What's your campaign world's cosmology?

I use a single infinite flat plane setup. Regions approximating anywhere on the Great Wheel exist around the plane, with the PMP in the center, the outer "planes" near the edge (where infinity shades into nothing), and the elemental planes as a barrier between them. The astral plane goes "over" infinity to any destination, while the plane of shadow is the underside of the world. Ethereal is half prime, half astral.

You can fall off the edge of the world...into the plane of air.

Shortcuts around the plane include the Astral Plane, the Gray Road, the City of Brass, the One Tree, and the Wyrldflow.

Cheers
Nell.
 

log in or register to remove this ad

I use the Orerry cosmology from the MotP. With it, the four elemental planes sort of rotate around the Prime Material plane, which is what causes the different seasons:

Fire during the heat of summer, Earth during autumn’s rich harvest, Water during the precipitation and cold of winter, and Air during the blundering gusts of spring. Spells with the Elemental descriptor are more powerful when their plane is ascendant.

It's kind of a neat concept. The outer planes are where the dead go, and there are eight of them, for the eight alignments around true neutral (as represented by the prime).
Four times a year, one of the four alignment extremes is ascendant as well:

Good during the Winter Solstice, Chaos at the Spring Equinox, Evil during the Summer Solstice, and Law during the Fall Equinox.

It just puts a little interest in the gameplay calendar, when spells get affected, and actually isn't too difficult to keep track of.
 

Mine is pretty Moorcockian - lots and lots of planes of existence. I have something of a Stargate thing, only instead of different worlds, different planes. (Most are prime material like)

Though I kept some of the outer planes - the good and evil ones, though they're sort of squished together, as I don't really use alignment.
 

I use the great wheel , but i have it set up more like 2e planescape ie there is a deep ethereal and multiple prime worlds.. I also use the quasi and para elemental planes. As well as some of the planes from the new manual of the planes like dream and mirror...and and such....
 

Barsoom has three planes:

The Living World
Where mortals live, the Prime Material plane in standard cosmology.

The Shadow Realm
A plane of void, inimical to life, but the domain of the soul. One portion of what makes mortals what they are is the soul, which is formed of (or lives on, or is drawn to) the Shadow Realm. Rumour is that upon death, the soul travels through the Shadow Realm to Omean, the Buried Sea. Contact with the Shadow Realm is deadly for unprotected mortals. It is negative energy in D&D terms and powers sorcery and undead.

The Dream Worlds
A plane of chaos, where everything is always possible and nothing can be maintained. Consciousnesses are forever arising here and being destroyed by the unending chaos. Like the Shadow Realm, the Dream Worlds are destructive to mortals. This is what powers psionics and the consciousnesses that appear here can be summouned and controlled, which is where spirits, fey, demons, djinn and all extraplanar creatures come from on Barsoom.

The Outer Planes
Beyond the Dream Worlds exists a nothingness, an empty void. What may exist out there no one can say, but it's unlikely to be very pleasant.

You can see there are no homes for gods or demons or angels or any of that stuff. Barsoom doesn't have anything like that, except for spirits which are consciousness which were drawn from the Dream Worlds and somehow bound to the Living World. Gods are either mortals who have figured out how to tap into the power of either the Dream Worlds or the Shadow Realm, or else tremendously powerful spirits. There are no elemental planes and no Outer Planes as the Great Wheel describes (my Outer Planes are more like the Astral Plane).

It's all wacky.
 

Aside from the need to use the Ethereal Plane to satisfy basic game mechanics, I deviate massively from the D&D cosmology. Frankly, D&D has way too many planes/alternate realities.

I haven't really felt a need to completely figure out how all the planes work and interact with one another but I'm very much of the opinion that one doesn't even need to develop a complete planar map once you've figured out how to do spell effects that involve the astral, ethereal and shadow planes.

I absolutely never use the outer planes (aside from the astral) and don't usually find I need to use the elemental planes either (though I do have them in one of my current campaigns).

In the game I'm doing in which planar travel is relevant, I basically use the transitive planes, elemental planes and then I consolidate the other planes into The Gods' World and The Moon/Underworld.

I'd love to hear from anyone who has found a way to eliminate the astral plane from their games in a way that doesn't either really screw up important classic spells or create another plane in its place.
 


This:
 

Attachments

  • planar map copy.gif
    planar map copy.gif
    91.9 KB · Views: 406


It's a bit weird, really -- all outer planes are somewhat coexistant.

The Earth is the Land of Mortals. The Moon, which is big, blue and green, more a twin sister planet than a satellite, is the Land of the God and the Land of the Souls. Dead people goes there (funerary ceremonies are thus always practiced at night time, and never in a new moon).

Daytime is thus the Time of Mortals, who have all their stuff to do. Nightime is the Time of Gods, who do their divine stuff -- hence, it's the time of religious ceremonies, prayers, and magic. People are less afraid of the night (notably because the big moon, much bigger than our own, shines more -- on the other hand, the new moon are scary).

The inner planes "correspond" to the Sun. People believe that the sun is made of 6 layers, and each of these layers is connected to one of the inner planes. The top layer is obviously that of the Fire, but the order of the other is disputed. The main school of thought tell it goes that way: Earth (the kernel), negative energy, water, positive energy, air, fire.

Those strange outsiders, like the Slaad or the Formians; or the Modrons and Inevitables, are linked to some of the planets. Some say one of the planets is the mirror of Earth and is the "home" of the Plane of Mirrors. There, they say, all things are reversed, and on this planet you walk on the ceiling, and other weird stuff like that. (Obviously, the people having said that have not traveled there.)

The Plane of Faerie is connected to the Earth. But, in the Nether regions, the bowels of Earth are connected to the Lower Planes. There, in the dark caves hidden from the Gaze of the Moon, archdevils and demon princes live in their demiplanes. The deeper you walk, the greater the risk you have of stepping into Hell, Abyss, or a less well known plane. (As a result, while people on the surface usually worship the deities of the Moon, the horrors that dwell below -- deep orcs, illithids, aboleths, kuo-toa, etc. -- worship fiends, who are "nearer" from them. This also explains why you don't have Gzemnid or Maanzecorian living in a lunar city nearby to some human deity, and why the deities of these foul beings aren't well-known on the surface -- hey, you may litterally spy on the gods with a telescope!)

The Ethereal, Astral, Dream, and Shadow planes reach everywhere. While Dream is a bit special (and don't truly reach anywhere, in fact), the Astral, Ethereal, and Shadow eventually merges. When you go far, far away, when you travel to the limit of the planetary system, they become Deep Astral, Dark Shadow, and Far Ethereal -- three names for the same thing. The plane that serve as interface between the World, and the Far Realms. Access to other cosmologies isn't through the Plane of Shadows, but through the Far Realms.

From the Far Realms, several horrors crept: the Illithids and their Grell allies (they're together IMC), the aquatic Koprus (distant forebears of the Illithids, and their bitter enemies), and of course the Kaorti. The Ethergaunt reached the Far Realms through the Far Ethereal, and mutated there.


A tale only the most erudite lorekeepers may say is that, in the beginning, Earth and Moon were one. Then one day, a mortal commited a crime against a god, and other gods decided to make two separate realms. But not all deities knew of what would happen. Some lesser deities, among the less liked of them (usually because of what we could call an attitude problem), were left in the black. When the sundering happened, the Earth was shattered. Whole landmass were removed, as matter was torn and used to fashion the Moon. The center of the Earth was no cosmologically empty, its metaphysical matter and energy removed to make the Moon or fill the gaps on the Earth. (This rift created the Ark of Limbos, a localized phenomenon of non-existence, which is central to the campaign.)
Back to our gods left out of the plot. As a result of the sundering, they were bereft of flesh and forced to incarnate into the very land.

(This had several effects, most notably the fact that now places have an empathy -- that's the source of that bad feeling one may get in a place where horrors have been done, the place itself recalls these horrors, and you may feel them. Several ghosts phenomenon comes from there, a weird example could be when someone the place "liked" die, it will ensnare that person's spirit to make a ghost, or create one from its memories of that person. Most places are traumatized to coma by the sundering, and are only active on an "inconscient" level. Psionics magic comes from the fact of attuning one's mind to the twisted psyche of the place's spirit, and influencing it.)

The servants spirits (outsiders like celestials, fiends, arcosopher* or anarchon*) of these deities were devoid of leader, "free" to do what they wanted. Free celestials of arcosophers rejoined deities on the Moon, or where slaughtered by the free fiends. Free anarchons mutated and wandered, becoming weird creatures or eventually changing into a "natural" creature (like dragon, lamia, human, or rabbit) and ceasing thus to exist as an outsider agent of chaos. The free fiends, however, took advantage of the void to build demiplanes. Thriving on negation and loss, they built the grim lower planes, as traps feeding on despair, corruption, and damnation.

On the surface, of course, this was the end of civilization. And below the surface, even worse. The cataclysm destroyed everything. There were few survivors indeed. A new, ravaged, world to heal and colonize. Knowledge of the World of Before was soon lost entirely. Indeed, one of the first new civilization was called "the Amnesiac Empire". Built by snakefolks, they were fanatically obsessed by the Before, why all was forgotten, why all was destroyed. Since then, that empire has disappeared, and the ophidians (not as the ones from the Fiend Folio) were driven extinct.

But, back to our fiends. They came, and proposed their help for the rebuilding. They proposed knowledge to those that seeked to retrieve magic. They proposed lots of things that were so much needed few people objected the price. And this gave them a steady supply of souls they used to forge more of their kind, or to strengthen their planes, as they started the Blood War among themselves (reduced dimensions compared to Planescape's infinities of infinities, but still impressive). Soon, the lower planes were virtually infinite. Several races of the depth were irremediably corrupted by the fiends. Only the rediscovery of the gods by the "Amnesiac Empire" saved the surface.
 

Remove ads

Top