(Mongoose) Book of the Planes - Out Now!

MongooseMatt

First Post
Hi guys,

The latest tome from Mongoose Publishing, The Book of the Planes, is out now in your local games stores and book shops. Written by Gareth Hanrahan, this is your definitive guide to interplanar travel and the cosmology of campaigns.

Kicking off with Planar Traits, this book shows you how to define different planes of existence from the physical (gravity, time, size and morphic), through the environment, to their effects on magic, alignment and the plane's relationship with other realities. This leads into details on how to travel to the planes and the different methods employed - portals, magic, artefacts, the guardians of these methods and the dangers involved.

Fellow Travellers looks at those who regularly travel between the planes and the organisations they belong to. Here too are various prestige classes to define these organisations and some of the more special methods of travel, including the Planewright, Combine Trader, Wayfarer, Fellow of the Open Gate, Faceless Warrior, Spider Sect Agent, Ambassador of Hell, Eleemosyne, Unseen Master, and Gnosis Seeker. This gives you an immediate set of movers and shakers who have a vested interest in the planes, ready for any camapign.

Magic of the Planes details the effects of summoning and related spells across the planes, as well as how existing spells may be affected by different realities. New spells are also presented, which will be of special interest to planar-travelling spellcasters, from Detect Portal and Ether Tether to Summoning Ward and Worldwalk. New feats will allow characters to Craft Portals or change their home plane, while new magic items will guard against the dangers of planar-travel or make it easier.

The bulk of the book, however, is taken up with detailed descriptions of individual planes, ready for insertion into your campaign. Gareth has concentrated on making each plane a living, breathing place, so you will have no trouble explaining to your players just where it is they are and that it is in no way like the Prime Material Plane. Each plane is detailed with common hazards, specific locations and new denizens that will act as foils for your players. In addition to this, there are adventure seeds for each, so not only can you get your players to these locations quickly and easily, they will also have many things to do once they get there. The planes fully detailed in this book include the Ethereal Plane, Astral Plane, Plane of Shadow, the Elemental Planes, the Positive and Negative Energy Planes, the Vault of Stars, Tarassein, Mal, Infernum (watch for this being expanded in the forthcoming Book of Hell!), Chasm, Halls of Order, the Afterworld, the Firmament, the Questing Grounds, Nexus Planes, the Grand Orrery of All Reflected Heavens, the Wandering Inn of the Glorious Toad, Dunmorgause Castle, and various Lesser Planes for you to expand upon. Basically, this is a complete campaign setting (or several settings!) that can be grafted onto any existing campaign with a simple portal or spell. It really is a case of asking your players 'Where do you want to go today?'

Beyond this, there are two chapters for Games Masters that focus on creating such settings for their campaigns. The first, Building the Cosmos, looks at how planes can fit together logically, however your campaign is currently arranged. The second, Planecrafting, gives you all the tools necessary to create your own planes, perhaps using those in this book as a jump off point before your players engage in truly the most wondrous voyage of all time. They could be the Magellans of their world! Alternatively, they could become creators and masters of their own plane of existence - way better than building another castle. . .

The Book of the Planes is a 256 page hardback priced at $34.95 and is available now from all good games stores and book shops.
 

log in or register to remove this ad

So... it's pretty modular, then? It's not going to contradict anything in Manual of the Planes, right? :D Also, Monte Cook has a planar book coming out as well. I just want to FINALLY finish my cosmology for my setting, and I plan on drawing from several sources, but I don't want the rules to contradict..


Thanks
Chris
 

thundershot said:
So... it's pretty modular, then? It's not going to contradict anything in Manual of the Planes, right? :D Also, Monte Cook has a planar book coming out as well. I just want to FINALLY finish my cosmology for my setting, and I plan on drawing from several sources, but I don't want the rules to contradict..

The inner planes are wholly compatible. The outer planes from MotP aren't open content, to the Book of the Planes has different outer planes. Most of them are still compatible enough to be inserted as regions or layers in a WotC plane, but can also be used on their own.

The Book of the Planes builds on, but doesn't contradict the MotP rules. For example, a Fire plane in MotP would have the Fire-dominant trait. Book of the Planes has a 1-10 scale for Fire-dominance. The Fire-Dominant trait might be a 7 on that scale, so you can convert to and from the finer BotP scale easily.
 

Yeah, I don't use the "Great Wheel" anymore, but I do plan on using a lot of the MotP planes for my world. But I'm also adding in things like the Plane of Faerie, Plane of Mirrors, Plane of Dreams, and whatever interesting tidbits I find in this book and Monte's. I just want to make sure the "stats" so to speak are in a similar format.


Thanks
Chris
 

Mytholder said:
For example, a Fire plane in MotP would have the Fire-dominant trait. Book of the Planes has a 1-10 scale for Fire-dominance. The Fire-Dominant trait might be a 7 on that scale, so you can convert to and from the finer BotP scale easily.
Mmm..I´m intrigued about that.
Does the numerical value of the dominant trait have any effect on spells, supernatural abilities & such? :eek:
 

Theseus said:
Mmm..I´m intrigued about that.
Does the numerical value of the dominant trait have any effect on spells, supernatural abilities & such? :eek:

Yeah. A high-Arcane or high-Green trait will allow casters to get 'free' metamagic, for example, and means that there will be far more naturally occuring wizards and sorcerers or druids among the folk of that plane. A high-Fire trait will boost fire-type spells. A low-Accessibilty means that it's harder to move off the plane using magic.

The funky bit is, a character can manipulate the numbers using Planecrafting...
 

Can´t wait to get my hands on it! :)

I love the idea of how the plane traits will have an impact on the number and the type of magic users. Even on the "look" of the plane itself. I can alreay envision a plane where forests are alive or another where people never die because they keep on living as intelligent undead , etc,etc.

Well, I think i´m gonna cast a haste spell on the post office. :p
 

Theseus said:
Can´t wait to get my hands on it! :)

I love the idea of how the plane traits will have an impact on the number and the type of magic users. Even on the "look" of the plane itself. I can alreay envision a plane where forests are alive or another where people never die because they keep on living as intelligent undead , etc,etc.

The write-up of each trait has little pithy descriptions of the effects each level has on the plane.

The funky bit is that you can alter these traits. If, say, a necromancer wanted to turn the whole world into a land of undeath, he could collect energy from the Negative Plane and infuse it into the Material Plane (or, more likely, he turns a section of the Material Plane into a little pocket plane and zaps that), or he could bring the Negative Plane into alignment with the Material and have darkness 'spill over' into the Material World....
 

Another book to get poured into my Sailors on the River of Worlds campaign.

Along with Beyond Countless Doorways and Planar Handbook, the prospects for planar gaming are good indeed. :)

I still want my Planescape campaign setting back, though. :(
 

The Infernum...

MongooseMatt said:
Hi guys,

The latest tome from Mongoose Publishing, The Book of the Planes, is out now in your local games stores and book shops.

<SNIP>

The planes fully detailed in this book include the Ethereal Plane, Astral Plane, Plane of Shadow, the Elemental Planes, the Positive and Negative Energy Planes, the Vault of Stars, Tarassein, Mal, Infernum (watch for this being expanded in the forthcoming Book of Hell!), Chasm, Halls of Order, the Afterworld, the Firmament, the Questing Grounds, Nexus Planes, the Grand Orrery of All Reflected Heavens, the Wandering Inn of the Glorious Toad, Dunmorgause Castle, and various Lesser Planes for you to expand upon. Basically, this is a complete campaign setting (or several settings!) that can be grafted onto any existing campaign with a simple portal or spell. It really is a case of asking your players 'Where do you want to go today?'

Is the Infernum referred to herein compatible in part or in whole with the Infernus from the old Mayfair Games Role-Aids "Demons" product line?

I have always used that as my "demonic underworld" settings, preferring the presentation therein to that of the official Grand Wheel concepts used by WOTC. If it's possible that the Infernum at least nods more heavily toward MFG's Infernus than current planar products available on the market, then you definitely have a sale here.

Just curious,
Flynn
 

Remove ads

Top