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The Elemental Planes are parallel dimensions, which exist coterminously to the Mana World.  Each of them is a reflection of the mana world, but with their image altered to exemplify a single [[Elements|element]], with traces of other elementsIn addition, these places are home to many strange creatures, all of which are tied to the elemental nature of the plane they live on.  Some of them are alternate versions of creatures normally found in the Mana World.
The Elemental Planes are parallel dimensions which exist coterminous to the Mana World, each of them being composed almost entirely of a single element.  They are the dwelling places of various elemental creatures, and provide exotic environments for players of medium or high level to explore.


== Appearance ==
== History ==
Each of the elemental planes look just like the Mana World, but with a number of big and small differences based on the plane's dominant element.  For most areas, the elemental planes use the same maps as their Mana World equivalents, but with alternate tilesets. As well some areas might be very different and so will need different mapsFor example, the location of Hurnscald in the Mana World might instead be a coral reef at its corresponding location in the Plane of WaterOr, what might be an empty snowfield in the Mana World might be a thriving Ifrit city in the Plane of Fire.
During their confinement in the crystals, the Gods each passed the long time of their solitude by creating miniature realities, each of composed entirely of a single element.  When the crystals were shattered, these miniature realities were released along with the Gods.  When released, they absorbed some of the energy of the crystals and the mana world, and then were shunted away from the mana world, each of them becoming a parallel dimension.
 
Initially, the Elemental Planes remained unknown to the inhabitants of the Mana World, but as the centuries passed, the boundaries between the Elemental Planes and the Mana World weakened and grew thin, and some of the energy of the elemental planes bleeded over into the Mana World, creating areas where an element was particularly strong.
 
The mages of the mana world discovered these places, and after investigating they devised spells that would allow them to enter and explore the elemental planesNews of the discovery of these planes stirred up nearly every spellcaster in the Mana World, as they attempted to theorize or discover the origin and purpose of the planesSome theorized that they are the source of all elemental energy in the mana world, while some beleived that the mana world was created from the excess energy of these planes.


== Access ==
== Access ==
Normally, the Elemental Planes are difficult to access, but there are a number of means that would allow a person to enter them.
Normally, the Elemental Planes are difficult to access, but there are a number of means that would allow a person to enter them. The primary manner of entering an elemental plane is by the use of a dimensional gatewayThey are usually in obscure or difficult to reach locations that have a strong affinity for a particular element.
* On rare occasions, a portal to one of the planes will form in an area where the element of the relevant plane is strong.
* A planar rift to an elemental plane may be created by continually using high-powered elemental spells at a single spot in a short period of time.
* Some monsters may have a spell which can throw a player to the plane.
* Some places in the Mana World may have permanent gateways to an elemental planeA few of them may require payment in order to be used, especially if they are in or near a civilized area.
* Some players might be able to learn a spell that can transfer themselves and/or others to and from a plane.
* A player with a strong tie to an element might have an easier time reaching the element's plane, while the reverse will be true for a player with a weak tie to the element, or a strong tie to an opposed element.


== Attributes and Magic ==
Normally, the gates will function only at certain times.  Some, however, require a "Gate Key" in order to open.  Gate Keys can be acquired killing certain monsters (or bosses), by completing a specific quest, or an NPC might sell them.  Once used, a gate key will disappear.  Then, there are freestanding gates that are continually active.  These gates, however, are quite rare, and will usually have some special requirement in order to access (such as slaying the gate keeper, paying a "toll" to an NPC, etc.
Creatures with strong ties to a the element of a plane will find that they become stronger while in the plane, gaining a bonus to some stats and quicker recovery of health and magic, while the opposite would be true for someone with strong ties to an opposed element (the element that the plane's element is weak to)As well, spells tied to a plane's element will be strengthened while on that plane, gaining increased damage, range, or duration (depending on the spell)The opposite is true for spells of the opposing element.
 
The other method of entering a plane is by being teleported their from a spell.  A spellcaster player could possibly learn a spell that would transport them to and from a specific elemental plane.  Each spell would only transport you to and from one plane, and the spell would be categorized under the plane's element. Compared to other spells, these plane shifting spells would have a long recharge time, preventing them from being used frequently.
 
These spells could also be known by NPC's, who would charge money to cast them on a player.  As well, some enemies (particularly magic-using ones) attempt to cast the spell on a player, forcibly translocating them to an elemental plane.  Success should not be automatic, as a player should be allowed to resist or avoid it somehow.  When a player is sent to a plane in this manner, they appear in a random location with a slightly higher chance of appearing in a particularly dangerous location.
 
== Departure ==
Leaving an elemental plane is not as difficult as entering it.  Quite frequently, one-way portals to the Mana World will randomly open up, and will stay open for about a random amount of time (at least a minute).  Upon going through, you will appear at a respawn point within the Mana World.  The respawn point would be randomly chosen from a list of respawn points that you have been to, with a preference for respawn points located in or near an area with a strong affinity to the plane's element.
 
Players that have a spell which enables travel to an Elemental Plane can also use it to return to the Mana World (as mentioned aboveThe main restriction on this is the long recharge time of the spell, which prevents players from popping in and out of the plane.  Some NPC's will also be on the elemental plane, and can cast a spell to return a player to the Mana World.
 
Some of the native monsters on an elemental plane may know a banishment spell, which would forcibly send a player back to the mana world.  However, they are unlikely to actually use the spell unless they are close to defeatIf a player hoping to get a free trip back to the mana world starts harrassing a monster with such a spell, then the monster is unlikely to use it unless the player is able bring it close to defeat.
 
Lastly, the gateways leading to the elemental planes may provide a means of return.  Most of them, however, are one-way gates.  Gateways that require Gate Keys will require that you use another gate key from your inventory to open them again.  And then there's the continually active gateways, which are two-way.
 
== Magic ==
With the abundance of energy on an elemental plane, spells of the same element as a plane will recharge much faster than normal.  On the other hand, spells of all other elements will recharge much more slowly.  Those who specialize in magic of a different element may quickly discover that they may not be able to use their magic very often.  Those afflicted by this disability may wish to carry some source of elemental energy with them, such as a crystal.


== Plane of Air ==
== Plane of Air ==
This plane is perhaps the most hospitable of the elemental planes, as it has no hostile features, aside from strong winds and volatile weatherA person can easily live out their entire life on the plane of air without any difficulty.
The plane of air is just one endless, open sky.  The only land in it consists of floating islands which drift aimlessly through the plane.  Most of these landmasses were originally from the Mana World, torn away when the Plane of Air was released.  Many of them are heavily forested, while some have ancient structures, now ruined.  Others have thriving cities and small villages on them, populated by people stranded on the planeMost of the people living on the plane are Sparron, many of whom beleive the Plane of Air is their ancestral homeland.
* '''Terrain Changes:''' Those visiting the plane of air wouldn't be able to tell the difference between it and the Mana World (aside from the addition and absence of some cities and manmade structures) until they reach a place where their should be an oceanInstead of finding that, they find empty sky below, as all of the land in the plane of air is composed of floating continents and islands.  Rivers still exist, but they pour off the edge of a continent instead of into an ocean.
 
Those who do not have the ability to fly will find themselves limited to exploring whichever island they arrive on the plane at.  However, some of the natives operate hot-air balloons or magically-powered dirigibles, which they use to ferry stranded visitors between islandsHowever, some of them may require payment, while others are run by pirates who will rob any unsuspecting players once they are on board the vessel, and away from any nearby land.  A player in this situation is given the option of fighting, bribing the pirates to let him off the ship.


== Plane of Earth ==
== Plane of Earth ==
This plane consists of a massive subterrainian chamber, along with many caverns.  Like the plane of air, visitors will find the plane of earth relatively easy to live in.  The local cuisine consists of mushrooms, bugs, and blind cave fish.
The plane of earth consists entirely of a huge network of caverns.  It is perhaps the easiest plane to explore, since no special abilities are necesary in order to do so.  The caves have great variety, with some being underwater, volcanic, or filled with "forests" of giant mushrooms.  Some cave chambers are made entirely of crystals, while some are filled with pools of acid and toxic fumes.  The cities of this plane are mostly located in the larger cave chambers, while some of them are excavated from the stone to create vast citadels.
* '''Terrain Changes:''' Grass will be replaced with gravel, while all the other vegetation will be replaced with mushrooms (some of which are tree-sized), and some freestanding objects might be replaced with clusters of crystalline growthRivers and lakes need no change, but should be relatively clear and still.
 
Many of the monsters inhabiting this plane are capable of burrowing.  A burrowing monster cannot usually be attacked until it surfaces or comes close to the surfaceIn case of the latter, a player will be able to attack by using a pointed weapon (such as a polearm) or by using some spell to blast it.


== Plane of Fire ==
== Plane of Fire ==
This one would perhaps be the least hospitable of the elemental planes as the temperatures are high enough that a normal person could perish quicklyAnyone venturing to this plane must have at least some resistance to fire in order to survive for any length of time.
The entire plane is a relatively flat field of volcanic rock.  Fissures and vents release flames and hot poisonous gases from the magma beneath, creating many hazardsThe best bet for survival is to have some protection against heat, and to stay on the higher ground.  The only people living on this plane are mostly Ifrits, who may provide assistance to extraplanar visitors.
* '''Terrain Changes:''' The ground is made of volcanic rock, the deserts are fields of glass (which is sometimes molten or partially molten), the forests are made of burning trees that derive nourishment from fire, and the rivers, lakes, and seas of the plane are filled with lava instead of water.  Wooden structures are generally replaced with stone and metal ones.
 
The greatest hazard on the Plane of Fire are volcanic seas: low-lying areas where the rock is either very thin or nonexistant.  A few monsters lurk in the lava below, waiting for someone to walk out onto the rock before they burst out from beneath to attack.  These monsters are mostly stationary, only appearing above the surface when they sense movement.  Larger creatures, such as massive "sea" serpents, actively hunt, and signs of their movement can be visible, especially before they strike.


== Plane of Water ==
== Plane of Water ==
The plane of water is an underwater world, so the ability to breath underwater or store oxygen is a must for visitors from the Mana World.  The ability to swim is also a mustFor a Triton, this isn't really a problem.
The plane of water is a vast underwater realm, with a landscape composed of sand flats, forests of kelp and seaweed, coral reefs, and underwater cities inhabited by Triton.  For most people, the only safe places to explore are the tritan cities, which have enclosures filled with breathable air.  Otherwise, the only people who can explore this plane are those who can breath underwater, or have a seperate oxygen supply.
* '''Terrain Changes:''' What would be grass in the mana world is sea grass, trees are replaced with coral, and lakes and rivers are replaced with deep pits and chasmsPlaces of extreme heat or cold in the mana world will have equivalent temperatures in the Plane of Water, making such areas more dangerous than their Mana World equivalents because of how well water conducts temperatures.
 
On the "surface" of the plane, there is little of interest.  It is mostly a endless expanse of ocean.  However, there are some places to explore.  Ships from the Mana World sometimes are transported here (Bermuda Triangle, anyone?)There are some plants on the surface, which have gaseous bulbs in their roots to help them stay afloatSome of these plants are as big as trees, and can become interconnected over time to create floating islands.
 
'''Magic on the Plane of Water:''' The environment of the plane of water can have a signicant impact on spellcasting.  All but the most powerful fire spells are negated instantly, and even then they have greatly diminished effect.  Lightning spells are dispersed by the water, spreading out over an area to potentially strike multiple targets, at the expense of reduced damage.  Lightning spells could also potentially strike the caster, if he's not carefulIce spells can freeze the water surrounding the target, encasing him in ice.  Spells that already do so are more likely to succeed as well.


== Sub-Elemental Planes ==
== Sub-Elemental Planes ==
In addition to the four elemental planes, there are four sub-elemental planes.  They do not border the Mana World like the elemental planes do, instead lying in between two of the elemental plans, and are composed of a mixture of the two planes (much how the sub-elements are a mixture of the main elements).  Another difference between them and the elemental planes is that they are not reflections of the mana world (not being coterminous to it), and instead will have their own mapsI haven't really thought up of a concept for the general appearance of the sub-elemental planes, so I'll leave them blank for nowIf anyone has ideas or suggestions, please write about them on the discussion page.
In addition to the four elemental planes, there are four sub-elemental planes.  They do not border the Mana World like the elemental planes do, instead lying in between two of the elemental plans, and are composed of a mixture of the two planes (much how the sub-elements are a mixture of the main elements).  Because of their orientation, the sub-elemental planes will be much harder to accessPortals leading to them from the Mana World will be much rarer, with permanent gateways being nonexistantSpells used to reach them take even longer to recharge unless cast from an Elemental Plane that borders the Sub-Elemental Plane.
* '''Plane of Lightning:''' ...
 
* '''Plane of Ice:''' ...
* '''Plane of Lightning:''' I imagine this plane being similar to the Plane of Air, except that the sky is dark and turbulent with one massive superstorm. The land in this place is thin platforms of sharp, black rock, all or most of which are interconnected. Tall spires on this land attract most of the lightning, so it is wise to stick close to them if you don't want to get struck.  However, it may be required for you to enter certain areas, perhaps in order to reach a portal or to acquire some kind of treasure.
* '''Plane of Metal:''' ...
* '''Plane of Ice:''' This plane is a mixture of tundra, snow fields, frozen seas, glaciers, and icy caverns. The average temperature here is as cold as the coldest place on the Mana World, and the temperatures often plummet even lower, making resistance to the cold a necesity for survival.
* '''Plane of Wood:''' ...
* '''Plane of Metal:''' Don't know about this one. It could either be done as a gigantic factory-like environment, or it could be a cavern made entirely out of metal ores. Maybe fill this cavern with monsters that consume metal (and are made of metal themselves).  Perhaps something like the [http://en.wikipedia.org/wiki/Rust_Monster Rust Monster] from Dungeons and Dragons could be included as well.
* '''Plane of Wood:''' This plane would be simply be a forest, which is growing on the branches of colossal trees that are part of a massive forest.  And this forest of gigantic trees is growing on the branches of even larger trees!  And so on and so forth (or not).
 
== Comments ==
See also the [http://forums.themanaworld.org/viewtopic.php?t=3323 Forum topic].
 
I think a slight twist to this would be better. While trapped in the crystals, the Spirit/Gods Tried their hands at creation again, but this time separately. Within each crystal a new world was created, made entirely out of a single element (the element of the spirit in the crystal). When the crystals shattered, The planes escaped with the Gods, causing the damage to the landscape. As they continued to spread (away from the world) and encountered each other, the other four planes were created and the original planes were altered so they each had some of the other elements in them, but were mostly their original element. &mdash; [[User:Jaxad0127|<span style="color: #160196">Jaxad</span>]][[User Talk:Jaxad0127|<span style="color: #5B038F">0127</span>]] 16:27, 28 December 2007 (CET)

Latest revision as of 19:23, 24 June 2013

This article is currently only a proposal

The features or design guidelines described in this article are only a proposal made by one or some persons. It has not been evaluated or accepted by the core development team yet. Feel free to add your personal opinion about them or make counter proposals.

The Elemental Planes are parallel dimensions which exist coterminous to the Mana World, each of them being composed almost entirely of a single element. They are the dwelling places of various elemental creatures, and provide exotic environments for players of medium or high level to explore.

History

During their confinement in the crystals, the Gods each passed the long time of their solitude by creating miniature realities, each of composed entirely of a single element. When the crystals were shattered, these miniature realities were released along with the Gods. When released, they absorbed some of the energy of the crystals and the mana world, and then were shunted away from the mana world, each of them becoming a parallel dimension.

Initially, the Elemental Planes remained unknown to the inhabitants of the Mana World, but as the centuries passed, the boundaries between the Elemental Planes and the Mana World weakened and grew thin, and some of the energy of the elemental planes bleeded over into the Mana World, creating areas where an element was particularly strong.

The mages of the mana world discovered these places, and after investigating they devised spells that would allow them to enter and explore the elemental planes. News of the discovery of these planes stirred up nearly every spellcaster in the Mana World, as they attempted to theorize or discover the origin and purpose of the planes. Some theorized that they are the source of all elemental energy in the mana world, while some beleived that the mana world was created from the excess energy of these planes.

Access

Normally, the Elemental Planes are difficult to access, but there are a number of means that would allow a person to enter them. The primary manner of entering an elemental plane is by the use of a dimensional gateway. They are usually in obscure or difficult to reach locations that have a strong affinity for a particular element.

Normally, the gates will function only at certain times. Some, however, require a "Gate Key" in order to open. Gate Keys can be acquired killing certain monsters (or bosses), by completing a specific quest, or an NPC might sell them. Once used, a gate key will disappear. Then, there are freestanding gates that are continually active. These gates, however, are quite rare, and will usually have some special requirement in order to access (such as slaying the gate keeper, paying a "toll" to an NPC, etc.

The other method of entering a plane is by being teleported their from a spell. A spellcaster player could possibly learn a spell that would transport them to and from a specific elemental plane. Each spell would only transport you to and from one plane, and the spell would be categorized under the plane's element. Compared to other spells, these plane shifting spells would have a long recharge time, preventing them from being used frequently.

These spells could also be known by NPC's, who would charge money to cast them on a player. As well, some enemies (particularly magic-using ones) attempt to cast the spell on a player, forcibly translocating them to an elemental plane. Success should not be automatic, as a player should be allowed to resist or avoid it somehow. When a player is sent to a plane in this manner, they appear in a random location with a slightly higher chance of appearing in a particularly dangerous location.

Departure

Leaving an elemental plane is not as difficult as entering it. Quite frequently, one-way portals to the Mana World will randomly open up, and will stay open for about a random amount of time (at least a minute). Upon going through, you will appear at a respawn point within the Mana World. The respawn point would be randomly chosen from a list of respawn points that you have been to, with a preference for respawn points located in or near an area with a strong affinity to the plane's element.

Players that have a spell which enables travel to an Elemental Plane can also use it to return to the Mana World (as mentioned above. The main restriction on this is the long recharge time of the spell, which prevents players from popping in and out of the plane. Some NPC's will also be on the elemental plane, and can cast a spell to return a player to the Mana World.

Some of the native monsters on an elemental plane may know a banishment spell, which would forcibly send a player back to the mana world. However, they are unlikely to actually use the spell unless they are close to defeat. If a player hoping to get a free trip back to the mana world starts harrassing a monster with such a spell, then the monster is unlikely to use it unless the player is able bring it close to defeat.

Lastly, the gateways leading to the elemental planes may provide a means of return. Most of them, however, are one-way gates. Gateways that require Gate Keys will require that you use another gate key from your inventory to open them again. And then there's the continually active gateways, which are two-way.

Magic

With the abundance of energy on an elemental plane, spells of the same element as a plane will recharge much faster than normal. On the other hand, spells of all other elements will recharge much more slowly. Those who specialize in magic of a different element may quickly discover that they may not be able to use their magic very often. Those afflicted by this disability may wish to carry some source of elemental energy with them, such as a crystal.

Plane of Air

The plane of air is just one endless, open sky. The only land in it consists of floating islands which drift aimlessly through the plane. Most of these landmasses were originally from the Mana World, torn away when the Plane of Air was released. Many of them are heavily forested, while some have ancient structures, now ruined. Others have thriving cities and small villages on them, populated by people stranded on the plane. Most of the people living on the plane are Sparron, many of whom beleive the Plane of Air is their ancestral homeland.

Those who do not have the ability to fly will find themselves limited to exploring whichever island they arrive on the plane at. However, some of the natives operate hot-air balloons or magically-powered dirigibles, which they use to ferry stranded visitors between islands. However, some of them may require payment, while others are run by pirates who will rob any unsuspecting players once they are on board the vessel, and away from any nearby land. A player in this situation is given the option of fighting, bribing the pirates to let him off the ship.

Plane of Earth

The plane of earth consists entirely of a huge network of caverns. It is perhaps the easiest plane to explore, since no special abilities are necesary in order to do so. The caves have great variety, with some being underwater, volcanic, or filled with "forests" of giant mushrooms. Some cave chambers are made entirely of crystals, while some are filled with pools of acid and toxic fumes. The cities of this plane are mostly located in the larger cave chambers, while some of them are excavated from the stone to create vast citadels.

Many of the monsters inhabiting this plane are capable of burrowing. A burrowing monster cannot usually be attacked until it surfaces or comes close to the surface. In case of the latter, a player will be able to attack by using a pointed weapon (such as a polearm) or by using some spell to blast it.

Plane of Fire

The entire plane is a relatively flat field of volcanic rock. Fissures and vents release flames and hot poisonous gases from the magma beneath, creating many hazards. The best bet for survival is to have some protection against heat, and to stay on the higher ground. The only people living on this plane are mostly Ifrits, who may provide assistance to extraplanar visitors.

The greatest hazard on the Plane of Fire are volcanic seas: low-lying areas where the rock is either very thin or nonexistant. A few monsters lurk in the lava below, waiting for someone to walk out onto the rock before they burst out from beneath to attack. These monsters are mostly stationary, only appearing above the surface when they sense movement. Larger creatures, such as massive "sea" serpents, actively hunt, and signs of their movement can be visible, especially before they strike.

Plane of Water

The plane of water is a vast underwater realm, with a landscape composed of sand flats, forests of kelp and seaweed, coral reefs, and underwater cities inhabited by Triton. For most people, the only safe places to explore are the tritan cities, which have enclosures filled with breathable air. Otherwise, the only people who can explore this plane are those who can breath underwater, or have a seperate oxygen supply.

On the "surface" of the plane, there is little of interest. It is mostly a endless expanse of ocean. However, there are some places to explore. Ships from the Mana World sometimes are transported here (Bermuda Triangle, anyone?). There are some plants on the surface, which have gaseous bulbs in their roots to help them stay afloat. Some of these plants are as big as trees, and can become interconnected over time to create floating islands.

Magic on the Plane of Water: The environment of the plane of water can have a signicant impact on spellcasting. All but the most powerful fire spells are negated instantly, and even then they have greatly diminished effect. Lightning spells are dispersed by the water, spreading out over an area to potentially strike multiple targets, at the expense of reduced damage. Lightning spells could also potentially strike the caster, if he's not careful. Ice spells can freeze the water surrounding the target, encasing him in ice. Spells that already do so are more likely to succeed as well.

Sub-Elemental Planes

In addition to the four elemental planes, there are four sub-elemental planes. They do not border the Mana World like the elemental planes do, instead lying in between two of the elemental plans, and are composed of a mixture of the two planes (much how the sub-elements are a mixture of the main elements). Because of their orientation, the sub-elemental planes will be much harder to access. Portals leading to them from the Mana World will be much rarer, with permanent gateways being nonexistant. Spells used to reach them take even longer to recharge unless cast from an Elemental Plane that borders the Sub-Elemental Plane.

  • Plane of Lightning: I imagine this plane being similar to the Plane of Air, except that the sky is dark and turbulent with one massive superstorm. The land in this place is thin platforms of sharp, black rock, all or most of which are interconnected. Tall spires on this land attract most of the lightning, so it is wise to stick close to them if you don't want to get struck. However, it may be required for you to enter certain areas, perhaps in order to reach a portal or to acquire some kind of treasure.
  • Plane of Ice: This plane is a mixture of tundra, snow fields, frozen seas, glaciers, and icy caverns. The average temperature here is as cold as the coldest place on the Mana World, and the temperatures often plummet even lower, making resistance to the cold a necesity for survival.
  • Plane of Metal: Don't know about this one. It could either be done as a gigantic factory-like environment, or it could be a cavern made entirely out of metal ores. Maybe fill this cavern with monsters that consume metal (and are made of metal themselves). Perhaps something like the Rust Monster from Dungeons and Dragons could be included as well.
  • Plane of Wood: This plane would be simply be a forest, which is growing on the branches of colossal trees that are part of a massive forest. And this forest of gigantic trees is growing on the branches of even larger trees! And so on and so forth (or not).

Comments

See also the Forum topic.

I think a slight twist to this would be better. While trapped in the crystals, the Spirit/Gods Tried their hands at creation again, but this time separately. Within each crystal a new world was created, made entirely out of a single element (the element of the spirit in the crystal). When the crystals shattered, The planes escaped with the Gods, causing the damage to the landscape. As they continued to spread (away from the world) and encountered each other, the other four planes were created and the original planes were altered so they each had some of the other elements in them, but were mostly their original element. — Jaxad0127 16:27, 28 December 2007 (CET)