Athana2005-03-06 23:29:16
QUOTE(Shamarah @ Mar 6 2005, 01:17 AM)
About what Narsrim listed about meldable places by Aquamancers: why would we actually meld the rivers? The only one we'd ever really have much of a reason to want to meld is the Estengare because it goes by Delport and some Delport denizens are there. Also, Geos can meld Nil, where Aquas can't meld Celestia. So... the only place we'd really want to meld is the Inner Sea or the Estengare (and only maybe on that second). There's no real reason to meld the Water Plane because it's incredibly rare to see a city enemy there in the first place.
And Shiro, the Sea of Despair counts as tainted and is meldable by Geos, not Aquas.
And Shiro, the Sea of Despair counts as tainted and is meldable by Geos, not Aquas.
66430
You underestimate how powerful it is to be able to meld the rivers and the sea...by melding them you can create demesnes that are close to unbreakable..looping them through rivers and into the inner sea would be hard as hell to break... whereas druids would have to use tons of power to be able to create one like that
Unknown2005-03-08 03:08:18
QUOTE(Silvanus @ Mar 6 2005, 12:09 AM)
I actually had the idea that, to introduce more planar conflict, have a neutral area between Earth-Water-Fire-Air, which the land has properties of all the elemental planes, and is connected to all 4 of the elemental planes (of course, fire and air don't exist for now).
66556
Uh, yeah, it's called ethereal.
Elryn2005-03-08 03:10:13
I think he means an area on the same plane.
Silvanus2005-03-08 05:43:52
I meant something like this:
         0(Water)
         |
0(Fire)----8(the middle)-----0(Air)
         |
         0(Earth)
And you can walk from Earth to the middle to water or Fire or Air and vice versa.
CODE
         0(Water)
         |
0(Fire)----8(the middle)-----0(Air)
         |
         0(Earth)
And you can walk from Earth to the middle to water or Fire or Air and vice versa.
Daganev2005-03-08 05:48:38
lets call it... THE ELEMENTAL NEXUS... I'm so original.
Olan2005-03-08 08:48:42
Or, steal a page from the ole' D&D picture, and have paraelemental planes that combine them (fire and water make steam, earth and water make mud, etc). They could be dangerous, and there could be some worth in 'possessing' them, but you could only really own those next to yours...so it would encourage conflict between places with adjacent elements, instead of having everything be between opposites.
Shiri2005-03-08 12:59:40
Huh. I don't think Olan's idea's going to happen, but it would rock if it did. Ooze, Smoke, Ice, and Magma, wasn't it? *think* (No quasielementals though, that just got confusing. And ridiculous. I mean, come on, "vacuum.")
Eldanien2005-03-08 21:14:39
We already have planes very similar to the quasi-elemental planes. Look at the names/concepts of the cosmic planes.
Shiri2005-03-08 21:40:32
They're more like Outer planes though, not Quasielemental. Astral, maybe, but not Cosmic.
Celestia=Celestia.
Nil = Baator. (I guess.)
Continuum = Mechanus.
Vortex = Limbo.
Celestia=Celestia.
Nil = Baator. (I guess.)
Continuum = Mechanus.
Vortex = Limbo.
Eldanien2005-03-08 21:42:34
I don't remember the quasi-elemental plane names, but I was thinking more along the lines of
Celestia = Radiance
Void = Vacuum
So on.
Celestia = Radiance
Void = Vacuum
So on.
Shiri2005-03-08 22:11:53
Well, but the Outer Planes were more alignment based, same as the Cosms, whereas the quasielemental planes were rather more refined. I mean, "vacuum" may well MEAN "Nil", but it doesn't have the same symbology.