Dungeons and Dragons Codexery

Planescape

A surreal journey through infinite planes where belief shapes reality and every door leads somewhere new.

Planescape is a unique campaign setting for Dungeons & Dragons that shifts the focus from traditional fantasy realms to the multiverse's infinite layers of reality known as the Great Wheel Cosmology. Instead of exploring a single kingdom, adventurers navigate the chaotic intersections where gods, demons, and mortals collide, primarily centered around the bustling hub city of Sigil. This setting is renowned for its philosophical depth, surreal landscapes, and the exploration of free will versus destiny. In this world, the boundaries between life, death, and madness are porous, allowing characters to travel from the fiery depths of the Nine Hells to the serene planes of the Upper Realm with relative ease. The setting challenges players to define their own beliefs through the mechanics of alignment and faith, making every journey a test of ideology as much as combat prowess.

Quick Facts

Designer
David "Zeb" Cook
Publisher
TSR, Inc.; Wizards of the Coast
Date
1994
Genre
Fantasy
System
Dungeons & Dragons

Facts from the source article.

Background

The foundation of Planescape rests on the concept that thought, emotion, and belief are tangible forces capable of manifesting physical realms. The multiverse is structured as a Great Wheel, with the Material Plane at its center, surrounded by the Inner Planes of elemental energy and the Outer Planes of moral alignment. Between these lie the Ethereal and Astral planes, which serve as conduits for travel. This structure dictates that a creature's soul journey after death depends entirely on their alignment in life, drawing them toward specific Outer Planes.

Sigil, often called the City of Doors, floats within the pocket dimension known as the Outlands, serving as the neutral crossroads of the multiverse. It is ruled by the Lady of Pain, an enigmatic and terrifying entity who maintains order through absolute neutrality and the prohibition of magic that challenges her authority. Within Sigil's walls, thousands of factions vie for influence, each representing a different philosophy or obsession, from the chaotic freedom of the Fraternity of Order to the hedonistic pursuits of the Xaositects.

Travelers in this setting are often referred to as 'planewalkers,' individuals who have mastered the art of navigating these diverse realms. They utilize portals that can open anywhere at any time, connecting disparate worlds in ways that defy logic. The atmosphere is one of constant wonder and danger, where a simple conversation might reveal a god's true nature or a marketplace might sell memories instead of gold.

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