Celestial Courts (3.5e Environment)

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Celestial Courts[edit]

Note[edit]

Obviously this plane is inspired by cannon settings from various versions of D&D, particularly Forgotten Realms and Planescape. It is not meant for profit, and I do not own any D&D - related intellectual property other than some ideas for homebrew settings like this one....

Part of the Fortress Celestia Campaign Setting.

Capital City of the Multiverse[edit]

The plane is a collection of layers, each performing a function vital to the control of the whole multiverse by divine forces. It is a parody of real - world human society where a few very powerful and visible people get most of the credit and the blame for what is actually the work of a much larger group, and a small number of corrupt individuals cause the majority of the trouble. Often forgotten are the vast numbers of ordinary people who have unimportant jobs but without whom governments would be completely useless.

Plane Traits[edit]

Physical Traits[edit]

Gravity[edit]

Normal (mostly): Some of the most powerful locals have been granted authority to modify the gravity within their personal estate or domain.

Time[edit]

Normal (mostly): Some of the most powerful locals have been granted authority to modify the flow of time within their personal estate or domain.

Size[edit]

Infinite or seemingly so but "much smaller than The Barrens of Evil".

Morphic[edit]

varies, usually divinely morphic.

Magic, Alignment, and Energy/Elemental Traits[edit]

Elemental Dominance[edit]

None: However, certain elements may be affected by local alterations.

Energy Dominance[edit]

None: However, energies may be affected by local alterations.

Alignment Trait[edit]

Mildly Neutral, Faintly Lawful: In some areas, chaotic, good, and / or evil creatures may take -1 to -4 to charisma based skill checks, and must make a charisma check when casting a spell. The affects are cumulative.

Magic Trait[edit]

Impeded magic. Per alignment trait above.

Movement and Combat[edit]

Works normally except as per the conditions listed above. Unnecessary fighting, except as ordered by the courts, is a serious crime in many areas.

Features of the Plane[edit]

Layers[edit]

The Court of Gods[edit]

A grand and beautiful city the size of a small continent where the most powerful gods meet to decide disputes and to sentence gods who commit crimes against the multiverse.

Court of the Dead[edit]

A bleak city populated by the ghosts of the recent dead sent here to have their fates in the next life assigned by the gods of the dead.

The Cages[edit]

A collection of bubble - like prisons for criminals who strike fear even into divine beings. A mute overdeity is said to be imprisoned here.

The Orderly Fields[edit]

A collection of orderly farms and towns where populations serving the celestial courts are housed.

The Celestial Machine[edit]

A vast space filled with enormous gears, pipes, and other artificial structures servicing the needs of the court.

Plane Links[edit]

This plane is said to be connected to all other planes. The portals are limited in capability and many are tightly controlled by local security.

Plane Inhabitants[edit]

Every sort of being imaginable might conceivably be found somewhere on the plane. Lawful neutral and true neutral - aligned outsiders, humanoids, and humanoid - outsider hybrids are common.

Plane Encounters[edit]

Workteam[edit]

a gang of skilled laborers, accountants, etc., travelling to their next assignment or looking for work. They are very interested in money, but only by means of honorable work.

Patrol[edit]

A small team of skilled outsider or humanoid security troops patrolling the local area for criminals, trespassers, and other undesirables. They are wary and suspicious.

Soul Thief[edit]

A highly skilled and secretive criminal who steals from under the very noses of the gods of the dead. The thief is travelling in disguise and not interested in distractions, but might be willing to make a deal or trade.

Emissary[edit]

A personally - appointed representative of a deity on official business, travelling with a small entourage of assistants, priests, bodyguards, and / or local security troops. The emissaries are very formal and businesslike in their public dealings, but mirror the personality of the deity after hours.

Avatar[edit]

A deity travelling between its home realm and the Court of Gods in disguise.

Community[edit]

A residential neighborhood, complete with a local market and other facilities. The locals are not used to strangers and are neither hostile nor friendly.

Politically Active Community[edit]

Shunned by most locals, the village has a style of architecture and dress that seems out of place, and has a sign welcoming visitors. It soon becomes obvious that most of the locals are of either chaotic, good, or evil alignments. They are peaceful people but very outspoken in politics and will try to convince the visitors to switch to their point of view.

Kip[edit]

An inn providing safe rest and simple food for travellers. This is not a place where the wild partying found in such havens elsewhere is acceptable.

Amusement Park[edit]

A huge inn larger than some whole villages featuring exotic drinks, wild dancing, gambling, etc. The place was built with the blessing of the normally dour locals with two ideals in mind: (1) keep visitors interested in wild parties away from the main towns, and (2) siphon off some of the wealthiest visitors' coin into the local economy, which desperately needs some additional cash for a government project that has run over budget.

Safehouse[edit]

An imposing but otherwise ordinary structure is secretly a shelter to soul thieves, spies, and others seeking to undermine, discredit, or embarrass the ruling local officials or deities.



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