(And it most likely will) I will have to create another new message to hold everything.

List of new updates to the list.

1. Added Demiplane of Awe, Demiplane of Sides, and the mysteryious "Gourami Sea" to the list

2. Moved "Humorious Demiplanes" initually submitted by the great Ripvanwormer, to this message(see below)

Humorious Demiplanes: (Not intended for Game use, unless your in a silly mood, or your campaign makes absolutely no sense):

The Demi-Plane of Inferior Construction Materials

(Castle Greyhawk, page 78). An almost elemental world known only to the bee-people. The only realm known is the Brick Department, which explorers have not yet found the end of. Useful if you need bricks.

Demiplane of Murphy's Law

(from a Dragonmirth cartoon in Dragon #213). A demiplane that went wrong somewhere in its development, and continues to go wrong in increacingly catastrophic ways. Fortunately, there's a warning sign. Assuming you read the language. And you don't.

The Demiplane of Silly and Unused Monsters

(Castle Greyhawk, p.78) : Just a place where axe beaks, boggarts, clubneks, flail snails, flumphs (the primary food source on this plane), generic herd animals, minimals, norkers, xvarts, etc.
hang out. They are all ruled by a fat nilbog. Most of these creatures
have retired here due to lack of interest, lack of serious fear
from their enemies, or outright contempt or humiliation. This is where they fled to when they were dropped from the 3rd edition of the game, and where they return from in semi-obscure sourcebooks from Necromancer Games and issues of the Living Greyhawk Journal.

Arcade.

A cosmos similar to the Material Plane, with stars and planets. Golden spheres float through the void between celestial bodies, pursued by blackballs (the fearsome entities known by some as umbral blots).

Wyrm.

A demiplane dominated by stupid, unpleasant dragons who lord over nations of stupid, unpleasant goblins. The goblins were once visited by a four-armed god they called Maziburg Kreengror who gave them the gift of magic, but instead of using it to overthrow the dragons they used it to slaughter one another. Consequently, their god has forsaken them. The faithful still yearn for his return.

Typp

A race of bipedal turtles at war with a race of impulsive, furry avians. The amazingly slow, patient turtles are winning.

Paradise

A demiplane inhabited by a single mortal convinced that this was his fated afterlife. After having every whim provided for him for several centuries, he is bored out of his mind.

Slobbovia.

A donut-shaped plane, where the Empire is in danger of of having its mongeef squad defeated by the Valgorian's Eminent Eleven. The capture of the iron flamsch or a loss in the comedy one-offs may doom the government of the Czar.

Hades

Another demiplane inhabited by a single mortal deluded into thinking this is an afterlife of some kind. He suffers from moderately annoying eternal torment. Probably similar to Dilbert's Plane of Heck.
#20

zombiegleemax

Feb 13, 2004 13:45:07
It would be unfortunate if all my work on this proved to be in vain. Therefore, I will try to get Planeswalker to host this list(except for the humorious Demiplanes that is).
#21

zombiegleemax

Feb 15, 2004 12:04:45
Ok folks, I need some help here. Are there any Demiplanes I am still missing? If so, please respond. PLEASE!!
#22

zombiegleemax

Feb 16, 2004 21:15:25
Big updates!

1. The Shadow-linked "Pseudo-Elemental Planes" have been added to the list

2. The description of Onegas and his Demiplane has been moved to its own reply to this thread, also, check it out in its own thread, where you can post comments and have a general discussion about anything involving Onegas, mixing technology like that found in Science Fiction with powerful Magic, and other cool and thought-provoking concepts.
#23

zombiegleemax

Feb 24, 2004 15:07:20
Small update:

The Ghost Sea/Phantom Ocean, created by Marazon and mentioned briefly in his Monstrious Manual has been added to the list.

Final Comment: This will be my final update I believe, as lack of interest from fellow Planescapers seems to indicate. Once again, if you have ideas regarding new Demiplanes, or have found I'm missing some, PLEASE POST THEM IN A REPLY TO THIS THREAD!!!!
#24

ripvanwormer

Feb 24, 2004 19:23:16
- I like the Demiplanes of Awe and Sides
- Portal would be a very interesting campaign stop

- I didn't see thethe Demiplane of Ectoplasm . Though whether it exists in the Ethereal is debatable.

- I didn't see the Observatorium or Common Ground (both from the 3rd edition Manual of the Planes).
#25

zombiegleemax

Feb 24, 2004 20:21:35
Thanks Rip! Any info on those last two Demiplanes?

Thanks again, you've been like a good friend online in the short time you've posted on these boards. Thanks
#26

ripvanwormer

Mar 14, 2004 21:46:25
Originally posted by Sword_Of_Geddon
Thanks Rip! Any info on those last two Demiplanes?


The Observatorium is a huge torus (like Sigil) with a clockwork sphere within. Both parts are encrusted with strange carvings of bygone pantheons and obscure devices that probably represent various other planes. Around it is a chunk of nothingness (again, like Sigil has).

The Observatorium moves about the multiverse, observing things. Some say that by controlling the Observatorium, one could control the motions of the planes themselves.

Common Ground is a meeting place of the gods, who are immune to one another's powers there. It looks like a vast hall and, now that I think about it, the Spire probably makes it redundant.

A demiplane called Nemesis, which appears every thousand years to spill its armies out when the walls between worlds grow thin, is also briefly mentioned.
#27

zombiegleemax

Mar 15, 2004 23:09:00
Thanks again Rip. I think the list is just about done don't you? I mean, what else can we add?
#28

zombiegleemax

Mar 15, 2004 23:17:01
Common Grounds is still useful with the Spire around. Common Ground makes deities perfectly immune to each other. At the SPire deities can slay each other. More importantly, in ommon Ground deities can have their meetings free from the prying eyes of mortals. At the Spire even mortals become a danger to the divine.
#29

zombiegleemax

Mar 17, 2004 17:39:42
But how can mortals be a danger to the divine if only the Deity's avatar is threatened?
#30

zombiegleemax

Mar 18, 2004 2:42:42
Don't forget that a lot of the pre-AD&D modules (Talons of Night and Twilight Calling spring to mind) were chock-full of unique demiplanes. Since there wasn't really any concept of a cosmology at that point, most of them didn't merit names.

Whoah. Nostalgia rush!
#31

zombiegleemax

Mar 19, 2004 1:35:54
I'd add em, if only they had names. Also, I beg the question, is anyone actually going to use this list and the unique demiplanes(like the ones I created) within it?
#32

zombiegleemax

Mar 26, 2004 12:14:08
I will more more!MORE! :88E:
#33

adrez_nesnsid

Mar 27, 2004 17:58:03
Originally posted by Sword_Of_Geddon
Okay folks, it just so happens that the initual Demiplane list message has gotten to big to fit everything, so therefore, in the last update, I have moved the "Humorious Demiplanes" to this new message to make room. If the list gets any larger(And it most likely will) I will have to create another new message to hold everything.

List of new updates to the list.

1. Added Demiplane of Awe, Demiplane of Sides, and the mysteryious "Gourami Sea" to the list

2. Moved "Humorious Demiplanes" initually submitted by the great Ripvanwormer, to this message(see below)

Humorious Demiplanes: (Not intended for Game use, unless your in a silly mood, or your campaign makes absolutely no sense):

The Demi-Plane of Inferior Construction Materials

(Castle Greyhawk, page 78). An almost elemental world known only to the bee-people. The only realm known is the Brick Department, which explorers have not yet found the end of. Useful if you need bricks.

Demiplane of Murphy's Law

(from a Dragonmirth cartoon in Dragon #213). A demiplane that went wrong somewhere in its development, and continues to go wrong in increacingly catastrophic ways. Fortunately, there's a warning sign. Assuming you read the language. And you don't.

The Demiplane of Silly and Unused Monsters

(Castle Greyhawk, p.78) : Just a place where axe beaks, boggarts, clubneks, flail snails, flumphs (the primary food source on this plane), generic herd animals, minimals, norkers, xvarts, etc.
hang out. They are all ruled by a fat nilbog. Most of these creatures
have retired here due to lack of interest, lack of serious fear
from their enemies, or outright contempt or humiliation. This is where they fled to when they were dropped from the 3rd edition of the game, and where they return from in semi-obscure sourcebooks from Necromancer Games and issues of the Living Greyhawk Journal.

Arcade.

A cosmos similar to the Material Plane, with stars and planets. Golden spheres float through the void between celestial bodies, pursued by blackballs (the fearsome entities known by some as umbral blots).

Wyrm.

A demiplane dominated by stupid, unpleasant dragons who lord over nations of stupid, unpleasant goblins. The goblins were once visited by a four-armed god they called Maziburg Kreengror who gave them the gift of magic, but instead of using it to overthrow the dragons they used it to slaughter one another. Consequently, their god has forsaken them. The faithful still yearn for his return.

Typp

A race of bipedal turtles at war with a race of impulsive, furry avians. The amazingly slow, patient turtles are winning.

Paradise

A demiplane inhabited by a single mortal convinced that this was his fated afterlife. After having every whim provided for him for several centuries, he is bored out of his mind.

Slobbovia.

A donut-shaped plane, where the Empire is in danger of of having its mongeef squad defeated by the Valgorian's Eminent Eleven. The capture of the iron flamsch or a loss in the comedy one-offs may doom the government of the Czar.

Hades

Another demiplane inhabited by a single mortal deluded into thinking this is an afterlife of some kind. He suffers from moderately annoying eternal torment. Probably similar to Dilbert's Plane of Heck.

Check out THIS COMIC for more humorous demiplanes.
#34

zombiegleemax

Mar 28, 2004 16:55:31
Thankyou all. I will update the list once my mind can come up with some more stuff, might take awile though.
#35

zombiegleemax

Oct 08, 2004 16:08:25
Another great thread... :D
#36

ripvanwormer

Nov 06, 2004 1:42:41
Don't forget that a lot of the pre-AD&D modules (Talons of Night and Twilight Calling spring to mind) were chock-full of unique demiplanes. Since there wasn't really any concept of a cosmology at that point, most of them didn't merit names.

Whoah. Nostalgia rush!

I was just re-reading this thread, and I remembered I had a copy of Talons of Night, by Paul Jaquays. So I looked in it.

The demiplanes in Talons of Night were Thorne, Chasm, and the Isle of Night.

Thorne

A portal on the world of Mystara (lying beneath Lake Avernus on the Island of Dawn; its key is a relic known as the Periapt of Pax) leads to the plane of Thorne, a realm heavily influenced by the proximity of the Negative Energy Plane. The terrain is nothing but living thorns the size of mountains, each of which branch into vast forests of somewhat smaller thorns. Its primary inhabitants are phanatons - monkey/racoon/flying squirrel creatures - and their allies, an advanced race of phase spiders. They live in platform villages made of thorn lumber and webs.

In a fortress of thorns a vampire, the ancient pharoah Ramenhotep X (vampire monk 15), and his demon bride Aketheti, Daughter of She-Who-Dwells-In-Darkness, dwell with their undead servitors, terrorizing the locals and the planes beyond.

Thorne Traits:
- Normal Gravity
- Flowing Time: One hour in the Material Plane equals ten hours in Thorne.
- Finite
- Alterable Morphic
- Enhanced Unlife: Undead are turned or rebuked at half the cleric's level.
- Normal Magic

Chasm

A portal in the demiplane of Thorne leads to this world, a place of nothing but steep cliffs and the gloomy, freezing, windy abyss in between.

The Dark Tower is a two mile-high fortress built at a right angle to the walls of the cliff. The Tower distorts time: one hour in the Material Plane is equal to 1000 hours in the Dark Tower. The Unholy Transformation trait affects one hit die every six hours, rather than every twelve hours as in the rest of the plane, and the DC to save is 20. Beneath this tower is massive labyrinth called the Night Maze.

Other than an undead black dragon and some oozes, the only inhabitants of this plane are a race of skeletal undead with long white hair called reveners, whose touch steals the senses of sight, taste, hearing, touch, smell, or psionic aptitude from mortals, and a race of goblin-like constructs called duskers with the ability to transform their opponents in ghastly ways.

Chasm Traits:
- Heavy Gravity
- Flowing Time: One hour in the Material Plane equals 100 hours in Chasm.
- Finite
- Alterable Morphic
- Enhanced Unlife: All turning and rebuking effects fail in this plane.
- Unholy Transformation: Mortals in this plane have the positive energy in their bodies replaced with negative energy at the rate of one hit die every twelve hours (Fortitude save DC 10). One way to handle this might be to replace a character's existing levels with Savage Species-style levels as a death knight, vampire, or lich.
- Impeded Magic: Healing spells heal only one hit point per die.

The Isle of Night

Created as a vile mockery of Mystara's Isle of Dawn, the Isle of Night is a barren, desolate home of dead vegetation and undead. A portal to this plane is found within the Night Maze of Chasm; it's key is the solution to a puzzle involving all six senses.

The Isle of Night is ruled by nightshades and their evil queen, known as the Night Spider or She-Who-Dwells-In-Darkness. Sentient zombie slaves under their thrall are driven by more powerful undead to build purposeless edifices of titanic size. These zombies are "bred" by their masters in stinking pits as the old ones are worn out or mutilated beyond repair; whatever remains are left are thrown back into the pits to create the next generation.

The most prominant feature on the plane is Night's Watch Plateau, which is over two miles high. It also contains towns full of undead, dead forests, hills, mountains, steppes, and lifeless rivers and seas. A black 3000 square foot monolith drifts slowly through the skies; it is a living entity from Mechanus on business of its own.

In an ancient metropolis lie entombed a king and queen from the Material Plane; it is from their flesh that the first zombies were seeded.

Atop Night's Watch Plateau is a portal to the Material Plane; its key is an artifact, which the portal will ultimately destroy in order to fuel itself.

Isle of Night Traits:
- Heavy Gravity
- Flowing Time: One hour in the Material Plane equals 10,000 hours in Chasm.
- Finite: The Isle of Night is probably no more than 100 miles in diameter.
- Alterable Morphic
- Enhanced Unlife: All turning and rebuking effects fail in this plane.
- Unholy Transformation: Mortals in this plane have the positive energy in their bodies replaced with negative energy at the rate of one hit die every three hours (Fortitude save DC 30). One way to handle this might be to replace a character's existing levels with Savage Species-style levels as a death knight, vampire, or lich.
- Impeded Magic: All healing spells cast on this plane fail.
#37

ripvanwormer

Nov 06, 2004 1:48:58
The Deathdark, a demiplane created as the prison of Jiathuli. Jiathuli was once a handmaiden of the power Takhisis until the Age of Dreams, when she attempted to usurp her mistress' authority over dragons by creating a hideous race of dragon/spider crossbreeds. In rage, the Dragon Queen cast her into this planar trap, connected to the world of Krynn by a permanent portal.

This demiplane is fully explored in the module "Wild Elves." Its magical properties
largely mimic those of Krynn. One can assume, however, that it is dark and deadly.
#38

zombiegleemax

Nov 08, 2004 15:26:43
That's some great work here, cutters. Although a lot of these demi-planes are not canon material, I'm sure Planewalker would really like it if you could submit them. I've recently started helping Clueless to manage the Planar Portals section, and we'd be pleased to host your collected ideas.

All you have to do is create an account/login to Planewalker here:

http://www.planewalker.com/mypw/login.php

Then you can use the MyDevelopment area to submit these demiplanes. Clueless recently added a full-featured word editing interface that should meet your needs. Take a look, it's pretty easy to use.
#39

zombiegleemax

Nov 09, 2004 6:44:37
/ooc Ok heres one of my own , hope somone finds it usefull.

From the Notes of Dr Byran Lorft - Senior consultant of the mind , The Fraternity of Order.

Day 194, Year the eighth:
After a hard days work as was my custom I relaxed back into my favorite seat within the Fortunes Wheel. The atmosphere was rowdy as always , but for the most part I was (as normal) given a wide berth. It wasn't the atmosphere I was here for of course , what interested me was the people and moreover the wild spun web of tales they told. My small ear piece attached, I turned myself towards a table at which were seated three robed and hooded figures. Expecting some routine assassination plot , I found myself quite supprised at the subject of their conversation.

"Look, no excuses Berk. I must have the full delivery before I pay." said the one on the left in a gruff voice.
"B-but its harder to cut than we thought - magic don't w-work and the a-acid aint cheap." stuttered the one opposite.

As if to emphasize his point , the stutterer held up what looked like some kind of crystal , it glinted in the lantern light.
"Get that down fool! , we don't want to attract attention" The gruff one barked.
The silent one in the middle swept his gaze around the room, presumably scanning to see if anyone had noticed. I turned away , making a show of taking a drink from my tankard and passing a tip to the waitress. From the corner of my eye , I spotted the three had once again resumed.

"That Is Enough To Begin Work With" the hence silent one, his words grated as if they had an edge.
"Its barely enough to make a bracer from , meanwhile a whole suit." Gruff replied.
"Y-you wont get anything if we can't m-mine a-any more"

Reaching into his robe , the gruff one produced a bag of coins and thumped it down on the table, causing it to wobble.
"Very well then, take this as advance payment. Buy what you NEED , hire who you NEED, but I warn you if in two weeks you do not produce what I NEED no amount of pleading will save you." the gruff one slammed back his chair and stormed out past me and through the exit.

Lifting the coin bag and placing it into his robe the stutterer remarked.
"T-this should be enough to h-hire someone to take care of the p-problem"
"Yes , That Will Be More Than Enough. Place An Advertisement. Be Subtle"

Leaving a few coins on the table the two figures stood up and walked slowly towards the exit. As they passed me I caught a glimpse of the only part of them exposed, their hands. The stutterers were covered in grease and grime , a sure sign of work within the Lower ward or Hive. While unusual to see one from those wards within the Wheel , what was more remarkable was his companions digits. Each one was not made up from the accustomed curves and natural sweeps common to all humanoids , but of joined blocks, triangles and sharp edges. Most interesting indeed. Gathering my belongings , I left the Wheel. There was much to think about tonight.


Note to self: Return to Fortunes wheel in two weeks time.

Lorft



The plane of Finite Angles (demiplane):

Appearance:
Believed to be some sort of offshoot from the Quasi-Elemental plane of glass , the plane of Finite Angles takes the appearance of a series of randomly shaped enclosed caverns built entirely from crystal clear glass. There are no curves or soft edges anywhere , only angles sharp and oblique. The whole of the plane is lit with a dull but steady white light causing glints and half reflections on the angled walls.

Conditions:
Gravity in this plane is relative to the nearest crystalline surface, whatever your feet are on is down. While this makes it possible to walk up the "walls" and onto the "roof" , the dangerous accute angles and smooth crystal footing make safe travel somewhat slow. What is more , the reflective and deflective qualities of the plane make mapping and navigation a serious issue in the best cases. The chaos of combat exasibates this.

Safe movement is at 1/2 normal speed. This applies to walking , flying , and all other forms of transportation.
Any actor attempting to move faster than this , or make any sort of combat action must make a reflex saving throw or suffer 2D6 damage from the sharp angular environment.
In combat all relevant attacks suffer a -4 to hit. Spellcasters are not left unaffected , such is the nature of the plane that the crystal walls stand a chance to deflect magic. For every targeted magical attack roll a D6.
1: Spell is deflected to a random other target (friend or foe).
2-3: Spell is deflected out into the plane before dissipating.
4-6: Spell hits as normal.


Morphic Transmutation:
Over time the plane begins to warp anything that remains within it. Slowly the things change , becoming like the plane itself , devoid of curves and soft natural edges. This progression takes three weeks to complete and takes an equal time to dissipate when the object leaves the plane.

Week 1:
Perceptions are the first things to start to change , the plane starts to become less intimidating. Easier to understand and move about. Physical alterations are small at this point , the participants face could be thought of as square jawed or angular.
Adds +2 to any reflex rolls made within the plane. Subtracts 2 from reflex roles made elsewhere.

Week 2:
Minor but noticeable physical changes start to appear. Hair becomes dead straight , or bends only at angles. Fingernails , claws , ear-tips and other such features become more sharp and accute. Long curves become more broken like a series of oblique angles.
Adds +4 to any reflex rolls made within the plane. Subtracts 4 from reflex roles made elsewhere.
Can move safely at 3/4 normal speed on or off plane.
Only suffers -2 to hit , and adds +1 to the above chart when casting spells in plane.
Suffers a -2 to hit and a 1 in 6 chance to miss-target targeted spells off plane.


Week 3:
Major physical changes occur. All curves become a series of angles and geometric shapes. The participant could quite literally be said to be square eyed.
Adds +8 to any reflex rolls made within the plane. Subtracts 8 from reflex roles made elsewhere.
Disregards all penalties on-plane.
Treats off-plane with all above penalties.



Divination within the demiplane:
Divination is the art of looking at the multiverse from a different point of view , a different angle. It should thus hold true that while within the plane divination spells are dramatically increased in power. A few cutters have tried this only to be disappointed. The dark of it is while there is indeed a power gain it only holds true for those attuned to the plane. Most Berks give up and leave before they realize this.

Those that have been resident for one week gain an effective 1 level increase for divinations.
Those that have been resident for two weeks gain an effective 2 level increase for divinations.
Those that have been resident for three or more weeks can double the power of any divination.



Inhabitants:
The demiplane has no natural inhabitants , however over the years it has attracted a number of visitors for various reasons.

The Angleers.
A small group of miners (or angleers as they call themselves). They use acid and picks to break off small stalagmites/tights and take them back through a portal to Sigil. Within Sigil they run themselves out of a small building in the lower ward (which houses the portal in the frame of a broken first floor window). Historically they have sold their crystals as curio or gems for jewelry. Recently due to some martial interest from a high up (who wants to build magic reflective armour) , they have recruited a few more workers.

Ole Robert - The discoverer of the portal and oldest hand. He rarely appears within Sigil , spending most of his time mining or within the hut at the portal site in the plane. As a result he is at the third stage of morphic transformation and appears totally made from geometric shapes. Offplane he moves iregularly, constantly stumbling. He always wear's a robe and cowl to hide his angular features. His very words seem to have An Edge To Them.

Stuttering Dan- Nephew of Ole Robert. At first he attempted to help his uncle with the mining , but his clumsy and stuttering nature nearly got him skewered too many times. He now acts as the front-man for the portal , and is in charge of selling the crystals in the bazaar and bringing in supplies.

Jackson - Friend of Ole Robert , and last of the original angeleers. Jackson is a quiet man who sleeps and drinks away the wealth he gains from the crystals every night in the "mermaids cup" tavern. Many of the other regulars think him drunk before he even enters , but his disorientation is due to his perpetual state of level 2 morphic transformation.

Kell Stonegrin - A female dwarf recruited recently to help with the workload. Has previous experience in mining and smithery , but was pushed out of her business
by the hive thugs hired by opposition. Desperate to make a living she took the only job going from Stuttering Dan.

Michael - The second of the new recruits. A tall , muscular but unfortunately dead man. Killed by the random spellfire of the mad mage....

Xerk- The last of the new recruits - guant, slim , and unfortunately for the other Angeleers - a totally barmy chaosman mage.


Trouble for the Angeleers.
How even Stuttering Dan managed to miss the fact that Xerk was a total loon is unknown. Once into the plane he started randomly casting spells , shouting things like
"NOW BEST SIDE YOU SEE I DO" and " I REFLECT THIS ON". The nature of the plane rained a ricochete of magic around the cavern , striking Michael and bringing him to the ground dead. After attempts to speak with the madman failed , the angeleers exited the plane back to Sigil.

With their new high-up employer promising punishment if the delivery is not made in two weeks , both Stuttering Dan and Ole Robert are seeking someone go and take care of their mad mage problem. Dan is actively looking through the Bazaar while Ole Robert is visiting local Inns. Jackson is absorbed in self pity and can be found within the "mermaids cup" drinking his last savings away. Kell has regarded this as just one more thing in a long series of bad luck , and sits on a corner near suicide alley contemplating the future.


The Congregation
It seems many moons ago , a misguided priestess led her small congregation away from certain destruction through an ancient portal to the Plane of Angels. Of course this clueless had not quite read the ancient texts correctly and ended up here. Long since accustomed to the plane (morphic phase three) these poor primes regard it as a trial before they reach thier final destination. The dark of it is that the belief of this a journey to the plane of Angels has actually created a planar portal to Esylium. No doubt when they feel they have passed the trial they will find it.

The congregation consists of:
Alex Disiea , a 12th level Female human cleric , dressed in full clerical robes.
Sir James, a 10th level Male human paladin , riding his war horse.
Fourteen assorted male and female commoners.

The whole group has been within the plane for so long that they perceive any non angular (phase three) being as a threat. Sir James will charge the hostiles on his horse , while Alex remains behind to protect the commoners. If asked for parley they will eventually back down and relate their story.


Cubist
A miscast mirror trap spell threw this Eye Tyrant into the plane of Finite Angles. For many weeks the monstrosity floated searching for a way to escape. With no food it grew gradually more tired. In a last desperate attempt the Beholder welled all its power into a divination to seek a way to escape. With hunger clouding its usually sharp mind , and the amplifying power of the plane the divination returned not only just one, but a flood of ways to escape the plane of infinite angles. After a short journey off plane to feed the Tyrant returned , sensing the inherent possibilities of divination here.

That was many centuries ago, who knows what Darks this creature now holds. One thing is for sure , if you ever see a floating cube with angled tentacles tipped with smaller cubes you had better watch out for the being that now calls itself .... Cubist.
#40

clueless

Nov 22, 2004 11:09:36
I wonder if I could get this list onto Planeswalker.com?
Thoughts anyone?

I'm thinking that's a great idea... ;) *scrolls up and points to Krypter's note about submitting it to Planewalker* I'd suggest under Planat Portals - Ethereal location...
#41

zombiegleemax

Nov 29, 2004 21:02:09
Simply fantastic news! I've submited the list, its in the "My Development" section. Is there something else I must do? Or is it outta my hands now?
#42

clueless

Nov 29, 2004 21:11:04
Alright - once it's in your development section you need to submit it to the editors. We keep drafts around in developments because we firgure a writer on the go might want to use the site to edit the post a few times before he lets it out of his hands. To get it to the editors, you need to add the section you want it to appear in to the entry. (I'm assuming you went in to make a Planaer Location type of entry right?)

Go to step 2, and select the section from the drop down box - Sites to Skeg, or maybe Lay of the Land would be it for this. Hit add. In fact you can add it to multiple sections if you want (for entries that can go multiple places), but only one is required.

If you've got multiple demiplanes, splitting them up would be suggested b/c otherwise it could be such a long article people wouldn't make it to the end. ;)

After that section is added you should see a new button: Submit to Editors. Hit that and you should see the entry disappear from your development area. At which point it's in my greedy little paws. *GRIN*

(You need javascript enabled, and cookies to login in general.)

Let me know if any of that goes wrong - b/c that means I've got code to fix.
#43

zombiegleemax

Nov 29, 2004 21:33:02
Ok....goodnews!

Everything works! I submited the Demiplane list and the Campaigner Sect.....mhahahaha

Hmmmm....Clueless...your name sounds familiar...you haven't by anychance been a player in a certain female Yugoloth's campaign in the past have you?
#44

clueless

Nov 29, 2004 21:47:22
Me? *innocent look* *points to the signature* Of course. You should have a PM sitting in your box about your demiplanes list - (that's a HUGE list...)
#45

zombiegleemax

Nov 29, 2004 21:50:23
I am currently reading her novelette. Things have sure changed since the days of Second Edition when I played.
#46

clueless

Nov 29, 2004 21:57:59
I am currently reading her novelette. Things have sure changed since the days of Second Edition when I played.

Imagine playing it - her story hasn't even *gotten* to the nitty gritty parts. I can say that with pure and open honesty, not building it up at all. *boggle* I'll hate it when this game ends considering how tight the plot has been so far. (And when you've got a bladesinger casting 8th level spells - you got to give a tip of the hat to enjoying the power of your character too.)
#47

zombiegleemax

Nov 29, 2004 22:42:56
I remember the Bladesinger in 2nd Edition...........It was an Elven Warrior Kit.
#48

clueless

Nov 29, 2004 23:46:50
Technically the 3rd ed version is elven too. I think it may ease up just enuff to let half-elves in but I'm not sure. For Shemmies game - we agreed that fey was 'close enough' culturally that it made sense to have something simular for them, so we just kept the same class definitions and went with it. We have very simular views on the fey.
#49

zombiegleemax

Nov 30, 2004 8:04:12
Fey is another name for Fairie in Celtic Mythology. Classically speaking, Elvens are technically in that catagory. In one Novel I read, Elves are a race representing the greatest of Fairy-kind.
#50

zombiegleemax

Nov 30, 2004 12:55:06
Posted everything, I think. Some of the larger demiplanes have separate entries. If you have more, send 'em in. Those are some great ideas in there.
#51

zombiegleemax

Nov 30, 2004 13:49:23
Thankyou.... ;) I will try to hunt down anything else of merit I've posted here that could go onto Planewalker....like my other two sects I created. I am glad I can contrebute something for a change
#52

Tevish_Szat

Sep 12, 2005 0:51:00
Comment on Onegas: If Athar gain resistance to divine power by disavowing the power of the gods, perhaps Onegas became immune to any direct attack on his person by divinities by a combination of hsi super technology and a firm belief that he was the only bieng truley worthy of being a god?
#53

zombiegleemax

Sep 13, 2005 2:40:25
Interesting idea. That would make Onegas one powerful cutter