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!
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