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General Tabletop Discussion
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Reconciling the different Magic the Gathering and Dungeons & Dragons Cosmologies
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<blockquote data-quote="Urriak Uruk" data-source="post: 8296151" data-attributes="member: 7015558"><p>Sorry, I'm not an expert on MTG lore so could be wrong here, but I'm not sure this is accurate.</p><p></p><p>I believe you can technically reach the edge of an MTG plane by going "up." The planes each end at the Blind Eternities. So someone can try to leave a plane by reaching the edge, which is where they meet the Blind Eternities, which is essentially the end of the road for non-planeswalkers. The Blind Eternities are impassable for non-planeswalkers (except for exceptionally powerful beings like the Eldrazi), but if they exist between the planes, then they should be reachable at the edge of the planes.</p><p></p><p>Anyway, my idea is that the Blind Eternities is just another word for an area of the Astral Plane, except it is exceptionally dangerous that is so chaotic and perilous that Spelljammers cannot pass through it. Essentially, the planes of MTG exist in the Astral Plane like other worlds on the Material Plane. Each world, both in D&D and MTG, all exist in the Astral Plane, like islands in a vast sea. The difference between the two, is that the worlds of D&D all exist in a calm area of the Astral, making it easier to travel from world to world by Spelljammer or by spells like Planeshift. But the planes of MTG are like islands trapped in a turbelent area of ocean, roiled by constant storms; only very powerful beings like Planeswalkers have the ability to planeswalk to other worlds in this area.</p><p></p><p>That's my idea essentially, is that the Blind Eternities is a very chaotic and dangerous part of the Astral. It probably doesn't perfectly fit established lore, but does enough for my usages.</p></blockquote><p></p>
[QUOTE="Urriak Uruk, post: 8296151, member: 7015558"] Sorry, I'm not an expert on MTG lore so could be wrong here, but I'm not sure this is accurate. I believe you can technically reach the edge of an MTG plane by going "up." The planes each end at the Blind Eternities. So someone can try to leave a plane by reaching the edge, which is where they meet the Blind Eternities, which is essentially the end of the road for non-planeswalkers. The Blind Eternities are impassable for non-planeswalkers (except for exceptionally powerful beings like the Eldrazi), but if they exist between the planes, then they should be reachable at the edge of the planes. Anyway, my idea is that the Blind Eternities is just another word for an area of the Astral Plane, except it is exceptionally dangerous that is so chaotic and perilous that Spelljammers cannot pass through it. Essentially, the planes of MTG exist in the Astral Plane like other worlds on the Material Plane. Each world, both in D&D and MTG, all exist in the Astral Plane, like islands in a vast sea. The difference between the two, is that the worlds of D&D all exist in a calm area of the Astral, making it easier to travel from world to world by Spelljammer or by spells like Planeshift. But the planes of MTG are like islands trapped in a turbelent area of ocean, roiled by constant storms; only very powerful beings like Planeswalkers have the ability to planeswalk to other worlds in this area. That's my idea essentially, is that the Blind Eternities is a very chaotic and dangerous part of the Astral. It probably doesn't perfectly fit established lore, but does enough for my usages. [/QUOTE]
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