Planescape Planescape Pre-order Page Shows Off The Books!

You can now pre-order Planescape: Adventures in the Multiverse from D&D Beyond. The set comes out on October 17th.

Scroll down through the comments to see more various peeks at the books!



  • Discover 2 new backgrounds, the Gate Warden & the Planar Philosopher, to build planar characters in the D&D Beyond character builder
  • Channel 7 otherworldly feats, new intriguing magic spells & more powered by planar energies
  • Explore 12 new ascendant factions, each with distinct cosmic ideologies
  • Face over 50 unusual creatures including planar incarnates, hierarch modrons, and time dragons in the Encounter Builder
  • Journey across the Outlands in an adventure for characters levels 3-10 and 17
  • Adds adventure hooks, encounter tables, maps of Sigil and the Outlands & more to your game
This 3 books set comprises:
  • Sigil and the Outlands: a setting book full of planar character options with details on the fantastic City of Doors, descriptions of the Outlands, the gate-towns that lead to the Outer planes, and more
  • Turn of the Fortunes Wheel: an adventure set in Sigil and the Outlands designed for character levels 3-10 with a jump to level 17
  • Morte’s Planar Parade: Follow Morte as he presents over 50 inhabitants of the Outer Plane, including incarnates, hierarch modrons, time dragons, and more with their stats and descriptions


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So I never really got into Planescape back in the day and I am curious about and hopeful someone can give me a brief description of the Outlands. From the map it looks like a plane that is related too and connected to many of the planes of the great wheel. Is this correct? What is its function? Thanks!
It is the True Neutral Plane of existence, also called Concordant Oppoaition IIRC. Hence it is a safe meeting ground for beings moving between the ideological Outer Planes, for trade or what not. Hence why Sigil, the True Neutral cosmopolis at the center of the Outlands, has entities from all over of all Alignments and such. The 16 Gatetowns around the edge of the Outlands are limitations spaces where the 16 Outer Planes breakthrough a bit (so an Anglic city, a Devilish city, etc...)
 

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There is no canon except what is in the core rulebooks, so "contradictions" don't matter as such. Only

It is worth remembering that just because it's on this map, doesn't mean this product will provide much detail. The Rock of Bral map showed tons of stuff that isn't detailed in the book at all, but provides something for a DM to either make something up or reference the DMsGuild 2E material. Don't necessarily expect all of these things to get detailed.

There is canon and needs to be canon for anything to actually make sense.

Canon violations are like errors in DNA or computer program, it can servive a few minor errors, but the more errors accomulate, the less coherant things become, the more problems develop, till it kills the creature/program.

Also the setting book and adventure between them are much bigger and focused then Spelljammer with no ships taking up space. There is no excuse to not give anything on those maps at least a blurb, between the two books.
 

It is the True Neutral Plane of existence, also called Concordant Oppoaition IIRC. Hence it is a safe meeting ground for beings moving between the ideological Outer Planes, for trade or what not. Hence why Sigil, the True Neutral cosmopolis at the center of the Outlands, has entities from all over of all Alignments and such.
That sounds like a description of Sigil to me, what is the difference between the two? Why do we need the Outlands if we have Sigil?
 

There is canon and needs to be canon for anything to actually make sense.

Canon violations are like errors in DNA or computer program, it can servive a few minor errors, but the more errors accomulate, the less coherant things become, the more problems develop, till it kills the creature/program.
I disagree almost completely. I hope every book released by WotC has some lore that subverts some part of a previous book and/or some previous "canon." I want it to be very nebulous and open to interpretation.
 

That sounds like a description of Sigil to me, what is the difference between the two? Why do we need the Outlands if we have Sigil?
Sigil is to the Outlands what London is to the U.K.

Sigil is The Big City with Everything, that is in the Outlands (the center of the Outlands map has the Spire, which Sigil orbits). The Outlands are for going outside The Big City and having adventures with extraplanar creatures without going full-on Descent into Avernus.
 

I disagree almost completely. I hope every book released by WotC has some lore that subverts some part of a previous book and/or some previous "canon." I want it to be very nebulous and open to interpretation.

This isn't Chronicles of Darkness, alot of folks care about setting canon, D&D players, video game fans, novel fans, etc..., you create needless division and get a rep for lazy writing doing that, unless the setting is designed like CoD from the get go, which D&D wasn't.
 

There is canon and needs to be canon for anything to actually make sense.

Canon violations are like errors in DNA or computer program, it can servive a few minor errors, but the more errors accomulate, the less coherant things become, the more problems develop, till it kills the creature/program.

Also the setting book and adventure between them are much bigger and focused then Spelljammer with no ships taking up space. There is no excuse to not give anything on those maps at least a blurb, between the two books.
Canon is up to DMs, not WorC.

"Fifth edition’s canon includes every bit of lore that appears in the most up-to-date printings of the fifth edition Player’s Handbook, Monster Manual, and Dungeon Master’s Guide. Beyond these core rulebooks, we don’t have a public-facing account of what is canonical in fifth edition because we don’t want to overload our fellow creators and business partners."


 

That sounds like a description of Sigil to me, what is the difference between the two? Why do we need the Outlands if we have Sigil?

There are some big differents in the Metaphysics of Sigil and Outlands. Gods weaker then Overgod can't visit Sigil, they can't set up Divine Domains in Sigil, and there is the Overgod Lady of Pain that rules over the city, although she doesn't run it, the Factions do.

Outlands have Gods and Divine Domains running around. The Outlands act as a neutral meeting ground for Gods, Sigil is a place the Gods can't even enter. The Outlands have a varied climates and geography and outside of cities and towns are much more wild. The flavour of the Gatetowns and Divine Domains are very different from each other and Sigil.
 

That sounds like a description of Sigil to me, what is the difference between the two? Why do we need the Outlands if we have Sigil?
I'll probably cause a number of Planescape fans aneurysms with this, but...

Sigil is a giant city like Waterdeep or Sharn. The Outlands acts kinda like the surrounding countryside. The spire Sigil is on is completely nonmagical, but the farther you go from it, the more magic returns and eventually you reach the "edge" of the Outlands where it borders on another outer plane and the Outlands takes on some characteristics of said plane. That allows you to have some adventures near certain planes that would kill low level adventurers if it was set directly on said plane. In that way, it acts like a buffer for less powerful adventurers who aren't ready to go into the Abyss yet.

Now, that's not to say it's safe; there are divine realms like the Ithilid God-brain and there are their own type of planar inhabitants, but it's a slight bit easier to adventure in than most places. So Planescape has usually tried to use the Outlands as a place to adventure in until you're ready for the harsher places like Limbo or the Abyss.

... But them sods always go running off to the nearest portal to Carceri and get themselves put in the dead book. Ya can't teach 'em.
 

Canon is up to DMs, not WorC.

"Fifth edition’s canon includes every bit of lore that appears in the most up-to-date printings of the fifth edition Player’s Handbook, Monster Manual, and Dungeon Master’s Guide. Beyond these core rulebooks, we don’t have a public-facing account of what is canonical in fifth edition because we don’t want to overload our fellow creators and business partners."



That none sense never made sense and show be ignored until they say somethkng coherent. Plus it flies in the face of Ed Greenwoods contract, so its BS.
 

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