PLANESCAPE CAMPAIGN SETTING PDF

The most important feature of a Planescape adventure is usually the social interaction. The next most important aspect in a Planescape adventure is typically exploration. You will visit strange and exotic places, often dangerous due to their conditions or their inhabitants, and you will be expected to survive there. You are a tiny snowflake born aloft on the winds of the planes, and you will need to land safely. This often involves doing extensive research. Planescape is a setting where it can be remarkably easy to get from Point A to Point B just step through a portal!

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Planescape cosmology[ edit ] The cosmological setup of the planes used in Planescape is derived from the lore of the multiverse built up over years of work, first by Gary Gygax , then by others. The resultant array takes on a form of rings and layers stacking outwards from a central point - the Prime Material, the Ethereal, the Elemental, the Astral, and the Outer Planes.

Between this, and the fact that the "array of rings" theme is carried over whenever one looks at either the Inner Planes or the Outer Planes, this cosmology is commonly nicknamed "The Great Wheel ". Sigil itself is a planar megalopolis built on the inside of a torus imagine a tire lying on its side with buildings all around the inside surface. From anywhere on the Outlands the most neutral of the Outer Planes , Sigil can be seen floating above the great stone Spire, but since the Spire is infinitely high , the only way in or out is through the portals that manifest themselves inside of doorways, windows, and any other kind of bounded space.

Portals like those in Sigil exist all over the multiverse, linking distant planes to each other, but the concentration is highest in the Cage. This phenomenon makes Sigil one of the most coveted locations in the multiverse.

Gods and fiends would love to take over, but Sigil is guarded by a being called the Lady of Pain , whose diligence bars would-be conquerors from entering the city. Those within the city that displease the Lady find themselves either flayed alive by her shadow or cast into Mazes from which few ever escape.

After the Faction War , many surviving factions left Sigil when the Lady of Pain told every leader to disband or die, whilst those that remained gave up on their political power. This was, in many ways, a repeat of an event from several thousand years prior to the "present" of the setting, when the "Great Upheaval" saw the Factions winnowed down to fifteen from over fifty groups.

TSR did have plans for future supplements detailing new sects or factions returning after Sigil had gotten settled down again, but these plans were lost when TSR went under.

Inner Planes[ edit ] These are the "material" planes, where reality is more objective than subjective. Each of the inner planes are theoretically infinite in size, and considered adjacent to each other at every point, with the exception of areas that are warded specifically to be isolated from other dimensions.

The Inner Planes have their own gods and realms see Powers under Outer Planes, below , but no god has undisputed ownership of any of the inner planes.

They seek to influence inner planes by invasion or conquest, or by subverting the natives, but none of the Powers can assert their dominion by fiat of their divine will such as with the Outer Planes Most other campaign settings with Ravenloft as an exception are located here, isolated from each other by space and the crystal spheres see Spelljammer. Ethereal[ edit ] This plane is the closest to the Prime Material plane s , so much so that sometimes even the most mundane observers can sense Ethereal inhabitants often called "ghosts," not to be confused with the undead "spectres" or "phantoms".

Travellers on the ethereal plane can perceive the Prime Material as a foggy, faded and translucent landscape. Plane of Shadow[ edit ] This plane is similar to the Ethereal Plane in terms of proximity to the Prime Material plane, and the properties caused by said proximity, but the similarities end there. The Plane of Shadow is pretty much a dark and distorted mirror of the Prime Material plane.

It is devoid of color and natural light, torches and the like are dimmer, and even portals to other planes seem obnoxiously colorful from this dark place. Basically the plane of shadow is just a gloomier spookier version of your neighborhood. Plus the landmarks are not always consistent. However, the Plane of Shadow can potentially be used to travel to other material planes.

The reason why this is possible is because if the Planescape cosmology was a Great Wheel, then the Plane of Shadow would be its axle, as well as the axle of other cosmologies.

However, prior to 3rd edition, the Plane of Shadow was merely a demiplane within the Deep Ethereal. It served as a collision of positive and negative energies, creating a strange dimension of twilight. Elemental Planes[ edit ] You are here. The Elemental Planes are dedicated to one particular idea of objective reality, without any philosophy.

The landscape, the inhabitants, and any native objects found there are composed of solely one substance. This substance may be in many states, animate or inanimate, rigid or fluid, but anything found here that is not made of this substance was brought by an extraplanar visitor, and will probably be destroyed or eroded if left alone.

It goes without saying, but these are the most absolutely hostile planes in the entire multiverse to visit. This has made the Elemental Planes traditionally one of the less interesting parts of the Great Wheel, as a result of how much crap you need to put up with to get here and the often lackluster amount of things to do when you do make it there without dying. The Primary Elemental Planes[ edit ] The material that composes these planes are the most familiar elements, from classical alchemy: Air, Earth, Fire and Water.

Theoretically infinite in size, it is still possible to travel between them by mundane travel; how to reach the "borders" of such infinite planes is a mystery.

Each plane is dedicated to their material, and the sentients that inhabit these planes are called "elementals" en masse, although the term is usually used for those entities that have extremely simple forms and are summoned to the Prime Material as labour.

You will also find life that approximates Prime Material plants and animals, although Elemental Plane natives will be quick to point out that Prime Material animals are mixed copies of their purer flora and fauna. Survival on any of these planes is difficult, as life from the Prime planes and many Outer Planes need a mix of elements to survive. The plane of Air is the only source of something to breathe, although some may find the bottomless falling disorienting, and the plane of Earth is the only source of something to stand on if you count being buried alive as "standing.

Each of these four elemental planes also has two Elemental Lords, one of elemental evil and one of elemental good, who have dominion over all the simple-form inhabitants of the plane and has staggering power and control over the material the plane is composed of. These are the closest that the Inner Planes have to "Powers," although no Elemental Lord receives supplicants from other planes all of their followers are already in their plane, and unswervingly faithful , and their influence is limited to their plane and any vortexes portals that are locked open that may touch the Prime Material.

Elemental Lords are also collectively known as Archomentals , a reference to their status as "arch elementals". The Paraelemental planes[ edit ] If you wish to pass directly from one elemental planes to another, you must pass through the intersections between said planes. These intersections are semi-planes of material that is a mixture of the neighboring elements.

This also holds true for each of the Paraelemental planes. The paraelemental planes have their own simple life-forms, and unique to them are four races of imps known as "mephits" that hopelessly aspire to be Lords of these bargain-basement elemental planes. A side-effect of their nature as border-realms between two planes is that all Paraelemental Planes are divided into seven distinct segments, based on their proximity to one of their neighboring planes.

For example, the Paraelemental Plane of Ice is divided into Core Ice the center of the Plane , the Precipice the surface of ice, lashed by eternal blizzards, bordering Air , the Frigid Void empty, freezing space, bordering Vacuum , and the Stinging Storm lashing, salt-laced hailstorms, bordering Salt on the "top" of the plane, and the Sea of Frozen Lives freezing cold ocean buried under the Core Ice, bordering Water , the Shimmering Drifts mind-wiping dazzling drifts of ice crystals, bordering Lightning , and the Fog of Unyielding Frost churning, super-chilled mists, bordering Steam on the "bottom" of the plane.

These border regions are usually even nastier than the core region. For example, the Glowing Dunes, the border realms between Magma and Radiance, are essentially a technically infinite desert of pulverized radioactive ore, glowing with atomic energy. With shit like this, you can kind of see why the Inner Planes are so disregarded both inside the setting and out.

The Positive and Negative Energy Planes[ edit ] These are the most Outer-like of the Inner Planes, as each is dedicated not to a coarse substance but something akin to an aspect of reality itself. However, Outsiders may find these planes more understandable but much more hostile than any of the other Inner Planes, as you will see below. The Positive Material Plane is a boundless, bottomless, and overwhelming source of energy. Vital energy, motive energy, power, initiative, gumption, puissance Stay too long, and your body will become more powerful than your mere mortal or even immortal!

Any witnesses to your demise will attest it was beautiful, shortly before they explode too. The Negative Material Plane is a boundless, bottomless, and overwhelming drain on energy.

Death, entropy, void, draining cold, disintegration This includes anything material, magical or spiritual -- visiting here puts your very soul at risk! The only life witnessed as native to these planes are the Xag-Ya and Xeg-Yi, which appear as balls of supernaturally hot or cold plasma. They seem to be sentient, since they react to language, but do not communicate themselves. If they meet each other, they will immediately rush to meet and mutually annihilate. Strangely, in a rare display of non-symmetry, only the Negative Energy Plane has anything approaching a patron Power, in the form of the Hindu deity Siva.

Obviously, the Energy Planes are comprised of nothing but pure energy.

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Planescape Campaign Setting

This includes their descriptions, physical and magical conditions, and native hazards. The Outer Planes are also detailed, with their layers and the realms possible on each layer. Important layers and realms are included in the descriptions of individual Outer Planes, including which gods "Powers" make their home there. Also described with the Outer Planes are the four unique planar paths—the rivers Oceanus and Styx, the tree Yggdrasil, and Mount Olympus—which touch many different layers of the various Outer Planes and can take travelers from one place to another. Sigil, the City of Doors, located in the Outlands, is a place composed of factions , and contains portals to any plane or layer. The ruler of Sigil is the Lady of Pain , a mysterious being who appears during times of internal or external turmoil. The writing is clear, most topics are covered in detail and adventure ideas are either presented directly or dropped in as "seeds" for you to pick up on.

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Planescape

This includes their descriptions, physical and magical conditions, and native hazards. The Outer Planes are also detailed, with their layers and the realms possible on each layer. Important layers and realms are included in the descriptions of individual Outer Planes, including which gods "Powers" make their home there. Also described with the Outer Planes are the four unique planar paths—the rivers Oceanus and Styx , the tree Yggdrasil , and Mount Olympus —which touch many layers of the various Outer Planes and can take travelers from one place to another.

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Planescape cosmology[ edit ] The cosmological setup of the planes used in Planescape is derived from the lore of the multiverse built up over years of work, first by Gary Gygax , then by others. The resultant array takes on a form of rings and layers stacking outwards from a central point - the Prime Material, the Ethereal, the Elemental, the Astral, and the Outer Planes. Between this, and the fact that the "array of rings" theme is carried over whenever one looks at either the Inner Planes or the Outer Planes, this cosmology is commonly nicknamed "The Great Wheel ". Sigil itself is a planar megalopolis built on the inside of a torus imagine a tire lying on its side with buildings all around the inside surface. From anywhere on the Outlands the most neutral of the Outer Planes , Sigil can be seen floating above the great stone Spire, but since the Spire is infinitely high , the only way in or out is through the portals that manifest themselves inside of doorways, windows, and any other kind of bounded space. Portals like those in Sigil exist all over the multiverse, linking distant planes to each other, but the concentration is highest in the Cage.

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