Dungeon Master's Guide
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HAPTER 2: CREATING A MULTIVERSE<br />
lHEN ADVENTURERS REACH HIGHER LE VELS ,<br />
their path extends to other dimensions of<br />
reality: the planes of existence that form the<br />
multiverse. The characters might be called<br />
on to rescue a friend from the horrific depths<br />
of the Abyss or to sail the shining waters of<br />
the River Oceanus. They can hoist a tankard<br />
- lhe friendly giants ofYsgard or face the chaos of<br />
-bo to contact a wizened githzerai sage.<br />
::>Janes of existence define the extremes of strange<br />
- often dangerous environments. The most bizarre<br />
··ons present settings undreamed of in the natural<br />
d. Planar adventures offer unprecedented dangers<br />
- .·onders. Adventurers walk on streets made of solid<br />
or test their mettle on a battlefield where the fallen<br />
;-e urrected with each dawn.<br />
: :arious planes of existence are realms of myth<br />
mystery. They're not simply other worlds, but<br />
-ensions formed and governed by spiritual and<br />
~ ental principles.<br />
- e Outer Planes are realms of spirituality and<br />
ght. They are the spheres where celestials, fiends,<br />
- deities exist. The plane of Elysium, for example,<br />
-merely a place where good creatures dwell, and not<br />
imply the place where spirits of good creatures<br />
. hen they die. It is the plane of goodness, a spiritual<br />
where evil can't flourish. It is as much a state of<br />
- a and of mind as it is a physical location.<br />
e Inner Planes exemplify the physical essence<br />
- elemental nature of air, earth, fire, and water.<br />
-- Elemental Plane of Fire, for example, embodies<br />
~ e ence of fire. The plane's entire substance is<br />
= ed with the fundamental nature of fire: energy,<br />
--·on, transformation, and destruction. Even objects<br />
: lid brass or basalt seem to dance with flame, in a<br />
ilile and palpable manifestation of the vibrancy of<br />
· dominion.<br />
- lhis context, the Material Plane is the nexus where<br />
· ese philosophical and elemental forces collide in<br />
:umbled existence of mortal life and matter. The<br />
- d of D&D exist within the Material Plane, making<br />
e starting point for most campaigns and adventures.<br />
- -e rest of the multiverse is defined in relation to the<br />
.,-erial Plane.<br />
l: ..... A. NAR CATEGORIES<br />
- -e planes of the default D&D cosmology are grouped<br />
- -:he following categories:<br />
e Material Plane and Its Echoes. The Feywild and<br />
·· e Shadowfell are reflections of the Material Plane.<br />
e Transitive Planes. The Ethereal Plane and the<br />
. · tral Plane are mostly featureless planes that<br />
: rve primarily as pathways to travel from one plane<br />
•o another.<br />
The Inner Planes. The four Elemental Planes (Air,<br />
Earth, Fire, and Water), plus the Elemental Chaos that<br />
surrounds them, are the Inner Planes.<br />
The Outer Planes. Sixteen Outer Planes correspond<br />
to the eight non-neutral alignments and shades of<br />
philosophical difference between them.<br />
The Positive and Negative Planes. These two planes<br />
enfold the rest of the cosmology, providing the raw<br />
forces of life and death that underlie the rest of<br />
existence in the multiverse.<br />
PUTTING THE PLANES TOGETHER<br />
As described in the Player's Handbook, the assumed<br />
D&D cosmology includes more than two dozen planes.<br />
For your campaign, you decide what planes to include,<br />
inspired by the standard planes, drawn from Earth's<br />
myths, or created by your own imagination.<br />
At minimum, most D&D campaigns require<br />
these elements:<br />
• A pl ane of origin for fiends<br />
A plane of origin for celestials<br />
A plane of origin for elementals<br />
• A place for deities, which might include any or all of<br />
the previous three<br />
The place where mortal spirits go after death, which<br />
might include any or all of the first three<br />
A way of getting from one plane to another<br />
A way for spells and monsters that use the Astral<br />
Plane and the Ethereal Plane to function<br />
Once you've decided on the planes you want to use in<br />
your campaign, putting them into a coherent cosmology<br />
is an optional step. Since the primary way of traveling<br />
from plane to plane, even using the Transitive Planes,<br />
is through magical portals that link planes together, the<br />
exact relationship of different planes to one another is<br />
largely a theoretical concern. No being in the multiverse<br />
can look down and see the planes in their arrangement<br />
the same way as we look at a diagram in a book. No<br />
mortal can verify whether Mount Celestia is sandwiched<br />
between Bytopia and Arcadia, but it's a convenient<br />
theoretical construct based on the philosophical<br />
shading among the three planes and the relative<br />
importance they give to law and good.<br />
Sages have constructed a few such theoretical models<br />
to make sense of the jumble of planes, particularly the<br />
Outer Planes. The three most common are the Great<br />
INVENTING YOUR OWN PLANES<br />
Each of the planes described in this chapter has at least<br />
one significant effect on travelers who venture there. When<br />
you design your own planes, it's a good idea to stick to<br />
that model. Create one simple trait that players notice, that<br />
doesn't create too much complication at the gaming table,<br />
and that's easy to remember. Try to reflect the philosophy and<br />
mood of the place, not merely its physical characteristics.<br />
CHAPTER 2 I CREATING A MULT!VERSE<br />
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