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Sage Advice: Plane and world hopping (includes how Eberron and Ravnica fit in D&D cosmology)
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<blockquote data-quote="Kobold Avenger" data-source="post: 7476701" data-attributes="member: 779"><p>It establishes that the Great Wheel is the established cosmology in the way there's an established truth. </p><p></p><p>The idea that there's 17 Outer Planes, a bunch of Inner Planes and just an Ethereal and an Astral is based on categorizing and analyzing countless journeys from thousands of planewalkers, from the myths of billions of people from a untold number of worlds. So far they got a system that works with what they can catalog, though the names of planes get revised a bunch of time, and that are things can be something that throw the system off. Whether it be the Far Realm and whatever it might posit, or the Mirror Realm (used by the Rilmani in that library of theirs and Kenmarel who were banished their), "Demiplanes" or Pathways that might be bigger than previously thought (Shadow being a demiplane in 2e, and then becoming a full-fledged plane in all the later editions), that Dreams themselves might be more significant on a planar scale, or that the Element Planes do often blur the lines. Now many of these things like the Far Realm have come after Planescape was published, but they already present challenges to how thin</p><p></p><p>On smaller scales Outer Planes have proven to be mutable, layers of planes which are infinite universes that are parts of certain planes have shifted, such as one of Arcadia's layers becoming a part of Mechanus, Divine Realms and Planar sites moving around from one plane to another, and even certain layers such as Pelion seeming to fade away or being theorized as being very different eons ago. A collection of Realms and Sites does make for ones definition of a plane, and what makes a layer a part of a plane (beyond thematic grouping) or a place a Demiplane is often arbitrary.</p><p></p><p>The Great Wheel as the established cosmology is like many of the prevalent scientific theories of this age. They aren't that controversial at all among scientists as they've been peer reviewed countless times, that they are established truths. But there are things out there that do put some of them in doubt, that go beyond some non-scientist who disapproves because it goes against their interests. Like how there seems to be more mass out there than one can observe, despite the theory that gravity is supposed to work in a certain way.</p><p></p><p>Now unlike scientific theories though, Planescape has already stated though that things can change if enough people among the billions and billions of souls out there see things differently. It has happened before, even if it's in small ways that don't really challenge the prevailing theories.</p><p></p><p></p><p>It's deep in there's many things about Planescape that can go beyond simplistic "you wander into a dungeon, you fight things and take stuff" or more complex "is this king better than that king". There's factions that ask questions like: Is the entire multiverse really just the afterlife from some True Reality? Or is it all the imaginations of one being such as myself? Or is everything just meaningless?</p><p></p><p>It's liberating in that there's many mysteries out there, and most of the setting can be all homebrewed settings with just a basic guideline out there, though it's an adjustable scale if one wants going to something like 90% published and 10% homebrewed to 10% published and 90% homebrewed. Even Sigil itself can have various neighbourhoods never even mentioned in any of the published material. And if one wants there to be the realm of a Three-faced Mechanical Monkey God in the Planescape setting, than a DM can certainly place one where they want.</p></blockquote><p></p>
[QUOTE="Kobold Avenger, post: 7476701, member: 779"] It establishes that the Great Wheel is the established cosmology in the way there's an established truth. The idea that there's 17 Outer Planes, a bunch of Inner Planes and just an Ethereal and an Astral is based on categorizing and analyzing countless journeys from thousands of planewalkers, from the myths of billions of people from a untold number of worlds. So far they got a system that works with what they can catalog, though the names of planes get revised a bunch of time, and that are things can be something that throw the system off. Whether it be the Far Realm and whatever it might posit, or the Mirror Realm (used by the Rilmani in that library of theirs and Kenmarel who were banished their), "Demiplanes" or Pathways that might be bigger than previously thought (Shadow being a demiplane in 2e, and then becoming a full-fledged plane in all the later editions), that Dreams themselves might be more significant on a planar scale, or that the Element Planes do often blur the lines. Now many of these things like the Far Realm have come after Planescape was published, but they already present challenges to how thin On smaller scales Outer Planes have proven to be mutable, layers of planes which are infinite universes that are parts of certain planes have shifted, such as one of Arcadia's layers becoming a part of Mechanus, Divine Realms and Planar sites moving around from one plane to another, and even certain layers such as Pelion seeming to fade away or being theorized as being very different eons ago. A collection of Realms and Sites does make for ones definition of a plane, and what makes a layer a part of a plane (beyond thematic grouping) or a place a Demiplane is often arbitrary. The Great Wheel as the established cosmology is like many of the prevalent scientific theories of this age. They aren't that controversial at all among scientists as they've been peer reviewed countless times, that they are established truths. But there are things out there that do put some of them in doubt, that go beyond some non-scientist who disapproves because it goes against their interests. Like how there seems to be more mass out there than one can observe, despite the theory that gravity is supposed to work in a certain way. Now unlike scientific theories though, Planescape has already stated though that things can change if enough people among the billions and billions of souls out there see things differently. It has happened before, even if it's in small ways that don't really challenge the prevailing theories. It's deep in there's many things about Planescape that can go beyond simplistic "you wander into a dungeon, you fight things and take stuff" or more complex "is this king better than that king". There's factions that ask questions like: Is the entire multiverse really just the afterlife from some True Reality? Or is it all the imaginations of one being such as myself? Or is everything just meaningless? It's liberating in that there's many mysteries out there, and most of the setting can be all homebrewed settings with just a basic guideline out there, though it's an adjustable scale if one wants going to something like 90% published and 10% homebrewed to 10% published and 90% homebrewed. Even Sigil itself can have various neighbourhoods never even mentioned in any of the published material. And if one wants there to be the realm of a Three-faced Mechanical Monkey God in the Planescape setting, than a DM can certainly place one where they want. [/QUOTE]
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