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Thread starter question: What is Planescape to you, in terms of overall thematics and motifs? Not what any of the books say, but what you personally think it should be. Discuss Planescape and the Great Wheel here, whether the original AD&D 2e version, the 3.X version, the 4e version (traces of the Great Wheel exist in 4e, down to the baernaloths, the yugoloths, the Heart of Darkness, Maeldur et Kavurik, Tenebrous, Pelion, and the Last Word all being canon as of Dragon #417), the 5e version, or your own original blend. I am exceedingly well-lanned on planar canon under a holistic blend of 2e, 3.X, and sporadically even 4e lore. If you have any questions at all about the setting's lore, feel free to ask, and I will give you direct quotes and citations from as many primary sources as I can, unlike afroakuma.
I will note when something is open to GM interpretation, and explicitly note whenever I give merely my own personal interpretation. If you would like to ask anything under the context of a single edition and nothing more, please mention such.
Basic setting summary: Comprehensive Planescape reference index: planar encyclopedia: planar encyclopedia: planar encyclopedia (contains unmarked fanon, so beware): List of all the multiverse's gods (contains all gods mentioned in D&D products, but also has plenty of speculation and fanon for mythological deities and for powers with few details on them): Old threads with previous questions and comprehensive answers. As far as I am aware, each planar layer spans out to infinity in all directions. Arborea's first layer, for example, will stretch out its verdant fields and forests indefinitely horizontally, and likewise has an infinitely deep underground and an infinitely high sky. (Note that there is very little canonical information on the undergrounds and the skies of each plane, or even how suns, stars, and moons work. They could be a mysteries that many planar scholars are eager to delve into.) These infinite dimensions, of course, can be cut short by fulfilling the conditions needed to transition into a new layer, voluntarily or otherwise.
For example, as page 48 Planes of Conflict: Liber Benevolentiae will tell you, if you help travelers along the path to your destination in Elysium, you will soon reach that site, infinite dimensions be damned. Likewise, if you follow the Labyrinthine Portal explained in page 5 of Planes of Law: Mechanus, you can reach any place in the clockwork nirvana. Gehenna is a notable exception to this. As mentioned in page 24 of Planes of Conflict: Liber Malevolentiae and page 111 of the 3.0 Manual of the Planes, while the plane's black void is infinite, the fourfold furnaces are finite in size, to the tune of 'literally hundreds of thousands of miles across, up, and down.' (For reference, Earth's sun has a diameter of 864,575.9 miles.) The books never come out and say it, but I imagine that the Gehennan yugoloths are suffering from an overpopulation crisis and are trying to deport as many native Gehennan larvae and petitioners as possible to clear room for themselves on the slopes. Page 30 of Planes of Conflict: Liber Malevolentiae covers how daylight works in Bytopia.
During the daylight shared by Dothion and Shurrock, the sky that lies between the two layers of Bytopia is aglow with warm, ambient light. This light fades as night falls. The 'stars' seemingly in the 'heavens above' are merely the lights and fires visible from the plane's opposite layer. The source of the day's light isn't certain. Some bashers claim that there's another power, an unnamed sun god, trapped in the sky between the two layers. Others shake their heads and say that the East Indian power Savitri lights the daytime sky.
One chant goes that ageless eons ago, Savitri had a large realm on Bytopia where he lived with his pious and gentle wife. It seems that Savitri was a noble and wise prince who sought not wealth in a wife, but love. (In some versions of this legend, Savitri was a noble princess married to a wise hermit. Considering the powers may take any aspect they choose, both or neither versions may be true.) Upon finding such a woman, Savitri fell in love and they were soon married. But only one year after their marriage, Savitri's wife fell dead, the cause of her death unknown.
When Yama, the god of the dead, arrived to claim his wife, Savitri followed Yama to the underworld, leaving his realm on Bytopia. Savitri convinced Yama of his deep love for his wife and the god of the dead relented, returning the woman to life. Each morning's daylight means Savitri is still committed to his hold home, and, though he's not returned to again live in Bytopia, the petitioners also say that Savitri's light proves that true love is stronger than death. The god of the day-long sun now spends most of his time in Elysium—due in no small part to his conquest over the power of death. Each day is the same length as every other day on Bytopia, but both layers do experience all four seasons. Dothion's are mild, the winters never getting bitterly cold or the summers unbearably hot.
The same cannot be said for Shurrock. There, chilling, blustery winds herald the arrival of charcoal-black storm clouds, driving sheets of rain, or snow that whips through the air stinging and cutting exposed skin. Bytopia is fascinating to me, because out of all of the planes' shapes, it is the one that is absolutely impossible in even the most exotic of Prime worlds.
The mirrored acres have always seemed to me like a pastoral countryside that the rest of the Upper Planes fiercely protects to preserve its innocence (and its status as the industrial heart of the Upper Planes). Of course, according to page 33 of Planes of Conflict: Liber Benevolentiae, the Order of the Planes-Militant from Mount Celestia is subtly trying to conquer the plane and literally absorb it into Mount Celestia; one would wonder why the archons, the guardinals, the eladrin, and the aasimon are not trying to intervene against this. I never came to play in the setting which makes me sad somehow, because now I don't have time to even watch a movie during the week and I am so dead tired on the weekends. I had all the Planescape items (except these rare promotional stuff like the brooches and the sketchbook), but I sold it back in 2000 together with all my rpg stuff. I started collection 1e/2e FR, DS, PS and generic back in 2014, but I lack so much of the more rare items even now over 2 years later. I probably won't be able to get PS complete ever again in my life. This makes me really sad, since I very much liked the setting.
Op, can you tell something about SIGIL and its role in the setting, please? I never came to read all of stuff in detail and I feel I forgot many things. (I'll keep posting PS stuff meanwhile.). Sigil is the 'nexus' of the multiverse. Since every bounded arch and threshold in the Cage is a portal that can be activated with the proper gate-key, and since those portals can lead to and/or from anywhere else in the multiverse, the City of Doors is the most well-connected place in the cosmos.
An efreeti from the Plane of Fire can take a trip through Sigil to visit the similarly fiery Muspelheim in the Upper Plane of Ysgard, a mortal paladin from the Prime seeking to rescue a lover from tanar'ri in the Abyss might use the Cage to get there, and a wolf-eared lupinal from idyllic Elysium might venture to the City of Doors just to visit a phase spider friend with a web strewn across a corner of the Deep Ethereal. Because Sigil is so well-connected, anyone and everyone wants to control it, influence it, set up businesses there, and possibly live there. That is why innumerable outsider races and factions establish themselves in the City of Doors, and most of them provide services too, like the Harmonium who serve as police force or the Believers of the Source who comprise the City of Doors' industrial backbone. Sigil is a great 'default area' of the setting because it is a microcosm of the multiverse in a city-sized package. It is a place where literal angels and demons might sit at the same bar (leerily if they are just passing through, more laid-back if they are native Sigilians with cosmopolitan mindsets).
Those crossing the roads are a varied lot. There are mortals human and elven, majestic celestials and menacing fiends, towering dragons and teensy faeries, woeful wraiths and energetic elementals, polyhedral clockwork constructs and chaos-shrouded giant frogs, magical beasts and aberrations with shapes plucked from a madman's fever dreams, and multifarious other creatures still. Sigil, as presented in 2e's books, is a grim and gritty place full of smog and crime. But that can be chalked up to the 90s writing. I prefer a cheerier Cage myself.
There is really no way to tell, in-universe or out. The closest you will get is the section on portals in pages 8 to 9 of In the Cage: A Guide to Sigil, and the map of the most well-known portals in pages 10 and 11. It is easiest to assume that every bounded space in the Cage is a portal waiting to be opened with the right gate-key, however. For all intents and purposes, that is how the setting treats the portals anyway. Most of these portals are secret and one does require the key which can be nearly anything, is this correct? The aforementioned pages in In the Cage: A Guide to Sigil make clear that only a handful of portals are well-known, though the Fraternity of Order likes keeping logs of portals. Page 31 of the same book gives us Ramander the Wise, an 18th-level neutral evil human wizard of the Fated who claims to be the 'Master of Portals' and extorts people for access to them.
I have only ever played two PCs in the Planescape setting proper, a lilliputian Godsman aasimon of the ancient phoenix-god entombed in Cocytus, and a lawful neutral incubus of the Fraternity of Order who is the most productivity-enhancing secretary a Guvner could ask for. Both of them appeared as young boys in girls' clothing; what can I say. I have GMed for dozens of Planescape characters by now.
The vast majority of them were celestials or fiends of some stripes; few people are interested in playing other types of outsiders, though I have had a lesser constellate (Spelljammer-style) catgirl, a burly oni-girl and proxy of Amaterasu, and even a Cheshire catgirl (the Cheshire being an official 3.X fey). Of all the exemplar races, I think that guardinals have the most potential as PCs.
They are compassionate animal-people who enjoy relaxing in idyllic slice-of-life scenes, fight evil wherever it rears its ugly head, and love to travel; a perfect heroic PC, then. Gehennan yugoloths probably make the best fiendish PCs.
Somewhat Planescape related but I'm planning on running a campaign in the Elemental Plane of Water. Want the campaign to emphasize survival in a distant, hostile environment and considering 5e fluffs the elemental planes as being a little more congruent to non-planar life thought this was a good opportunity. Essentially the PC will be sucked into the plane in a Olhydra ritual gone wrong and, to increase initial survivability, arriving adrift in rowboat in an enormous bubble (not that they'll initially realize this) thousands of miles in diameter. Maybe the bubble was created by fire incursion eons ago or that the plane 'froths up' when it buttresses against the material plane. Anyway inside the 'bubble' I'm thinking floating pirate 'cities' created from salvaged jetsam, enormous coral reefs, vast archipelagos of skerries (created from magma born Fire invasions?) and the like.
Main NPC players interact with will be a 19th century British sea captain sucked down the Bermuda Triangle (not that they'd know that). Initially I want to emphasize escape for the PCs - which will mean allying themselves with a power that has access to inter-planar travel. Olhydra will represent the big bad - I'm thinking murderous pirates and aboleth cults. As an overarching thrust Ishtishia is going to collapse the bubble for his own alien reasons- his elemental patrons are being corrupted by ideas of good, chaos, law etc/water abhors a vacuum etc.
Ben Hadar is too arrogant to realize this and is more concerned with trivial fights with Imix. In essence all the powers will be scrambling for power as they realize the bubbles iminant demise. Perhaps the PCs can choose to escape but will have to leave there NPC companions to Ishitishia's fate - unless they can convince him otherwise Realized I've rambled on a bit but quite excited for this campaign.
The 2e Inner Planes sourcebook was really good for giving ideas but was wondering if there was any published adventures in the Plane of Water? Your description makes the 'bubble' out to be more akin to a hemispherical air pocket where people sail upon the convergence point of air and water (i.e. The 'surface of the ocean'). I do not see why Olhydra, Ben-Hadar, and Ishtishia would actually care about this bubble any more than the innumerable other dominions of the Plane of Water, such as the main population centers of the marids like the Citadel of Ten Thousand Pearls or the City of Glass. I know of only one premade 'adventure' set in the Elemental Plane of Water: the City of Glass chapter of the 'Vortex of Madness' module, and that is more of a setting piece than an actual quest. I would mix up the campaign by gradually introducing more and more planar bodies of water: the Silver Sea of Lunia, the River Oceanus that stretches from the calm ocean of Thalasia to the raging waves of Ossa/Aquallor, the River Styx that connects all the Lower Planes, the ice floes of Stygia, the poisonous volcanic rivers of Khalas, the watery prison of Porphatys, the Abyssal waters of the Ice Floe (#70), the Gaping Maw (#88), the Shadowsea (#89), the Scalding Sea (#245), Shendilavri (#570), and so on.
If you want to keep party to the waters and the ports, you could say that Olhydra has laid a curse on them that makes them unable to set foot more than X miles from a large body of water. Also, have a description of an aquatic scene I had used in a game once. The aquatic area in question is the (completely non-canonical) 'Great Khalas Reef.' As CHARNAME steps outside into the elevated walkways of the Crawling City, they notice that the towers of onyx and obsidian are cast in faint hues of blue. The source is clear as their eyes catch sight of the force-dome above: rather than the black void and the constant rain of Chamada's debris, the many-legged metropolis is submerged within one of the many volcanic rivers of Khalas.
Visible through the barrier are magnificent formations of infernal coral, taller than even the miles-high towers of the Crawling City. The city scuttles through a great barrier reef of leviathanic proportions!
Every so often, a plume of steam comes crashing down towards the coral; the steam scatters to reveal a humongous hunk of freshly-cooled lava. The miles-long crag crashes into the coral, breaking it off and crushing it to sand. Through the dome, CHARNAME also glimpses whole colonies of aquatic dragons of many sizes, from that of a dergholoth to those great great great wyrms of colossal stature. Their scales are lustrous brass, marking them as metallics. But those scales are mottled with dark, infernal patterns that mark them as half-fiends. Where the sand builds up in this barrier reef, the dragons breathe brilliant arcs of electricity, forming hellish patterns of fulgurite that accompany the towering coral. I am exceedingly well-lanned on planar canon under a holistic blend of 2e, 3.X, and sporadically even 4e lore.
If you have any questions at all about the setting's lore, feel free to ask, and I will give you direct quotes and citations from as many primary sources as I can, unlike afroakuma. I will note when something is open to GM interpretation, and explicitly note whenever I give merely my own personal interpretation. If you would like to ask anything under the context of a single edition and nothing more, please mention such. I, I, I, I, I, My. Wow, what a self important little shit. As if OP is the only person to know anything about Planescape. Apologies if you think this is unrelated, Greatest thing in the 2nd Edition was how interconnected every setting was.
It was not a mishmash but the possibility of travel was there, albeit rare. I always loved the mage stronghold in Baldurs Gate where you had Solamnic Knights from Dragonlance and Halfling cannibals from Darksun. They were rare anomalies but it was nice touch.
Move over, it gave cohesion to all settings, all settings had the same material space (through spelljammer) and same places (through planescape) One of the worst things 3rd edition did was to seperate them. Darksun, Ravenloft, Spelljammer, Planescape, Dragonlance, Birthright were cut off from official support. Greyhawk and Forgotten realms being the only ones standing, even then Forgotten Realms dropped the planescape planes and created its own. This only distanced the settings even more. I'm not saying that campaign should mix different settings but this unified concept was nice to had, even though the connection was very vague and it was not a regular thing to see kenders in faerun it was nice that the possibility existed. Its a shame spelljammer and planescape, the glue that connected the settings, had vanished in 3rd ed.