What's your campaign world's cosmology?

blackshirt5

First Post
In my campaign, the whole cosmology will eventually become quite important, with the possibility of either this campaign or the next one turning into a Spelljamming, planes-hopping one on board a magical ship. So I figured I'd ask, to get feedback from people:

What is your cosmology? Do you use the default Great Wheel one, or do you design your own?

Right now, it's known that there is only one lower plane, theoretically infinite, known as "The Infinite Hells" or "The 1000 Hells", and that Heaven is segmented to include different sections for different sections of the worlds(although you can travel between sections of Heaven, you must put in for paperwork with the Celestial Bureacracy, which is not anyone's idea of fun, having to fill out forms in triplicate under the critical eye of a pissed off, DMV-esque Dragon), and that there are a ton of Demiplanes that you can visit(some as large as the Prime Material Plane).
 

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I like and most use the Great Wheel cosmology. However, I have toyed with having just the 4 elemental planes and 3 outer planes - High Heavens (Good), The Grey Wastes (Neutral) and Hell (Evil). Still working on it, and I may one day use it.
 


I only have Prime Material, Ethereal and the Spirit World. That's it for me.

Maybe the Dream World and strange stuff like the shadow plane and the mirror plane (but more like
Alice in Wonderland than that described in the MoTP; more like an alternate material world)

Aaron
 

I use the Great Wheel just because its easier...though I decided to have fun with Alternate Prime Material Planes and my world has thousands of them...remember how the MOTP says they can be seperated by anything?
Mine are seperated by the oceans. :) My players are doing lots of ocean travel too, so they're finding things out the hard way...like...how gravity suddenly gets heavier and such. :D
 

I have divided my cosmology into several different worlds or planes, called empyrean. The terrestrial empyrean is the campaign world and what we would consider "normal" reality.

The celestial empyrean is a plane where the gods dwell, and the Boundary of the terrestrial and celestial empyreans is not permeable- in essence, the gods are physically trapped in their own world. All gods, regardless of being good, evil, or neutral, dwell in their own domains in the celestial empyrean. Loyal followers of a deity may cross the Boundary when they die to be with their deity in the afterlife. However, the unusual properties of the Boundary absoltely prevent resurrections, raise dead, or reincarnation magics.

The infernal empyrean is made up of essentially a plane where infernals (demons, devils, daemons, and other evil outsider) dwell. IMC, infernals are more ancient than the gods, and had a great war with them when humans were created. The war was mostly a draw, with the infernals having a slight upper hand. So an agreement was reached called the Great Compact, which prohibited the gods from ever bodily coming to the terrestrial empyrean again, although they could have divine conduits in the terrestrial (clerics and paladins) to guide their children. The infernals were likewise barred from coming to the terrestrial empyrean on their own unless summoned or called forth by a mortal. Under certain extreme circumstances, mortals may cross the Boundary between the terrestrial empyrean and the infernal empyrean and bodily walk in Hell, but most never return.

The spirit empyrean sort of wraps around the terrestrial empyrean like a bubble. It is a mirror of the real world, close to its boundary, but further away, it becomes less recognizable and more alien. All manner of nature spirits, undead, and other strange creatures dwell here, for the most part cut off from the terrestrial empyrean. A few places in the terrestrial empyrean have easier access to the spirit empyrean, usually at sites of natural power (such as henges or ley line nexus) or at sites where some great tragedy has occurred. Spellcasters who use spiritual magics can penetrate this boundary for a short time, and cross over to the other side. The further one moves from the boundary, the more strange things become, until eventually they are nothing like the terrestrial empyrean- these are the Far Realms. Very few mortals have ever penetrated into the Far Realms and returned. One of the known Far Realms is the Faerie Realm. Others are thought to exist too- realms where the elements are alive, or where beings so alien reside that if mortals were to behold them, they would be driven mad.

Finally, there is the Shadow Empyrean, a plane where nothing can grow, but it is otherwise an exact replica of the terrestrial empyrean. Plants are always stunted in their fall phases, and no creatures are native to this place. Violent storms occur in the terrestrial empyrean that can draw creatures into this world, and once there, there is often no escape. The few people who do live there either go mad from the unnatural surroundings and roam in feral bands, or form into more organized groups that hunt the ferals for food. The one advantage is the a creature's metabolism slows by about 100x when in this world, so existance can be maintained for quite some time. Undead are also very common in this place, since the spirit or soul cannot depart to their normal destinations. Other, more sinister secrets exist here as well. This empyrean is barely known to most mortals since only a handful have ever found a way to escape, but those who have liken it to a place of perpetual depression, fear, and pain- a veritable prison plane.
 

I use "what is believed in is effectively real", ie human belief determines the nature of the human multiverse. The Great Wheel is the default believed-in cosmology but you don't need to believe it, it's just one way of visualising the planes, and is definitely not the Whole Truth. I basically use Michael Moorcock's multiverse cosmology.
 

I have the standard inner planes (elemental planes), the standard coexistent planes (shadow, ethereal), one plane for each god (six total), and lastly the Astral plane.

In a homebrew campaign, I found it beneficial to limit the number of gods and the number of planes. Easier to remember and interact with.
 

I also use the concept of Reality Factors for planes, some universes are 'more real' than others. Universes with lower RFs are generally easier to enter and easier to disrupt than higher-RF ones. A visitor from a higher RF universe can impose the laws of his own reality on the lower-RF universe, while a visitor from a lower-RF universe will be altered (usually over time) to conform to the laws of the higher-RF universe.

Eg:

1) An Archmage from Oerth enters a low-RF version of 21st century Earth. He retains his full spellcasting powers and can use them to do pretty much anything, quite possibly achieving world domination in short order.

2) An Archmage from Oerth enters a high-RF version of 21st century Earth. A few days later the delusional schizophrenic who thinks he used to have the Real Power is living rough, sleeping in the gutter while panhandling for change and burbling about Wishes and Plane Shifts and such nonsense. If lucky he may eventually get a job flipping burgers, or more likely end up institutionalised.
 


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