Saturday, February 7, 2009

Inner Planes

The Inner Planes consist of the elemental, demielemental, quasielemental, and paraelemental planes.

The four main Inner Planes are:

The Plane of Elemental Earth
The Plane of Elemental Fire
The Plane of Elemental Air
The Plane of Elemental Water

These planes are home to the various elementals that wizards and the like are able to summon to fight on their behalf. There are theories that these planes contain entire civilizations that rival anything known, but due to the extreme conditions within those planes, it is virtually impossible for this to be verified (and, as a Traveller would say, the elementals aren't talking).

Planar shifting directly into these planes, even with proper protection, is generally an expensive and quick death; as the Elemental Planes are the epitome of their respective domains, the Plane of Elemental Air, for example, would be a torrent of zephyrs, tornadoes, hurricanes, such as never before encountered.

It is generally considered that any magical or nonmagical protection against the elements simply does not function within the inner planes, due to the severity of the conditions contained therein.

In addition to the four main Inner Planes, there are a multitude of various quasi-, para-, and demielemental planes (such as the Quasielemental Plane of Salt, Demielemental Plane of Ash, etc.); any combination of dust, crystal, ice, minerals, lava, and so on and so on that can be imagined has its own little plane. It is unknown whether the demielemental planes are contained within the four main Inner Planes or very nearby, but they exist.

Friday, February 6, 2009

Planescape Overview

A much underutilized (and now defunct) campaign setting for the AD&D 2nd Edition roleplaying game, Planescape expands the AD&D universe into a multiverse, allowing for interplanar travel, potentially to innumerable different worlds, written out or available for DM creativity.

All AD&D (a note: for myself, AD&D ended at 2nd Edition: I may reference source material (such as Manual of the Planes) from 3rd, but the basic ruleset and mythos will be largely from 2nd Edition--this is also due to Wizards of the Coast's decision to incorporate all campaign settings into one single, unified plane) campaigns before Planescape dealt with planes only in the abstract sense: PCs played on the Prime Material Plane, deities resided in another, and the simplicity of the elemental planes (Earth, Air, Fire, and Water).

Planescape changed that to allow for five tiers of planes, as follows:

Inner Planes (The Elemental Planes)
Ethereal Plane
Prime Material Plane (Most-to-all PC activity takes place here)
Astral Plane
Outer Planes (Planescape Campaign Setting, and realms of the gods)

The Ethereal and Astral planes are essentially intermediate planes, sort of doors, in a sense.

The point of this blog is to conglomerate all information about the planes into one grand pack. The first four tiers will receive limited attention: they're fairly cut and dry. The majority of the posts will deal with the Outer Planes: the Great Wheel, or the Great Road, depending on what you prefer to call it.

Planar descriptions, deity locations, and the like. Things to amuse me. No one else may read this, but I hope anyone who does enjoys!