88 lines
5.1 KiB
Plaintext
88 lines
5.1 KiB
Plaintext
.H1
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1d10 unexpected other worlds to end up in
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.H3 "1. Glaston:"
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the demiplane of the lost, about the size of the British isles,
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made up of dozens of smaller and larger islands, struck in a never ending
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tribal war. Similar to the demiplane of Dread this place sucks in those
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lost at sea and delivers them to a shore of the Glaston islands. The domain
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can easily be left by sailing across the edge of the plane, hurling
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yourself into the endless wastes of the Astral Sea, which altogether is not
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a good idea. There is a 50% chance to access the Vertical Realms though.
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.H3 "2. The Vertical Realms:"
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this is the demiplane of salvage. The whole plane
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is a steep cliff, roughly circular, constantly showered and sprayed by a
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waterfall coming over the top. Multiple civilizations can be found here, in
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the cracks and crevasses of the cliff, building shelter out of caves and
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scavenged goods. The deeper you go the colder it gets, with the constant
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rain turning into icy mist before disappearing into the void. Travel is via
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hewn paths in the side of the cliff, or flight. Flying over the top of the
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demiplane seems impossible.
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.H3 "3. The Clockwork Moon:"
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this place is an inter dimensional nexus the shape
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and form of a small moon with curiously regular, hexagonal features. The
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surface of the moon is of luminescent ivory and dark grey color, with the
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inhabitants living in almost antiseptic looking cities.
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The true power lies in the center of the wordlet, as it is an impossibly
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elaborate machine steered by a creature known only as the Man.
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The Moon can be reached only when it is in the sky of any particular world
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or plane (although there is a 1/30 chance for this being the case in
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Glaston and the Vertical Realms)
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.H3 "4. The Elemental Plane of Slood:"
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a plane made up of the essence of slood.
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As the whole concept of Slood is incompatible with most universes it is
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recommended to only access it with appropriate protection spells. As these
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spells are only available in Slood-enabled universes in the first place
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this rapidly becomes a chicken and egg problem with characters playing both
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parts.
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.H3 "5. The Quasielemental Plane of Mayo:"
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one of the truly minor planes this
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place contains the essence of emulsified oils and vinegar. Its existence
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was largely seen as a nothing but an academic joke, until a very
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enterprising student of magic decided to tap into its power and proved both
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the existence of the plane and its corresponding inhabitants. The results
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of this caused him to be burned as a heretic, struck from all official
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documents, and any further research into it banned by royal decree.
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.H3 "6. The world of Cloock:"
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this plane is in a lot of ways a standard material
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plane, but the dominant species are descended from avian stock. They are
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chicken people. Although there are a few turkey people, smaller communities
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of quailfolk, and a smattering of ducks around.
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.H3 "7. Prime 33e delta 12:"
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by all accounts this is a standard prime world, but
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the sizes are completely different: human-sized characters will find
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themselves about the size of bacteria and have to struggle with surrounding
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micro(now macro-)organisms. On the plus side some tribes of amoeba
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encountered have been rather gregarious.
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.H3 "8. Halfworld:"
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this world is the shape of a coin, a large platter with
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lands, seas, and oceans, bordered by a large rim of steep cliffs that keeps
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the lands separate from the Astral Void. The world has a small sunlet that
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has an orbit which provides longer, but less intensive sun to one side (the
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bright side) and more intensive but shorter sunlight to the other (the dark
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side). The two societies on both sides are largely unaware of each other
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and have developed along different lines, but recent extensive tunneling
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through the heart of the coin by the underground dwarf empire might bring
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them into contact and/or conflict.
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.H3 "9. Elyon, the lost battlefield:"
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once one of the richest and most fertile
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lands of its forgotten plane, this formerly rich riverland was ripped out
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of its own world when a heavenly host and a demonic horde tried to fight
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over it. By now it is a desert of scattered ruins under a permanent
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blood-red sky. The river runs grey and drains into the River Styx now. The
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few human survivors that still make the wasteland their home don't see a
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difference between angels and demons anymore, who still wage an endless war
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trying to capture each others ziggurat fortresses, or just lurk in the
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ruins waiting for prey.
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.H3 "10. Superstructure:"
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the character finds themselves floating in a dark void
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with nothing but swirly, dust-like lights dancing all around them, slowly
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forming themselves into patterns and circling around them. The character
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can stay if they like, but the process is not endless: after about a day it
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becomes obvious that the lights start to gather around the character, after
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two days it becomes obvious that the space around becomes smaller and
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darker, as the lights fade away. The character should not be around at the
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end of day 3, when the whole universe they are in collapses into a single
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point and (as time itself collapses as well) eventually explodes into a new
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universe, this time with the matter of the character integrated into it.
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.Au kyonshi
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