Ruethgar
2014-12-31, 04:06 PM
This world is made within a nested Hole of Hiding, using the Person spells to define what counts as people, with a portal to the material plane. The portal is a circular ring that flies seemingly of its own accord at a speed of 85ft and can plane shift once per week. Upon entering the portal, there is an ancient stone gate covered in twisted bamboo, beyond which lies a small village. The ground is composed almost entirely of rotting plants with some gravel forming road. Bamboo rises on either side in thick, near impenetrable groves. The oxygen rich air is difficult to breathe but bearable. A silvery blue sun seems to swirl more like a whirlwind than flame and follows you lighting about 120ft radius with bright light and a further 120ft with shadowy illumination. If there are multiple people in the world, it tries to stay equidistant from them. The buildings of the town are odd in their composition, they appear to be made of grass, mostly bamboo, woven around small stones to make walls. A sizable church stands in the middle of town. Next to it is a large, fancy library and study that gives +4 Knowledge Planes, Arcana, Nature, and Religion. There are eight small but fancy homes arching out in a semicircle to the right of the church. A sizable dining hall and kitchen stands across from the homes to the left of the library, with a fancy bath house next to it. Up on a small cliff to the left there is also a basic magical laboratory overlooking the village. Just beyond the village is wilderness. There are very few trees compared to the material plane, but it does support an oaken grove of about 150 trees behind and to the left of the village. The bamboo forest continues to the right of the town, gate and portal. To the left are increasingly daunting shear cliffs. Beyond the cliffs and behind the portal is a seemingly endless darkness that you cannot travel more than a few feat into no matter how long you walk. Directly behind the village is a massive field of grass that meats with a lake. There is a stream coming off of the lake that disappears into the bamboo forest as it fades into the darkness, and to the left, behind the oak grove and beside the fields is a marshland that reaches out into the darkness. Behind the lake is a large glacier plateau with trees made of ice and a constant stream coming from the darkness making a waterfall down to the lake. To the right of the glacier, more cliffs ascend into darkness. To the left there are very small mountains or more accurately very rocky hills that extend back for some time before the darkness takes hold and follow the stream to the bamboo forest. There are a myriad of strange designs made from the plants and from the glacier almost as if they were once moving, living things that were frozen in time. The entire place is eerily quiet with no insects or animals, just the wind, the stream and your own breath.
These outlines are simplified for ease of communication but are RAW legal. The world was created by Tiny Elementals with thematically appropriate and useful SLAs for world building. Their Leader is a Living Prestidigitation and is responsible for the Hole of Hiding creation, most of the cliffs, the Feather Token:Trees, and the sun object which is actually not moving on its own but being carried by an air elemental. His draconic Jaunter cohort is responsible for the portal creation, provided the ability to plane shift, and oversees the world in his leader's stead, able to quickly summon him if needed.
Antimagic is a problem here, these are just some homebrew rules for this purpose. Though the Hole of Hiding is nested in a suppressed Hole of Hiding and thus cannot be targeted as a whole, any dispelling effect within the hole can cause some serious damage by sending the spell and everything it hit into non-existence until the original hole is no longer suppressed. In the case of the area forms of dispell this doesn't leave a crater, but rather pinches the world to fill the gap causing major distortions to the terrain, all large or greater unattended objects within 30ft of where the area antimagic effect was take 4d6 damage. Disjunction has a 1% chance per caster level to hit the entire hole sending everything within it to non-existence. Targeted dispells deal 1d4/2 caster levels, greater 1d4/caster level assuming they hit. Antimagic fields simply act as area dispells without a save, consuming a portion of the world and sending it to nothingness. Unless otherwise occupied, the jaunter is attending the object much of the time at it's true entrance somewhere in the darkness giving it a bit more of a fighting chance.
This place can support eight people comfortably with Unseen Servants, Create Food and Water traps and Prestidigitation Traps. Causing destruction to the world is a quick way to summon it's master, but using its facilities is not discouraged. Brining in animals would also be welcomed and the jaunter will plane shift the portal to where you want if you are going through the trouble of gathering a menagerie to form a stable ecosystem. He is especially fond of reptiles, birds, dinosaurs and to a lesser extend amphibians and fish. He doesn't dislike mammals, but may be less inclined to help their cultivation. Similarly, if you are gathering other types of plants he will plane shift you to the general areas you request when he can. If the owner returns, however, all bets are off.
These outlines are simplified for ease of communication but are RAW legal. The world was created by Tiny Elementals with thematically appropriate and useful SLAs for world building. Their Leader is a Living Prestidigitation and is responsible for the Hole of Hiding creation, most of the cliffs, the Feather Token:Trees, and the sun object which is actually not moving on its own but being carried by an air elemental. His draconic Jaunter cohort is responsible for the portal creation, provided the ability to plane shift, and oversees the world in his leader's stead, able to quickly summon him if needed.
Antimagic is a problem here, these are just some homebrew rules for this purpose. Though the Hole of Hiding is nested in a suppressed Hole of Hiding and thus cannot be targeted as a whole, any dispelling effect within the hole can cause some serious damage by sending the spell and everything it hit into non-existence until the original hole is no longer suppressed. In the case of the area forms of dispell this doesn't leave a crater, but rather pinches the world to fill the gap causing major distortions to the terrain, all large or greater unattended objects within 30ft of where the area antimagic effect was take 4d6 damage. Disjunction has a 1% chance per caster level to hit the entire hole sending everything within it to non-existence. Targeted dispells deal 1d4/2 caster levels, greater 1d4/caster level assuming they hit. Antimagic fields simply act as area dispells without a save, consuming a portion of the world and sending it to nothingness. Unless otherwise occupied, the jaunter is attending the object much of the time at it's true entrance somewhere in the darkness giving it a bit more of a fighting chance.
This place can support eight people comfortably with Unseen Servants, Create Food and Water traps and Prestidigitation Traps. Causing destruction to the world is a quick way to summon it's master, but using its facilities is not discouraged. Brining in animals would also be welcomed and the jaunter will plane shift the portal to where you want if you are going through the trouble of gathering a menagerie to form a stable ecosystem. He is especially fond of reptiles, birds, dinosaurs and to a lesser extend amphibians and fish. He doesn't dislike mammals, but may be less inclined to help their cultivation. Similarly, if you are gathering other types of plants he will plane shift you to the general areas you request when he can. If the owner returns, however, all bets are off.