People often ask writers where their
ideas come from. Its a difficult question to answer, as when you are
creating stories, you don't often stop to think where your ideas come
from. But I have noticed something important: the best ideas happen
when you are trying to solve a problem.
In the past, D&D has suffered from
the 'cleric problem'. Healing was vital, and the only class that
could be a decent healer was the cleric, meaning that every party of
adventueres had to have a cleric. Which tends to get a bit boring,
especially if you have become the person who usually plays the
healer. D&D solved this problem by making healing less important
and also nerfing cleric healing to bining it in line with other
classes. Pathfinder, on the other hand, solved this by giving us fun,
viable alternatives to the cleric: the oracle and shaman. But this
means there still has to be a healer in every party.
Unfortunately, the cleric in my first
campaign was often absent due to work commitments, leaving the group
without healing. I solved this by giving the cavalier a powerful
artifact that mimicked the channeled healing of clerics and oracles.
As this was a Plane Shift campaign based on Zendikar (a world from
Magic: the Gathering) I called the artifact an Angelheart
Vial (based on a card from MtG).
But where exactly does an Angelheart
Vial come from, I wondered? This is the first important point: after
you solve the problem mechanically, you need to find a storyline
reason for the solution to exist. An Angelheart Vial, I decided, was
the crystallised heart of a slain angel. But not just any angel, this
was one on the level of the legendary angels of Zendikar – Iona and
Linvala. The angel was named Numa, and was slain in battle against
the mighty Eldrazi Titan known as Emrakul. There you go, a cool
little tidbit, but not terribly important in the grand scheme of
things.
Fast forward to a few months later, and
one of my players is wanting to play a fetchling character. The
problem is, fetchlings are not a thing that exists on Zendikar. These
days I'd just refuse – you don't need to play a fetchling when you
have access to unique Zendikar races like kor, merfolk and sphinxborn
– but back then I was in my 'you must give the players what they
want' phase. The main problem was that fetchlings are an outsider
race linked to the Plane of Shadows. D&D and Pathfinder use a
planar structure consisting of the material realm with other planes
overlaying it (like ethereal and shadow) and higher planes stacked
around it (like the elemental planes, heaven, hell, and so on). MtG,
on the other hand, uses a multiverse model, where each plane is it's
own distinct world, basically a series of unconnected material
planes. In this model, the concept of a shadow plane doesn't make
sense.
I had already discarded the idea of
removing the traditional planes from Pathfinder. There are a number
of spells that rely on the shadow plane (like Shadow Walk) or
ethereal plane (like Blink) to function, and there is the
concept of creatures called Outsiders, named because the come from
other planes. Outsiders include everything from angels and demons to
elementals of all flavours, and even include some playable races like
fetchlings and tieflings. These creatures interact with spells like
Summon Monster and
Dismissal, with entire
classes being built around the mechanics involving them. Altering all
these creatures was a substantially larger undertaking than I was
willing to undertake.
Which meant I had
to come up with a way to include planes, but not make them actual
planes. There was a possible solution for the Outsider problem, as
angels and demons in MtG are currently described as 'mana
constructs', beings made out of pure mana. When they 'die', their
essence or mana is said to return to the lands that they were created
from in the first place. Could lands and mana stand in for the idea
of an overlapping Shadow Plane?
This is the second important point:
When you have a bunch of semi-connected problems, what you do is
smoosh them all together and make a story out of it.
I didn't have the answer to everything yet, but I could come up with
a solution that included black mana, demons, fetchlings and the
Shadow Plane.
I know all sorts of obscure Magic lore,
so I knew that the concept of a shadow plane did actually exist, back
when Magic was more like D&D. Hidden away in really old stories
about Leshrac are ideas hinting at the existence of a shadow realm,
and that people have become trapped inside it. Though never
officially explained, it is theorised that this has something to do
with creatures called the soltari, a race encountered on the plane of
Rath that had been abducted to populate the realm, but had somehow
ended up stuck out-o-phase with the rest of the world. This is
represented on the cards as a mechanic called 'shadow'. Aha! Rath is
indirectly linked to Zendikar due to the fact that another race
called the kor was also kidnapped to poulate Rath – and the kor
were originally from Zendikar. What if, I thought, the soltari were
also from Zendikar?
And so, pulling disparate threads
together, I ended up with the following:
When the Archangel Numa died in
battle against Emrakul, her spirit end up in the Shadowlands, a black
mana realm populated by undead, demons and madmen. Being a protective
deity, she took up the cause of the soltari, a group of humanoids
also trapped in the shadow realm of Zendikar, who were slowly going
crazy from the madness-inducing realm. Crafting a blade from her
remaining light, and the shadows of her new home, she fought back the
undead and darkness long enough for the soltari to build a fortified
city called Solitaire. Leaving her Sword of Light & Shadow in the
temple the soltari built to honour her, she vanished from mortal
sight, but the people of Solitare have been under what is obviously
divine protection ever since, leading many to believe she still
protects the city in unseen ways.
And just like that, I have a god, a
plane, a fleshed out idea of what black magic involves on Zendikar, a
new city to populate with people, a powerful relic, and a great
conflict between the soltari and the undead for the players to get
drawn into.
You may recognise that I've taken ideas
from all over the place. This is part of the third important point –
you don't have to come up with it all yourself. You don't even have
to come up with it all beforehand. A lot of the time I found myself
making things up on the spot as players asked me questions. I
intended to avoid anything to do with planar travel, but my players
ended up spending a siginificant amount of time in the Shadowlands,
and even gave me ideas for putting this all together (though they
didn't realise it).
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