Please, tell me about your custom cosmology.

The Macrocosm (Cosmology)
The Criterion of Realities

Miens: Those aspects of moral alignment inherent to outsiders: Discord (Chaos), Grace (Good), Harmony (Law), and Taint (Evil).
Realities: The realities are new worlds and dimensions that collectively form the Actuality.
Reality Cell: A contained reality with its own inherent physics.
Reality Cluster: An interlinked assembly of realities also known as a microcosm.
Transitive Reality: A buffering dimension that functions as a juncture between the reality clusters.
The Actuality (Creation): The totality of Creation, all within the Mysterion (The Divine Plan).
The Axial Prime: The nexus of the Actuality that is often referred to as the Prime in the vernacular. This reality forms an axis between the Ethereal, Faerie, and Umbra Transitives (all of which are coterminous with the axial but separated from one another).

Transitive Realities
The Astral: The transitive reality of the Essentialities.
The Empyrean: The transitive reality of the Firmaments.
The Ethereal: The reality between the Axial and the Empyrean.
The Faerie, The Crepuscule: The reality between the Axial and the Astral. The Twilight Lands
The Umbra: The reality between the Axial and the Vacuum.
The Vacuum: The transitive reality of the Perditions.

Reality Clusters
The Essentialities (Primes): The Elemental Flame, The Elemental Sand, The Elemental Wave, The Elemental Wind
The Firmaments (Heaven): The Glades of Arborea, The Arcadian Rectitudes, The Wild Beastlands, The Bytopian Paradises, The Mountains of Celestia, The Fields of Elysium, and The Ysgard Domains
The Perditions (Oblivion): The Abyssal Infinity, The Carceri Exile, The Gehenna Eternity, The Wastes of Hades, The Soulwells of Hell, The Entropy of Limbo, and The Pandemonium Dementia
The Vinculum (The Nexus): The Axial Prime, The Ethereal, The Faerie, and The Umbra.

Theoretic Realities
The Axial Exteriorities: Alternate axial dimensions that would be limitless in scope.
The Vacuity (The Void): Regions beyond existence; outside of the Mysterion. Some of the more radical scholars postulate the Vacuity predates the Actuality.

Small diagram in the attached.
 

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IMC, the world is split up into the material and the spiritual. Once a person dies in the material, they end up going to the spiritual world where the gods and archetype creatures live. If they worshiped a certian god, they typically go to the realm that that god controls, or rather, the god takes the effort to pull said person to his area of the spirtual world. Otherwise they just get dumped into the spitual world almost at random.

Trael between the two worlds is possible and some heroes have traveled there and back without spells. The underdark is one way and is mostly in between the two worlds anyway. This why the underdark doesn't fill up with water even though it goes far deeper than sea level. It is also one of the reasons the drow fled there as the region is hard to divine and makes a good hideout that is hard to teleport in and out of. There are other places where the boundry is thin and heroes can cross into the spiritual world or creatures from the spiritual world can cross into the material. The gods usually operate though clerics, but can also cross over with some effort for short periods of time.

Demons, devils, Cthulhu mythos creatures, and the like are all from other separate realities and act as invaders when in this one.
 

First and foremost, there is the Throne, the non-anthropomorphic, impersonal intelligence responsible for all of Creation. It has placed the Ten Thousand Worlds (various Prime Material Planes) in the Space Between, an infinite nothingness, the blank canvas on which the Throne enacts some great and inscrutable Plan. Where the Space Between wraps around a Prime Material it becomes a Periphery, its infinite potential given a dim semi-reality by its contact with a real world. Thousands of spirits dwell in these realms, shadows of things in all the Worlds.

At the center of the Space Between (a tenuous concept in an infinite non-space, but there it is) rages Creation's Heart, the swirling elemental vortex from which all current things but the Unbound were made. Reaching the Heart is difficult, requiring both magic and the correct location (a volcano's heart, in the midst of a great hurricane, deep within the Undertunnels or under an ocean) unless a gate can be found.

Certain powers, while not nearly equal in divine power to the Throne, share its nature as remote and separate from the specific campaign world - they are known by various names and natures by most, if not all, cultures in all the worlds. Placed by the Throne as its adjuncts, a solar power oversees the life in each of the worlds, a lunar power maintains the heirarchy and laws of the Periphery spirits, and a largely quiescent intelligence manages the cycles of the landscape; the seasons, tides, and the like. Sadly, I haven't named them yet, as much of this is under construction.

The gods are powerful spirits, imbued with the energy of creation either by the efforts of mortals in their sphere or by direct worship. All gods are answerable to the Throne and its servant powers, but largely left to their own devices, as the Throne is largely unconcerned with details smaller than whole worlds and the gods are dependant on mortals for their power. Each deity is served by angels and spirits according to its nature and paradigm, the angels changed from a single basic creature to suit divine needs and the spirits elevated from the Periphery.

Sitting in opposition to the Throne and its servitors, indeed in opposition to all mortal life, are the Unbound. They are the first beings created, of infinite variety and lifespan, formed in the earliest days of the Worlds from the very material of the Space Between, rather than that of the Heart. The Unbound are largely imprisoned in the Abyss, a dark and infinite mirror of Creation; amid jungles of toxic fungi, deserts of shattered bones, and mercury swamps, an uncountable host of horrors play out their natures.

At the center of the Abyss, so to speak, is the Fortress Malsheem. Fashioned from the bones and essence of the Lord of the Unbound, this black iron citadel is the size of any six mortal capital cities and its eponymous lord, little taller than most men, sits brooding and plotting upon his throne. The form is a lie, a whim of the great bleak terror that turned the Unbound against the Throne, but it serves well to distract the mortals from its other ends.

When mortals die, their most basic essence slips into the Periphery; from here it is called by its patron deity, remade into another form of spirit, doomed to wander the edges of the living world, or dragged screaming to the Abyss by Yeth Hounds, dependant on the spirit.

Alignment does not appear in my cosmology as understood in D&D; instead, there is Taint. Fundamentally, Taint is the touch of the Unbound as marked by the solar power to cast out those who dabble in things that would destroy all life, given the chance. Taint is visible, and immediate, and largely irreversible.

Well...THAT was longer than I'd intended.
 

Planes are just used whenever need arises, with no specific organization. Afterlife will probably never come up, there is absolutly no reason for me to develop it.
 

My cosmology eh? Well let me start by saying that I have had so little need of other planes in the 25+ years I've been playing that attempting to detail any cosmology beyond the Ethereal and a few Infernal regions has been a waste of time. Accordingly, let me finish my saying that my current cosmology consists of... little more than the Ethereal and a few Infernal regions.

PC's are assumed to know NOTHING about other planes, not their physical properties, how to get there, what to expect to find there, not even if they EXIST. NPC's are largely the same. Any PC with an interest in other planes would likely be best served by consulting a sage or higher level PC with a known interest in that sort of thing. The PC would then likely be presented with THEORIES rather than factual information.

PC's are likely to eventually use spells or items that enable travel to the Ethereal or with related properties. They are likely to encounter demons and devils from other planes, but are highly UNlikely to travel to their planes of origin for any reason. Instead, they are more likely to simply seek a way to prevent access to the Prime Material by the evil outsiders if some form of easy access has been established.

Oh yeah, the afterlife is a matter for individual religions, deities, and PC/NPC beliefs. There is no universal "afterlife" for all characters. Some may believe in reincarnation, some in Valhalla and Ragnarok, some may believe in ancestral spirits, some may believe there is no afterlife at all. Any or all of them are likely to be CORRECT - at least as far as they are concerned. The most practical result of this is that NPC's are almost never successfully Raised from the dead, though Resurrection (since it is more likely to be used on those that have been dead much longer) is a call that is more likely to be heeded by the dead. Just because PC's may get themselves and their cohorts Raised and Resurrected as if they were Super Mario, doesn't mean that the rest of the campaign world could, would, or should do likewise. Beyond that, all the usual rules and spells in D&D apply normally.
 
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Currently, I play Planescape, but you already know about that. And Warcraft, another published one.

But there's a cosmology idea which I've been thinking about for a while; it works like this. Every time a sentient dies, its soul (barring undeath conditions) leaves the Prime Material and forms a new plane around itself. There are billions such planes.

The soul is unconscious at first; the formation process is thus subconscious and the plane's aspect and properties depend on the soul's nature. In the vast majority of cases, this state lasts forever.

Sometimes, a soul awakens; it becomes an outsider, gains partial control over its own plane, and can travel back to the Material in the right circumstances. In the vast majority of cases, this happens after so much time that the soul has long forgotten everything about its past life and is by all intents and purposes an entirely new being. In this cosmology, every single outsider is a unique being and there are no outsider "races"; their powers are variable on the Material, but they are all extremely dangerous on their own plane. Older outsiders are more powerful thanks to class levels acquired during their existance; outsiders which used to be powerful mortals tend to have better innate stats and powers. Outsiders killed on the Material are banished to their own plane and reenter an unconscious state for a time roughly equal to what it took them to awake in the first place. Outsiders that were just summoned (not called) suffer no ill consequences from being killed on the Material; they just reform on their own plane at full health.

In a tiny minority of cases, an outsider can enter a subsequent stage and become a god. The conditions resulting in this are unknown. Worship seems to be involved, but it isn't necessary.

Planar travel is extremely dangerous. A soul's plane can be very safe and pleasant - or it could be infernal, depending on the spirit's subconscious. It could be a symbolic representation of the being's mind, difficult to understand and navigate. An outsider's plane has the same issues, and the owner is present and has control over it as well.

Characters can use magic to reach these planes, provided they have some connection to the plane's spirit. Possible reasons to do this include:
- attempting to obtain information from the deceased's spirit.
- attempting to convince an unwilling character to be raised from the dead.
- attempting to rescue the soul of a character who can't be raised due to having been dead for too long.
- attempting to awaken a soul, to create a new outsider.
- communicating with an outsider directly.
- permanently destroying an outsider.

Notice that communication with an unawakened soul can be difficult since they generally don't even have a physical manifestation on their own plane and if they do it will just be an exaggerated aspect of their own personality, potentially in an unrecognizable form. Visitors will have to interpret the plane's features as symbols of the spirit's mind, and conform to the plane's rules in order to accomplish anything.
 

I am not actually DMing at the moment, but I do have a homebrew campaign setting on the back burner I can talk about.

Looking over my notes, I have the following planes:

Celestia
12 layers, good

The 13 Hells
13 layers, evil, styx, tunnel layer like pandemonium, frozen, flooded, vocanic

The Elemental Planes
Actually one plane (?), with lots of regions dominated by the different elements

The Deep Ethereal
Cloudy, curtains of colour, demiplanes, links with everything

The Astral Plane
Emptiness, storms, dead gods, colour pools, links prime and outer

The Plane of Shadow
Shadows, demiplanes, links with prime and elementals

Limbo
Where dead people go before going to the afterlife

The Near Ethereal
One for each other plane, links with deep ethereal

The Material Planes
Multiple, but not necesarily infinite

The Otherworld
One per material, spirits and possibly faeries as well

The Mirror Planes
MotP, Can link anything, including (possibly) to other planar structures

The Dreaming
Not sure of the details


glass.
 
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Also, the gods are kinda planes in and of themselves. Devout followers of gods spend there afterlives within the gods they served. That way, you can encounter gods without having living mortals wandering around in people's afterlives.

Those who believed in reincarnation get reincarnated, while those who followed shamanistic faiths go to the Otherworld to join their ancestors.

Those whose belief was not strong in life wait in limbo for a while before going to the relevant afterlife as above. Those who did believe in anything wait forever (unless they make a pact with a daemon, of course -those who made such a pact in life now find that payment is now due).

EDIT: There is not demon/daemon/devil/demodand divide in my homebrew. They are all just daemons.


glass.
 
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Man in the Funny Hat said:
My cosmology eh? Well let me start by saying that I have had so little need of other planes in the 25+ years I've been playing that attempting to detail any cosmology beyond the Ethereal and a few Infernal regions has been a waste of time.

...

PC's are assumed to know NOTHING about other planes, not their physical properties, how to get there, what to expect to find there, not even if they EXIST.

...

PC's are likely to eventually use spells or items that enable travel to the Ethereal or with related properties. They are likely to encounter demons and devils from other planes, but are highly UNlikely to travel to their planes of origin for any reason.

...

Oh yeah, the afterlife is a matter for individual religions, deities, and PC/NPC beliefs.

That's in a way what I have used before our adventures started getting the characters to other planes. Indeed there's no reason to have a clearly defined cosmology if the PC are just always going to stay in the material plane. Even if we went to other planes a few times, it has been so far about two-way trips (there & back to prime), so the actual grand scheme of cosmos remained unknown.

But "that was the river, this is the sea..." :D Now we ARE going to have some adventures which require the PC to investigate outer worlds and travel through them, and that's why I need my ideas and sketches to solidify a bit into something that I can keep in mind (not necessarily telling the players yet) for when the PC are more free to choose their planar destination.
 

Knowledge (cosmology)
DM MASTER COPY

Note: In a FIONAVAR campaign, there is no astral or ethereal plane, no elemental planes, no positive and negative energy planes, nor are there outer planes except the Celestial Domains and Nether Dominions. Knowledge of elementals falls under knowledge (nature), not knowledge (cosmology), and elementals are considered spiritual manifestations of natural energy. The only transitive plane that exists in the traditional sense is the Shadow World, through which all the divergent material planes are connected. The Celestial Domains and Nether Dominions have only the infinite material planes between them as a transitive; thus, the mortal worlds are the battlegrounds of celestials and netherals in their eternal war.

Astral Spells: Spells tied to the astral essentially work the same, with the following modifications. Since there is no astral plane in a FIONAVAR campaign, beings utilizing spells and abilities such as dimension door, teleport, or teleport without error simply disappear from one location and reappear at another, instantaneously, without leaving the material stratum they are on. They are not traveling through another plane, but folding space. Summoned monsters are instantly gated to your position from their respective locations along the transdimensional axis, and astral projection sends forth your mortal soul into the cosmos, not an “astral body.” Although an astral traveler can enter any of the infinite mortal worlds along the material axis, she cannot manifest in physical form in any mortal world. Furthermore, an astral traveler is barred from entering the realm of Faerie and the Celestial Domains. Astral projection otherwise works as written. A planar traveler using astral projection does not need to make Knowledge (cosmology) skill checks to enter specific material strata.

Axial Point – the precise location on a given stratum where it is hypothetically closest to the strata immediately neighboring it and, thus, the material axis. Any planar travel spells or powers invoked at a plane’s axial point are cast at +10 caster levels, and planar travelers embarking on a transdimensional journey from the axial point of a plane gain a +10 circumstance bonus on skill checks made to arrive at a desired location or to return to that axial point. The circumstance bonus only applies if a planar traveler transits from an axial point and returns directly to that axial point; any intermediate planar traveling disorients the spellcaster too much to recall the precise coordinates. The axial point of the prime stratum is located deep below the land of Xen’Drik in a Tiamni fortress. The Tiamni built their fortress around the axial point millennia ago to link their Fionavar outpost to the rest of the Imperium, which spans five strata. This is not an uncommon occurrence on strata where the inhabitants recognize the significance of the axial point. Transdimensional empires often control the axial points of every stratum they possess, and link their empires together with permanent gates at those locations.

Dimensional Anchor – this spell works as normal, blocking both inter- and intra-dimensional forms of magical transit.

Dream – the realm of dreams, where sleeping mortals project their psyches and play out their fantasies. Called Dal Quor by its inhabitants, Dream is ringed with dreamscapes – small, temporary envelopes of pseudoreality where dreamers live their dreams for a short time. Within the ring, however, exists the domain of the quori, the alien denizens of Dal Quor, who feed off the psychic energy of dreaming mortals. Time and reality are said to be subjective in Dream. Mortals cannot reach Dream via plane shift nor shadow walk, but they may use both astral projection and gate to travel there.

Faerie – the home realm of the immortal fey, which is coexistent with the mortal world; locations on the material plane match with Faerie duplicates. This plane is ruled by the sidhe-lords of the Seelie and Unseelie Courts, which viciously oppose each other. Portals to Faerie only appear at certain times, such as during a new moon, at the equinoxes, or once every ninety days, depending on who you ask. Time is said to pass differently on Faerie than on the mortal world, and the plane is said to entrap the unwary. Shadow walk and other spells that require access to the realm of Shadow do not function in the realm of Faerie. For every day spent in Faerie, one month passes on the prime stratum.

Material Axis – the hypothetical line along which the divergent universes of the material world exist, also called the transdimensional axis. Journeying along the material axis via the Shadow World requires little effort beyond dealing with the denizens of Shadow, but a planar traveler attempting to reach a specific material plane must make a DC 35 Knowledge (cosmology) skill check to arrive there. The DM rolls the check in secret, and you may not take 10. If the check fails, the traveler arrives at a different material plane than the one he intended, and he may not immediately realize it. Multiple characters with ranks in Knowledge (cosmology) can attempt to aid one another on the skill check to arrive at the intended plane, but the DM rolls the aid another attempts in secret as well. A character need not be able to cast planar travel spells in order to aid in this skill check. Making the Knowledge (cosmology) check is a full-round action that does not provoke an attack of opportunity. A shadow walking character can choose to forego making the skill check and simply exit the plane, in which case the material world he arrives upon is entirely up to DM. Outsiders with planar travel capability do not need to make skill checks to transverse the planes.

Stratum – one of the hypothetically infinite number of divergent planes coexisting along the material axis. The widely accepted hypothesis among wizards is that there are infinite material universes, stacked sideways against each other like a roll of coins. Each material universe is unique, but very similar to its neighbors. As the hypothesis goes, whenever an event happens a certain way - such as a battle won or lost - a divergent event creates a new universe in which the opposite occurs. For example, at the beginning of a battle there is a single universe. The battle is fought and won by kingdom A, creating universe A. However, there is also the possibility that kingdom B could have won. That possibility creates universe B. This is called an incident of divergence. An infinite number of incidents of divergence occur in each moment, spawning an infinite number of divergent universes. Each time a divergent event occurs, the universes closest cosmologically to the prime stratum shift. As divergent events continue to happen in each of those universes, they are pushed farther away from the prime as the divergences spawn their own divergences. Thus are the material universes infinite. Travel between them is risky, because who's to say you'll be able to find your own specific universe again once you've left it to visit another? Perhaps more radical is the idea currently in circulation among some wizards that once you leave your own stratum, it ceases to exist for you since an infinite number of incidents of divergence occur between the time you leave and the time you attempt to return. Some wizards argue that each time you travel the planes you necessarily return to a different stratum that is similar enough to the one you left as to make the differences barely noticeable, but that there are differences, and you can recognize them if you are perceptive enough.

Stratum, Prime – the prime material plane as viewed by the denizens of that plane. Denizens of other planes may view their own plane as the “prime.”

The Celestial Domains – a series of places far removed from the mortal worlds that are inherently aligned along the positive axis of moral and ethical philosophy. Unless specifically called by a deity or celestial power, all attempts by mortals to travel to the Celestial Domains automatically fail.

The Far Realm – Beyond description or comprehension, this place is also called, rather aptly, the Realm of Madness. Not only do its alien geometry and unspeakable inhabitants seem like the product of a madman’s nightmare, but any who visit this place risk finding their minds shattered by the experience. The Far Realm is an anomaly in that it does not fit well into any particular cosmological schema. Attempts to plane shift to the Far Realm automatically fail, but it is possible to shadow walk or gate there. Any attempt to shadow walk to the Far Realm requires a DC 40 Knowledge (cosmology) skill check, utilizing the normal rules for shadow walk. Creatures from the Far Realm sometimes reach the mortal worlds through the realm of Shadow. Each round a traveler spends in the Far Realm, they must make a DC 19 Will save or suffer the effects of insanity, as the spell. Outsiders are not immune to this effect unless specifically stated otherwise. The Daelkyr hail from this place. This is the realm at the end of Infinity.

The First World – The hypothetical utopian universe from which all other universes diverged. The cause of the fragmenting of this First World is unknown, though it is guessed that some calamitous Event precipitated it. In fact, what was once the core of the First World is now the Far Realm.

The Nether Dominions – also called the netherworld, this is the abode of countless fiends (often called netherals) and evil powers; it is a series of places removed from the mortal worlds and is inherently aligned along the negative axis of moral and ethical philosophy. Planar travel to the netherworld is easily accomplished by anyone capable of casting the appropriate spells, but travel out of the netherworld requires a DC 20 Spellcraft check, +1 per hellish realm removed from your prime stratum. Thus, a spellcaster on the 9th layer of the netherworld would have to make a DC 29 Spellcraft check to defeat the entrapping energies of that realm and pierce back through to the mortal world. You may not take 10 on this check, but multiple spellcasters with ranks in Spellcraft may attempt to aid the person casting the spell. A character need not be able to cast a planar travel spell themselves in order to aid in the return attempt. Making the Spellcraft check is a full-round action that does not provoke an attack of opportunity. If the caster fails to bridge the intervening distance between planes, the spell fails and she becomes fatigued. If the caster attempts to travel out of the netherworld while fatigued and fails, she becomes exhausted and cannot continue until her condition improves to fatigued. If other spellcasters with ranks in Spellcraft are aiding the primary caster on her skill check when she fails, everyone aiding her also becomes fatigued, and if they were previously fatigued when the attempt occurs, their condition worsens to exhausted and they can no longer aid or attempt to leave the netherworld themselves until they rest. If the Spellcraft check is successful, resolve the spell normally. When traveling back to the mortal world from the netherworld, you always return to the stratum from which your journey originated. Upon arriving back at the stratum where the journey originated, the spellcaster is fatigued. If the spellcaster was already fatigued prior to arrival, she is now exhausted. Anyone aiding the spellcaster on the Spellcraft check is likewise fatigued upon arrival, and if they were already fatigued prior to arrival, they become exhausted as well. Exhausted characters cannot initiate planar travel. Outsiders with planar travel capability do not need to make skill checks to leave the netherworld.

The Shadow World – Called the Spirit World by some, or simply the Shadow, this realm is a dark mirror of substantive reality which is coterminous to all material strata but is not directly analogous to any one stratum of material existence. It has been hypothesized that it is an “echo” of the First World, which could explain why there is only one Shadow and not a Shadow for each alternate material universe. Travel through the Shadow via spells such as shadow walk is the primary method of transit to other strata of the material axis. For the purposes of game mechanics, any spell, ability, or creature that is tied to the ethereal plane or the plane of shadow utilizes the Shadow World in a FIONAVAR campaign. Ghosts, for example, are restless spirits that haunt the Shadow. In places farthest removed from material access live the tzen-zai (shin-ZAI), ancient and twisted survivors of the destruction of the First World. The region they inhabit is called by the learned the Deep Shadow. The tzen-zai actually preserve a small piece of the first world within the heart of their culture.

Transdimensional Communication and Observation: Spells that allow communication or observation across dimensional barriers, such as sending or scrying, do not work reliably. The farther apart the individual planes, the more difficult it is to reach a desired creature with such spells. Spellcasters attempting to cast any spell to contact or observe a creature on a different material stratum must make a DC 20 Spellcraft check, +1 per material stratum removed from the recipient (given that there are an infinite number of material strata, the DM will judge whether the stratum the creature is on is in the transdimensional “neighborhood” of the caster). Attempts to communicate with or to observe a creature on Dream, Faerie, the Celestial Domains, or the Far Realm always fail. The Spellcraft DC to communicate with or to observe someone in the realm of Shadow is 21. All attempts to communicate with or observe a being in the Deep Shadow automatically fail. A spellcaster must make a DC 25 Spellcraft check to communicate with or to observe a creature on any layer of the netherworld, +1 per layer removed from the material stratum. You may never take 10 on any of these checks. If the caster fails to bridge the intervening distance between planes, the spell fails and she becomes fatigued. If the caster attempts transdimensional communication or observation while fatigued and fails, she becomes exhausted and cannot continue until her condition improves to fatigued. Other spellcasters with ranks in Spellcraft may attempt to aid the primary caster on her skill check, but if she fails they become fatigued as well. If they were previously fatigued when the attempt occurs, their condition worsens to exhausted. Exhausted characters cannot initiate or aid in inter-planar communication or observation. If the Spellcraft check is successful, resolve the spell normally. Making the Spellcraft check is a full-round action that does not provoke an attack of opportunity. Outsiders with planar travel capability do not need to make skill checks to communicate or observe across planar boundaries.
 

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