Fantasy
roleplaying games allow an escape from reality. They allow us to play
out stories with magic, elves, and dragons that could never happen in
the real world. Yet they retain elements of the real world, often
taking aspects of real world history and cultures to inspire the
peoples and societies that populate them. These elements allow the
game to retain a certain sense of familiarity, and a certain sense of
reality amidst the fantasy.
But
sometimes, you just want to abandon reality altogether, get rid of
the familiar as much as possible, and create something truly
different. This can be through travel to other worlds or even other
planes. Planar travel has been a mainstay of roleplaying since its
earliest days. It’s often something only embarked upon by
high-level characters who have acquired the greater powers needed to
make the jump from one plane to another, but it doesn’t have to be.
The old 2nd Edition Dungeons & Dragons campaign setting,
Planescape made PCs natives of other planes and incorporated
plane-hopping right from first level.
The
Pathfinder Campaign Setting first outlined its planar structure in
the old Pathfinder Chronicles: Campaign Setting book (later
updated as Pathfinder Campaign Setting: The Inner Sea World Guide).
The information in that book was later expanded upon in The Great Beyond. But even
that book could only provide the barest details. The planes are more
than just other worlds; they are entire other universes with enough
space in each one to hold millions of entire campaign settings.
Planes of Power is a more recent
book that takes a much closer look at just four of the many planes
that make up the Great Beyond—specifically
the Elemental Planes of Air, Earth, Fire, and Water. Of course, this
book can still only scratch the surface of these planes, but it is
able to provide enough of a backdrop to whet GMs’ creative juices
and allow them to expand beyond what’s presented.
The
book is divided into six chapters, the first of which provides an
introduction and overview of the Elemental Planes and their history.
It also includes some character options for planar-travelling PCs,
including new terrain domains for druids (one for each Elemental
Plane), two new archetypes (one for kineticists and the other for
rogues), some new barbarian rage powers, a new spell, and a couple
new magic items. There is also a sidebar extremely
useful for wizards who choose to specialise in an elemental school.
Elemental specialists were first introduced in Advanced Player’s Guide, and
that book contains a list of wizard spells separated into
elemental schools, but few sources published since then have done the
same thing, so it can be a
lot of work for players of elementalists and their GMs to
determine which spells they can cast.
This sidebar alleviates a lot of that work.
Each
of the next four chapters covers one of the Elemental Planes—in
alphabetical order, not in order of their relative positions to each
other. This is a relatively minor point, but the book also does not
reprint the diagram from The Great Beyond
and The Inner Sea World Guide
showing the relative positions of the planes in the Inner Sphere (the
portion of the Great Beyond containing the Elemental Planes as well
as the Prime Plane and others). Some locations in the book are
described as being near a border (such as the border between the
Planes of Water and Earth), but otherwise, Planes of Power
contains no description of the planes’ positions
with respect to one another
and the other planes of the Inner Sphere. It expects readers to
already know this information, but even for those who do, it can
still be a bit confusing. On several occasions while reading, I had
to pull out my copy of The Great Beyond
to double-check which planes bordered which (visual memory is not one
of my strong points, I’ll admit). It would have been helpful to
have the diagram reprinted in this book. I
would have still needed to flip pages about, but it would have been
easier than switching between books.
These
four chapters are otherwise well-organised. Each begins with an
overview description of the plane plus a sidebar on methods of travel
in that plane. After this, there are brief descriptions of the most
notable inhabitants of the
plane, such as the various kinds of genies, elementals, and mephits,
but also other creatures that make their homes there, such as
dragons. After this, there is a gazetteer of notable locations on the
plane. I should not that there is no map provided for any of these
planes. Given that each plane is essentially infinite in size, any
such map would have to be so broad and vague as to be completely
useless. Instead, the descriptions don’t bother with giving exact
locations (other than possibly other locations that they are close
to). I will admit that it is a bit of a contradiction to be bothered
by a lack of a diagram
showing the relative positions of all the planes and not be bothered
by the lack of something showing the relative positions of places in
each plane, but to me the difference is quite distinct. The number of
planes in the Inner Sphere is finite (and relatively small). Showing
the way these planes relate to each other is easy and even helpful.
Each individual plane, however, potentially has an infinite number of
possible locations within it. Leaving the locations of the few
described places vague allows GMs to easily insert other locations
wherever they wish.
After
the gazetteer, each plane’s chapter ends with a closer look at one
prominent settlement in the plane. For three of the planes, this is
the city that is the centre of that plane’s genie
civilisation—Armun Kelisk for the djinn of the Plane of Air, the
Opaline Vault for the shaitans of the Plane of Earth, and the City of
Brass for the efreet of the Plane of Fire. The marids of the Plane of
Water don’t have the same kind of plane-spanning empire that the
other genies have and thus don’t have a major capital, so instead,
the Plane of Water’s chapter presents Vialesk, a city of mostly
maridar (a kind of undine).
The
final chapter of the book is a Bestiary, containing numerous
creatures native to the Elemental Planes, including statistics for
Ymeri, the Elemental Lord of Fire and self-proclaimed ruler of the
Plane of Fire. There is a good variety of creatures for each plane
(although air and water get slightly fewer than earth and fire),
though I do wish at least one of them was something really, really
big. Throughout the book, there are mentions of creatures on the
Elemental Planes of truly titanic size. City-on-Lure, for example, is
a city built on the back of a
gigantic fish (named Lure),
and there are references to other, even
bigger creatures. I really
would have loved to have seen statistics for one of these .The two
extreme size categories in Pathfinder—Colossal and Fine—are also
the least represented (Fine even more so than Colossal). That said, I
realise the point of Bestiary creatures is to provide opponents and
sometimes allies for the PCs, and most games are not going to put
them up against city- or planet-sized creatures. Oh well.
As
I mentioned earlier, one reason for including other planes in the
game is to allow for stories and adventures that are even more
fantastical than typical fantasy, and one indication of a good
supplement about the planes
is how well it creates a sense of this pure fantasy, of something
completely alien to human experience. I’ve seen some planar
descriptions that make the planes seem little more than other
countries
with maybe a few unusual aspects to them.
Overall, Planes of Power
does pretty well in this regard. It
describes some great visuals.
There’s the aforementioned city on the back of a fish, floating
cities, a jellyfish so huge it stretches from nearly the bottom of
the Plane of Water to nearly the top, and
a trio of star-like spheres on the Plane of Water that burn so hot
that even the plane’s infinite supply of water cannot quench them.
There are more abstract differences as well, such as the Plane of
Air’s subjective gravity—gravity is in whichever direction a
given individual thinks it’s in, which means that
people side-by-side can end up falling in different directions. Of
course, most of these things take the familiar and present it in
unfamiliar ways, but it still creates visuals and situations that
would not be possible on Prime Material Plane worlds like Golarion.
There
are also a large number of unusual creatures across the Elemental
Planes, and we get a glimpse of their societies and cultures. In most
case, though, they are very human-like. Sometimes, this works really
well. I particularly like the juxtaposition created by krakens (which
are massive creatures with very non-human-like bodies) engaging in
human-like politicking. But on the whole, I would have liked
to see more hints at societies that are not human-like at all,
particularly the elementals
themselves, which a lot of the time only seem to get mentioned in
passing. One notable exception, though, is a moot of elder earth
elementals that has been going on for over a century. Little details
like this go a long way to making elementals seem truly alien.
Regardless,
Planes of Power is a
great introduction for designing adventures set on the Elemental
Planes. Indeed, there’s enough information in here to inspire
numerous full campaigns. GMs will need to expand on the details and
fill in the blanks, but overall, the book is an invaluable resource
to get them started.
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