D&D (2024) 2024 Astral Plane

Yaarel

He Mage
In D&D 5e, the Astral Plane of 2024 remains unclear because so far 2014 is often silent. The recent 5e Spelljammer setting elaborates the Astral Sea and even mentions the dominions appear as if "floating islands" within it, but details none of them. 5e tends especially silent about the Good Dominions. Glimpses get a mention here and there, like the Elf originating in the Chaotic Good dominion of Arborea, the Angel from Lawful Good Mount Celestia, and the Tabaxi from Good by Chaotic Good Beastlands. But the dominions themselves stay vague. 5e Planescape is coming soon. It will detail at least some of the alignment dominions. Even so this thread especially considers the 2024 Astral Plane, emphasizing the known features that are popular, extrapolating from the few details, comparing features from earlier editions, and noting features that might be problematic if any. Sorting thru all of this, helps get a sense of the 2024 Astral Plane to come.


The 5e DMs Guide describes − and Spelljammer elaborates − the Astral Plane is "a realm of thought and dream". The phenomena there are made out of thoughts, like people and places that one meets in a dream. Sensations like material solidity or moving thru space are actually symbolic information constructs (like playing in the virtual reality of a video game). This realm of thought appears as if an Astral Sea, a breathable celestial ocean that one flies or sails thru. Swirling luminous stardust clouds the view of distant stars in places. A star is actually a star in the Material Plane, viewable from within the "wildspace", where Astral thought constructs overlay a Material solar system. Stars that are impossibly far away in the Material Plane can be reached via the Astral Sea. Voyagers dematerialize into thought constructs that can travel at the speed of thought, then rematerialize at the remote destination, effectively teleporting vast distances of the Material Plane.

Also within the Astral Sea are the Astral dominions. Each is a conceptual structure that appears symbolically as if a floating island, a realm to itself. Its interior can be larger than the exterior seems. Features might loom larger as one approaches them from within in. Entrances might lead into spaces that are endless. Distance is as in a dream. The nearness or farness depends on the how concepts associate with each other.

Some of these dominions are the paradigm of a specific alignment, such as the Chaotic Good Dominion of Arborea or the True Neutral Dominion of the Outlands. There are also intermediate alignments such as the Chaotic by Chaotic Evil dominion of Pandemonium (also called Chaotic with Evil tendencies, or jocularly Chaotic Evilish). Thus each of the seventeen alignments that derive from the Outer Planes of 1e exists in 5e as an Astral dominion. The 5e cosmology in the Players Handbook presents them as a diagram where each is next to its conceptual binary neighbor. But actually these alignment domains scatter across the Astral Sea.

The 5e adventure, Balders Gate: Descent into Avernus, details the first of the Nine Hells of Baator, namely of the Lawful Evil dominion.

Earlier in D&D, 3e evolves conflicting cosmologies, including the Forgotten Realms Tree, the Eberron Orrery, and the Planescape Wheel. 4e reconciles these within an Astral Sea where any locale might be found as a dominion. 5e continues this Astral Sea cosmology, but reemphasizes the alignment dominions that derive from the 1e Outer Planes via the Planescape Wheel of 2e and 3e. In 5e, there are sixteen Outer Planes (not seventeen). The True Neutral Astral Dominion of Outlands counts separately as a different kind of plane. The Outlands where Sigil is is its own dominion somewhere in the Astral Sea. Relating to the 5e cosmology map in the Players Handbook, the Elemental Chaos situates where one might expect the Outlands. Possibly, the Outlands relates to the Elemental Chaos.

Additionally, the Astral Sea features other domains that have nothing to do with alignments, and organize according to other conceptual frameworks besides alignment.

The 5e alignment domains fling far from each other across the Sea. But from within, they connect to each other because of conceptual comparisons and contrasts. The binary structure of the alignments reminds each alignment of the other, and gates link two domains where common resemblances are strong. The gate to a specific alignment dominion can take the form of a disk-shape rippling colored pool. Like stray thoughts, sometimes such pools appear remotely within the Astral Sea.

Currently, 5e supplies a comprehensive sense of the Astral Sea. 5e Planescape is coming soon. But so far, the details of the alignment dominions remain largely unknown. Especially the Good dominions lack content with only sporadic details.

Since D&D 1e, ethical values organize into a binary structure. A "Good-Evil" axis intersects a "Chaotic-Lawful" axis. Their coordinates comprise eight alignments plus "True Neutral" at the center.

The Good-Evil axis is frequency of compassionate actions.
Good is altruistic, striving to benefit others as well as oneself.
Evil is predatory, benefiting oneself at the expense of others.

The Chaotic-Lawful axis defines who ones "self" is.
Chaotic is an individual identity with personal needs.
Lawful identifies with a group with collective needs.

The True Neutral alignment is a mix among the other alignments. Creatures less able to make ethical decisions, such as most Beasts and Constructs, are Unaligned.


The intersection of the two axes plays out according to the following ethical values for each the nine alignments.


Chaotic Good empowers the individual identity. They emphasize personal freedoms, chosen friendships, and spontaneous self-expression. They also feel strong empathy for others and make efforts to meet their individual needs. They encourage each other to discover ones own best version of oneself, to liberate individuals from oppression, rescue them from distress, and find ways to enjoy the unique talents of each person. They often welcome competition, show off individual prowess, and playfully brag. Businesses flourish within niches and by innovation. Arts of all kinds flourish everywhere. There are many ways to be beautiful. Chaotic Good allies form intense personal bonds that eschew societal expectations. They will be there in times of need. One can rely on any commitments made one-on-one between friends.

True Good, also called Neutral Good, is compassionate actions. They strive to increase the frequency of compassionate actions among themselves and others, in voluntary and sustainable ways, to achieve as much wellbeing as possible for as many people as possible. Each strives to love others as much as one loves oneself. They nurture self-love as well as the altruistic love for others. They optimize between individual needs and group needs, whichever can achieve the greater Good in any particular situation. They economize limited resources to further as much Good as possible. They tend to support a group identity that is a framework to safeguard the diverse individual identities within it. Legal systems that enforce personal freedoms, tend toward the True Good alignment. Yet they are likely to speak of "ethics", and view "laws" as tools whose validity depends on whether they maximize Good. At the same time, they expect most individuals to find more wellbeing when cooperating with others within a group. They seek to do no harm, but require individuals to defend themselves against any who do harm. Reciprocity is key. True Good makes great effort to empower those individuals and groups who seem likely use this power to assist even more groups or individuals who do Good. Ten Good who empower each other become vastly more powerful than ten Evil who tear each other apart. One can count on True Good to help others to do Good, and to show empathy toward Non-Good.

Lawful Good empowers the group identities, such as citizens of a nation or members of a societal institution. Members work together to better the group as a whole, and often adopt shared group obligations, such as laws or policies. The societal expectations function as virtues that one develops a discipline to fulfill. The groups tend to ally with other groups: such as an treaty between two ethical nations, or a wealthy community founding an institution to empower an impoverished community. They value multiculturalism, where the different ethnic and religious identities cooperate together as groups. Sophisticated groups coordinate the specializations of each group to benefit from each others strengths and to cover for each others weaknesses. They care about justice and a society that is fair, and work hard to improve life for everyone. One can count on those obligations of group that are decent, and on the expectations to do the right thing.


Lawful Neutral means group identity. The self is made out of the groups that one belongs to. To speak with one is to engage in the values of a nation, the mores of a religion, the pride of a prominent extended family, the concerns of any parents and siblings who arent even present physically. They follow rules stoically to the best of ones ability, and celebrate those who sacrifice to fulfill collective needs. They feel a powerful sense of honor when ones own group accepts and esteems them as members, but feel debilitating shame if outcast from the group. To be shunned is a death of self, and often worse than to die bodily. They tend to view others according to stereotypes that they assign to the members of other groups. They value responsibility, standardization, repetition, expectations of tradition, status quo, and collectivism. One cannot rely on any actions on behalf of personal friendships. But one can count on the fulfillment of binding treaties, collective laws, institutional policies, legal contracts, and family obligations to be carried out in full.

True Neutral is a dynamic mix of the other alignments. Often a single individual is the mix, such as kind to some people and unkind to other people. They encourage a live and let live attitude. They are always pragmatic, and often intentionally amoral. They deal with the realities at hand, as constructively and as conveniently as possible. They might be apathetic if without too much disruption, or principled with a realpolitik on behalf of the largest percentage of individuals and groups. There is tolerance for any individuals and groups who succeed, but little regard for small percentages who come to harm. Civility, diplomacy, negotiations − and bribery − are values. There is equal opportunity, but individuals and groups do well to fend for themselves. Perhaps the only extreme is the insistence on a safespace to be moderate. One can count on any beneficial legal contracts with groups and on any mutual commitments with individuals. But nothing excessive endures.

Chaotic Neutral means individual identity. They attend to personal needs, desires, pleasures, and ambitions. Personal freedoms are the priority. They respect the accomplishments of other individuals. There is zero regard for any laws or societal expectations that they didnt personally agree to. They either ignore or are oblivious to undesirable rules. They form intense bonds with chosen friends and allies. Communities aggregate like molecules comprising various arrangements between various individuals, who are often surprisingly diverse. They might get uncomfortable if others become dependent on them, but are patient with loved ones, and can be extraordinarily generous if no strings attached. They value freedom, innovation, variation, surprises of progress, utility, and individualism. One cannot rely on any implied obligations. But one can count on the fulfillment of a personal commitment, especially if a solemn vow or sincere promise.


Chaotic Evil behaves solely for ones own benefit. They lack empathy for the wellbeing of others and disregard any laws or societal expectations. They tend toward criminality, whether brazen or sneaky. The conflicts between Chaotic Evil versus Lawful Good are obvious. They view Lawful as laughable and Good as vulnerable. Some endeavor to gain dominance over others. The resulting governments are tyrannical and tumultuous, often with a cult of personality and hierarchies of intimidation − and frequent assassinations. Each member calculates ones own costs-versus-benefits. The punishments for disobeying a superior tend dissuasive, even wrathful, cruel and unusual. They often target the loved ones of their enemies. Personal friendships can be sincere and across identity groups, as long as they dont get in each others way. One can count on an arrangement to benefit oneself but must avoid any pretense of obligation.

True Evil, also called Neutral Evil, is predatory in pragmatic way. They resort to both their group identity and their individual identity, whichever optimizes more advantage. Their competence with alternate tactics and the lack of empathy for anyone, comes across psychopathic. They often fanaticize other members of a group to seize power over other groups, while also conspiring with individuals to achieve more personal power. They happily betray either if expedient. They often fulfill societal obligations for the sake of self-serving motives, and build personal relationships for the sake of tactical alliances among groups. To seize opportunities while evaluating reality astutely are inherent skills. The True Good alignment often envies these skills. The resulting governments of True Evil tend to be cautionary tales of corruption and destabilization, with shocking discoveries of horrific abuse in dark places. One can count on arrangements that benefit ones "self", but must continually track whether group benefits or personal benefits prove the most opportune.

Lawful Evil is a predatory pack mentality. It is national chauvinism, ethnic supremacism, religious fanaticism, aristocratic elitism, criminal mafia family obligations, street gang loyalty, neighborhood lynch mob, or so on. The group as a whole is predatory, with policies and behaviors that actively exploit and harm the members of other groups. The mentality is "us versus them", without empathy for "them". Typically they form empires that assert and supposedly "deserve" dominance over the other groups. Individuals sacrifice for the glory of their group. The concerns for the group, its laws and norms, are more important than the needs of members within it. Even leaders can become expendable if deviating from collective values. The collective dehumanizes outsiders. Often they formally demonize others and seek to remove any legal rights from others. They might even be intolerant toward insiders that dont fit in with the rest of the group. Sometimes the group does far more cruelty to these insider dissidents who are perceived as a threat from within. There can be a grudging acknowledgement of an other group that seems similar to ones own group, especially if such acknowledgement is tactically useful for the promotion of ones own group. But imperialism, expansionism, and conquest eventually overtake any mutual alliance. Those who benefit from the group tend to enforce the group, and those who dont benefit fear the group and seek ways to pretend. Affection for other members of the group can be sincere, but betrayal and ostracism result when deviating from the societal norms. Lawful Evil is almost synonymous with dysfunctional. The group functions and survives, but painfully so for some of its members. One cannot rely on a sense of fairness or even on mercy from loved ones. But one can count on any laws, policies, or societal expectations to be enforced to the fullest extent that power makes possible.


These are the nine alignments of D&D that result from a vertical Good-Evil access and a horizontal Chaotic-Lawful axis, plus a True Neutral center. Unaligned is uninvolved with these nine, but sometimes defaults as if True Neutral. The descriptions pertain to 5e and describe Chaotic and Lawful in terms of individual versus group, respectively. Other interpretations of the alignments might exist in different editions, campaign settings, or ones own gaming tables.
 
Last edited:

log in or register to remove this ad

In D&D 5e, the Astral Plane of 2024 remains unclear because so far 2014 is often silent. The recent 5e Spelljammer setting elaborates the Astral Sea and even mentions the dominions appear as if "floating islands" within it, but details none of them. 5e tends especially silent about the Good Dominions. Glimpses get a mention here and there, like the Elf originating in the Chaotic Good dominion of Arborea, the Angel from Lawful Good Mount Celestia, and the Tabaxi from Good by Chaotic Good Beastlands. But the dominions themselves stay vague. 5e Planescape is coming soon. It will detail at least some of the alignment dominions. Even so this thread especially considers the 2024 Astral Plane, emphasizing the known features that are popular, extrapolating from the few details, comparing features from earlier editions, and noting features that might be problematic if any. Sorting thru all of this, helps get a sense of the 2024 Astral Plane to come.


The 5e DMs Guide describes − and Spelljammer elaborates − the Astral Plane is "a realm of thought and dream". The phenomena there are made out of thoughts, like people and places that one meets in a dream. Sensations like material solidity or moving thru space are actually symbolic information constructs (like playing in the virtual reality of a video game). This realm of thought appears as if an Astral Sea, a breathable celestial ocean that one flies or sails thru. Swirling luminous stardust clouds the view of distant stars in places. A star is actually a star in the Material Plane, viewable from within the "wildspace", where Astral thought constructs overlay a Material solar system. Stars that are impossibly far away in the Material Plane can be reached via the Astral Sea. Voyagers dematerialize into thought constructs that can travel at the speed of thought, then rematerialize at the remote destination, effectively teleporting vast distances of the Material Plane.

Also within the Astral Sea are the Astral dominions. Each is a conceptual structure that appears symbolically as if a floating island, a realm to itself. Its interior can be larger than the exterior seems. Features might loom larger as one approaches them from within in. Entrances might lead into spaces that are endless. Distance is as in a dream. The nearness or farness depends on the how concepts associate with each other.

Some of these dominions are the paradigm of a specific alignment, such as the Chaotic Good Dominion of Arborea or the True Neutral Dominion of the Outlands. There are also intermediate alignments such as the Chaotic by Chaotic Evil dominion of Pandemonium (also called Chaotic with Evil tendencies, or jocularly Chaotic Evilish). Thus each of the seventeen alignments that derive from the Outer Planes of 1e, except for the True Neutral one, exists in 5e as an Astral dominion. The 5e cosmology in the Players Handbook presents them as a diagram where each is next to its conceptual binary neighbor. But actually these alignment domains scatter across the Astral Sea.

The 5e adventure, Balders Gate: Descent into Avernus, details the first of the Nine Hells of Baator, namely of the Lawful Evil dominion.

Earlier in D&D, 3e evolves conflicting cosmologies, including the Forgotten Realms Tree, the Eberron Orrery, and the Planescape Wheel. 4e reconciles these within an Astral Sea where any locale might be found as a dominion. 5e continues this Astral Sea cosmology, but reemphasizes sixteen out of the seventeen alignment dominions that derive from the 1e Outer Planes via the Planescape Wheel of 2e and 3e. The True Neutral Astral dominion seems missing from 5e but is possibly identical with the Elemental Chaos that situates in the 5e cosmology where one might expect it. Alternatively, the Feywild and Shadowfell effectively replace the Neutral domain, or there is a seventeenth domain called True Neutral Outlands, somewhere in the Sea. Additionally, the Astral Sea includes domains whose features organize according to other conceptual frameworks besides alignment.

The 5e alignment domains fling far from each other across the Sea. But from within, they connect to each other because of conceptual comparisons and contrasts. The binary structure of the alignments reminds each alignment of the other, and gates link two domains where common resemblances are strong. The gate to a specific alignment dominion can take the form of a disk-shape rippling colored pool. Like stray thoughts, sometimes such pools appear remotely within the Astral Sea.

Currently, 5e supplies a comprehensive sense of the Astral Sea. 5e Planescape is coming soon. But so far, the details of the alignment dominions remain largely unknown. Especially the Good dominions lack content with only sporadic details.

Since D&D 1e, ethical values organize into a binary structure. A "Good-Evil" axis intersects a "Chaotic-Lawful" axis. Their coordinates comprise eight alignments plus "True Neutral" at the center.

The Good-Evil axis is frequency of compassionate actions.
Good is altruistic, striving to benefit others as well as oneself.
Evil is predatory, benefiting oneself at the expense of others.

The Chaotic-Lawful axis defines who ones "self" is.
Chaotic is an individual identity with personal needs.
Lawful identifies with a group with collective needs.

The True Neutral alignment is a mix among the other alignments. Creatures that less able to make ethical decisions, such as most Beasts and Constructs, are Unaligned.


The intersection of the two axes plays out according to the following ethical values for each the nine alignments.


Chaotic Good empowers the individual identity. They emphasize personal freedoms, chosen friendships, and spontaneous self-expression. They also feel strong empathy for others and make efforts to meet their individual needs. They encourage each other to discover ones own best version of oneself, to liberate individuals from oppression, rescue them from distress, and find ways to enjoy the unique talents of each person. They often welcome competition, show off individual prowess, and playfully brag. Businesses flourish within niches and by innovation. Arts of all kinds flourish everywhere. There are many ways to be beautiful. Chaotic Good allies form intense personal bonds that eschew societal expectations. They will be there in times of need. One can rely on any commitments made one-on-one between friends.

True Good, also called Neutral Good, prioritizes compassion and wellbeing. Each strives to love others as much as one loves oneself. They nurture self-love as well as the altruistic love for others. They optimize between individual needs and group needs, whichever can achieve the greater Good in any particular situation. They economize limited resources to further as much Good as possible. They tend to support a group identity that is a framework to safeguard the diverse individual identities within it. Legal systems that enforce personal freedoms, tend toward the True Good alignment. Yet they are likely to speak of "ethics", and view "laws" as tools whose validity depends on whether they maximize Good. At the same time, they expect most individuals to find more wellbeing when cooperating with others within a group. They seek to do no harm, but require individuals to defend themselves against any who do harm. Reciprocity is key. True Good makes great effort to empower those individuals and groups who seem likely use this power to assist even more groups or individuals who do Good. Ten Good who empower each other become vastly more powerful than ten Evil who tear each other apart. One can count on True Good to help others to do Good, and to show empathy toward Non-Good.

Lawful Good empowers the group identities, such as citizens of a nation or members of a societal institution. Members work together to better the group as a whole, and often adopt shared group obligations, such as laws or policies. The societal expectations function as virtues that one develops a discipline to fulfill. The groups tend to ally with other groups: such as an treaty between two ethical nations, or a wealthy community founding an institution to empower an impoverished community. They value multiculturalism, where the different ethnic and religious identities cooperate together as groups. Sophisticated groups coordinate the specializations of each group to benefit from each others strengths and to cover for each others weaknesses. They care about justice and a society that is fair, and work hard to improve life for everyone. One can count on those obligations of group that are decent, and on expectations to do the right thing.


Lawful Neutral means group identity. The self is made out of the groups that one belongs to. To speak with one is to engage in the values of a nation, the mores of a religion, the pride of a prominent extended family, the concerns of any parents and siblings who arent even present physically. They follow rules stoically to the best of ones ability, and celebrate those who sacrifice to fulfill collective needs. They feel a powerful sense of honor when ones own group accepts and esteems them as members, but feel debilitating shame if outcast from the group. To be shunned is a death of self, and often worse than to die bodily. They tend to view others according to stereotypes that they assign to the members of other groups. They value responsibility, standardization, repetition, expectations of tradition, status quo, and collectivism. One cannot rely on any actions on behalf of personal friendships. But one can count on the fulfillment of binding treaties, collective laws, institutional policies, and family obligations to be carried out in full.

True Neutral is a dynamic mix of the other alignments. Often a single individual is the mix, such as kind to some people and unkind to other people. They encourage a live and let live attitude. They are always pragmatic, and often intentionally amoral. They deal with the realities at hand, as constructively and as conveniently as possible. They might be apathetic if without too much disruption, or principled with a realpolitik on behalf of the largest percentage of individuals and groups. There is tolerance for any individuals and groups who succeed, but little regard for small percentages who come to harm. Civility, diplomacy, negotiations − and bribery − are values. There is equal opportunity, but individuals and groups do well to fend for themselves. Perhaps the only extreme is the insistence on a safespace to be moderate. One can count on any beneficial legal contracts with groups and on any mutual commitments with individuals. But nothing excessive endures.

Chaotic Neutral means individual identity. They attend to personal needs, desires, pleasures, and ambitions. Personal freedoms are the priority. They respect the accomplishments of other individuals. There is zero regard for any laws or societal expectations that they didnt personally agree to. They either ignore or are oblivious to undesirable rules. They form intense bonds with chosen friends and allies. Communities aggregate like molecules comprising various arrangements between various individuals, who are often surprisingly diverse. They might get uncomfortable if others become dependent on them, but are patient with loved ones, and can be extraordinarily generous if no strings attached. They value freedom, innovation, variation, surprises of progress, utility, and individualism. One cannot rely on any implied obligations. But one can count on the fulfillment of a personal commitment, especially if a solemn vow or sincere promise.


Chaotic Evil behaves solely for ones own benefit. They lack empathy for the wellbeing of others and disregard any laws or societal expectations. They tend toward criminality, whether brazen or sneaky. The conflicts between Chaotic Evil versus Lawful Good are obvious. They view Lawful as laughable and Good as vulnerable. Some endeavor to gain dominance over others. The resulting governments are tyrannical and tumultuous, often with a cult of personality and hierarchies of intimidation − and frequent assassinations. Each member calculates ones own costs-versus-benefits. The punishments for disobeying a superior tend dissuasive, even wrathful, cruel and unusual. They often target the loved ones of their enemies. Personal friendships can be sincere and across identity groups, as long as they dont get in each others way. One can count on an arrangement to benefit oneself but must avoid any pretense of obligation.

True Evil, also called Neutral Evil, is predatory in pragmatic way. They resort to both their group identity and their individual identity, whichever optimizes more advantage. Their competence with alternate tactics and the lack of empathy for anyone, comes across psychopathic. They often fanaticize other members of a group to seize power over other groups, while also conspiring with individuals to achieve more personal power. They happily betray either if expedient. They often fulfill societal obligations for the sake of self-serving motives, and build personal relationships for the sake of tactical alliances among groups. To seize opportunities while evaluating reality astutely are inherent skills. The True Good alignment often envies these skills. The resulting governments of True Evil tend to be cautionary tales of corruption and destabilization, with shocking discoveries of horrific abuse in dark places. One can count on arrangements that benefit ones "self", but must continually track whether group benefits or personal benefits prove the most opportune.

Lawful Evil is a predatory pack mentality. It is national chauvinism, ethnic supremacism, religious fanaticism, aristocratic elitism, criminal mafia family obligations, street gang loyalty, neighborhood lynch mob, or so on. The group as a whole is predatory, with policies and behaviors that actively exploit and harm the members of other groups. The mentality is "us versus them", without empathy for "them". Typically they form empires that assert and supposedly "deserve" dominance over the other groups. Individuals sacrifice for the glory of their group. The concerns for the group, its laws and norms, are more important than the needs of members within it. Even leaders can become expendable if deviating from collective values. The collective dehumanizes outsiders. Often they formally demonize others and seek to remove any legal rights from others. They might even be intolerant toward insiders that dont fit in with the rest of the group. Sometimes the group does far more cruelty to these insider dissidents who are perceived as a threat from within. There can be a grudging acknowledgement of an other group that seems similar to ones own group, especially if such acknowledgement is tactically useful for the promotion of ones own group. But imperialism, expansionism, and conquest eventually overtake any mutual alliance. Those who benefit from the group tend to enforce the group, and those who dont benefit fear the group and seek ways to pretend. Affection for other members of the group can be sincere, but betrayal and ostracism result when deviating from the societal norms. Lawful Evil is almost synonymous with dysfunctional. The group functions and survives, but painfully so for some of its members. One cannot rely on a sense of fairness or even on mercy from loved ones. But one can count on any laws, policies, or societal expectations to be enforced to the fullest extent that power makes possible.


These are the nine alignments of D&D that result from a vertical Good-Evil access and a horizontal Chaotic-Lawful axis, plus a True Neutral center. Unaligned is uninvolved with these nine, but sometimes defaults as if True Neutral. The descriptions pertain to 5e and describe Chaotic and Lawful in terms of individual versus group, respectively. Other interpretations of the alignments might exist in different editions, campaign settings, or ones own gaming tables.

It wasn't immediately clear, but the Astral Dominions and Outer Planes are seperate things, Outer Planes are seperate Planes from the Astral Plane, Astral Dominions are large islands or some times even planets floating in the Astral Plane, so they obey the rules of the Astral Plane like no aging, Outer Planes play by their own individual rules.


The DMG does hint at Outer Planes outside of the Alignment Planes, but those are also still a seperate from Astral Dominions. Examples that appear in 5e are Zagarexus which the Utheric Gods were trying to pull out of "storage" now that they had returned in the Brimstone Angels saga and maybe Eberrons planes. Havestar and possibly Towers of Night are examples of Astral Dominions on the other hand.

Pre 4e afterlives are usually Outer Planes in 5e, 4e Dominions except Eberrons, are Astral Dominions in 5e.
 
Last edited:

Yaarel

He Mage
It wasn't immediately clear, but the Astral Dominions and Outer Planes are seperate things, Outer Planes are seperate Planes from the Astral Plane, Astral Dominions are large islands or some times even planets floating in the Astral Plane, so they obey the rules of the Astral Plane like no aging, Outer Planes play by their own individual rules.


The DMG does hint at Outer Planes outside of the Alignment Planes, but those are also still a seperate from Astral Dominions. Examples that appear in 5e are Zagarexus which the Utheric Gods were trying to pull out of "storage" now that they had returned in the Brimstone Angels saga and maybe Eberrons planes. Havestar and possibly Towers of Night are examples of Astral Dominions on the other hand.

Pre 4e afterlives are usually Outer Planes in 5e, 4e Dominions except Eberrons, are Astral Dominions in 5e.
It seems the Outer Planes are now Astral dominions after all.

Some Astral dominions will follow their own rules.

The sidebar in Spelljammer Guide says, "Because these dominions are part of the Astral Sea, they are timeless. Nothing ages there, and creatures can survive there indefinitely without food or drink."

This is true for all Outer Planes. All Outer Planes are "timeless" and "nothing ages".

But besides being ageless, each Outer Plane can follow other rules on its own that are true for it but not for the rest of the Astral Sea.
 
Last edited:

It seems the Outer Planes are now Astral dominions after all.

Some Astral dominions will follow their own rules.

The sidebar in Spelljammer Guide says, "Because these dominions are part of the Astral Sea, they are timeless. Nothing ages there, and creatures can survive there indefinitely without food or drink."

This is true for all Outer Planes. All Outer Planes are "timeless" and "nothing ages".

But besides being ageless, each Outer Plane can follow other rules on its own that are true for it but not for the rest of the Astral Sea.

Based on what are the Outer Planes now Astral Dominions?
 

Yaarel

He Mage
Based on what are the Outer Planes now Astral Dominions?
Pretty much 4e, and how 5e largely continues 4e cosmology.

Also, Spelljammer mentions Havestar by name as a dominion. This city is a 4e feature and appears to be the homeplane of Pelor in 5e, who is a significant power of True Good, who in 3e associates with True Good Elysium.

In other words, the Astral dominions more than "summer cottages" sotospeak. They are functioning planes where Humanoids can go to in the afterlife.
 

Pretty much 4e, and how 5e largely continues 4e cosmology.

Also, Spelljammer mentions Havestar by name as a dominion. This city is a 4e feature and appears to be the homeplane of Pelor in 5e, who is a significant power of True Good, who in 3e associates with True Good Elysium.

In other words, the Astral dominions more than "summer cottages" sotospeak. They are functioning planes where Humanoids can go to in the afterlife.

5e's cosmology is the Great Wheel from 2e, but with pieces of 4e's World Axis Cosmology. No product in 5e says that Outer Planes and Astra Dominions are synomous with each other. They are seperate, Astral Dominions are not seperate from the Astral Plane, they are locations within it, where as Outer Planes are connected to the Astral Plane, but seperate Plane in their own right. Compare how portals to Outer Planes work, without Astral Dominions are presented.
 


Weirdo worlds with polarized society, not taking care of economics, demographics, ressources, always remind me of the original Star Trek!
 

Yaarel

He Mage
How about everybody just figure out and use the cosmology they want for their own game, rather than trying to dictate and justify why their beliefs are "the truth" for D&D on the whole? It's argument for the sake of having an argument.

The 5e Planescape setting is coming out this year.

So far, the designers seem to carefully avoid a commitment to what the Outer Planes look like. But with Planescape, they seem ready to commit now.

It is difficult to imagine a Planescape setting that avoids explaining how it relates to the Astral Sea and the rest of the Astral Plane.



5e's cosmology is the Great Wheel from 2e, but with pieces of 4e's World Axis Cosmology. No product in 5e says that Outer Planes and Astra Dominions are synomous with each other. They are seperate, Astral Dominions are not seperate from the Astral Plane, they are locations within it, where as Outer Planes are connected to the Astral Plane, but seperate Plane in their own right. Compare how portals to Outer Planes work, without Astral Dominions are presented.

Well, the Outer Planes arent synonymous with dominions. There are many dominions that have nothing to do with alignment.

Notice. In the 5e Players Handbook, each "Outer Plane" is actually floating inside the Astral Sea of the Astral Plane.


latest




The impression is, the cartographer of this map has something like this 3e cosmology in mind, where each Outer Plane resembles a "floating island". Again, in the 5e cosmology, these "islands" sotospeak are inside the Astral Sea.

GreatWheelMap.jpg



Keep in mind, the concept of "distances" are dreamlike. These Astral "islands" can be larger inside than they appear from outside the island − even infinitely larger.
 

Yaarel

He Mage
How about everybody just figure out and use the cosmology they want for their own game, rather than trying to dictate and justify why their beliefs are "the truth" for D&D on the whole? It's argument for the sake of having an argument.

Worth mentioning, 4e is a more flexible cosmology. Those tables who want the Wheel (and its alignment system) can have them floating in the Astral Sea as dominions. Those tables who want a different cosmology, such as Eberron or the Tree, can conveniently have different dominions instead.

The Astral Sea with an indefinite number of dominions is friendlier for DMs who are "worldbuilders".
 


AD6_gamerati_skyscraper

Upcoming Releases

Top