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D&D Lore Changes: Multiversal Focus & Fey Goblins of Prehistory
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<blockquote data-quote="Veltharis ap Rylix" data-source="post: 8528377" data-attributes="member: 66357"><p>I'm a big fan of 2e's Planescape, so my understanding is fundamentally colored by that, but in general, the way I view it is this:</p><p></p><p>All the classic settings (Greyhawk, Forgotten Realms, Dragonlance, Dark Sun, etc.) exist within the prime material plane, which is essentially the fantasy parallel of the universe as we understand it in the real world - planets, stars, solar systems, galaxies, etc. The world of each setting (Oerth, Toril, Krynn, Athas, etc.) exists within its own crystal sphere, which you can probably just consider its own solar system (probably not technically correct, but close enough). Spelljammer, as a setting, is all about using special flying ships to explore different areas of a setting's crystal sphere that the core setting doesn't cover (the other planets and moons in Toril's neighborhood, for example), as well as travelling between different crystal spheres (Toril to Oerth, for example) and to other Spelljammer specific locations amongst the stars - basically, fantasy Star Trek.</p><p></p><p>All of that, however, takes place on the prime material plane, which is just one part of the broader multiverse or cosmology. Beyond the prime material, the planes are realms of fundamental forces and concepts: the homes of gods, of demons, angels, devils, fey, genies, etc. Travelling the planes is about stepping out of reality as we mortals know it and stepping into the grander, more explicitly supernatural cosmos - it's leading a charge into Hell itself to rescue a kidnapped priest, or climbing the mountains of the Heavens to spiritually purify yourself, or diving into the bottomless depths of the plane of Water to find the palace of a Marid Princess and trade with her for a magic pearl. Each of these planes is effectively infinite in scope, and Planescape, as a setting, is about exploring these planes and their inhabitants, as well as detailing a major "hub city" for the planes known as Sigil.</p><p></p><p>That's pretty much where 2e left things. Eberron, which I adore, has its own cosmology that functions different than that of Planescape, and while WotC has seemingly decided that it can just be sectioned off into a secret corner of Planescape's Astral Plane that no one knows about, I prefer to keep them separate. Similarly, the various settings of Magic the Gathering that have been and presumably will continue to be adapted as D&D settings have their own cosmology that doesn't necessarily fit with the Planescape "Great Wheel" model, so the questions sort of become things like: Do the MtG settings change to accommodate Planescape? Does Planescape change to accommodate the MtG settings? Are they two separate things within this new official take on the D&D multiverse, like I choose to do with Planescape and Eberron, or is there some room for crossover? And so on.</p><p></p><p>Obviously can't answer everything, but I hope that helps sort some of the concepts and terminology out a bit.</p></blockquote><p></p>
[QUOTE="Veltharis ap Rylix, post: 8528377, member: 66357"] I'm a big fan of 2e's Planescape, so my understanding is fundamentally colored by that, but in general, the way I view it is this: All the classic settings (Greyhawk, Forgotten Realms, Dragonlance, Dark Sun, etc.) exist within the prime material plane, which is essentially the fantasy parallel of the universe as we understand it in the real world - planets, stars, solar systems, galaxies, etc. The world of each setting (Oerth, Toril, Krynn, Athas, etc.) exists within its own crystal sphere, which you can probably just consider its own solar system (probably not technically correct, but close enough). Spelljammer, as a setting, is all about using special flying ships to explore different areas of a setting's crystal sphere that the core setting doesn't cover (the other planets and moons in Toril's neighborhood, for example), as well as travelling between different crystal spheres (Toril to Oerth, for example) and to other Spelljammer specific locations amongst the stars - basically, fantasy Star Trek. All of that, however, takes place on the prime material plane, which is just one part of the broader multiverse or cosmology. Beyond the prime material, the planes are realms of fundamental forces and concepts: the homes of gods, of demons, angels, devils, fey, genies, etc. Travelling the planes is about stepping out of reality as we mortals know it and stepping into the grander, more explicitly supernatural cosmos - it's leading a charge into Hell itself to rescue a kidnapped priest, or climbing the mountains of the Heavens to spiritually purify yourself, or diving into the bottomless depths of the plane of Water to find the palace of a Marid Princess and trade with her for a magic pearl. Each of these planes is effectively infinite in scope, and Planescape, as a setting, is about exploring these planes and their inhabitants, as well as detailing a major "hub city" for the planes known as Sigil. That's pretty much where 2e left things. Eberron, which I adore, has its own cosmology that functions different than that of Planescape, and while WotC has seemingly decided that it can just be sectioned off into a secret corner of Planescape's Astral Plane that no one knows about, I prefer to keep them separate. Similarly, the various settings of Magic the Gathering that have been and presumably will continue to be adapted as D&D settings have their own cosmology that doesn't necessarily fit with the Planescape "Great Wheel" model, so the questions sort of become things like: Do the MtG settings change to accommodate Planescape? Does Planescape change to accommodate the MtG settings? Are they two separate things within this new official take on the D&D multiverse, like I choose to do with Planescape and Eberron, or is there some room for crossover? And so on. Obviously can't answer everything, but I hope that helps sort some of the concepts and terminology out a bit. [/QUOTE]
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