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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Mu.

The Outlands, the Outer Planes, and the Astral Sea are all their own wanderers - their own planetos, their own planes of existence. They are not matroyshka dolls nor are they physically the same space except where and when they are. They are not floating in the Astral Sea.

They overlap in places but we have to get away from 3-Dimensional thinking. D&D planes are NOT space. The Astral Sea, the Outlands, the Ethereal Realm, and the Blind Eternities are all mutually exclusive in-between places. But none of them spatially contain the others. If they did, they would be stepping on each others toes.

Yes, in the Outlands, if a part of the region around the Gatetown becomes too morally equivalent to its Outer Plane semi-cognate, then it world-falls into that Outer Plane. That's because Outer Planes are literally spatial manifestations of D&D's alignment mechanic. If you are wandering in the Outlands and get to a place that is so Baator-esque, yes, you may world-fall there. There's also a stable portal at the respective gate-town.

In the Astral Sea, the color veils are "portals" to the Outer Planes. You could model them as floating in the Astral Sea, in the sense that the Astral Sea is a silvery space formed by thought and emotion, and thus tied directly to alignment. But they're only so much islands as they are self-contained. There are places that bleed over into other planes of existence, but our understanding of space and time and distance is distorted when we cross a world-fall. It would be like walking through a 4D space, you turn around, and it's not the same world you left behind. It's not possible to physically map out where the Outer Planes are in the Astral Sea other than to say here's a color pool / color veil that takes you to them. But conceptually these planes are linked, and the Astral Sea is relatively securely linked to the Outer Planes in a way that the other transitive planes are not (Ethereal can get you to Shadowfell, Feywild, other Material Planes, the Astral Sea or to the Inner Planes but not directly to the Outer Planes, at least not normally; Blind Eternities are only really connecting M:tG planes for planeswalkers to pass through and these Halls of Time are not a physical space either, though Planeswalkers have tried to make sense of them by calling them a space).
Everything Astral is states of mind, rather than space and matter.

Even so, the Astral Sea tends to visualize states of mind as jouneys thru space to regions of thought that float as if islands.

I understand one can visit an Outer Plane as an island, or perhaps more specifically each dominion within an Outer Plane is its own island.

The whirlpools are gates between any two places.
 

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That not how canon works.
Yeah, it is. If the people who own the property says something changes every edition, they're not beholden to some antiquated and inaccurate definition of canon as "if you own the property, you have to keep all lore consistent forever". They can decide that some older lore was bad and change it. Or that they want to do their own version of the lore, because everyone already knows the old lore anyways. Or any other justification for changing things.

Different storytellers tell different versions of the same story. Or take the same characters and throw them into new circumstances. This is how storytelling has always been. There are plenty of popular stories/groups of stories that have never had an organized, "official" canon, such as Robin Hood, King Arthur and the Knights of the Round Table, and Greco-Roman Mythology.

You, of course, are allowed to prefer the older versions of the stories, but don't act as if it's a moral affront for newer writers to change something from the old version in a new version of an IP you like. Just keep using the older version of it.
 



Yeah, it is. If the people who own the property says something changes every edition, they're not beholden to some antiquated and inaccurate definition of canon as "if you own the property, you have to keep all lore consistent forever". They can decide that some older lore was bad and change it. Or that they want to do their own version of the lore, because everyone already knows the old lore anyways. Or any other justification for changing things.

Different storytellers tell different versions of the same story. Or take the same characters and throw them into new circumstances. This is how storytelling has always been. There are plenty of popular stories/groups of stories that have never had an organized, "official" canon, such as Robin Hood, King Arthur and the Knights of the Round Table, and Greco-Roman Mythology.

You, of course, are allowed to prefer the older versions of the stories, but don't act as if it's a moral affront for newer writers to change something from the old version in a new version of an IP you like. Just keep using the older version of it.
I feel a little morally affronted. But WotC can burn down their own IP if they want. I'll always prefer the TSR lore.
 


No, they haven't given us more info than there's going to be 12 of them. We can guess given the setting's history and some hints/mentions in earlier 5e products, but there's nothing official yet.
Nearly all of the factions continued to operate after the Faction War, either off-Sigil or in the city unofficially (as in, they no longer called themselves a faction). The Dustmen, for example, continued to work at the Mortuary.
 

I feel a little morally affronted.
Which is a silly feeling to feel about lore differences for different editions of an elfgame.
But WotC can burn down their own IP if they want. I'll always prefer the TSR lore.
The IP is more profitable and popular than it has ever been in its nearly 50-year history. But, sure, feel whatever you need to cope with slight changes in lore from edition to edition.
 


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