The Outer Realms (Vaerya Supplement)

The Celestial Kingdom

The Celestial Kingdom is where righteous souls go when their life is over. This is the plane that the Vaeryan Seven inhabit. They reside in a grand citadel atop a grand mountain in the city of Celestia, with Their angels. Mortal visitors to the Celestial Kingdom cannot ascend the mountain to the citadel, where the dead live, but they are free to wander the plains and enter the city of Celestia so long as they are pure of heart and follow the laws laid down by the angels. The celestial armies defend the gateways to and from this realm with vigorous zeal, carefully interviewing even the most harmless looking visitors.

The Drift

The Drift is called the original source of all arcane magic. The plane is a great sphere, with large chunks of crystal floating in a sea of living arcane spells. It is said that Kaiten the Fallen resides somewhere in a dark corner of the Drift, plotting against the Vaeryan Seven. When casting arcane spells within the Drift, the caster may automatically apply any metamagic feat to his spell for free, without increasing the level of the spell. Because of this, many powerful arcane practitioners have strongholds in the Drift to experiment with powerful new spells. Divine spells have a thirty percent spell failure chance while in the Drift. This plane is populated by living spells, and creatures woven from pure arcane energy that mirror creatures from other planes.

The Elemental Planes

Elemental Plane of Air

The Elemental Plane of Air is an empty plane, consisting of sky above and sky below.

The Elemental Plane of Air is the most comfortable and survivable of the Inner Planes, and it is the home of all manner of airborne creatures. Indeed, flying creatures find themselves at a great advantage on this plane. While travelers without flight can survive easily here, they are at a disadvantage.

The Elemental Plane of Air has the following traits.

  • Subjective directional gravity. Inhabitants of the plane determine their own “down” direction. Objects not under the motive force of others do not move.
  • Air-dominant.
  • Enhanced magic. Spells and spell-like abilities that use, manipulate, or create air (including spells of the Air domain) are both empowered and enlarged (as if the Empower Spell and Enlarge Spell metamagic feats had been used on them, but the spells don’t require higher-level slots).
  • Impeded magic. Spells and spell-like abilities that use or create earth (including spells of the Earth domain and spells that summon earth elementals or outsiders with the earth subtype) are impeded.

Elemental Plane of Earth

The Elemental Plane of Earth is a solid place made of rock, soil, and stone. An unwary and unprepared traveler may find himself entombed within this vast solidity of material and have his life crushed into nothingness, his powdered remains a warning to any foolish enough to follow.

Despite its solid, unyielding nature, the Elemental Plane of Earth is varied in its consistency, ranging from relatively soft soil to veins of heavier and more valuable metal.

The Elemental Plane of Earth has the following traits.

  • Earth-dominant.
  • Enhanced magic. Spells and spell-like abilities that use, manipulate, or create earth or stone (including those of the Earth domain) are both empowered and extended (as if the Empower Spell and Extend Spell metamagic feats had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already empowered or extended are unaffected by this benefit.
  • Impeded magic. Spells and spell-like abilities that use or create air (including spells of the Air domain and spells that summon air elementals or outsiders with the air subtype) are impeded.

Elemental Plane of Fire

Everything is alight on the Elemental Plane of Fire. The ground is nothing more than great, evershifting plates of compressed flame. The air ripples with the heat of continual firestorms, and the most common liquid is magma, not water. The oceans are made of liquid flame, and the mountains ooze with molten lava. Fire survives here without need for fuel or air, but flammables brought onto the plane are consumed readily.

The Elemental Plane of Fire has the following traits.

  • Fire-dominant.
  • Enhanced magic. Spells and spell-like abilities with the fire descriptor are both maximized and enlarged (as if the Maximize Spell and Enlarge Spell had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already maximized or enlarged are unaffected by this benefit.
  • Impeded magic. Spells and spell-like abilities that use or create water (including spells of the Water domain and spells that summon water elementals or outsiders with the water subtype) are impeded.

Elemental Plane of Water

The Elemental Plane of Water is a sea without a floor or a surface, an entirely fluid environment lit by a diffuse glow. It is one of the more hospitable of the Inner Planes once a traveler gets past the problem of breathing the local medium.

The eternal oceans of this plane vary between ice cold and boiling hot, between saline and fresh. They are perpetually in motion, wracked by currents and tides. The plane’s permanent settlements form around bits of flotsam and jetsam suspended within this endless liquid. These settlements drift on the tides of the Elemental Plane of Water.

The Elemental Plane of Water has the following traits.

  • Subjective directional gravity. The gravity here works similar to that of the Elemental Plane of Air. But sinking or rising on the Elemental Plane of Water is slower (and less dangerous) than on the Elemental Plane of Air.
  • Water-dominant.
  • Enhanced magic. Spells and spell-like abilities that use or create water are both extended and enlarged (as if the Extend Spell and Enlarge Spell metamagic feats had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already extended or enlarged are unaffected by this benefit.
  • Impeded magic. Spells and spell-like abilities with the fire descriptor (including spells of the Fire domain) are impeded.

Positive Energy Plane

The Positive Energy Plane has no surface and is akin to the Elemental Plane of Air with its wide-open nature. However, every bit of this plane glows brightly with innate power. This power is dangerous to mortal forms, which are not made to handle it. Despite the beneficial effects of the plane, it is one of the most hostile of the Inner Planes. An unprotected character on this plane swells with power as positive energy is force-fed into her. Then, her mortal frame unable to contain that power, she immolates as if she were a small planet caught at the edge of a supernova. Visits to the Positive Energy Plane are brief, and even then travelers must be heavily protected.

The Positive Energy Plane has the following traits.

  • Subjective directional gravity.
  • Major positive-dominant. Some regions of the plane have the minor positive-dominant trait instead, and those islands tend to be inhabited.
  • Enhanced magic. Spells and spell-like abilities that use positive energy, including cure spells, are maximized (as if the Maximize Spell metamagic feat had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already maximized are unaffected by this benefit. Class abilities that use positive energy, such as turning and destroying undead, gain a +10 bonus on the roll to determine Hit Dice affected. (Undead are almost impossible to find on this plane, however.)
  • Impeded magic. Spells and spell-like abilities that use negative energy (including inflict spells) are impeded.

Negative Energy Plane

To an observer, there’s little to see on the Negative Energy Plane. It is a dark, empty place, an eternal pit where a traveler can fall until the plane itself steals away all light and life. The Negative Energy Plane is the most hostile of the Inner Planes, and the most uncaring and intolerant of life. Only creatures immune to its life-draining energies can survive there.

The Negative Energy Plane has the following traits.

  • Subjective directional gravity.
  • Major negative-dominant. Some areas within the plane have only the minor negative-dominant trait, and these islands tend to be inhabited.
  • Enhanced magic. Spells and spell-like abilities that use negative energy are maximized (as if the Maximize Spell metamagic feat had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already maximized are unaffected by this benefit. Class abilities that use negative energy, such as rebuking and controlling undead, gain a +10 bonus on the roll to determine Hit Dice affected.
  • Impeded magic. Spells and spell-like abilities that use positive energy, including cure spells, are impeded. Characters on this plane take a –10 penalty on Fortitude saving throws made to remove negative levels bestowed by an energy drain attack.


Kalgor the Dragon Planet

Not technically another plane of existence, Kalgor the Dragon Planet exists in the prime material plane, just separated by space. Kalgor is ruled by Tiamat, the five headed dragon. There are few creatures on Kalgor that are not dragon type, and are mostly considered food by the more powerful dragons. Kobolds build large cities under the surface, while true dragons rule the skies. It is important to note that metallic dragons do not exist on Kalgor, as they were wiped out after Tiamat defeated Bahamut and sealed him away inside a platinum egg. The planet's surface is generally a barren wasteland, with few sparse outcroppings of vegetation scattered about.

Plains of the Damned

The Plains of the Damned are the nine levels of Hell that evil souls go to spend eternity in torment. Ruled with an iron fist by the nine lords of Hell, devils call this plane their home. Bound to a rigid hierarchy, the devils constantly plot and scheme to move up the ranks and become more powerful. The devils are eternally at war with the demons of the Abyss.

The Abyss

The Abyss is home to the demon armies, who are perpetually at war with the devils of hell. This plane hosts nine hundred ninety nine levels, each hosting still greater torments for the souls who wind up here. The demons do not follow a rigid hierarchy, but powerful demons are able to wrangle enormous armies of lesser demons through sheer strength and power. No creature in existence matches the demon for sheer cruelty, malevolence, and pure hatred.

Oblivion the Gateworld

Oblivion the Gateworld is an infinite plane with no gravity that extends in all directions. Scattered throughout the plane are doors, or gateways to other planes of existence. Spells that allow one to cross planes such as teleport and dimension door connect the caster to Oblivion temporarily. This plane touches all other planes and is often used by travelers.

Back to Main Page 3.5e Homebrew Campaign Settings Vaerya

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