Planescape: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>Biggus Berrus
1d4chan>Biggus Berrus
Added the Outer Plane template, revamped the Factions.
Line 159: Line 159:


If you like getting into fights, but are too cheap to pay for resurrection spells, then Ysgard is the plane for you! Thanks to the special healing qualities of this plane, anyone who dies in battle here gets right back up the next day, just like in old Norse myth.
If you like getting into fights, but are too cheap to pay for resurrection spells, then Ysgard is the plane for you! Thanks to the special healing qualities of this plane, anyone who dies in battle here gets right back up the next day, just like in old Norse myth.
{{Template:OuterPlanes}}


==Factions==
==Factions==
===Athar===
Sigil has a number of factions running around, all in certain that they hold the absolute truth of the Multiverse and that they should run it. They see their fellow factions either as misguided, dangerous or just a bunch of idiots. These factions are:
[[Image:ATHAR.gif|right|thumb|Athar sign]]
 
{|border=0 cellspacing=0 cellpadding=2 style="margin: 1em;"
|-
|[[Image:ATHAR.gif|right|thumb|Athar sign]]||
Name: The Athar
 
Nickname: Defiers, Lost  
Nickname: Defiers, Lost  


Philosophy: The "gods" are imposters and frauds. They are not truly divine.
Philosophy: The "gods" are imposters and frauds. They are not truly divine


Alignment: Any. Athar priests usually get power from the "Great Unknown", an unknowable true divinity they believe in.
Alignment: Any. Athar priests usually get power from the "Great Unknown", an unknowable true divinity they believe in


Factol: Terrance, male human priest.
Factol: Terrance, male human priest


Sigil Headquarters: The Shattered Temple, former temple of the god Aoskar.
Sigil Headquarters: The Shattered Temple, former temple of the god Aoskar


Main Plane of Influence: Astral
Main Plane of Influence: Astral
|-
|[[Image:BELIEVERS.gif|right|thumb|Believers of the Source sign]]||
Name: Believers of the Source


===Believers of the Source===
[[Image:BELIEVERS.gif|right|thumb|Believers of the Source sign]]
Nickname: Godsmen
Nickname: Godsmen


Philosophy: The multiverse is a forge, and each life is a test. The point of life is to ascend to godhood and then to some mysterious beyond.
Philosophy: The multiverse is a forge, and each life is a test. The point of life is to ascend to godhood and then to some mysterious beyond


Alignment: Any. Godsmen priests suffer a small penalty due to a lack of complete faith.
Alignment: Any. Godsmen priests suffer a small penalty due to a lack of complete faith


Factol: Ambar Vergrove, male half-elf ranger.
Factol: Ambar Vergrove, male half-elf ranger


Sigil Headquarters: The Great Foundry
Sigil Headquarters: The Great Foundry


Main Plane of Influence: Ethereal
Main Plane of Influence: Ethereal
|-
|[[Image:BLEAKCABAL.gif|right|thumb|Bleak Cabal sign]]||
Name: The Bleak Cabal


===Bleak Cabal===
[[Image:BLEAKCABAL.gif|right|thumb|Bleak Cabal sign]]
Nickname: Madmen, Bleakers, the Cabal
Nickname: Madmen, Bleakers, the Cabal


Philosophy: There is no true "meaning" to the multiverse and no "true" beliefs. Any meaning in life has to come from within.
Philosophy: There is no true "meaning" to the multiverse and no "true" beliefs. Any meaning in life has to come from within.


Alignment: Any non-lawful.
Alignment: Any non-lawful
 
Factol: Lhar, male half-orc fighter.
 
Sigil Headquarters: The Gatehouse, an insane asylum.


Main Plane of Influence: Pandemonium.
Factol: Lhar, male half-orc fighter


Sigil Headquarters: The Gatehouse, an insane asylum


Main Plane of Influence: [[Pandemonium]]
|-
|[[Image:DOOMGUARD.gif|right|thumb|Doomguard sign]]||
Name: The Doomguard


===Doomguard===
[[Image:DOOMGUARD.gif|right|thumb|Doomguard sign]]
Nickname: Sinkers   
Nickname: Sinkers   


Philosophy: Entropy is inevitable and divine.
Philosophy: Entropy is inevitable and divine


Alignment: Any. Priests cannot have the Healing or Creation spheres.
Alignment: Any. Priests cannot have the Healing or Creation spheres.


Factol: Pentar, female human ranger.
Factol: Pentar, female human ranger


Sigil Headquarters: Armory.
Sigil Headquarters: Armory


Main Plane of Influence: The negative Quasielemental planes.
Main Plane of Influence: The negative Quasielemental planes
|-
|[[Image:DUSTMEN.gif|right|thumb|Dustmen sign]]||
Name: The Dustmen


 
Nickname: The Dead
 
 
===Dustmen===
[[Image:DUSTMEN.gif|right|thumb|Dustmen sign]]
Nickname: the Dead.


Philosophy: This multiverse is not the real one; we're all dead. The goal is to overcome passion and emotion and achieve the nirvana of True Death.
Philosophy: This multiverse is not the real one; we're all dead. The goal is to overcome passion and emotion and achieve the nirvana of True Death.


Alignment: Any.
Alignment: Any
 
Factol: Skall, male lich wizard.
 
Sigil Headquarters: The Mortuary, where Sigil's dead are buried or cremated.
 
Main Plane of Influence: Negative Energy Plane.
 
 


Factol: Skall, male lich wizard


===Fated===
Sigil Headquarters: The Mortuary, where Sigil's dead are buried or cremated
[[Image:FATED.gif|right|thumb|Fated sign]]
Nickname: Takers, Heartless. 


Philosophy: The Multiverse belongs to those who hold it. If you can take something, or earn it, you deserve it.  Weakness is an excuse.
Main Plane of Influence: Negative Energy Plane
|-
|[[Image:FATED.gif|right|thumb|Fated sign]]||
Name: The Fated


Members Alignment: Any, except Lawful Good.
Nickname: Takers, Heartless


Factol: Duke Rowan Darkwood, male human ranger/priest.
Philosophy: The Multiverse belongs to those who hold it. If you can take something, or earn it, you deserve it. Weakness is an excuse


Sigil Headquarters: Hall of Records, Sigil's tax office.
Members Alignment: Any, except Lawful Good


Main Plane of Influence: Ysgard.
Factol: Duke Rowan Darkwood, male human ranger/priest


Sigil Headquarters: Hall of Records, Sigil's tax office


Main Plane of Influence: [[Ysgard]]
|-
|[[Image:FRATERNITYOFORDER.gif|right|thumb|Fraternity of Order sign]]||
Name: The Faternity of Order


===Fraternity of Order===
[[Image:FRATERNITYOFORDER.gif|right|thumb|Fraternity of Order sign]]
Nickname: Guvners  
Nickname: Guvners  


Philosophy: The Planes are governed by laws. Laws can be learned. Learn the laws, and you can rule the multiverse.
Philosophy: The Planes are governed by laws. Laws can be learned. Learn the laws, and you can rule the multiverse


Members Alignment: Any Lawful.
Members Alignment: Any Lawful


Factol: Hashkar, male dwarf sage. [[The_Amorous_Adventures_of_Factol_Hashkar|He has had many amorous adventures.]]
Factol: Hashkar, male Dwarf sage. [[The_Amorous_Adventures_of_Factol_Hashkar|He has had many amorous adventures.]]


Sigil Headquarters: The City Court.
Sigil Headquarters: The City Court


Main Plane of Influence: Mechanus.
Main Plane of Influence: [[Mechanus]]
|-
|[[Image:FREELEAGUE.gif|right|thumb|Free League sign]]||
Name: The Free League


===Free League===
Nickname: Indeps
[[Image:FREELEAGUE.gif|right|thumb|Free League sign]]
Nickname: Indeps.


Philosophy: No faction knows the whole truth, or should tell anyone what to do. Each person should be free to find his own truth. (Due to their beliefs, the Free League considers itself more an informal group of free-thinkers watching each other's backs than a faction.)
Philosophy: No faction knows the whole truth, or should tell anyone what to do. Each person should be free to find his own truth. (Due to their beliefs, the Free League considers itself more an informal group of free-thinkers watching each other's backs than a faction.)


Alignment: Any.
Alignment: Any
 
Factol: None.
 
Sigil Headquarters: The Great Bazaar.
 
Main Plane of Influence: Outlands.
 
===Harmonium===
[[Image:HARMONIUM.gif|right|thumb|Harmonium sign]]
Nickname: Hardheads.
 
Philosophy: Everything should live in perfect peace and harmony - under the Harmonium's rule, that is.
 
Alignment: Any lawful.
 
Factol: Sarin, male human paladin.
 
Sigil Headquarters: City Barracks.


Main Plane of Influence: Arcadia.
Factol: None


===Mercykillers===
Sigil Headquarters: The Great Bazaar
[[Image:MERCYKILLERS.gif|right|thumb|Mercykillers sign]]
Nickname: Red Death. 


Philosophy: Justice is everything. When properly applied, punishment leads to perfection.
Main Plane of Influence: [[Outlands]]
|-
|[[Image:HARMONIUM.gif|right|thumb|Harmonium sign]]||
Name: The Harmonium


Alignment: Any lawful. Thieves and known criminals not allowed.
Nickname: Hardheads


Factol: Alisohn Nilesia, female tiefling wizard.
Philosophy: Everything should live in perfect peace and harmony - under the Harmonium's rule, that is


Sigil Headquarters: Prison.
Alignment: Any lawful


Main Plane of Influence: Acheron.
Factol: Sarin, male human paladin


Sigil Headquarters: City Barracks


Main Plane of Influence: [[Arcadia]]
|-
|[[Image:MERCYKILLERS.gif|right|thumb|Mercykillers sign]]||
Name: The Mercykillers


===Revolutionary League===
Nickname: Red Death
[[Image:REVOLUTIONARYLEAGUE.gif|right|thumb|Revolutionary League sign]]
Nickname: Anarchists.


Philosophy: The power structures and man-made laws of the multiverse are inherently corrupt. The Factions are keeping everyone from finding the real truth of the multiverse. The only solution is to tear everything down and rebuild with what's left.
Philosophy: Justice is everything. When properly applied, punishment leads to perfection


Alignment: Any non-Lawful.
Alignment: Any lawful. Thieves and known criminals not allowed


Factol: None. The Anarchists operate in "cells".
Factol: Alisohn Nilesia, female tiefling wizard


Sigil Headquarters: None.
Sigil Headquarters: Prison


Main Plane of Influence: Carceri.
Main Plane of Influence: [[Acheron]]
|-
|[[Image:REVOLUTIONARYLEAGUE.gif|right|thumb|Revolutionary League sign]]||
Name: The Revolutionary League


Nickname: Anarchists


Philosophy: The power structures and man-made laws of the multiverse are inherently corrupt. The Factions are keeping everyone from finding the real truth of the multiverse. The only solution is to tear everything down and rebuild with what's left


Alignment: Any non-Lawful


===Sign of One===
Factol: None. The Anarchists operate in "cells"
[[Image:SIGNOFONE.gif|right|thumb|Sign of One sign]]
Nickname: Signers.


Philosophy: Everyone is at the center of their own multiverse, and reality itself can be altered with the power of imagination.
Sigil Headquarters: None


Alignment: Any, except Lawful Good and Lawful Neutral.
Main Plane of Influence: [[Carceri]]
|-
|[[Image:SIGNOFONE.gif|right|thumb|Sign of One sign]]||
Name: The Sign of One


Factol: Darius, female human diviner.
Nickname: Signers


Sigil Headquarters: Hall of Speakers.
Philosophy: Everyone is at the center of their own multiverse, and reality itself can be altered with the power of imagination


Main Plane of Influence: Beastlands.
Alignment: Any, except Lawful Good and Lawful Neutral


Factol: Darius, female human diviner


Sigil Headquarters: Hall of Speakers


Main Plane of Influence: [[Beastlands]]
|-
|[[Image:SOCIETYOFSENSATION.gif|right|thumb|Society of Sensation sign]]||
Name: The Society of Sensation


===Society of Sensation===
[[Image:SOCIETYOFSENSATION.gif|right|thumb|Society of Sensation sign]]
Nickname: Sensates
Nickname: Sensates


Philosophy: Through experience, one gains knowledge. Once ''everything'' has been experienced, enlightenment can be reached.
Philosophy: Through experience, one gains knowledge. Once ''everything'' has been experienced, enlightenment can be reached
 
Alignment: Any.
 
Factol: Erin Montgomery, female human priest.
 
Sigil Headquarters: Civic Festhall.
 
Main Plane of Influence: Arborea.
 
 
 
 
===Transcendent Order===
[[Image:TRANSCENDENTORDER.gif|right|thumb|Transcendent Order sign]]
Nickname: Ciphers.
 
Philosophy: Action without thought is the purest. When you train your body and mind to act as one, you can become one with the Multiverse itself.
 
Alignment: any Neutral.
 
Factol: Rhys, female tiefling figter/mage.
 
Sigil Headquarters: Great Gymnasium.


Main Plane of Influence: Elysium.
Alignment: Any


Factol: Erin Montgomery, female human priest


Sigil Headquarters: Civic Festhall


Main Plane of Influence: [[Arborea]]
|-
|[[Image:TRANSCENDENTORDER.gif|right|thumb|Transcendent Order sign]]||
Name: The Transcendent Order


Nickname: Ciphers


===Xaositects===
Philosophy: Action without thought is the purest. When you train your body and mind to act as one, you can become one with the Multiverse itself
[[Image:XAOSITECTS.gif|right|thumb|Xaositects sign]]
Nickname: Chaosmen.


Philosophy: There is no order to reality. No truth except Chaos.
Alignment: any Neutral


Members Alignment: any Chaotic.
Factol: Rhys, female tiefling figter/mage


Factol: Karan, male githzerai fighter.
Sigil Headquarters: Great Gymnasium


Sigil Headquarters: The Hive, Sigil's least organised Ward.
Main Plane of Influence: [[Elysium]]
|-
|[[Image:XAOSITECTS.gif|right|thumb|Xaositects sign]]||
Name: The Xaositects


Main Plane of Influence: Limbo.
Nickname: Chaosmen


Philosophy: There is no order to reality. No truth except Chaos


Members Alignment: any Chaotic


Factol: Karan, male githzerai fighter


Sigil Headquarters: The Hive, Sigil's least organised Ward


===Clueless===
Main Plane of Influence: [[Limbo]]
The Clueless are not truly a faction; every prime that has recently arrived from his prime world and knows nothing about the planes is a Clueless. Being a Clueless is dangerous, in fact, as you could make a lethal mistake without knowing.
|-
| The Clueless have no symbol||The Clueless are not truly a faction; every prime that has recently arrived from his prime world and knows nothing about the planes is a Clueless. Being a Clueless is dangerous, in fact, as you could make a lethal mistake without knowing.
|}


==Published Planescape books==
==Published Planescape books==

Revision as of 13:48, 7 March 2014

Planescape Multiverse map

Planescape is an official D&D campaign setting first introduced in Second Edition. The setting centers around exploring an original multiverse cosmology. One of the more famous aspects of the setting is the distinctive artwork of Tony DiTerlizzi (you can see some of his art in the gallery section of the article).

Planescape cosmology

Sigil

Don't let its slow flaying shadow fall on you

According to the rules of the Multiverse, Sigil is the center of it.

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. Because of this, Sigil is also called 'The Cage'.

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.

Prior to the events of the Faction War adventure, Sigil's political and philosophical system is dominated by fifteen factions, all vying for the most believers (see Factions, below).

Inner Planes

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... which makes the inner planes just as weird and mysterious to Outsiders as we find the Outer Planes.

Prime Material

This is the plane where nearly all of the Dungeons & Dragons story takes place, considered "home" to typical player characters. 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

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"). It's used as a storage space by the most elementary of enchantments, and some magical tricks make use of the proximity of the ethereal plane to "sidestep" material objects to pass through them, or to cover large distances in short time. Travellers on the ethereal plane can perceive the Prime Material as a foggy, faded and translucent landscape.

Plane of Shadow

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. While it's useful for travel in the same manner as the Etherial Plane, such methods are risky, as the Plane of Shadow is populated by dangerous creatures and shadows, and 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.

Elemental Planes

You are here. You probably wish you weren't.

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.

The Primary Elemental Planes

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. You will also find on each of these planes a race of vaguely Arabic sorcerous giants, usually at war with those of other elemental planes (the two most familiar species are 'djinni' from the plane of Air and 'efreet' from the plane of Fire).

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." The plane of Water is comfortable if you have gills and blubber, and the plane of Fire is delightfully warm for the split second before you are reduced to a cinder.

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.

The Paraelemental planes

If you wish to pass directly from one of the primary elemental planes to another, you must pass through the intersections between the planes. These intersections are planes unto themselves, of material that is a mixture of the neighbouring materials. These Paraelemental planes are not uniform, but are gradiated mixtures as you get closer or further from primary elements. The paraelemental planes are:

  • Smoke, between Air and Fire
  • Ice, between Air and Water
  • Magma, between Earth and Fire
  • Oooze, between Earth and Water

There are no paraelemental planes between Air and Earth, nor Fire and Water -- unlike many Inner Planes, Air is not adjacent to Earth, nor is Fire adjacent to Water, you would need to pass through the Prime or three other Elemental planes to go from one to the other. 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. That is not to say however, that they lack princes of elemental good or evil, they do, but they're not that well known, except for Cryonax, who is the Prince of Evil Ice Creatures.

The Positive and Negative Energy Planes

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... if wizards tap into the plane of Fire to create pyrotechnics, priests tap into this plane for their healing miracles. Just stepping in is enough to supercharge your body to heal itself immediately, and you will feel yourself becoming more powerful, more solid, which is good because the place is so brilliant you would be struck permanently blind if your eyes weren't regenerating from the local effects. Stay too long, and your body will become more powerful than your mere mortal (or even immortal!) frame can contain, and you will detonate. 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... every undead creature is linked to this plane, motivated to either steal life to feed the endless gnawing emptiness inside themselves, or to destroy life as it is abhorrent to the Negative Material that animates them. There is no light here, no heat, and any substance left here will disintegrate -- not erode like a Doomspeaker's ideal entropy, but waste away into nothingness. 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. There are powers over each of the two (Siva for the Negative, I Forget for the Positive), and both are pretty cool dudes who keep to themselves and don't really try to extend their influence or anything. Ao knows, they're practically everywhere anyway.

The Quasielemental Planes

Just as it's possible to travel between the primary Elemental Planes, it's also possible to travel by mundane means to the Positive or Negative material planes (why you would WANT TO is a mystery). At the intersection of the primary elemental planes and the Pos/Neg Material planes are the Quasielemental Planes

. Air Earth Fire Water
Positive Lightning Mineral Radiance Steam
Negative Vacuum Dust Ash Salt

The quasi-elemental planes have little to no native flora nor fauna, and anyone claiming to be a lord would be a colonist from another plane. It's possible that any native life that grows large or ambitious enough will gravitate towards the Pos/Neg Material planes, where they would disintegrate from getting too close. Only the negative quasielemental planes have known princes, who are all evil.

Outer Planes

Map of Outlands and Outer Planes

There are seventeen Outer Planes, each formed from the moral and ethical alignments of the sentient beings in the multiverse. Most of the Outer Planes are divided into layers; the majority of portals deposit beings on the first layer of the plane. Many of the gods (or Powers) in the multiverse reside on the Outer Planes, in lands called realms that are under their direct control. The souls of those who worship these powers reform in their powers' realm upon death. If a being follows no power, their soul is instead drawn to the plane that most matches their alignment. Mortals also dwell on the Outer Planes; their alignment generally matches the plane they are on. Enough like-minded beings of another alignment can cause a portion of the plane to break off and appear on the plane that matches their alignment. The Outer Planes are:

The Abyss

Chaotic Evil. The Abyss has an infinite number of layers, each one unique and filled with hateful, unthinking evil. The tanar'ri (or demons, as they are known on the Prime Material Plane) dwell here.

Acheron

Lawful Neutral Evil. This is where the souls of those killed in senseless wars go, to fight among the armies of slain soldiers until they are killed a second time and merge with the plane. The first layer of Acheron is the most famous - an infinite realm of gigantic iron cubes, floating in the void, on which vast armies clash. The cubes occasionally collide, smashing anything caught between them to paste.

Arborea

Chaotic Good. This is the plane of the elven and Greek powers. It is typified by vast rugged geography, immense forests, mountains that peak above the clouds, and other splendors of nature.

Arcadia

Lawful Neutral Good. Arcadia is a plane of law first and good second. Day changes to night with no pause, and vigilant militias of dead paladins patrol the perfectly-straight roads. The formians -- a caste race of ant-centaurs -- are native to Arcadia.

Baator

Lawful Evil. 'The Nine Hells' of Baator are the domain of the baatezu (or 'devils'). There are nine layers to the plane, each more terrible than the previous. Avernus, the first layer, is a land of scorched rock, constantly bombarded by fireballs that tumble out of the sky and is a constant battlefield in the blood war; especially when the Demons are pushing back the devils. But try as they might, Bel's tactical genius prevents them from ever holding onto any territory on Avernus for more than a day. The fact that Devils are immune to fire and thus aren't bothered by the raining fireballs while Demons merely get fire resistance 10 (though balors are totally immune to it) and get loads of pain from them, and the fact that Tiamat, Kurtlmak and quite a few other lawful evil gods live here and gladly provide their hordes of petitioners and outsider servants in defense of the realm probably has something to do with it too. Note: Whenever Kurtlmak provides help, it will come in the form of a swarm of kobolds so vast that even the Demons are outnumbered fifty billion to one since so many kobolds die every second.

The Beastlands

Neutral Good Chaotic. Relatively few sentient creatures live on the Beastlands, compared to the number of animals dwelling here - everything from ants and cats to dinosaurs and they're all celestial creatures, meaning that they're all innately good and pure. Most of the plane is wide-open savannas, deep primeval forests, and unfathomable oceans, so it covers most environments with the exception of deserts, mountains, and tundras. Few things are more awesome than meeting a celestial max hit dice tyrannosaurus rex here.

Bytopia

Neutral Good Lawful. The Twin Realms are stacked in a unique way- imagine them as the floor and ceiling of a great cave, connected by enormous stalactites and stalagmites that merge into each other. Unlike many other planes, where travel between layers is accomplished with portals, the two layers of Bytopia can be reached by climbing one pillar until gravity reverses and one finds herself climbing 'down' to the other layer. The beings that dwell here are industrious, cheerful, and helpful, in other words, horribly boring unless you're evil (and thus can kill them without going out of character.)

Almost all the best stuff in the planes gets made here, so if you wanna stock up, feel free.

Carceri

Neutral Evil Chaotic. The 'Prison Plane' is where the souls of backstabbers and traitors dwell. There are many portals leading to the plane, but very few portals leading out. This is essentially Tartarus from Greek Mythology, hell; it's named the Tartarean Depths of Carceri. There is an infinite number of orbs which are like little planets in this plane. The Demodands are the bosses here.

Elysium

Neutral Good. The Peaceful Plane is a land of soft fields, quiet woods, and calm waters. It is home to the guardinals, a race of animal-like celestials. It's also boring as shit because there is such a thing as too much good. It's so fucking happy that spending too much time on here without having decent spell resistance will cause you to become so happy that you forget everything and you'll refuse to leave the plane of your own will. Now doesn't that just scream goodness?

For those who want to do more than kill anything they meet in their D&D experience, there are some interesting quirks here, like losing XP by solving problems with violence, or getting killed by the fact that using magic to hurt people tends to need a spell key, and the locals are a good deal harder then they appear.

Gehenna

Neutral Evil Lawful. This plane is comprised of a series of immense double-ended volcanoes, floating in the void. Each volcano is its own layer. The yugoloths (or 'daemons') rule this plane in name, but there are several other powerful fiendish races that dwell here as well.

The Gray Wastes of Hades

Neutral Evil. The Three Glooms are desolate lands where all color is muted to shades of gray. Visitors soon find their own color fading away, and their ambition soon follows, leaving them empty husks, devoid of emotion. The yugoloths are a powerful force on this plane (they are in fact actually native to the Gray Wastes, it's just that the General of Gehenna decided to move most of Yugoloth kind to Gehenna, though the Oinoloth and those that followed him stayed put), but the night hags and their larvae trade are the real power here, but don't tell that to the Oinoloth unless you enjoy getting super-syphillis (because AIDs just isn't unpleasant enough) because the throne in his dark tower grants him total mastery of disease on the plane and lets him spring up plagues that make mummy rot look positively pleasant from the dirt. The tanar'ri and baatezu use the Gray Waste as their primary battlefield, as its metaphysical location is halfway between that of Baator and the Abyss. It's so fucking depressing that spending too long on it without having decent spell resistance will make you too depressed to remember who you are or have the will to leave the place.

It's also the primary battlefield in the Blood War, just in case you wanted another reason to keep away.

The Ever-changing Chaos of Limbo

Chaotic Neutral. Limbo Limbo Limbo chaos ever-changing NO NOT THAT listen berk it's like every mad power CRUMBLING FROM THE INSIDE flowers rusting HOPE SPRINGS DIAGONAL.

Home of the Slaadi, who rule the plane insomuch that one can rule a mess of pure anarchy. This is also the adopted home of the Githzerai, who paradoxically love order and live highly regimented lives (Githzerai monks are as stereotypical as Dwarf Clerics or Orc Barbarians), they live here instead of say Mechanus because they find this plane that so dramatically opposes their way of life to be a great test, despite this excuse, their cities have magic to neutralize the strongly chaotic aligned trait. They used to be more chaotic, but time, shifting editions, and one fuckawesome vidya gaem have changed all that.

The Bloodwar occasionally comes here, but since both demon and devil are negatively affected by the plane (-2 to all mental stat related checks for demons for being chaotic evil instead of chaotic neutral, -6 to all mental stat related checks for devils for being lawful evil instead of chaotic neutral), the fact that the Slaadi aren't terribly fond of either and are on average a great deal stronger individually than demons or devils (Lemures and Manes are CR1 1 hit dice monsters, Mud Slaad; the equivalent to these two, are CR6. Black Slaadi at the opposite end of the scale are more powerful than any Demon Lord and can overpower most Archdevil aspects and make a mockery of pit fiends and balors) if less organized, and the fact that it's not actually in between either plane keeps these incursions down to a minimum.

Mechanus

Lawful Neutral. The Clockwork Universe is comprised of immense gears (some of which are miles in diameter), each revolving in tandem with the cogs that connect to them. This is the most orderly of all the Outer Planes. The modrons reign here, from the Tower of Primus at the center of the great gear Regalus. But as of 3.X the Mordons largely dropped off the face of the earth (explained as Tenebrous aka Orcus killing Primus and tearing the Mordons a new asshole) and now the Formians and Inevitables are the joint representatives of the plane. Replacing Primus is the Formian Scion Queen.

Mount Celestia

Lawful Good. The Seven Heavens are comprised of seven ascending peaks on a great mountain. The Mount is surrounded by the Shining Sea, an endless ocean of sparkling holy water. The archons oversee Mount Celestia, from the lantern archons that guide new pilgrims to the throne archons that watch over all else.

The Outlands

Neutral. This is the smallest of the Outer Planes, though it is still technically infinite. The best-known features of the Outlands are the Spire and the sixteen gate-towns that lie in a ring around the "edge" of the plane (imagine a pancake with a pen stuck in the middle- Sigil floats above the Spire, and the gate-towns form a ring around the edge of the pancake). Each gate-town is tied to one of the other Outer Planes, and each contains a permanently open portal to that plane somewhere inside. The gate-towns reflect the plane they lead to, and most inhabitants share the alignment of that plane. Between the gate-towns and the Spire are nine rings (the Outlands' version of planar layers). At the ninth ring, where the gate-towns are, magical spells function more or less normally. As one approaches the Spire, higher-level spells cease to function, starting with ninth-level spells and descending, to the base of the Spire where no magical spells function. Beyond the gate-towns are the Hinterlands, a strange area where space and time break down, and further movement away from the Spire is severely restricted.

Pandemonium

Chaotic Neutral Evil. The four layers of Pandemonium are nothing but an endless series of caves, cut through by a howling wind that never ceases. Exposure to this wind inevitably drives one insane. The first layer is the most open, and each below it becomes more cloistered. The final layer is nothing but a series of air-pockets inside the endless rock. The worst monstrosities of the planes are imprisoned here by the powers. It is said that the Lady of Pain once sent her enemies here before she gained the ability to create Mazes. Essentially, this is the Underdark on steroids, and everyone in it is crazy.

Ysgard

Chaotic Neutral Good. Ysgard is most famous as the home of the Norse powers, but many other creatures live here, including giants and bariaur (a sort of ram-centaur unique to the Outer Planes). The entire plane is comprised of floating islands of rock--some the size of continents--drifting in an open sky. The undersides of most of these earthburgs burn with a constant magical fire, though in some places the earthburgs float flaming-side up.

If you like getting into fights, but are too cheap to pay for resurrection spells, then Ysgard is the plane for you! Thanks to the special healing qualities of this plane, anyone who dies in battle here gets right back up the next day, just like in old Norse myth.

Factions

Sigil has a number of factions running around, all in certain that they hold the absolute truth of the Multiverse and that they should run it. They see their fellow factions either as misguided, dangerous or just a bunch of idiots. These factions are:

Athar sign

Name: The Athar

Nickname: Defiers, Lost

Philosophy: The "gods" are imposters and frauds. They are not truly divine

Alignment: Any. Athar priests usually get power from the "Great Unknown", an unknowable true divinity they believe in

Factol: Terrance, male human priest

Sigil Headquarters: The Shattered Temple, former temple of the god Aoskar

Main Plane of Influence: Astral

Believers of the Source sign

Name: Believers of the Source

Nickname: Godsmen

Philosophy: The multiverse is a forge, and each life is a test. The point of life is to ascend to godhood and then to some mysterious beyond

Alignment: Any. Godsmen priests suffer a small penalty due to a lack of complete faith

Factol: Ambar Vergrove, male half-elf ranger

Sigil Headquarters: The Great Foundry

Main Plane of Influence: Ethereal

Bleak Cabal sign

Name: The Bleak Cabal

Nickname: Madmen, Bleakers, the Cabal

Philosophy: There is no true "meaning" to the multiverse and no "true" beliefs. Any meaning in life has to come from within.

Alignment: Any non-lawful

Factol: Lhar, male half-orc fighter

Sigil Headquarters: The Gatehouse, an insane asylum

Main Plane of Influence: Pandemonium

Doomguard sign

Name: The Doomguard

Nickname: Sinkers

Philosophy: Entropy is inevitable and divine

Alignment: Any. Priests cannot have the Healing or Creation spheres.

Factol: Pentar, female human ranger

Sigil Headquarters: Armory

Main Plane of Influence: The negative Quasielemental planes

Dustmen sign

Name: The Dustmen

Nickname: The Dead

Philosophy: This multiverse is not the real one; we're all dead. The goal is to overcome passion and emotion and achieve the nirvana of True Death.

Alignment: Any

Factol: Skall, male lich wizard

Sigil Headquarters: The Mortuary, where Sigil's dead are buried or cremated

Main Plane of Influence: Negative Energy Plane

Fated sign

Name: The Fated

Nickname: Takers, Heartless

Philosophy: The Multiverse belongs to those who hold it. If you can take something, or earn it, you deserve it. Weakness is an excuse

Members Alignment: Any, except Lawful Good

Factol: Duke Rowan Darkwood, male human ranger/priest

Sigil Headquarters: Hall of Records, Sigil's tax office

Main Plane of Influence: Ysgard

Fraternity of Order sign

Name: The Faternity of Order

Nickname: Guvners

Philosophy: The Planes are governed by laws. Laws can be learned. Learn the laws, and you can rule the multiverse

Members Alignment: Any Lawful

Factol: Hashkar, male Dwarf sage. He has had many amorous adventures.

Sigil Headquarters: The City Court

Main Plane of Influence: Mechanus

Free League sign

Name: The Free League

Nickname: Indeps

Philosophy: No faction knows the whole truth, or should tell anyone what to do. Each person should be free to find his own truth. (Due to their beliefs, the Free League considers itself more an informal group of free-thinkers watching each other's backs than a faction.)

Alignment: Any

Factol: None

Sigil Headquarters: The Great Bazaar

Main Plane of Influence: Outlands

Harmonium sign

Name: The Harmonium

Nickname: Hardheads

Philosophy: Everything should live in perfect peace and harmony - under the Harmonium's rule, that is

Alignment: Any lawful

Factol: Sarin, male human paladin

Sigil Headquarters: City Barracks

Main Plane of Influence: Arcadia

Mercykillers sign

Name: The Mercykillers

Nickname: Red Death

Philosophy: Justice is everything. When properly applied, punishment leads to perfection

Alignment: Any lawful. Thieves and known criminals not allowed

Factol: Alisohn Nilesia, female tiefling wizard

Sigil Headquarters: Prison

Main Plane of Influence: Acheron

Revolutionary League sign

Name: The Revolutionary League

Nickname: Anarchists

Philosophy: The power structures and man-made laws of the multiverse are inherently corrupt. The Factions are keeping everyone from finding the real truth of the multiverse. The only solution is to tear everything down and rebuild with what's left

Alignment: Any non-Lawful

Factol: None. The Anarchists operate in "cells"

Sigil Headquarters: None

Main Plane of Influence: Carceri

Sign of One sign

Name: The Sign of One

Nickname: Signers

Philosophy: Everyone is at the center of their own multiverse, and reality itself can be altered with the power of imagination

Alignment: Any, except Lawful Good and Lawful Neutral

Factol: Darius, female human diviner

Sigil Headquarters: Hall of Speakers

Main Plane of Influence: Beastlands

Society of Sensation sign

Name: The Society of Sensation

Nickname: Sensates

Philosophy: Through experience, one gains knowledge. Once everything has been experienced, enlightenment can be reached

Alignment: Any

Factol: Erin Montgomery, female human priest

Sigil Headquarters: Civic Festhall

Main Plane of Influence: Arborea

Transcendent Order sign

Name: The Transcendent Order

Nickname: Ciphers

Philosophy: Action without thought is the purest. When you train your body and mind to act as one, you can become one with the Multiverse itself

Alignment: any Neutral

Factol: Rhys, female tiefling figter/mage

Sigil Headquarters: Great Gymnasium

Main Plane of Influence: Elysium

Xaositects sign

Name: The Xaositects

Nickname: Chaosmen

Philosophy: There is no order to reality. No truth except Chaos

Members Alignment: any Chaotic

Factol: Karan, male githzerai fighter

Sigil Headquarters: The Hive, Sigil's least organised Ward

Main Plane of Influence: Limbo

The Clueless have no symbol The Clueless are not truly a faction; every prime that has recently arrived from his prime world and knows nothing about the planes is a Clueless. Being a Clueless is dangerous, in fact, as you could make a lethal mistake without knowing.

Published Planescape books

Core Books

  • Planescape Campaign Setting
  • Planescape Monstrous Compendium Appendix I
  • Planescape Monstrous Compendium Appendix II
  • Planescape Monstrous Compendium Appendix III

Expansions

  • The Factol's Manifesto. Details the factions, their important members, and the factions' headquarters.
  • Faces of Evil: The Fiends. Details the major and minor races of the Lower Planes.
  • A Guide to the Astral Plane. Details the physical (well, quasi-physical) nature of the Astral and its inhabitants.
  • A Guide to the Ethereal Plane. Details the Border, Deep Ethereal, inhabitants, and includes rules for creating demiplanes.
  • Hellbound: The Blood War. Details the Blood War; includes an adventure and a comic with art by Tony DiTerlizzi.
  • The Inner Planes. Details the Inner Planes.
  • In The Cage: A Guide to Sigil. Details locations and personalities of Sigil.
  • On Hallowed Ground. Details the Powers of the Outer Planes, their realms, and their followers.
  • Planes of Chaos. Details the chaotically-aligned Outer Planes.
  • Planes of Conflict. Details the neutrally-aligned Outer Planes.
  • Planes of Law. Details the lawfully-aligned Outer Planes
  • A Player's Primer to the Outlands. Details the realms and locations of the Outlands; includes an audio CD with tracks representing information given by a mimir (a magical speaking skull).
  • Uncaged: Faces of Sigil. Details important NPC figures in Sigil.

Adventures

  • The Eternal Boundary
  • Well of Worlds
  • In the Abyss
  • The Deva Spark
  • Fires of Dis
  • Harbinger House
  • Something Wild
  • Hellbound- The Blood War
  • Doors to the Unknown
  • The Great Modron March
  • Faction War
  • Dead Gods
  • Tales from the Infinite Staircase
  • Die Vecna Die!

Fiction

Fire and Dust is a fairly good novel available free (and legally!) online.

Adaptation

Planescape: Torment was a PC game made by Black Isle Studios in the vein of Baldur's Gate, based primarily around Sigil and other areas of the Planescape setting. You play a pissed off amnesiac zombie, with a party of a wise-cracking skull, a chaste succubus, and an insane TV voiced by Homer Simpson. You get to kill a guy by arguing him out of existence. Over a million words of dialogue. Best PCRPG ever.

Links

planewalker.com is the biggest fan resource on Planescape

An ironic Planescape comic strip

Gallery