|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
FAQ
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
FAQ
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules Index
|
GM Screen
Planar Adventures
/
Building a Planar Campaign
/
Why the Planes?
Access
Source
Planar Adventures pg. 82
Just as adventurers might negotiate to use a rare library, discover a sage’s secrets, or learn a forbidden technique on the Material Plane, so too might they bargain as they seek similar lore, tools, and resources on another plane. Outsiders found commonly on the planes are often ageless immortals, boasting divine connections, forms, and faculties that are far beyond those of mortal humanoids. With their superior capacity and abundant time, these beings create unparalleled workshops for crafting phenomenal artifacts, ironclad vaults that contain unspeakable mistakes, and halls for conveying the perfect nuance of every performance type.
From the PCs’ perspective, these are tools that can enable them to achieve otherwise impossible goals. A lost secret might survive only in an extraplanar library. The conditions of an evil artifact’s destruction might require travel to the heart of a divine realm. Learning an antagonist’s plans might require partaking in an extraplanar intrigue in which the PCs must survive alien politics and interview long-dead souls. Sometimes the goal is to journey to a Transitive Plane with the intention of accessing an obscure demiplane or other realm that conventional magic can’t find.