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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If I recall, basically, under the originally published 5e rules, ships drop out of their fast speed (100 million miles per 24 hours) to their slow speed (4 mph or so) when coming within the air envelope of another large object. With air envelopes as wide again as the object, a 5,000-mile diameter planet has 5,000 miles of air above the surface. Now, just left like that, it means a spelljamming ship hits that planet's air envelope 5,000 miles from the surface and drops down from millions of mph to 5 mph, and then takes 1250 hours, or over 52 days to get to the surface! Which is obviously absurd and an oversight in the rules.

2e had rules for amount of time arriving or leaving a planet based on planet size, but in the original 5e rules they just removed that without replacing it. After the errata, now spelljammers stay in fast speed until within 1 mile of an object rather than when hitting the air envelop. So, technically, spelljamming ships landing on the planet mentioned above will go through 4,999 miles of air at millions of mph but don't burn up because physics as we know it already doesn't exist in Spelljammer. ;) But that works better for the game than taking almost two months to land (although, technically, according to Xanathar's if you cut the engines and just fell from space, it would only take 3 1/2 days to fall to the surface if my quick math is correct rather than 52 days to fly down). :ROFLMAO:
...

I'm glad that the Errata made this more clear, but I have my doubts thst this presented a major problem at most tables.
 

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However, it has always, IIRC, been described as a torus. Whether or not that is visible in a piece of art is dependent on a lot of factors.
No. In 2e, it is clearly not a torus. It has even a description of what happens when you stand in a higher point of view and look to the "nothing" (the space out the ring).
 



Is the Outlands an island floating in the Astral Sea?

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).
 
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Its interesting to compare this 2e official map to the 5e map. The big differences are Dwarf Mountain/Ironside are now Moradin's Anvil, the Disappearance of Tir Na Og & Tir Fo Thuinn (where the Celtic Pantheon including Oghm, and Roman Silvanus and some other Gods Dwelled) replaced by Wonderhome and and Ubtao Labyrinth of Life (both which while said to be in the Outlands in 2e, never showed up on the map), the disappearance of Tvashvri's Realm (Hindu God so no surprise there unless he moved in with Gond), and the addition of Dendradis (which I suspect is a reaction to the Labyrinth of Life, Dendar and Ubtao being major enemies).

They basically added stuff that was said to be somewhere in the Outlands, but never shown, to fill in the HUGE void left by Tir Na Og/Tir Fo Thuinn (why Silvanus lived their too, I don't know), and the forest seemed to go with it.

So where did Tir Na Og and Tir Fo Thuinn go to? Even Thoth is still around it can't be because it invovled real world deities?

My guess is it moved to Aborea (the Feyest of the Outer Planes) or the Beastlands, maybe Ysgard or Elysium.

Edit: Palace of Justice appears to be gone too.
Sometimes things aren't just labeled on the map if they're not important to the adventure at hand. They may simply have not gone anywhere and are just unlabeled.
 



D&D seems to be retiring any reallife sacred traditions. Some still have reallife adherents, such as Neopagan Celtic, and some are major reallife religions like Hinduism.

If Egyptian Thoth is still around that might be an oversight. Ancient Egypt is sacred to today Egypt as a cultural heritage.

D&D still draws inspiration from reallife sacred traditions. For example, I am curious what they will do with Norsesque "Ysgard". By the way, "Ysr" (Ys-) means something like "crowds", throngs, masses. So, Ysgardr sounds like a name for an urban population, literally, the "townwall of crowds".

We will see when the books come out!
 

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