Planescape
Explore the planes of existence in the Great Wheel cosmology.
Planescape is a campaign setting for the Dungeons & Dragons fantasy role-playing game, designed by Zeb Cook, and published by TSR in 1994.
Quick Facts
- Developer (original game)
- Black Isle Studios
- Publisher (original game)
- Interplay Entertainment
- Release year (original)
- 2000
- Engine
- Infinity Engine
- Source setting
- Planescape (Dungeons & Dragons campaign setting, TSR, 1990s)
- Genre
- Computer role-playing game (CRPG)
- Enhanced edition developer
- Beamdog
Lore & Background
Planescape encompasses numerous planes of existence, creating an entire cosmology called the Great Wheel, which was originally developed in the 1987 Manual of the Planes by Jeff Grubb, derived from concepts laid out in the 1978 Player's Handbook by Gary Gygax. This includes many of the other Dungeons & Dragons worlds, linking them via inter-dimensional magical portals. The Dungeons & Dragons cosmology as reflected in Planescape consists of a number of planes, which can be divided into the following regions: The Inner Planes (representing planes of elemental nature, such as Water, Earth, Fire, and Air, as well as the Positive and Negative energy planes), The Ethereal Plane, The Prime Material Plane, The Astral Plane, and The Outer Planes (representing alignments and the primary domains of the various deities, where their petitioners spend their afterlives). Planescape 'solidified the Great Wheel cosmology that began in 1e and would later be reinstated in 5e as the dominant of three theoretical models'. The Outer Planes consist of: the Abyss, Acheron, Arborea, Arcadia, Baator, Beastlands, Bytopia, Carceri, Elysium, Gehenna, Gray Waste of Hades, Limbo, Mechanus, Mount Celestia, the Outlands, Pandemonium, and Ysgard. Sigil, the 'City of Doors', is located atop the Spire in the Outlands. It has the shape of a torus, and the city itself is located on the inner surface of the ring. There is no sky, simply an all-pervasive light that waxes and wanes to create day and night. Sigil cannot be entered or exited save via portals. Although this makes it quite safe from any would-be invader, it also makes it a prison of sorts for those not possessing a portal key. Thus, many call Sigil 'The Bird Cage' or 'The Cage'. Though Sigil is commonly held to be located 'at the center of the planes' (where it is positioned atop the infinitely tall Spire), some argue that this is impossible since the planes are infinite in all dimensions, and therefore there can never truly be a center to any or all of them. From the Outlands, Sigil can be seen suspended above the supposedly infinite Spire. Within Sigil there are philosophy-derived factions. Before the event known as the Faction War, the groups controlled the political climate of Sigil. Each of these factions is based on one particular belief system; one faction's beliefs make them enemies while others make them allies.
Reader's Guide
There are three principles (or heuristics) governing the world of Planescape: the Rule-of-Three, the Unity of Rings, and the Center of the Multiverse. The first principle, the Rule-of-Three, says simply that things tend to happen in threes. The principles which govern the planes are themselves subject to this rule. The second principle is the Unity of Rings, and notes that many things on the planes are circular, coming back around to where they started. The third principle (fitting neatly into the Rule-of-Three above) is the Center of All, and states that there is a center of everything—or, rather, wherever a person happens to be is the center of the multiverse... From their own perspective, at least. As most planes are functionally infinite, disproving anyone's centricity would be impossible. In Planescape, this is meant philosophically just as much as it is meant in terms of multiversal geography. The fact that anywhere could be the center of the multiverse in this view also implies that nowhere can be said to be the only absolute true center. This sparks a lot of arguments and violence since some people believe the City of Doors to be the center due to its uncommon number of portals to other planes and position in the Outlands and some factions also claim different centers, each with their own significance.
Did You Know?
- Planescape was released in 1994 for AD&D 2nd Edition.
- The look of the setting was inspired by Piranesi's Le Carceri etchings and Brian Froud's illustrations.
- The Lady of Pain was drawn by Dana Knutson and became the setting's logo.
- The Faction War adventure in 1998 ended the factions' control of Sigil.
More in Production & Legacy
Elsewhere in Planescape Torment
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