28.01.2019 Views

Dungeon Master's Guide

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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 />

43

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!