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*** '''The Gray Waste of Hades''': The NeutralEvil plane. [[TheUnderworld Hades]] is a gray immensity of barren nothingness where all color, hope, love and empathy comes to die. This is where Daemons (Yugoloths) originate. Imagine how miserable of a place can be when the fiends born from it want to flee the [[GoMadFromTheIsolation sensory deprivation hell]] that is Hades. The plane is pure indiluted Evil and drains color from all that enters, turning everything into a gray dull tone, as well as draining all good of those mortals who enter here. Travelers will lose their color and despair, becoming more and more paranoid and selfish and finally apathetic shells who do not want to interact or care for anyone else but themselves, only to be left alone in complete solitude that worsens their affliction. To make things worse, it is also visually uninteresting, being an infinite gray plain with occassional chasms or sometimes even sharp, rocky hills with the only structure beign Khin-Oin a Yugoloth fortified tower that goes on for miles both above and underground, where their other leader resides, the Oinoloth (a title for a plaguelord, not a species). Coincidentally this flat topography and its placement in the exact middle of the Lower Planes makes it the perfect battlefield for the Blood War and the clashing of Devils and Demons. The Power Hades from the Greek Pantheon resides here as well as the Night Hags, the most powerful hags in the multiverse, soul merchants who are said by some to have had a hand in creating the Yugoloth and other [[PlanescapeTorment unspeakable things]]. The Baernaloths are still here, the original Yugoloths, decrepit Goat-like fiends who weep black ichor with a smug grin on their face. Rumored to predate Devils and Demons, and maybe even creating them, they are philosophers who just want to find the true meaning of Evil as an idea untainted by Order or Chaos. The Gray Waste is Hell for those who only care for themselves, not others, not Order, not Chaos, not ideals, not dreams, only themselves.%%InUniverse

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*** '''The Gray Waste of Hades''': The NeutralEvil plane. [[TheUnderworld Hades]] is a gray immensity of barren nothingness where all color, hope, love and empathy comes to die. This is where Daemons (Yugoloths) originate. Imagine how miserable of a place can be when the fiends born from it want to flee the [[GoMadFromTheIsolation sensory deprivation hell]] that is Hades. The plane is pure indiluted Evil and drains color from all that enters, turning everything into a gray dull tone, as well as draining all good of those mortals who enter here. Travelers will lose their color and despair, becoming more and more paranoid and selfish and finally apathetic shells who do not want to interact or care for anyone else but themselves, only to be left alone in complete solitude that worsens their affliction. To make things worse, it is also visually uninteresting, being an infinite gray plain with occassional chasms or sometimes even sharp, rocky hills with the only structure beign Khin-Oin a Yugoloth fortified tower that goes on for miles both above and underground, where their other leader resides, the Oinoloth (a title for a plaguelord, not a species). Coincidentally this flat topography and its placement in the exact middle of the Lower Planes makes it the perfect battlefield for the Blood War and the clashing of Devils and Demons. The Power Hades from the Greek Pantheon resides here as well as the Night Hags, the most powerful hags in the multiverse, soul merchants who are said by some to have had a hand in creating the Yugoloth and other [[PlanescapeTorment [[VideoGame/PlanescapeTorment unspeakable things]]. The Baernaloths are still here, the original Yugoloths, decrepit Goat-like fiends Fiends who weep black ichor with a smug grin on their face. Rumored to predate Devils and Demons, and maybe even creating them, they are philosophers and plaguemasters who just want to find the true meaning of Evil as an idea untainted by Order or Chaos. The Gray Waste is Hell for those who only care for themselves, not others, not Order, not Chaos, not ideals, not dreams, only themselves.%%InUniverse



*** '''The Infinite Layers of The Abyss''': The ChaoticEvil plane. The unrelenting, infinite layers of madness, chaos, savage brutality and destructive, warping horrors beyond comprehension. The abyss is made of infinite hells of all shapes and forms: volcanic wastelands, poisonous jungles, lightless caves, sulfuric pits, acid lakes, blood seas, [[ThisIsntHeaven out of place paradises]] and sometimes [[BloodyBowelsOfHelll living matter]]. Some are catalogued up until the 1200th layer, others exist only theoretically. The most important is Pazunia, the 1st layer, named after Pazuzu and nicknamed the Plain of Infinite Portals, an ashen wasteland dotted by iron fortresses under a crimson sky. The Drow goddess Lolth has her own layer too, the 66th, The Demonweb pits. The nature of the plane itself corrupts all life and nature as well as mortal souls into vicious, deadly abominations. When Demons invade a world the corruption spreads from the portals and unless stopped it will end up consuming that planet or plane and turn it into a new layer of The Abyss. The Demons (Tanar'ri) are creatures of pure violence and excess led in warbands and armies by the many Demon Lords and their constant fight for absolute power, the most famous rivalry that of Demogorgon and Orcus. Their only idea of a society is a self-centered darwinist nightmare where everyone is out to prove themselves and kill the others. The only thing that can assure loyalty is fear of being destroyed by a bigger bully. Apart from Demons their ancestors, the [[EldritchAbomination Obyrith]], reside here as deposed rulers. Beings of [[GoMadFromTheRevelation absolute madness]] and [[BodyHorror horror]], with [[StarfishAliens shapes defying logic and biology]] the Obyrith weren't spawned by the Primordial Chaos of the plane from mortal souls, they were born at the same time it was created as a single layer plane. The abyss is Hell for [[AlwaysChaoticEvil psychopaths]] and [[CompleteMonster monsters]] but the kind of mortal souls that end up here would call it a second chance.%%InUniverse

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*** '''The Infinite Layers of The Abyss''': The ChaoticEvil plane. The unrelenting, infinite layers of madness, chaos, savage brutality and destructive, warping horrors beyond comprehension. The abyss is made of infinite hells of all shapes and forms: volcanic wastelands, poisonous jungles, lightless caves, sulfuric pits, acid lakes, blood seas, [[ThisIsntHeaven out of place paradises]] and sometimes [[BloodyBowelsOfHelll [[BloodyBowelsOfHell living matter]]. Some are catalogued up until the 1200th layer, others exist only theoretically. The most important is Pazunia, the 1st layer, named after Pazuzu and nicknamed the Plain of Infinite Portals, an ashen wasteland dotted by iron fortresses under a crimson sky. The Drow goddess Lolth has her own layer too, the 66th, The Demonweb pits. The nature of the plane itself corrupts all life and nature as well as mortal souls into vicious, deadly abominations. When Demons invade a world the corruption spreads from the portals and unless stopped it will end up consuming that planet or plane and turn it into a new layer of The Abyss. The Demons (Tanar'ri) are creatures of pure violence and excess led in warbands and armies by the many Demon Lords and their constant fight for absolute power, the most famous rivalry that of Demogorgon and Orcus. Their only idea of a society is a self-centered darwinist nightmare where everyone is out to prove themselves and kill the others. The only thing that can assure loyalty is fear of being destroyed by a bigger bully. Apart from Demons their ancestors, the [[EldritchAbomination Obyrith]], reside here as deposed rulers. Beings of [[GoMadFromTheRevelation absolute madness]] and [[BodyHorror horror]], with [[StarfishAliens shapes defying logic and biology]] the Obyrith weren't spawned by the Primordial Chaos of the plane from mortal souls, they were born at the same time it was created as a single layer plane. The abyss is Hell for [[AlwaysChaoticEvil psychopaths]] and [[CompleteMonster monsters]] but the kind of mortal souls that end up here would call it a second chance.%%InUniverse
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*** '''The Infinite Layers of The Abyss''': The ChaoticEvil plane. The unrelenting, infinite layers of madness, chaos, savage brutality and destructive, warping horrors beyond comprehension.
*** '''The Windswept Depths of Pandemonium''': A Chaotic Evil/Chaotic Neutral plane of madness and solitude where the howling winds chip at your sanity with every passing moment.

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*** '''The Infinite Layers of The Abyss''': The ChaoticEvil plane. The unrelenting, infinite layers of madness, chaos, savage brutality and destructive, warping horrors beyond comprehension.
comprehension. The abyss is made of infinite hells of all shapes and forms: volcanic wastelands, poisonous jungles, lightless caves, sulfuric pits, acid lakes, blood seas, [[ThisIsntHeaven out of place paradises]] and sometimes [[BloodyBowelsOfHelll living matter]]. Some are catalogued up until the 1200th layer, others exist only theoretically. The most important is Pazunia, the 1st layer, named after Pazuzu and nicknamed the Plain of Infinite Portals, an ashen wasteland dotted by iron fortresses under a crimson sky. The Drow goddess Lolth has her own layer too, the 66th, The Demonweb pits. The nature of the plane itself corrupts all life and nature as well as mortal souls into vicious, deadly abominations. When Demons invade a world the corruption spreads from the portals and unless stopped it will end up consuming that planet or plane and turn it into a new layer of The Abyss. The Demons (Tanar'ri) are creatures of pure violence and excess led in warbands and armies by the many Demon Lords and their constant fight for absolute power, the most famous rivalry that of Demogorgon and Orcus. Their only idea of a society is a self-centered darwinist nightmare where everyone is out to prove themselves and kill the others. The only thing that can assure loyalty is fear of being destroyed by a bigger bully. Apart from Demons their ancestors, the [[EldritchAbomination Obyrith]], reside here as deposed rulers. Beings of [[GoMadFromTheRevelation absolute madness]] and [[BodyHorror horror]], with [[StarfishAliens shapes defying logic and biology]] the Obyrith weren't spawned by the Primordial Chaos of the plane from mortal souls, they were born at the same time it was created as a single layer plane. The abyss is Hell for [[AlwaysChaoticEvil psychopaths]] and [[CompleteMonster monsters]] but the kind of mortal souls that end up here would call it a second chance.%%InUniverse
*** '''The Windswept Depths of Pandemonium''': A Chaotic Evil/Chaotic Neutral plane of madness and solitude where the howling winds chip at your sanity with every passing moment.
moment. A desolate plane, the most barren and unhabited of them all, even more so than the Gray Waste. Pandemonium is a network of titanic, lightless tunnels without surface to exit, with howling ever-blowing strong winds that chill the bone and rend the mind without pause. Sometimes an occasional hurricane blow lifts up the travelers and thrashes them against the walls for miles at a time. Even if you find refuge from the gale the sound of the wind evokes wails and cries of torment even in your sleep. It is a place so inhospitable and sterile not even Fiends want to spend time here. Deeper layers have vaults and intersections between the tunnels but the deepest part of the plane is just comprised of isolated spheric vaults, like bubbles within stone, that have to be tediously traveled through a combination of scrying and teleportation or using Earthwalk spells. Pandemonium is the dumpster plane for the Powers of the Multiverse. When you want someone or something not found or able to escape you teleport them to the deepest vaults in the depths to never be seen again. Or you build your lair there, like Asgardian Power Loki's Winter Hall. Pandemonium is Hell for those who deserve to [[DrivenToMadness suffer a slow, maddening isolation until death]] and then be forgotten to history.
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*** '''The Nine Hells of Baator''': The LawfulEvil plane. Based on [[CirclesofHell Dante's Inferno]], the [[FireAndBrimstoneHell Nine Hells]] are the epytome of Order, oppression, resentment and malice. A [[CityOfTheDamned militaristic society]] of Devils (Baatezu) and lawful fiends who make sure damned souls are punished and put to work, serving in the [[EvilVersusEvil Blood War]] as new [[TheLegionsOfHell Devil cannon fodder]] to [[EvilVersusOblivion "save"]] the rest of the Multiverse from the unrelenting Chaos of the Demons. Each of the hells is a layer of misery, hopelessness and suffering ruled by an Archdevil (or "Lords of the Nine"), with {{Satan Asmodeus}} ruling over all from the deepest Hell. Some layers are not all fire and brimstone, with some being rocky wastelands, a frozen sea, a fetid swamp or a glaciar, all of them made to crush the soul. Everyone in Baator wants to be the tyrant in the hierarchy, everyone knows the draconian rules (or else...), everyone wants to backstab or outdo their superiors and climb to become the next captain, general or ruler. Yet still, no matter how many schemes, revolts and coups come, everyone is a prisoner to Asmodeus, who is enslaved to the plane and duty itself. Unless you are, of course, a Power, like Tiamat, the Queen of Evil Dragons, who has her lair on the first Hell, Avernus. The first Devils were actually ancient Angels, mostly Archons who resolved to drag everyone they could with [[DealWithTheDevil oaths, contracts, pacts]] or just by deeds in life into their fight against the primordial Chaos, transforming their souls in the afterlife into new Devils or inviting other Celestials to fall and join their heavy-handed approach. A fight that ended up completely corrupting their ideals and methods, but never their goal. It is said by their own inhabitants that Baator is a Hell for Tyrants and Despots, since no matter how hard you try and how much power you have, you will always be under someone else's boot.%%InUniverse
*** '''The Bleak Eternity of Gehenna''': A Lawful Evil/Neutral Evil plane. Gehenna is a desolate world of 4 theoretically infinite-sized volcanoes floating in the inmensity of a burning pit. Some of the mounts are frozen, leaving that layer an acidic snowland, others are dormant, cloaking the place with a veil of burning ash that blocks the light but the atmosphere remains inhospitable, caustic and scorching in all of them. Gehehnna is a place without mercy or pity. A place fot those who use law and contracts in a selfish way, taking on causes by profit and not for ideals or those who just only care about themselves, and do not want to be found easily. Daemons (Yugoloth), mercenary fiends residing with their General in the [[MobileCity Crawling City]] migrated here from the Gray Waste, since Gehehnna is not as barren and despite being Neutral Evil their affinity for contracts and pacts sways them a bit more to the lawful side with the Devils. But make no mistake, they will not honor their mercenary contracts if the time is right, or if their payment in gold or souls, can be bested and they will tell your enemies how much it would cost to bribe them to change sides until both sides run dry with money. They are only in it for themselves and no one else. Gehenna is a Hell for Backstabbers, people with no friends, those who are not trustworthy and therefore shunned.
*** '''The Gray Waste of Hades''': The NeutralEvil plane. [[TheUnderworld Hades]] is a gray immensity of barren nothingness where all color, hope, love and empathy comes to die. This is where Daemons (Yugoloths) originate. Imagine how miserable of a place can be when the fiends born from it want to flee the [[GoMadFromTheIsolation sensory deprivation hell]] that is Hades. The plane is pure indiluted Evil and drains color from all that enters, turning everything into a gray dull tone, as well as draining all good of those mortals who enter here. Travelers will lose their color and despair, becoming more and more paranoid and selfish and finally apathetic shells who do not want to interact or care for anyone else but themselves, only to be left alone in complete solitude that worsens their affliction. To make things worse, it is also visually uninteresting, being an infinite gray plain with occassional chasms or sometimes even sharp, rocky hills with the only structure beign Khin-Oin a Yugoloth fortified tower that goes on for miles both above and underground, where their other leader resides, the Oinoloth (a title for a plaguelord, not a species). Coincidentally this flat topography and its placement in the exact middle of the Lower Planes makes it the perfect battlefield for the Blood War and the clashing of Devils and Demons. The Power Hades from the Greek Pantheon resides here as well as the Night Hags, the most powerful hags in the multiverse, soul merchants who are said by some to have had a hand in creating the Yugoloth and other [[PlanescapeTorment unspeakable things]]. The Baernaloths are still here, the original Yugoloths, decrepit Goat-like fiends who weep black ichor with a smug grin on their face. Rumored to predate Devils and Demons, and maybe even creating them, they are philosophers who just want to find the true meaning of Evil as an idea untainted by Order or Chaos. The Gray Waste is Hell for those who only care for themselves, not others, not ideals, not dreams, only themselves.%%InUniverse
*** '''The Tarterian Depths of Carceri''': A Neutral Evil/Chaotic Evil prison plane for exiles and betrayers, each layer dedicated to one type of treason, be it a lie, abuse (animal or human), betraying your followers or a false friendship. An inhospitable place of extremes, acid lakes, scorching desets, biting cold, poisonous jungles, sharp obsidian, volcanic mountains... This is the Greek Tartarus, where each step taken to leave and exact your vengeance is designed to make you suffer and crush your will to do so. As such, the Greek Titans who rebelled against Zeus are trapped here. The plane is made of [[MatryoshkaObject sphere worlds contained within sphere worlds]] as if the whole reality is trying to engulf you like quicksand and take you to the bottom. It is said only those prisoners who can overcome the plane with their resentment, hate and force of will could be able to leave to take vengeance on those who sent them here. Demodands (Gehreleths), a small and brutish fiendish species "rules" the plane or so they think. They make sure Yugoloth colonists cannot erect any proper buildings or fortresses here to keep Carceri completely savage and untamed as it is. Carceri is the Hell for Exiles, those deemed unworthy by their own deeds: oathbreakers, betrayers, deceivers and abusers.

to:

*** '''The Nine Hells of Baator''': The LawfulEvil plane. Based on [[CirclesofHell Dante's Inferno]], the [[FireAndBrimstoneHell Nine Hells]] are the epytome of Order, oppression, resentment and malice. A [[CityOfTheDamned militaristic society]] of Devils (Baatezu) and lawful fiends who make sure damned souls are punished and put to work, serving in the [[EvilVersusEvil Blood War]] as new [[TheLegionsOfHell Devil cannon fodder]] to [[EvilVersusOblivion "save"]] the rest of the Multiverse from the unrelenting Chaos of the Demons. Each of the hells is a layer of misery, hopelessness and suffering ruled by an Archdevil [[DemonLordsAndArchdevils Archdevil]] (or "Lords of the Nine"), with {{Satan Asmodeus}} {{Asmodeus}} ruling over all from the deepest Hell.Hell like {{Satan}}. Some layers are not all fire and brimstone, with some being rocky wastelands, a frozen sea, a fetid swamp or a glaciar, all of them made to crush the soul. Everyone in Baator wants to be the tyrant in the hierarchy, everyone knows the draconian rules (or else...), everyone wants to backstab or outdo their superiors and climb to become the next captain, general or ruler. Yet still, no matter how many schemes, revolts and coups come, everyone is a prisoner to Asmodeus, who is enslaved to the plane and duty itself. Unless you are, of course, a Power, like Tiamat, the Queen of Evil Dragons, who has her lair on the first Hell, Avernus. The first Devils were actually ancient Angels, [[FallenAngel Angels]], mostly Archons Archons, who resolved to drag everyone they could with [[DealWithTheDevil oaths, contracts, pacts]] or just by deeds in life into their fight against the primordial Chaos, Chaos of Demons, transforming their mortal souls in the afterlife into new Devils or inviting other Celestials to fall and join their heavy-handed approach.approach to save The Multiverse. A fight that ended up completely corrupting their ideals and methods, but never their goal. It is said by their own inhabitants that Baator is a Hell for Tyrants and Despots, since no matter how hard you try and how much power you have, you will always be under someone else's boot.%%InUniverse
*** '''The Bleak Eternity of Gehenna''': A Lawful Evil/Neutral Evil plane. Gehenna is a desolate world of 4 theoretically infinite-sized volcanoes floating in the inmensity of a burning pit. Some of the mounts are frozen, leaving that layer an acidic snowland, others are dormant, cloaking the place with a veil of burning ash that blocks the light but the atmosphere remains inhospitable, caustic and scorching in all of them. Gehehnna is a place without mercy or pity. A place fot those who use law and contracts in a selfish way, taking on causes by profit and not for ideals or those who just only care about themselves, and do not want to be found easily. Daemons (Yugoloth), mercenary fiends residing with their General in the [[MobileCity Crawling City]] migrated here from the Gray Waste, since Gehehnna is not as barren and despite being Neutral Evil their affinity for contracts and pacts sways them a bit more to the lawful side with the Devils. But make no mistake, they will not honor their mercenary contracts if the time is right, or if their payment in gold or souls, can be bested and they will tell your enemies how much it would cost to bribe them to change sides until both sides run dry with money. They are only in it for themselves and no one else. Gehenna is a Hell for Backstabbers, people with no friends, those who are not trustworthy and therefore persecuted and shunned.
*** '''The Gray Waste of Hades''': The NeutralEvil plane. [[TheUnderworld Hades]] is a gray immensity of barren nothingness where all color, hope, love and empathy comes to die. This is where Daemons (Yugoloths) originate. Imagine how miserable of a place can be when the fiends born from it want to flee the [[GoMadFromTheIsolation sensory deprivation hell]] that is Hades. The plane is pure indiluted Evil and drains color from all that enters, turning everything into a gray dull tone, as well as draining all good of those mortals who enter here. Travelers will lose their color and despair, becoming more and more paranoid and selfish and finally apathetic shells who do not want to interact or care for anyone else but themselves, only to be left alone in complete solitude that worsens their affliction. To make things worse, it is also visually uninteresting, being an infinite gray plain with occassional chasms or sometimes even sharp, rocky hills with the only structure beign Khin-Oin a Yugoloth fortified tower that goes on for miles both above and underground, where their other leader resides, the Oinoloth (a title for a plaguelord, not a species). Coincidentally this flat topography and its placement in the exact middle of the Lower Planes makes it the perfect battlefield for the Blood War and the clashing of Devils and Demons. The Power Hades from the Greek Pantheon resides here as well as the Night Hags, the most powerful hags in the multiverse, soul merchants who are said by some to have had a hand in creating the Yugoloth and other [[PlanescapeTorment unspeakable things]]. The Baernaloths are still here, the original Yugoloths, decrepit Goat-like fiends who weep black ichor with a smug grin on their face. Rumored to predate Devils and Demons, and maybe even creating them, they are philosophers who just want to find the true meaning of Evil as an idea untainted by Order or Chaos. The Gray Waste is Hell for those who only care for themselves, not others, not Order, not Chaos, not ideals, not dreams, only themselves.%%InUniverse
*** '''The Tarterian Depths of Carceri''': A Neutral Evil/Chaotic Evil prison plane for exiles and betrayers, each layer dedicated to one type of treason, be it a lie, abuse (animal or human), betraying your followers or a false friendship. An inhospitable place of extremes, acid lakes, scorching desets, deserts, biting cold, poisonous jungles, sharp obsidian, volcanic mountains...grounds... This is the Greek Tartarus, where each step taken to leave and exact your vengeance is designed to make you suffer and crush your will to do so. As such, the Greek Titans who rebelled against Zeus are trapped here. The plane is made of [[MatryoshkaObject sphere worlds contained within sphere worlds]] as if the whole reality is trying to engulf you like quicksand and take you to the bottom. It is said only those prisoners who can overcome the plane with their resentment, hate and force of will could be able to leave to take vengeance on those who sent them here. Demodands (Gehreleths), a small and brutish fiendish species "rules" the plane or so they think. They make sure Yugoloth colonists cannot erect any proper buildings or fortresses here to keep Carceri completely savage and untamed as it is. Carceri is the Hell for Exiles, those deemed unworthy by their own deeds: oathbreakers, betrayers, deceivers and abusers.
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*** '''The Infinite Battlefield of Acheron''': A Lawful Neutral/Lawful Evil plane of constant strife, oppressing duties and twisted or pointless causes, [[WarisHell War is Hell]]. Acheron is a world of floating, clashing, continent sized metal cubes that get smaller and flater the deeper you into the plane until the place becomes a storm of sheets of metal cutting and shredding all life. The inhabitants fight in constant civil wars and rebellions across the faces of the cubes to oppose tyrants, only to depose them and become the new tyrants themselves. Some armies are just blindly following the last orders given by masters that are forgotten even to them. Acheron is where all the good hopes for duty and devotion to a cause come to die and wither in a never ending senseless war. The Goblin and Orc Pantheon reside here as it embodies their expectations for their followers, fight for your people and gods, just fight. The plane is widely regarded as Soldier Hell.
*** '''The Nine Hells of Baator''': The LawfulEvil plane. Based on [[CirclesofHell Dante's Inferno]], the [[FireAndBrimstoneHell Nine Hells]] are the epytome of Order, oppression, resentment and malice. A [[CityOfTheDamned militaristic society]] of Devils (Baatezu) and lawful fiends who make sure damned souls are punished and put to work, serving in the [[EvilVersusEvil Blood War]] as new [[TheLegionsOfHell Devil cannon fodder]] to [[EvilVersusOblivion "save"]] the rest of the Multiverse from the unrelenting Chaos of the Demons. Each of the hells is a layer of misery, hopelessness and suffering ruled by an Archdevil (or "Lords of the Nine"), with [[Satan Asmodeus]] ruling over all from the deepest Hell. Everyone wants to be the tyrant in the hierarchy, everyone knows the draconian rules (or else...), everyone wants to backstab or outdo their superiors and climb to become the next captain, general or ruler. Yet still, no matter how many schemes, revolts and coups come, everyone is a prisoner to Asmodeus, who is enslaved to the plane and duty itself. Unless you are, of course, a Power, like Tiamat, the Queen of Evil Dragons, who has her lair on the first Hell, Avernus). The first Devils were actually ancient Angels, mostly Archons who resolved to drag everyone they could with [[DealWithTheDevil oaths, contracts, pacts]] or just by deeds in life into their fight against the primordial Chaos, transforming their souls in the afterlife into new Devils or inviting other Celestials to fall and join their heavy-handed approach. A fight that ended up completely corrupting their ideals and methods, but never their goal. It is said Baator is Tyrant Hell, quite fitting.%%InUniverse
*** '''The Bleak Eternity of Gehenna''': A Lawful Evil/Neutral Evil plane. Gehenna is a desolate world of 4 theoretically infinite-sized volcanoes floating in the inmensity of a burning pit. Some of the mounts are frozen, leaving that layer an acidic snowland, others are dormant, cloaking the place with a veil of burning ash that blocks the light but the atmosphere remains inhospitable, caustic and scorching in all of them. Gehehnna is a place without mercy or pity. A place fot those who use law and contracts in a selfish way, taking on causes by profit and not for ideals or those who just only care about themselves, and do not want to be found easily. Daemons (Yugoloth), mercenary fiends residing with their General in the [[MobileCity Crawling City]] migrated here from the Gray Waste, since Gehehnna is not as barren and despite being Neutral Evil their affinity for contracts and pacts sways them a bit more to the lawful side with the Devils. But make no mistake, they will not honor their mercenary contracts if the time is right, or if their payment in gold or souls, can be bested. They are only in it for themselves and no one else. It is said Gehenna is Mercenary Hell.
*** '''The Gray Waste of Hades''': The NeutralEvil plane. [[TheUnderworld Hades]] is a gray immensity of barren nothingness where all color, hope, love and empathy comes to die. This is where Daemons (Yugoloths) originate. Imagine how miserable of a place can be when the fiends born from it want to flee the [[GoMadFromTheIsolation sensory deprivation hell]] that is Hades. The plane is pure indiluted Evil and drains color from all that enters, turning everything into a gray dull tone, as well as draining all good of those mortals who enter here. Travelers will lose their color and despair, becoming paranoid, selfish and apathetic monsters who do not want to interact or care for anyone else but themselves, only to be left alone in complete solitude that worsens their affliction. To make things worse, it is also visually uninteresting, being an infinite gray plain with occassional chasms or sometimes even sharp, rocky hills with the only structure beign Khin-Oin a Yugoloth fortified tower that goes on for miles on both ends, where their other leader resides, the Oinoloth (a title, not a species). Coincidentally this flat topography and its placement in the exact middle of the Lower Planes makes it the perfect battlefield for the Blood War. Hades from the Greek Pantheon resides here as well as the Night Hags, the most powerful hags in the multiverse, who are said by some to have had a hand in creating the Yugoloth and other horrors. The Baernaloths are still here, the original Daemons, Decrepit Goat-like fiends rumored to predate Devils and Demons, philophers who just want to find the true meaning of evil as an idea untainted by Order or Chaos. Hades is essentially Selfish Hell.%%InUniverse
*** '''The Tarterian Depths of Carceri''': A Neutral Evil/Chaotic Evil prison plane for exiles and betrayers, each layer dedicated to one type of treason, be it a lie, abuse (animal or human), betraying your followers or a false friendship. An inhospitable place of extremes, acid lakes, scorching desets, biting cold, poisonous jungles, sharp obsidian volcanic mountains... This is the Greek Tartarus, where each step taken to leave and take vengeance is designed to make you suffer and crush your will to do so. The plane is made of [[MatryoshkaObject sphere worlds contained within sphere worlds]] as if the whole reality is trying to engulf you like quicksand and take you to the bottom. It is said only those prisoners who can overcome the plane with their resentment, hate and force of will will be able to leave to take vengeance on their enemies. Demodands (Gehreleths), a small and brutish fiendish species "rules" the plane or so they think. They make sure Yugoloth colonists cannot erect any proper buildings or fortresses here to keep Carceri completely savage and untamed as it is.

to:

*** '''The Infinite Battlefield of Acheron''': A Lawful Neutral/Lawful Evil plane of constant strife, oppressing duties and twisted or pointless causes, [[WarisHell War is Hell]]. Acheron is a world of floating, clashing, continent sized metal cubes that get smaller and flater the deeper you into the plane until the place becomes a storm of sheets of metal cutting and shredding all life.life above a bedrock of shattered Black Ice. The inhabitants fight in constant civil wars and rebellions across the faces of the cubes to oppose tyrants, only to depose them and become the new tyrants themselves. Some armies are just blindly following the last orders given by masters that are forgotten even to them. Acheron is where all the good hopes for duty and devotion to a cause come to die and wither in a never ending senseless war. The Goblin and Orc Pantheon reside here as it embodies their expectations for their followers, fight for your people and gods, don't question, just fight. The plane is widely regarded seen as Soldier Hell.
Hell, men and women fighting and dying in pointless, never ending wars, and the few of them with hope trying to save what good and innocence still remains in helping refugees leaving the plane.
*** '''The Nine Hells of Baator''': The LawfulEvil plane. Based on [[CirclesofHell Dante's Inferno]], the [[FireAndBrimstoneHell Nine Hells]] are the epytome of Order, oppression, resentment and malice. A [[CityOfTheDamned militaristic society]] of Devils (Baatezu) and lawful fiends who make sure damned souls are punished and put to work, serving in the [[EvilVersusEvil Blood War]] as new [[TheLegionsOfHell Devil cannon fodder]] to [[EvilVersusOblivion "save"]] the rest of the Multiverse from the unrelenting Chaos of the Demons. Each of the hells is a layer of misery, hopelessness and suffering ruled by an Archdevil (or "Lords of the Nine"), with [[Satan Asmodeus]] {{Satan Asmodeus}} ruling over all from the deepest Hell. Some layers are not all fire and brimstone, with some being rocky wastelands, a frozen sea, a fetid swamp or a glaciar, all of them made to crush the soul. Everyone in Baator wants to be the tyrant in the hierarchy, everyone knows the draconian rules (or else...), everyone wants to backstab or outdo their superiors and climb to become the next captain, general or ruler. Yet still, no matter how many schemes, revolts and coups come, everyone is a prisoner to Asmodeus, who is enslaved to the plane and duty itself. Unless you are, of course, a Power, like Tiamat, the Queen of Evil Dragons, who has her lair on the first Hell, Avernus).Avernus. The first Devils were actually ancient Angels, mostly Archons who resolved to drag everyone they could with [[DealWithTheDevil oaths, contracts, pacts]] or just by deeds in life into their fight against the primordial Chaos, transforming their souls in the afterlife into new Devils or inviting other Celestials to fall and join their heavy-handed approach. A fight that ended up completely corrupting their ideals and methods, but never their goal. It is said by their own inhabitants that Baator is Tyrant Hell, quite fitting.a Hell for Tyrants and Despots, since no matter how hard you try and how much power you have, you will always be under someone else's boot.%%InUniverse
*** '''The Bleak Eternity of Gehenna''': A Lawful Evil/Neutral Evil plane. Gehenna is a desolate world of 4 theoretically infinite-sized volcanoes floating in the inmensity of a burning pit. Some of the mounts are frozen, leaving that layer an acidic snowland, others are dormant, cloaking the place with a veil of burning ash that blocks the light but the atmosphere remains inhospitable, caustic and scorching in all of them. Gehehnna is a place without mercy or pity. A place fot those who use law and contracts in a selfish way, taking on causes by profit and not for ideals or those who just only care about themselves, and do not want to be found easily. Daemons (Yugoloth), mercenary fiends residing with their General in the [[MobileCity Crawling City]] migrated here from the Gray Waste, since Gehehnna is not as barren and despite being Neutral Evil their affinity for contracts and pacts sways them a bit more to the lawful side with the Devils. But make no mistake, they will not honor their mercenary contracts if the time is right, or if their payment in gold or souls, can be bested.bested and they will tell your enemies how much it would cost to bribe them to change sides until both sides run dry with money. They are only in it for themselves and no one else. It is said Gehenna is Mercenary Hell.
a Hell for Backstabbers, people with no friends, those who are not trustworthy and therefore shunned.
*** '''The Gray Waste of Hades''': The NeutralEvil plane. [[TheUnderworld Hades]] is a gray immensity of barren nothingness where all color, hope, love and empathy comes to die. This is where Daemons (Yugoloths) originate. Imagine how miserable of a place can be when the fiends born from it want to flee the [[GoMadFromTheIsolation sensory deprivation hell]] that is Hades. The plane is pure indiluted Evil and drains color from all that enters, turning everything into a gray dull tone, as well as draining all good of those mortals who enter here. Travelers will lose their color and despair, becoming paranoid, more and more paranoid and selfish and finally apathetic monsters shells who do not want to interact or care for anyone else but themselves, only to be left alone in complete solitude that worsens their affliction. To make things worse, it is also visually uninteresting, being an infinite gray plain with occassional chasms or sometimes even sharp, rocky hills with the only structure beign Khin-Oin a Yugoloth fortified tower that goes on for miles on both ends, above and underground, where their other leader resides, the Oinoloth (a title, title for a plaguelord, not a species). Coincidentally this flat topography and its placement in the exact middle of the Lower Planes makes it the perfect battlefield for the Blood War. War and the clashing of Devils and Demons. The Power Hades from the Greek Pantheon resides here as well as the Night Hags, the most powerful hags in the multiverse, soul merchants who are said by some to have had a hand in creating the Yugoloth and other horrors. [[PlanescapeTorment unspeakable things]]. The Baernaloths are still here, the original Daemons, Decrepit Yugoloths, decrepit Goat-like fiends rumored who weep black ichor with a smug grin on their face. Rumored to predate Devils and Demons, philophers and maybe even creating them, they are philosophers who just want to find the true meaning of evil Evil as an idea untainted by Order or Chaos. Hades The Gray Waste is essentially Selfish Hell.Hell for those who only care for themselves, not others, not ideals, not dreams, only themselves.%%InUniverse
*** '''The Tarterian Depths of Carceri''': A Neutral Evil/Chaotic Evil prison plane for exiles and betrayers, each layer dedicated to one type of treason, be it a lie, abuse (animal or human), betraying your followers or a false friendship. An inhospitable place of extremes, acid lakes, scorching desets, biting cold, poisonous jungles, sharp obsidian obsidian, volcanic mountains... This is the Greek Tartarus, where each step taken to leave and take exact your vengeance is designed to make you suffer and crush your will to do so.so. As such, the Greek Titans who rebelled against Zeus are trapped here. The plane is made of [[MatryoshkaObject sphere worlds contained within sphere worlds]] as if the whole reality is trying to engulf you like quicksand and take you to the bottom. It is said only those prisoners who can overcome the plane with their resentment, hate and force of will will could be able to leave to take vengeance on their enemies.those who sent them here. Demodands (Gehreleths), a small and brutish fiendish species "rules" the plane or so they think. They make sure Yugoloth colonists cannot erect any proper buildings or fortresses here to keep Carceri completely savage and untamed as it is. Carceri is the Hell for Exiles, those deemed unworthy by their own deeds: oathbreakers, betrayers, deceivers and abusers.
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** '''Lower Planes''' of Evil, each one a particular interpretation of [[Hell Hell itself]], home to the tyrannical and militaristic Baatezu (Devils), the anarchic raging Tanar'ri (Demons), and the selfish and backstabbing Yugoloths (Daemons), as well as other minor fiendish species like the Gehreleths (Demodands), or the Hordlings. From left to right on the Great Wheel Cosmology.
*** '''The Infinite Battlefield of Acheron''': A Lawful Neutral/Lawful Evil plane of constant strife, oppressing duties and twisted or pointless causes, WarisHell. Acheron is a world of floating, continent sized metal cubes that get smaller and flater the deeper you into the plane until the place becomes a storm of sheets of metal cutting and shredding all life. The inhabitants fight in constant civil wars and rebellions across the faces of the cubes to oppose tyrants, only to depose them and become the new tyrants themselves. Some armies are just blindly following the last orders given by masters that are forgotten even to them. Acheron is where all the good hopes for duty and devotion to a cause come to die and wither in a never ending senseless war. The Goblin and Orc Pantheon reside here as it embodies their expectations for their followers, fight for your people and gods, just fight. The plane is widely regarded as Soldier Hell.
*** '''The Nine Hells of Baator''': The LawfulEvil plane. Based on [[CirclesofHell Dante's Inferno]], the [[FireAndBrimstoneHell Nine Hells]] are the epytome of Order, oppression, resentment and malice. A [[CityOfTheDamned militaristic society]] of Devils (Baatezu) and lawful fiends who make sure damned souls are punished and put to work, serving in the [[EvilVersusEvil Blood War]] as new [[TheLegionsOfHell Devil cannon fodder]] to [[EvilVersusuOblivion "save"]] the rest of the Multiverse from the unrelenting Chaos of the Demons. Each of the hells is a layer of misery, hopelessness and suffering ruled by an Archdevil (or "Lords of the Nine"), with [[Satan Asmodeus]] ruling over all from the deepest Hell. Everyone wants to be the tyrant in the hierarchy, everyone knows the draconian rules (or else...), everyone wants to backstab or outdo their superiors and climb to become the next captain, general or ruler. Yet still, no matter how many schemes, revolts and coups come, everyone is a prisoner to Asmodeus, who is enslaved to the plane and duty itself. Unless you are, of course, a Power, like Tiamat, the Queen of Evil Dragons, who has her lair on the first Hell, Avernus). The first Devils were actually ancient Angels, mostly Archons who resolved to drag everyone they could with [[DealWithTheDevil oaths, contracts, pacts]] or just by deeds in life into their fight against the primordial Chaos, transforming their souls in the afterlife into new Devils or inviting other Celestials to fall and join their heavy-handed approach. A fight that ended up completely corrupting their ideals and methods, but never their goal. It is said Baator is Tyrant Hell, quite fitting.%%InUniverse

to:

** '''Lower Planes''' of Evil, each one Hell a particular interpretation of [[Hell Hell itself]], {{Hell}}, home to the tyrannical and militaristic Baatezu (Devils), the anarchic raging Tanar'ri (Demons), and the selfish and backstabbing Yugoloths (Daemons), as well as other minor fiendish species like the Gehreleths (Demodands), or the Hordlings. From left to right on the Great Wheel Cosmology.
*** '''The Infinite Battlefield of Acheron''': A Lawful Neutral/Lawful Evil plane of constant strife, oppressing duties and twisted or pointless causes, WarisHell. [[WarisHell War is Hell]]. Acheron is a world of floating, clashing, continent sized metal cubes that get smaller and flater the deeper you into the plane until the place becomes a storm of sheets of metal cutting and shredding all life. The inhabitants fight in constant civil wars and rebellions across the faces of the cubes to oppose tyrants, only to depose them and become the new tyrants themselves. Some armies are just blindly following the last orders given by masters that are forgotten even to them. Acheron is where all the good hopes for duty and devotion to a cause come to die and wither in a never ending senseless war. The Goblin and Orc Pantheon reside here as it embodies their expectations for their followers, fight for your people and gods, just fight. The plane is widely regarded as Soldier Hell.
*** '''The Nine Hells of Baator''': The LawfulEvil plane. Based on [[CirclesofHell Dante's Inferno]], the [[FireAndBrimstoneHell Nine Hells]] are the epytome of Order, oppression, resentment and malice. A [[CityOfTheDamned militaristic society]] of Devils (Baatezu) and lawful fiends who make sure damned souls are punished and put to work, serving in the [[EvilVersusEvil Blood War]] as new [[TheLegionsOfHell Devil cannon fodder]] to [[EvilVersusuOblivion [[EvilVersusOblivion "save"]] the rest of the Multiverse from the unrelenting Chaos of the Demons. Each of the hells is a layer of misery, hopelessness and suffering ruled by an Archdevil (or "Lords of the Nine"), with [[Satan Asmodeus]] ruling over all from the deepest Hell. Everyone wants to be the tyrant in the hierarchy, everyone knows the draconian rules (or else...), everyone wants to backstab or outdo their superiors and climb to become the next captain, general or ruler. Yet still, no matter how many schemes, revolts and coups come, everyone is a prisoner to Asmodeus, who is enslaved to the plane and duty itself. Unless you are, of course, a Power, like Tiamat, the Queen of Evil Dragons, who has her lair on the first Hell, Avernus). The first Devils were actually ancient Angels, mostly Archons who resolved to drag everyone they could with [[DealWithTheDevil oaths, contracts, pacts]] or just by deeds in life into their fight against the primordial Chaos, transforming their souls in the afterlife into new Devils or inviting other Celestials to fall and join their heavy-handed approach. A fight that ended up completely corrupting their ideals and methods, but never their goal. It is said Baator is Tyrant Hell, quite fitting.%%InUniverse
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** '''Lower Planes''' of Evil, each one a particular interpretation of [[Hell Hell]], home to the tyrannical and militaristic Baatezu (Devils), the anarchic raging Tanar'ri (Demons), and the selfish and backstabbing Yugoloths (Daemons), as well as other minor fiendish species like the Gehreleths (Demodands), or the Hordlings. From left to right on the Great Wheel Cosmology.

to:

** '''Lower Planes''' of Evil, each one a particular interpretation of [[Hell Hell]], Hell itself]], home to the tyrannical and militaristic Baatezu (Devils), the anarchic raging Tanar'ri (Demons), and the selfish and backstabbing Yugoloths (Daemons), as well as other minor fiendish species like the Gehreleths (Demodands), or the Hordlings. From left to right on the Great Wheel Cosmology.



*** '''The Nine Hells of Baator''': The LawfulEvil plane. Based on [[CirclesofHell Dante's Inferno]], the [[FireAndBrimstoneHell Nine Hells]] are the epytome of Order, oppression, resentment and malice. A [[CityOfTheDamned militaristic society]] of Devils (Baatezu) and lawful fiends who make sure damned souls are punished and put to work, serving in the [[EvilVersusEvil Blood War]] as new [[TheLegionsOfHell Devil cannon fodder]] to [[EvilVersusuOblivion "save"]] the rest of the Multiverse from the unrelenting Chaos of the Demons. Each of the hells is a layer of misery, hopelessness and suffering ruled by an Archdevil (or "Lords of the Nine"), with [[Satan Asmodeus]] ruling over all from the deepest Hell. Everyone wants to be the tyrant in the hierarchy, everyone knows the draconian rules (or else...), everyone wants to backstab or outdo their superiors and climb to become the next captain, general or ruler. Yet still, no matter how many schemes, revolts and coups come, everyone is a prisoner to Asmodeus, who is enslaved to the plane and duty itself. Unless you are, of course, a Power, like Tiamat, the Queen of Evil Dragons, who has her lair on the first Hell, Avernus). The first Devils were actually ancient Angels, mostly Archons who resolved to drag everyone they could with [[DealWithTheDevil oaths, contracts, pacts]] or just by deeds in life into their fight against the primordial Chaos, transforming their souls in the afterlife into new Devils or inviting other Celestials to fall and join their heavy-handed approach. A fight that ended up completely corrupting their ideals and methods, but never their goal. It is said Baator is Tyrant Hell, quite fitting.

to:

*** '''The Nine Hells of Baator''': The LawfulEvil plane. Based on [[CirclesofHell Dante's Inferno]], the [[FireAndBrimstoneHell Nine Hells]] are the epytome of Order, oppression, resentment and malice. A [[CityOfTheDamned militaristic society]] of Devils (Baatezu) and lawful fiends who make sure damned souls are punished and put to work, serving in the [[EvilVersusEvil Blood War]] as new [[TheLegionsOfHell Devil cannon fodder]] to [[EvilVersusuOblivion "save"]] the rest of the Multiverse from the unrelenting Chaos of the Demons. Each of the hells is a layer of misery, hopelessness and suffering ruled by an Archdevil (or "Lords of the Nine"), with [[Satan Asmodeus]] ruling over all from the deepest Hell. Everyone wants to be the tyrant in the hierarchy, everyone knows the draconian rules (or else...), everyone wants to backstab or outdo their superiors and climb to become the next captain, general or ruler. Yet still, no matter how many schemes, revolts and coups come, everyone is a prisoner to Asmodeus, who is enslaved to the plane and duty itself. Unless you are, of course, a Power, like Tiamat, the Queen of Evil Dragons, who has her lair on the first Hell, Avernus). The first Devils were actually ancient Angels, mostly Archons who resolved to drag everyone they could with [[DealWithTheDevil oaths, contracts, pacts]] or just by deeds in life into their fight against the primordial Chaos, transforming their souls in the afterlife into new Devils or inviting other Celestials to fall and join their heavy-handed approach. A fight that ended up completely corrupting their ideals and methods, but never their goal. It is said Baator is Tyrant Hell, quite fitting.%%InUniverse



*** '''The Gray Waste of Hades''': The NeutralEvil plane. Hades is a gray immensity of barren nothingness where all color, hope, love and empathy comes to die. This is where Daemons (Yugoloths) originate. Imagine how miserable of a place can be when the fiends born from it want to flee the [[GoMadFromTheIsolation sensory deprivation hell]] that is Hades. The plane is pure indiluted Evil and drains color from all that enters, turning everything into a gray dull tone, as well as draining all good of those mortals who enter here. Travelers will lose their color and despair, becoming paranoid, selfish and apathetic monsters who do not want to interact or care for anyone else but themselves, only to be left alone in complete solitude that worsens their affliction. To make things worse, it is also visually uninteresting, being an infinite gray plain with occassional chasms or sometimes even sharp, rocky hills with the only structure beign Khin-Oin a Yugoloth fortified tower that goes on for miles on both ends, where their other leader resides, the Oinoloth (a title, not a species). Coincidentally this flat topography and its placement in the exact middle of the Lower Planes makes it the perfect battlefield for the Blood War. Hades from the Greek Pantheon resides here as well as the Night Hags, the most powerful hags in the multiverse, who are said by some to have had a hand in creating the Yugoloth and other horrors. The Baernaloths are still here, the original Daemons, Decrepit Goat-like fiends rumored to predate Devils and Demons, philophers who just want to find the true meaning of evil as an idea untainted by Order or Chaos. Hades is essentially Selfish Hell.

to:

*** '''The Gray Waste of Hades''': The NeutralEvil plane. Hades [[TheUnderworld Hades]] is a gray immensity of barren nothingness where all color, hope, love and empathy comes to die. This is where Daemons (Yugoloths) originate. Imagine how miserable of a place can be when the fiends born from it want to flee the [[GoMadFromTheIsolation sensory deprivation hell]] that is Hades. The plane is pure indiluted Evil and drains color from all that enters, turning everything into a gray dull tone, as well as draining all good of those mortals who enter here. Travelers will lose their color and despair, becoming paranoid, selfish and apathetic monsters who do not want to interact or care for anyone else but themselves, only to be left alone in complete solitude that worsens their affliction. To make things worse, it is also visually uninteresting, being an infinite gray plain with occassional chasms or sometimes even sharp, rocky hills with the only structure beign Khin-Oin a Yugoloth fortified tower that goes on for miles on both ends, where their other leader resides, the Oinoloth (a title, not a species). Coincidentally this flat topography and its placement in the exact middle of the Lower Planes makes it the perfect battlefield for the Blood War. Hades from the Greek Pantheon resides here as well as the Night Hags, the most powerful hags in the multiverse, who are said by some to have had a hand in creating the Yugoloth and other horrors. The Baernaloths are still here, the original Daemons, Decrepit Goat-like fiends rumored to predate Devils and Demons, philophers who just want to find the true meaning of evil as an idea untainted by Order or Chaos. Hades is essentially Selfish Hell.%%InUniverse
Is there an issue? Send a MessageReason:
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*** '''The Nine Hells of Baator''': The LawfulEvil plane. Based on [[CirclesofHell Dante's Inferno]], the [[FireAndBrimstoneHell Nine Hells]] are the epytome of Order, oppression, resentment and malice. A [[CityOfTheDamned militaristic society]] of Devils (Baatezu) and lawful fiends who make sure damned souls are punished and put to work, serving in the [[EvilVersusEvil Blood War]] as new Devil cannon fodder to [[EvilVersusuOblivion "save"]] the rest of the Multiverse from the unrelenting Chaos of the Demons. Each of the hells is a layer of misery, hopelessness and suffering ruled by an Archdevil (or "Lords of the Nine"), with [[Satan Asmodeus]] ruling over all from the deepest Hell. Everyone wants to be the tyrant in the hierarchy, everyone knows the draconian rules (or else...), everyone wants to backstab or outdo their superiors and climb to become the next captain, general or ruler. Yet still, no matter how many schemes, revolts and coups come, everyone is a prisoner to Asmodeus, who is enslaved to the plane and duty itself. Unless you are, of course, a Power, like Tiamat, the Queen of Evil Dragons, who has her lair on the first Hell, Avernus). The first Devils were actually ancient Angels, mostly Archons who resolved to drag everyone they could with [[DealWithTheDevil oaths, contracts, pacts]] or just by deeds in life into their fight against the primordial Chaos, transforming their souls in the afterlife into new Devils or inviting other Celestials to fall and join their heavy-handed approach. A fight that ended up completely corrupting their ideals and methods, but never their goal. It is said Baator is Tyrant Hell, quite fitting.

to:

*** '''The Nine Hells of Baator''': The LawfulEvil plane. Based on [[CirclesofHell Dante's Inferno]], the [[FireAndBrimstoneHell Nine Hells]] are the epytome of Order, oppression, resentment and malice. A [[CityOfTheDamned militaristic society]] of Devils (Baatezu) and lawful fiends who make sure damned souls are punished and put to work, serving in the [[EvilVersusEvil Blood War]] as new [[TheLegionsOfHell Devil cannon fodder fodder]] to [[EvilVersusuOblivion "save"]] the rest of the Multiverse from the unrelenting Chaos of the Demons. Each of the hells is a layer of misery, hopelessness and suffering ruled by an Archdevil (or "Lords of the Nine"), with [[Satan Asmodeus]] ruling over all from the deepest Hell. Everyone wants to be the tyrant in the hierarchy, everyone knows the draconian rules (or else...), everyone wants to backstab or outdo their superiors and climb to become the next captain, general or ruler. Yet still, no matter how many schemes, revolts and coups come, everyone is a prisoner to Asmodeus, who is enslaved to the plane and duty itself. Unless you are, of course, a Power, like Tiamat, the Queen of Evil Dragons, who has her lair on the first Hell, Avernus). The first Devils were actually ancient Angels, mostly Archons who resolved to drag everyone they could with [[DealWithTheDevil oaths, contracts, pacts]] or just by deeds in life into their fight against the primordial Chaos, transforming their souls in the afterlife into new Devils or inviting other Celestials to fall and join their heavy-handed approach. A fight that ended up completely corrupting their ideals and methods, but never their goal. It is said Baator is Tyrant Hell, quite fitting.
Is there an issue? Send a MessageReason:
None


*** '''The Nine Hells of Baator''': The LawfulEvil plane. Based on [[CirclesofHell Dante's Inferno]], the Nine Hells are the epytome of Order, oppression, resentment and malice. A [[CityOfTheDamned militaristic society]] of Devils (Baatezu) and fiends who make sure damned souls are punished and put to work, serving in the [[EvilVersusEvil Blood War]] as new Devil cannon fodder to [[EvilVersusuOblivion "save"]] the rest of the Multiverse from the unrelenting Chaos of the Demons. Each of the hells is a layer of misery, hoplessness and suffering ruled by an Archdevil, with [[Satan Asmodeus]] ruling over all from the deepest Hell. Everyone wants to be the tyrant, everyone knows the draconian rules (or else...), everyone wants to backstab or outdo their superiors and climb to become the next captain, general or ruler. Yet still, no matter how many schemes, revolts and coups come, everyone is a prisoner to Asmodeus, who is enslaved to the plane and duty itself. Unless you are, of course, a Power, like Tiamat, the Queen of Evil Dragons, who has her lair on the first Hell). The Devils are nothing but ancient Angels, mostly Archons who resolved to drag everyone they could with [[DealWithTheDevil oaths, contracts, pacts]] or just by deeds into their fight against the primordial chaos, transforming their souls in afterlife into new Devils or inviting other Celestials to join their heavy-handed approach. A fight that ended up completely corrupting their ideals and methods, but never their goal.

to:

*** '''The Nine Hells of Baator''': The LawfulEvil plane. Based on [[CirclesofHell Dante's Inferno]], the [[FireAndBrimstoneHell Nine Hells Hells]] are the epytome of Order, oppression, resentment and malice. A [[CityOfTheDamned militaristic society]] of Devils (Baatezu) and lawful fiends who make sure damned souls are punished and put to work, serving in the [[EvilVersusEvil Blood War]] as new Devil cannon fodder to [[EvilVersusuOblivion "save"]] the rest of the Multiverse from the unrelenting Chaos of the Demons. Each of the hells is a layer of misery, hoplessness hopelessness and suffering ruled by an Archdevil, Archdevil (or "Lords of the Nine"), with [[Satan Asmodeus]] ruling over all from the deepest Hell. Everyone wants to be the tyrant, tyrant in the hierarchy, everyone knows the draconian rules (or else...), everyone wants to backstab or outdo their superiors and climb to become the next captain, general or ruler. Yet still, no matter how many schemes, revolts and coups come, everyone is a prisoner to Asmodeus, who is enslaved to the plane and duty itself. Unless you are, of course, a Power, like Tiamat, the Queen of Evil Dragons, who has her lair on the first Hell). Hell, Avernus). The first Devils are nothing but were actually ancient Angels, mostly Archons who resolved to drag everyone they could with [[DealWithTheDevil oaths, contracts, pacts]] or just by deeds in life into their fight against the primordial chaos, Chaos, transforming their souls in the afterlife into new Devils or inviting other Celestials to fall and join their heavy-handed approach. A fight that ended up completely corrupting their ideals and methods, but never their goal. It is said Baator is Tyrant Hell, quite fitting.



*** '''The Infinite Layers of The Abyss''':
*** '''The Windswept Depths of Pandemonium''':

to:

*** '''The Infinite Layers of The Abyss''':
Abyss''': The ChaoticEvil plane. The unrelenting, infinite layers of madness, chaos, savage brutality and destructive, warping horrors beyond comprehension.
*** '''The Windswept Depths of Pandemonium''':
Pandemonium''': A Chaotic Evil/Chaotic Neutral plane of madness and solitude where the howling winds chip at your sanity with every passing moment.
Is there an issue? Send a MessageReason:
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** '''Lower Planes''' of Evil, each one a particular interpretation of Hell, home to the tyrannical and militaristic Baatezu (Devils), the anarchic raging Tanar'ri (Demons), and the selfish and backstabbing Yugoloths (Daemons), as well as other minor fiendish species like the Gehreleths (Demodands), or the Hordlings. From left to right on the Great Wheel Cosmology.
*** '''The Infinite Battlefield of Acheron''':
*** '''The Nine Hells of Baator''':
*** '''The Bleak Eternity of Gehenna''':
*** '''The Gray Waste of Hades''':
*** '''The Tarterian Depths of Carceri''':

to:

** '''Lower Planes''' of Evil, each one a particular interpretation of Hell, [[Hell Hell]], home to the tyrannical and militaristic Baatezu (Devils), the anarchic raging Tanar'ri (Demons), and the selfish and backstabbing Yugoloths (Daemons), as well as other minor fiendish species like the Gehreleths (Demodands), or the Hordlings. From left to right on the Great Wheel Cosmology.
*** '''The Infinite Battlefield of Acheron''':
Acheron''': A Lawful Neutral/Lawful Evil plane of constant strife, oppressing duties and twisted or pointless causes, WarisHell. Acheron is a world of floating, continent sized metal cubes that get smaller and flater the deeper you into the plane until the place becomes a storm of sheets of metal cutting and shredding all life. The inhabitants fight in constant civil wars and rebellions across the faces of the cubes to oppose tyrants, only to depose them and become the new tyrants themselves. Some armies are just blindly following the last orders given by masters that are forgotten even to them. Acheron is where all the good hopes for duty and devotion to a cause come to die and wither in a never ending senseless war. The Goblin and Orc Pantheon reside here as it embodies their expectations for their followers, fight for your people and gods, just fight. The plane is widely regarded as Soldier Hell.
*** '''The Nine Hells of Baator''':
Baator''': The LawfulEvil plane. Based on [[CirclesofHell Dante's Inferno]], the Nine Hells are the epytome of Order, oppression, resentment and malice. A [[CityOfTheDamned militaristic society]] of Devils (Baatezu) and fiends who make sure damned souls are punished and put to work, serving in the [[EvilVersusEvil Blood War]] as new Devil cannon fodder to [[EvilVersusuOblivion "save"]] the rest of the Multiverse from the unrelenting Chaos of the Demons. Each of the hells is a layer of misery, hoplessness and suffering ruled by an Archdevil, with [[Satan Asmodeus]] ruling over all from the deepest Hell. Everyone wants to be the tyrant, everyone knows the draconian rules (or else...), everyone wants to backstab or outdo their superiors and climb to become the next captain, general or ruler. Yet still, no matter how many schemes, revolts and coups come, everyone is a prisoner to Asmodeus, who is enslaved to the plane and duty itself. Unless you are, of course, a Power, like Tiamat, the Queen of Evil Dragons, who has her lair on the first Hell). The Devils are nothing but ancient Angels, mostly Archons who resolved to drag everyone they could with [[DealWithTheDevil oaths, contracts, pacts]] or just by deeds into their fight against the primordial chaos, transforming their souls in afterlife into new Devils or inviting other Celestials to join their heavy-handed approach. A fight that ended up completely corrupting their ideals and methods, but never their goal.
*** '''The Bleak Eternity of Gehenna''':
Gehenna''': A Lawful Evil/Neutral Evil plane. Gehenna is a desolate world of 4 theoretically infinite-sized volcanoes floating in the inmensity of a burning pit. Some of the mounts are frozen, leaving that layer an acidic snowland, others are dormant, cloaking the place with a veil of burning ash that blocks the light but the atmosphere remains inhospitable, caustic and scorching in all of them. Gehehnna is a place without mercy or pity. A place fot those who use law and contracts in a selfish way, taking on causes by profit and not for ideals or those who just only care about themselves, and do not want to be found easily. Daemons (Yugoloth), mercenary fiends residing with their General in the [[MobileCity Crawling City]] migrated here from the Gray Waste, since Gehehnna is not as barren and despite being Neutral Evil their affinity for contracts and pacts sways them a bit more to the lawful side with the Devils. But make no mistake, they will not honor their mercenary contracts if the time is right, or if their payment in gold or souls, can be bested. They are only in it for themselves and no one else. It is said Gehenna is Mercenary Hell.
*** '''The Gray Waste of Hades''':
Hades''': The NeutralEvil plane. Hades is a gray immensity of barren nothingness where all color, hope, love and empathy comes to die. This is where Daemons (Yugoloths) originate. Imagine how miserable of a place can be when the fiends born from it want to flee the [[GoMadFromTheIsolation sensory deprivation hell]] that is Hades. The plane is pure indiluted Evil and drains color from all that enters, turning everything into a gray dull tone, as well as draining all good of those mortals who enter here. Travelers will lose their color and despair, becoming paranoid, selfish and apathetic monsters who do not want to interact or care for anyone else but themselves, only to be left alone in complete solitude that worsens their affliction. To make things worse, it is also visually uninteresting, being an infinite gray plain with occassional chasms or sometimes even sharp, rocky hills with the only structure beign Khin-Oin a Yugoloth fortified tower that goes on for miles on both ends, where their other leader resides, the Oinoloth (a title, not a species). Coincidentally this flat topography and its placement in the exact middle of the Lower Planes makes it the perfect battlefield for the Blood War. Hades from the Greek Pantheon resides here as well as the Night Hags, the most powerful hags in the multiverse, who are said by some to have had a hand in creating the Yugoloth and other horrors. The Baernaloths are still here, the original Daemons, Decrepit Goat-like fiends rumored to predate Devils and Demons, philophers who just want to find the true meaning of evil as an idea untainted by Order or Chaos. Hades is essentially Selfish Hell.
*** '''The Tarterian Depths of Carceri''':Carceri''': A Neutral Evil/Chaotic Evil prison plane for exiles and betrayers, each layer dedicated to one type of treason, be it a lie, abuse (animal or human), betraying your followers or a false friendship. An inhospitable place of extremes, acid lakes, scorching desets, biting cold, poisonous jungles, sharp obsidian volcanic mountains... This is the Greek Tartarus, where each step taken to leave and take vengeance is designed to make you suffer and crush your will to do so. The plane is made of [[MatryoshkaObject sphere worlds contained within sphere worlds]] as if the whole reality is trying to engulf you like quicksand and take you to the bottom. It is said only those prisoners who can overcome the plane with their resentment, hate and force of will will be able to leave to take vengeance on their enemies. Demodands (Gehreleths), a small and brutish fiendish species "rules" the plane or so they think. They make sure Yugoloth colonists cannot erect any proper buildings or fortresses here to keep Carceri completely savage and untamed as it is.
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On August 2022, Creator/WizardsOfTheCoast announced that a [[TabletopGame/DungeonsAndDragonsFifthEdition 5th Edition]] adaptation of the Planescape setting is in the works, and is set to release around Fall 2023.

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On August 2022, Creator/WizardsOfTheCoast announced that a [[TabletopGame/DungeonsAndDragonsFifthEdition 5th Edition]] sourcebook adaptation of the Planescape setting is in the works, and is set to release around Fall 2023.
2023. A 5E adventure module based on the setting is set to release around the year 2024.
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** '''Lower Planes''' of Evil, each one a particular interpretation of Hell, home to the tyrannical and militaristic Baatezu (Devils), the anarchic raging Tanar'ri (Demons), and the selfish and backstabbing Yugoloths (Daemons) as well as other minor fiendish species like the Gehreleths (Demodands) or the Hordlings. From left to right on the Great Wheel Cosmology.

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** '''Lower Planes''' of Evil, each one a particular interpretation of Hell, home to the tyrannical and militaristic Baatezu (Devils), the anarchic raging Tanar'ri (Demons), and the selfish and backstabbing Yugoloths (Daemons) (Daemons), as well as other minor fiendish species like the Gehreleths (Demodands) (Demodands), or the Hordlings. From left to right on the Great Wheel Cosmology.

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Changed: 183

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Thanks to Unsung for all the editing and corrections. I summed up most lore hastily and it was in dire need of a revision. I will try to add the lower planes descriptions soon.


** '''Lower Planes''' of Evil, each one a particular interpretation of Hell, home to the tyrannical and militaristic Baatezu (Devils), the anarchic raging Tanar'ri (Demons), and the selfish and backstabbing Yugoloths (Daemons).

to:

** '''Lower Planes''' of Evil, each one a particular interpretation of Hell, home to the tyrannical and militaristic Baatezu (Devils), the anarchic raging Tanar'ri (Demons), and the selfish and backstabbing Yugoloths (Daemons).
(Daemons) as well as other minor fiendish species like the Gehreleths (Demodands) or the Hordlings. From left to right on the Great Wheel Cosmology.
***'''The Infinite Battlefield of Acheron''':
***'''The Nine Hells of Baator''':
***'''The Bleak Eternity of Gehenna''':
***'''The Gray Waste of Hades''':
***'''The Tarterian Depths of Carceri''':
***'''The Infinite Layers of The Abyss''':
***'''The Windswept Depths of Pandemonium''':
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* The '''Outer Planes''', based on the in-universe [[CharacterAlignment Character Alignments]]. Nine of the Outer Planes correspond precisely to an alignment; the other eight are in in-between spaces, called "Planes of Conflict". The Outer Planes are the literal afterlife where the gods live and their followers go when they die--it just turns out that with the right keys, you can walk there. As such these near infinite (sometimes truly infinite) worlds run on [[ClapYourHandsIfYouBelieve belief]] and can be changed by it.
** The '''Upper Planes''' of Good . The High Heavens, where all Aasimon (angelic celestials) come from. Aasimons are divided into lawful Archons, balanced Guardinals and chaotic Eladrin. From Left to right on the Great Wheel cosmology:

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* The '''Outer Planes''', based on the in-universe [[CharacterAlignment Character Alignments]].{{Character Alignment}}s. Nine of the Outer Planes correspond precisely to an alignment; the other eight are in in-between spaces, called "Planes of Conflict". The Outer Planes are the literal afterlife where the gods live and their followers go when they die--it just turns out that with the right keys, you can walk there. As such these near infinite (sometimes truly infinite) worlds run on [[ClapYourHandsIfYouBelieve belief]] and can be changed by it.
** The '''Upper Planes''' of Good . The High Heavens, where all Aasimon (angelic celestials) come from. Aasimons Aasimon are divided into lawful Archons, balanced Guardinals and chaotic Eladrin. From Left left to right on the Great Wheel cosmology:



*** '''The Seven Heavens of Mount Celestia''': The [[LawfulGood Lawful Good]] plane, true Paladin Heaven. A seven level world-sized summit bathed by a glorious sunrise that reaches into the night sky and goes on to the heavens and far beyond. Full of titanic fortresses, monolithic temples, sprawling libraries and home to The Platinum Dragon Bahamut. The Archons, celestials of order and law, like Planetars and Solars hail from Mount Celestia. The Dwarven and Halfling pantheon reside at different points of the mountain. It is said something much more powerful than gods, the idea of "Good" itself in its purest form, resides at the very top.

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*** '''The Seven Heavens of Mount Celestia''': The [[LawfulGood Lawful Good]] LawfulGood plane, true Paladin Heaven. A seven level world-sized summit bathed by a glorious sunrise that reaches into the night sky and goes on to the heavens and far beyond. Full of titanic fortresses, monolithic temples, sprawling libraries and home to The Platinum Dragon Bahamut. The Archons, celestials of order and law, like Planetars and Solars hail from Mount Celestia. The Dwarven and Halfling pantheon reside at different points of the mountain. It is said something much more powerful than gods, the idea of "Good" itself in its purest form, resides at the very top.%%InUniverse



*** '''The Blessed Fields of Elysium''': The [[NeutralGood Neutral Good]] Plane, a prairie of peace and empathy. Elysium is so intoxicantingly peaceful it warms the heart and heals the soul. The sights are breathtaking, the colors are livelier than anywhere else and a soft breeze caresses the skin. It is said adventurers who visit Elysium make the resolve to retire here...if they can resist staying for good the first time, as the plane is known to be addictive to mortals. The Guardinals, like Ursinals or Leonals, anthropomorphic beast celestials, originate from the blessed fields.

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*** '''The Blessed Fields of Elysium''': The [[NeutralGood Neutral Good]] NeutralGood Plane, a prairie of peace and empathy. Elysium is so intoxicantingly intoxicatingly peaceful it warms the heart and heals the soul. The sights are breathtaking, the colors are livelier than anywhere else and a soft breeze caresses the skin. It is said adventurers who visit Elysium make the resolve to retire here...if they can resist staying for good the first time, as the plane is known to be addictive to mortals. The Guardinals, like Ursinals or Leonals, anthropomorphic beast celestials, originate from the blessed fields.%%InUniverse



*** '''The Olympian fields of Arborea''': The [[ChaoticGood Chaotic Good]] plane of passion, freedom and untamed wilderness. Arborea is Elf Heaven and home to the Elven pantheon, who call the plane Arvandor. The Olympian Greek pantheon is here as well, with Mount Olympus reigning over the plane. The celestial Eladrin, like Bralani or Firre originate from here, fey-like elves that can take the form of elements of nature and beauty, like light, fire, water, lightning, snowflakes or a whirwind of leaves. The Powers of Arborea value freedom so much that the Eladrin are not servants of the gods, but allies and trusted friends.

to:

*** '''The Olympian fields of Arborea''': The [[ChaoticGood Chaotic Good]] ChaoticGood plane of passion, freedom and untamed wilderness. Arborea is Elf Heaven and home to the Elven pantheon, who call the plane Arvandor. The Olympian Greek pantheon is here as well, with Mount Olympus reigning over the plane. The celestial Eladrin, like Bralani or Firre originate from here, fey-like elves that can take the form of elements of nature and beauty, like light, fire, water, lightning, snowflakes or a whirwind whirlwind of leaves. The Powers of Arborea value freedom so much that the Eladrin are not servants of the gods, but allies and trusted friends.%%InUniverse



** '''Planes of Balance''', The Neutral planes that exemplify Order, Balance and Chaos. Modrons and Inevitables embody absolute order, with Rilmani and Sladd being neutral, thoughtful balance and nonsensical chaos respectively. From Left to right on the Great Wheel cosmology:
*** '''The Clockwork Nirvana of Mechanus''': The [[LawfulNeutral Lawful Neutral]] clockwork universe of perfect mechanical order and law, where entire worlds lie on the sides of cogs working in unison at the pace of the Great Wheel of the multiverse's spin. Mechanus is home to the Modrons, robotic beings of pure mechanical order defined entirely by their role and function in a hierarchy which it in turn defines their complexity, shape and powers, all at the service of their god Primus, who in turn serves the multiverse. The Inevitables, like Maruts, were also created here, abstract contruct-like beings of unspeakable power that represent Axioms and the punishment for violating said constants of existence (law, nature, life and death, magic, time, space...).
*** '''The Concordant Opposition of the Outlands''': The center of the great wheel, a [[TrueNeutral True Neutral]] wasteland of mild, dry climate, small mountains, canyons and grasslands that starts to take the properties of all other 16 planes bordering it when you get closer to the theoretical edges. Near each plane resides a Gate Town, a small city that embodies the Outer Plane it allows passage to. Sometimes the border towns become so much like those planes they are engulfed by them and a new one has to be built in place. At the center is the Great Spire, an impossibly tall, pillar-shaped infinite mountain that holds the city of Sigil floating above the summit, unreachable to all beings unless by portals, as the mountain simply keeps going on forever if one tries to climb or fly. The closer one gets to the spire, the weaker magic gets, even godly powers. Powers and powerful beings reunite at the base of the spire mountain to negotiate in a place were no magic, mortal or divine can work. The perfect equalizer of ultimate power. Rilmani make their home here, a species of metal-based humanoids (lead, copper, iron, silver, gold...) that seek to [[BalanceBetweenGoodAndEvil preserve the power balance]] so that evil does not get the upper hand nor good gets too complacent. Many gods who care only about natural rules or neutral concepts as time, or the cycle of life and death, call the Outlands their home, like Chronepsis, the Dragon god of time, death and fate.
*** '''The Ever-Changing Chaos of Limbo''': The [[ChaoticNeutral Chaotic Neutral]] maelstrom of unstable matter and elements that can be shaped by Will and Belief. The few stable floating islands and cities exist thanks to the Githzerai who migrated here eons ago and learned to impose their iron will as a way to train their minds and make a haven no one but them could enter. Limbo is nonsensical, a blaze can come from a tree leaf falling and then turn mid-air into a rock that falls and splashes as water when it touches the soil to burn again and do the element cycle in a different way. At the same time one can only move by willpower and normal laws of physics do not apply here, as gravity only exists if you perceive it or will it and momentum is zero but lasts infinitely if exerted. Slaad originated here. A species of toadlike being of pure chaos whose childish capriciousness, wierd biology and contradictory life cycles simply do not make sense, at all. Limbo is such a shifting mess that planar travelers consider the layers of the plane just where certain species live, like the Sladd layer, or the Githzerai layer where they build their communities.

** '''Lower Planes''' of Evil, each one a particular interpretation of Hell, home to the tyrannical and militaristic Baatezu (Devils), the anarchic raging Tanar'ri (Demons) and the selfish and backstabbing Yugoloth (Daemons).

to:

** '''Planes of Balance''', The Neutral planes that exemplify Order, Balance and Chaos. Modrons and Inevitables embody absolute order, with Rilmani and Sladd Slaad being neutral, thoughtful balance and nonsensical chaos respectively. From Left to right on the Great Wheel cosmology:
*** '''The Clockwork Nirvana of Mechanus''': The [[LawfulNeutral Lawful Neutral]] LawfulNeutral clockwork universe of perfect mechanical order and law, where entire worlds lie on the sides of cogs working in unison at the pace of the Great Wheel of the multiverse's spin. Mechanus is home to the Modrons, robotic beings of pure mechanical order defined entirely by their role and function in a hierarchy which it in turn defines their complexity, shape and powers, all at the service of their god Primus, who in turn serves the multiverse. The Inevitables, like Maruts, were also created here, abstract contruct-like beings of unspeakable power that represent Axioms and the punishment for violating said constants of existence (law, nature, life and death, magic, time, space...).
).%%InUniverse
*** '''The Concordant Opposition of the Outlands''': The center of the great wheel, a [[TrueNeutral True Neutral]] TrueNeutral wasteland of mild, dry climate, small mountains, canyons and grasslands that starts to take the properties of all other 16 planes bordering it when you get closer to the theoretical edges. Near each plane resides a Gate Town, a small city that embodies the Outer Plane it allows passage to. Sometimes the border towns become so much like those planes they are engulfed by them and a new one has to be built in place. At the center is the Great Spire, an impossibly tall, pillar-shaped infinite mountain that holds the city of Sigil floating above the summit, unreachable to all beings unless by portals, as the mountain simply keeps going on forever if one tries to climb or fly. The closer one gets to the spire, the weaker magic gets, even godly powers. Powers and powerful beings reunite at the base of the spire mountain to negotiate in a place were no magic, mortal or divine can work. The perfect equalizer of ultimate power. Rilmani make their home here, a species of metal-based humanoids (lead, copper, iron, silver, gold...) that seek to [[BalanceBetweenGoodAndEvil preserve the power balance]] so that evil does not get the upper hand nor good gets too complacent. Many gods who care only about natural rules or neutral concepts as time, or the cycle of life and death, call the Outlands their home, like Chronepsis, the Dragon god of time, death and fate.
fate.%%InUniverse
*** '''The Ever-Changing Chaos of Limbo''': The [[ChaoticNeutral Chaotic Neutral]] ChaoticNeutral maelstrom of unstable matter and elements that can be shaped by Will and Belief. The few stable floating islands and cities exist thanks to the Githzerai who migrated here eons ago and learned to impose their iron will as a way to train their minds and make a haven no one but them could enter. Limbo is nonsensical, a blaze can come from a tree leaf falling and then turn mid-air into a rock that falls and splashes as water when it touches the soil to burn again and do the element cycle in a different way. At the same time one can only move by willpower and normal laws of physics do not apply here, as gravity only exists if you perceive it or will it and momentum is zero but lasts infinitely if exerted. Slaad originated here. A species of toadlike being of pure chaos whose childish capriciousness, wierd weird biology and contradictory life cycles simply do not make sense, at all. Limbo is such a shifting mess that planar travelers consider the layers of the plane just where certain species live, like the Sladd Slaad layer, or the Githzerai layer where they build their communities.

communities.%%InUniverse

** '''Lower Planes''' of Evil, each one a particular interpretation of Hell, home to the tyrannical and militaristic Baatezu (Devils), the anarchic raging Tanar'ri (Demons) (Demons), and the selfish and backstabbing Yugoloth Yugoloths (Daemons).



* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are hyperactive Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Factotum and Factor are called Boss and Big Boss respectively though the Factol title remains the same (being all different would still make sense), but only if Factol Karan actually cares about being Factol, or even a member that day (he showed up one day rambling, claiming to be a Xaositect and 6 weeks later he was the Factol by default). Members can use a 30 foot radius Babble spell (the reverse of Tongues) once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll). Xaositects also have the weird and insane ability to "know" where something truly lost is (lost, not stolen) if asked by others ("Your ring is behind your washbasin", "You dropped it near a tree", "5 foot to the left of the door of the green barn in south Lower Ward Sigil") but only if they pass a Will saving throw and Chaosmen cannot benefit themselves from this clairvoyance. Like Anarchs they are forbidden from establishing enduring commitment like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment and can join by just claiming they are already one of them. Chaosmen tend to gather in squats and plazas at the Hive, Sigil's incredibly diverse slums, though the most popular gathering spot is Quake's Place, an ever-shifting tavern owned by a transmuter wild mage and Factor of the Faction.

Over the course of its run some '''Minor Factions''', called '''Sects''' were disclosed in the extended material and Planescape's monster manual Vol. II and III. This classification includes splinters from the main factions, new upstart small factions or old ones that were once powerful but so reviled they were destroyed and fell into obscurity. Most are not recomended for players due to severe restrictions (The [[ElementalPowers Inner plane-locked]] [[MindOverMatter Primals]]), [[GameBreaker Game breaking benefits]], not much development ([[TheBerserker Ragers]] are [[ExactlyWhatItSaysOnTheTin Ragers]]) or being flat out self-destructingly evil like [[MagicEater The Incanterium]], [[VampiricDraining The Eaters (of Belief)]] or [[LifeDrinker The Prolongers]]. Also like Xaositects [[StupidNeutral The Opposers]] might be banned for player use despite how absurdly fun they are. The most relevant by far are the wealthy and corrupt [[TheScrooge Merkhants]]. The known sects are explained in the [[Characters/PlanescapeFactions Planescape Characters Faction page]]

to:

* The '''Xaositects''' or '''Chaosmen''', rambling cryptic lunatics who see truth in chaos, nonsense and unpredictability and act accordingly. While most will tell you they are hyperactive Dadaist ChaoticStupid madmen, which gets them frequently banned for player use, their ranks include many avant-garde artists, poets and musicians. In many ways they are D&D's less tragic answer to TabletopGame/VampireTheMasquerade Malkavians (along with some aspects of the "Bleak Cabal"). Factotum and Factor are called Boss and Big Boss respectively though the Factol title remains the same (being all different would still make sense), but only if Factol Karan actually cares about being Factol, or even a member that day (he showed up one day rambling, claiming to be a Xaositect and 6 weeks later he was the Factol by default). Members can use a 30 foot radius Babble spell (the reverse of Tongues) once per week on others (to troll, mainly spellcasters) or themselves (to avoid being understood, and also troll). Xaositects also have the weird and insane ability to "know" where something truly lost is (lost, not stolen) if asked by others ("Your ring is behind your washbasin", "You dropped it near a tree", "5 foot to the left of the door of the green barn in south Lower Ward Sigil") but only if they pass a Will saving throw and Chaosmen cannot benefit themselves from this clairvoyance. Like Anarchs they are forbidden from establishing enduring commitment commitments like a business, organized group or even a small local government. Of course the members can only be of Chaotic alignment and can join by just claiming they are already one of them. Chaosmen tend to gather in squats and plazas at the Hive, Sigil's incredibly diverse slums, though the most popular gathering spot is Quake's Place, an ever-shifting tavern owned by a transmuter wild mage and Factor of the Faction.

Over the course of its run some '''Minor Factions''', called '''Sects''' were disclosed in the extended material and Planescape's monster manual Vol. II and III. This classification includes splinters from the main factions, new upstart small factions or old ones that were once powerful but so reviled they were destroyed and fell into obscurity. Most are not recomended for players due to severe restrictions (The [[ElementalPowers Inner plane-locked]] Planes-locked]] [[MindOverMatter Primals]]), [[GameBreaker Game breaking game-breaking benefits]], not much development ([[TheBerserker Ragers]] are [[ExactlyWhatItSaysOnTheTin Ragers]]) ExactlyWhatItSaysOnTheTin), or being flat out self-destructingly self-destructively evil like [[MagicEater The Incanterium]], [[VampiricDraining The Eaters (of Belief)]] or [[LifeDrinker The Prolongers]]. Also like Xaositects Xaositects, [[StupidNeutral The Opposers]] might be banned for player use despite how absurdly fun they are. The most relevant by far are the wealthy and corrupt [[TheScrooge Merkhants]]. The known sects are explained in the [[Characters/PlanescapeFactions Planescape Characters Faction page]]



''Planescape'' formed a ''D&D'' setting where combat is not the best way to resolve conflict (and may even be impossible, depending on circumstances) and its philosophical theme and emphasis on the power of belief encouraged players to come up with inventive, cerebral ways to solve their problems. These themes were helped by the art and style, especially that of Tony [=DiTerlizzi=], which emphasized gothic, neo-Victorian strangeness and {{Grunge}} rock influenced cynicism and attitude over the muscular heroes and glorious violence of other settings. As per the creator of the setting David "Zeb" Cook, Planescape, Sigil and its factions feel likea Bar where everyone is a philosophy student debating and expressing how they see things and the chemistry of the clash of ideas and philosophies but no one really knows what they are talking about because there is still SO much to learn.

to:

''Planescape'' formed a ''D&D'' setting where combat is not the best way to resolve conflict (and may even be impossible, depending on circumstances) and its philosophical theme and emphasis on the power of belief encouraged players to come up with inventive, cerebral ways to solve their problems. These themes were helped by the art and style, especially that of Tony [=DiTerlizzi=], which emphasized gothic, neo-Victorian strangeness and {{Grunge}} rock influenced rock-influenced cynicism and attitude over the muscular heroes and glorious violence of other settings. As per the creator of the setting David "Zeb" Cook, Planescape, Sigil and its factions feel likea Bar where everyone is a philosophy student debating and expressing how they see things and the chemistry of the clash of ideas and philosophies but no one really knows what they are talking about because there is still SO much to learn.
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*** '''The Peaceable Kingdoms of Arcadia''': A Lawful Neutral/Lawful Good realm of good and orderly perfection. Treelines are perfectly lined, mountains don't erode and are perfectly geometrical, day and night are exactly 50% of the day and society is in perfect harmony because the harvest is always incredibly bountiful. Arcadia is so overwhemlingly perfect it is considered a dull, boring plane where nothing happens, sometimes described as even oppressive...
*** '''The Seven Heavens of Mount Celestia''': The [[LawfulGood Lawful Good]] plane, true Paladin Heaven. A seven level world-sized summit bathed by a glorious sunrise that reaches into the night sky and goes on to the heavens and far beyond. Full of titanic fortresses, monolithic temples, sprawling libraries and home to The Platinum Dragon Bahamut. The Archons, angels of order and law, like Planetars and Solars hail from Mount Celestia. The Dwarven and Halfling pantheon reside at different points of the mountain. It is said something much more powerful than gods, the idea of "Good" itself in its purest form, resides at the very top.

to:

*** '''The Peaceable Kingdoms of Arcadia''': A Lawful Neutral/Lawful Good realm of good and orderly perfection. Treelines are perfectly lined, mountains don't erode and are perfectly geometrical, day and night are exactly 50% of the day and society is in perfect harmony because the harvest is always incredibly bountiful. Arcadia is so overwhemlingly perfect it is considered a dull, uneventful, boring plane where nothing happens, sometimes described as even oppressive...
*** '''The Seven Heavens of Mount Celestia''': The [[LawfulGood Lawful Good]] plane, true Paladin Heaven. A seven level world-sized summit bathed by a glorious sunrise that reaches into the night sky and goes on to the heavens and far beyond. Full of titanic fortresses, monolithic temples, sprawling libraries and home to The Platinum Dragon Bahamut. The Archons, angels celestials of order and law, like Planetars and Solars hail from Mount Celestia. The Dwarven and Halfling pantheon reside at different points of the mountain. It is said something much more powerful than gods, the idea of "Good" itself in its purest form, resides at the very top.



*** '''The Happy Hunting Grounds of the Beastlands''': A Neutral Good/Chaotic Good crepuscular realm of idealized nature and the splendorous circle of life. Ruled by Animal Lords, The Beastlands are essentially Druid Heaven. A perfect natural harmony of wildlife and the forest uncontrolled yet untarnished, with biomes for diurnal or nocturnal animals that forever stay at the same time of the day. This is where the spirits of fallen animal companions and pets go when they die.
*** '''The Olympian fields of Arborea''': The [[ChaoticGood Chaotic Good]] plane of passion, freedom and untamed wilderness. Arborea is Elf heaven and home to the Elven pantheon, who call the plane Arvandor. The Olympian Greek pantheon is here as well, with Mount Olympus reigning over the plane. The angelic Eladrin, like Bralani or Firre originate from here, elven fey-like celestials who can take the form of elements of nature and beauty, like light, fire, water, lightning, snowflakes or a whirwind of leaves.

to:

*** '''The Happy Hunting Grounds of the Beastlands''': A Neutral Good/Chaotic Good crepuscular realm of idealized nature and the splendorous circle of life. Ruled by Animal Lords, archetypal animals that can take human form, The Beastlands are essentially Druid Heaven. A perfect natural harmony of wildlife and the forest uncontrolled yet untarnished, with biomes for diurnal or nocturnal animals that forever stay at the same time of the day. This is where the spirits of fallen animal companions and pets go when they die.
*** '''The Olympian fields of Arborea''': The [[ChaoticGood Chaotic Good]] plane of passion, freedom and untamed wilderness. Arborea is Elf heaven Heaven and home to the Elven pantheon, who call the plane Arvandor. The Olympian Greek pantheon is here as well, with Mount Olympus reigning over the plane. The angelic celestial Eladrin, like Bralani or Firre originate from here, elven fey-like celestials who elves that can take the form of elements of nature and beauty, like light, fire, water, lightning, snowflakes or a whirwind of leaves.leaves. The Powers of Arborea value freedom so much that the Eladrin are not servants of the gods, but allies and trusted friends.



*** '''The Clockwork Nirvana of Mechanus''': The [[LawfulNeutral Lawful Neutral]] clockwork universe of perfect order and law where entire worlds lie on the sides of cogs working in unison at the pace of the whole Great Wheel of multiverse spinning. Mechanus is home to the Modrons, robotic beings of pure mechanical order defined entirely by their role in a hierarchy which it in turn defines their complexity, shape and powers, all at the service of their god Primus, who in turn serves the multiverse. The Inevitables were also created here, abstract contruct-like beings of unspeakable power that represent Axioms and the punishment for violating said constants of existence (law, nature, life and death, magic, time, space...).
*** '''The Concordant Opposition of the Outlands''': The center of the great wheel, a [[TrueNeutral True Neutral]] wasteland of mild, dry climate, small mountains, canyons and grasslands that starts to take the properties of all the other 16 planes bordering when you get closer to the theoretical edges. Near each plane resides a Gate Town, a small city that embodies the Outer Plane it allows passage to. Sometimes the border towns become so much like those planes they are engulfed by them and a new one has to be built in place. At the center is the Great Spire, an impossibly tall, pillar-shaped infinite mountain that holds the city of Sigil floating above the summit, unreachable to all beings unless by portals, as the mountain simply keeps going on if one tries to climb or fly. The closer one gets to the spire, the weaker magic gets, even godly powers. Powers and powerful beings reunite at the base of the spire mountain to negotiate in a place were no magic, mortal or divine can work. The perfect equalizer of ultimate power. Rilmani make their home here, a species of metal-based humanoids (lead, copper, iron, silver, gold...) that seek to [[BalanceBetweenGoodAndEvil preserve the power balance]] so that evil does not get the upper hand nor good gets too conmplacent. Many gods who care only about natural rules or neutral concepts, like time, or the cycle of life and death, call the Outlands their home.
*** '''The Ever-Changing Chaos of Limbo''': The [[ChaoticNeutral Chaotic Neutral]] maelstrom of unstable matter and elements that can be shaped by Will and Belief. The few stable floating islands and cities exist thanks to the Githzerai who migrated here eons ago and learned to impose their iron will as a way to train their minds and make a haven no one but them could enter. Limbo is nonsensical, a blaze can come from a tree leaf falling and then turn mid-air into a rock that falls and splashes as water when it touches the soil to burn again and do the element cycle in a different way. At the same time one can only move by willpower and normal laws of physics do not apply here, as gravity only exists if you perceive it or will it and momentum is zero but infinite if exerted. Slaad originated here. A species of toadlike being of pure chaos whose childish capriciousness, wierd biology and contradictory life cycles simply do not make sense, at all. Limbo is such a shifting mess that planar travelers consider the layers of the plane just where certain species live, like the Sladd layer, or the Githzerai layer where they build their communities.

to:

*** '''The Clockwork Nirvana of Mechanus''': The [[LawfulNeutral Lawful Neutral]] clockwork universe of perfect mechanical order and law law, where entire worlds lie on the sides of cogs working in unison at the pace of the whole Great Wheel of multiverse spinning. the multiverse's spin. Mechanus is home to the Modrons, robotic beings of pure mechanical order defined entirely by their role and function in a hierarchy which it in turn defines their complexity, shape and powers, all at the service of their god Primus, who in turn serves the multiverse. The Inevitables Inevitables, like Maruts, were also created here, abstract contruct-like beings of unspeakable power that represent Axioms and the punishment for violating said constants of existence (law, nature, life and death, magic, time, space...).
*** '''The Concordant Opposition of the Outlands''': The center of the great wheel, a [[TrueNeutral True Neutral]] wasteland of mild, dry climate, small mountains, canyons and grasslands that starts to take the properties of all the other 16 planes bordering it when you get closer to the theoretical edges. Near each plane resides a Gate Town, a small city that embodies the Outer Plane it allows passage to. Sometimes the border towns become so much like those planes they are engulfed by them and a new one has to be built in place. At the center is the Great Spire, an impossibly tall, pillar-shaped infinite mountain that holds the city of Sigil floating above the summit, unreachable to all beings unless by portals, as the mountain simply keeps going on forever if one tries to climb or fly. The closer one gets to the spire, the weaker magic gets, even godly powers. Powers and powerful beings reunite at the base of the spire mountain to negotiate in a place were no magic, mortal or divine can work. The perfect equalizer of ultimate power. Rilmani make their home here, a species of metal-based humanoids (lead, copper, iron, silver, gold...) that seek to [[BalanceBetweenGoodAndEvil preserve the power balance]] so that evil does not get the upper hand nor good gets too conmplacent. complacent. Many gods who care only about natural rules or neutral concepts, like concepts as time, or the cycle of life and death, call the Outlands their home.
home, like Chronepsis, the Dragon god of time, death and fate.
*** '''The Ever-Changing Chaos of Limbo''': The [[ChaoticNeutral Chaotic Neutral]] maelstrom of unstable matter and elements that can be shaped by Will and Belief. The few stable floating islands and cities exist thanks to the Githzerai who migrated here eons ago and learned to impose their iron will as a way to train their minds and make a haven no one but them could enter. Limbo is nonsensical, a blaze can come from a tree leaf falling and then turn mid-air into a rock that falls and splashes as water when it touches the soil to burn again and do the element cycle in a different way. At the same time one can only move by willpower and normal laws of physics do not apply here, as gravity only exists if you perceive it or will it and momentum is zero but infinite lasts infinitely if exerted. Slaad originated here. A species of toadlike being of pure chaos whose childish capriciousness, wierd biology and contradictory life cycles simply do not make sense, at all. Limbo is such a shifting mess that planar travelers consider the layers of the plane just where certain species live, like the Sladd layer, or the Githzerai layer where they build their communities.
Is there an issue? Send a MessageReason:
None


*** '''The Concordant Opposition of the Outlands''': The center of the great wheel, a [[TrueNeutral True Neutral]] wasteland of mild, dry climate, small mountains, canyons and grasslands that starts to take the properties of all the other 16 planes bordering when you get closer to the theoretical edges. Near each plane resides a Gate Town, a small city that embodies the Outer Plane it allows passage to. Sometimes the border towns become so much like those planes they are engulfed by them and a new one has to be built in place. At the center is the Great Spire, an impossibly tall, pillar-shaped infinite mountain that holds the city of Sigil floating above the summit, unreachable to all beings unless by portals. The closer one gets to the base of spire, the weaker magic gets, even godly powers. Powers and powerful beings reunite at the base of the spire mountain to negotiate in a place were no magic, mortal or divine can work. The perfect equalizer of ultimate power. Rilmani make their home here, a species of metal-based humanoids (lead, copper, iron, silver, gold...) that seek to [[BalanceBetweenGoodAndEvil preserve the power balance]] so that evil does not get the upper hand nor good gets too conmplacent. Many gods who care only about natural rules or neutral concepts, like time, or the cycle of life and death, call the Outlands their home.

to:

*** '''The Concordant Opposition of the Outlands''': The center of the great wheel, a [[TrueNeutral True Neutral]] wasteland of mild, dry climate, small mountains, canyons and grasslands that starts to take the properties of all the other 16 planes bordering when you get closer to the theoretical edges. Near each plane resides a Gate Town, a small city that embodies the Outer Plane it allows passage to. Sometimes the border towns become so much like those planes they are engulfed by them and a new one has to be built in place. At the center is the Great Spire, an impossibly tall, pillar-shaped infinite mountain that holds the city of Sigil floating above the summit, unreachable to all beings unless by portals. portals, as the mountain simply keeps going on if one tries to climb or fly. The closer one gets to the base of spire, the weaker magic gets, even godly powers. Powers and powerful beings reunite at the base of the spire mountain to negotiate in a place were no magic, mortal or divine can work. The perfect equalizer of ultimate power. Rilmani make their home here, a species of metal-based humanoids (lead, copper, iron, silver, gold...) that seek to [[BalanceBetweenGoodAndEvil preserve the power balance]] so that evil does not get the upper hand nor good gets too conmplacent. Many gods who care only about natural rules or neutral concepts, like time, or the cycle of life and death, call the Outlands their home.
Is there an issue? Send a MessageReason:
None


*** '''The Seven Heavens of Mount Celestia''': The [[LawfulGood Lawful Good]] plane, true Paladin Heaven. A 7 level world-sized summit bathed by a glorious sunrise that reaches into the night sky and goes on to the heavens and far beyond. Full of titanic fortresses, monolithic temples, sprawling libraries and home to The Platinum Dragon Bahamut. The Archons, angels of order and law, like Planetars and Solars hail from Mount Celestia. The Dwarven and Halfling pantheon reside at different points of the mountain. It is said something much more powerful than gods, the idea of "Good" itself in its purest form, resides at the very top.

to:

*** '''The Seven Heavens of Mount Celestia''': The [[LawfulGood Lawful Good]] plane, true Paladin Heaven. A 7 seven level world-sized summit bathed by a glorious sunrise that reaches into the night sky and goes on to the heavens and far beyond. Full of titanic fortresses, monolithic temples, sprawling libraries and home to The Platinum Dragon Bahamut. The Archons, angels of order and law, like Planetars and Solars hail from Mount Celestia. The Dwarven and Halfling pantheon reside at different points of the mountain. It is said something much more powerful than gods, the idea of "Good" itself in its purest form, resides at the very top.



*** '''The Olympian fields of Arborea''': The [[ChaoticGood Chaotic Good]] plane of passion, freedom and untamed wilderness. Arborea is Elf heaven and home to the Elven pantheon, who call the plane Arvandor. The Olympian Greek pantheon is here too as well, with Mount Olympus reigning over the plane. The angelic Eladrin, like Bralani or Firre originate from here, elven fey-like celestials who take the properties of elements of nature and beauty, like light, fire, water or the seasons.

to:

*** '''The Olympian fields of Arborea''': The [[ChaoticGood Chaotic Good]] plane of passion, freedom and untamed wilderness. Arborea is Elf heaven and home to the Elven pantheon, who call the plane Arvandor. The Olympian Greek pantheon is here too as well, with Mount Olympus reigning over the plane. The angelic Eladrin, like Bralani or Firre originate from here, elven fey-like celestials who can take the properties form of elements of nature and beauty, like light, fire, water water, lightning, snowflakes or the seasons.a whirwind of leaves.



*** '''The Concordant Opposition of the Outlands''': The center of the great wheel, a [[TrueNeutral Neutral]] wasteland of mild, dry climate, small mountains, canyons and meadows that starts to take the properties of all the other 16 planes bordering when you get closer to the theoretical edges. Near each plane resides a Gate Town, a small city that embodies the Outer Plane it allows passage to. Sometimes the border towns become so much like those planes they are engulfed by them and a new one has to be built in place. At the center is the Great Spire, an impossibly tall and infinite mountain that holds the city of Sigil floating above the summit, unreachable unless by portals. The closer one gets to the base of spire, the weaker magic gets, even godly powers. Powers and powerful being reunite at the base of the spire mountain to negotiate in a place were no magic, mortal or divine can work. The perfect equalizer of ultimate power. Rilmani make their home here, a species of metal-based humanoids (lead, copper, iron, silver, gold...) that seek to [[BalanceBetweenGoodAndEvil preserve the power balance]] so that evil does not get the upper hand nor good gets too conmplacent. Many gods who care only about rules of neutral concepts, like time, or life and death, call the Outlands their home.
*** '''The Ever-Changing Chaos of Limbo''': The [[ChaoticNeutral Chaotic Neutral]] maelstrom of unstable matter and elements that can be shaped by Will and Belief. The few stable floating islands and cities exist thanks to the Githzerai who migrated here eons ago and learned to impose their iron will as a way to train their minds and make a haven no one but them could enter. Limbo is nonsensical, a blaze can come from a tree leaf falling and then turn mid-air into a rock that falls and splashes as water when it touches the soil to burn again and do the cycle in a different way. At the same time one can only move by willpower and normal laws of physics do not apply here, as gravity only exists if you perceive it or will it and momentum can be both zero and infite if exerted. Slaad originated here. A species of toadlike being of pure chaos whose childish capriciousness, biology and life cycles simply do not make sense, at all. Limbo is such a shifting mess that planar travelers consider the layers of the plane just where certain species live, like the Sladd layer, or the Githzerai layer where they build their communities.

to:

*** '''The Concordant Opposition of the Outlands''': The center of the great wheel, a [[TrueNeutral True Neutral]] wasteland of mild, dry climate, small mountains, canyons and meadows grasslands that starts to take the properties of all the other 16 planes bordering when you get closer to the theoretical edges. Near each plane resides a Gate Town, a small city that embodies the Outer Plane it allows passage to. Sometimes the border towns become so much like those planes they are engulfed by them and a new one has to be built in place. At the center is the Great Spire, an impossibly tall and tall, pillar-shaped infinite mountain that holds the city of Sigil floating above the summit, unreachable to all beings unless by portals. The closer one gets to the base of spire, the weaker magic gets, even godly powers. Powers and powerful being beings reunite at the base of the spire mountain to negotiate in a place were no magic, mortal or divine can work. The perfect equalizer of ultimate power. Rilmani make their home here, a species of metal-based humanoids (lead, copper, iron, silver, gold...) that seek to [[BalanceBetweenGoodAndEvil preserve the power balance]] so that evil does not get the upper hand nor good gets too conmplacent. Many gods who care only about natural rules of or neutral concepts, like time, or the cycle of life and death, call the Outlands their home.
*** '''The Ever-Changing Chaos of Limbo''': The [[ChaoticNeutral Chaotic Neutral]] maelstrom of unstable matter and elements that can be shaped by Will and Belief. The few stable floating islands and cities exist thanks to the Githzerai who migrated here eons ago and learned to impose their iron will as a way to train their minds and make a haven no one but them could enter. Limbo is nonsensical, a blaze can come from a tree leaf falling and then turn mid-air into a rock that falls and splashes as water when it touches the soil to burn again and do the element cycle in a different way. At the same time one can only move by willpower and normal laws of physics do not apply here, as gravity only exists if you perceive it or will it and momentum can be both is zero and infite but infinite if exerted. Slaad originated here. A species of toadlike being of pure chaos whose childish capriciousness, wierd biology and contradictory life cycles simply do not make sense, at all. Limbo is such a shifting mess that planar travelers consider the layers of the plane just where certain species live, like the Sladd layer, or the Githzerai layer where they build their communities.
Is there an issue? Send a MessageReason:
None


*** '''The Blessed Fields of Elysium''': The [[NeutralGood Neutral Good]] Plane, a prairie of peace and empathy. Elysium is so intoxicantingly peaceful it warms the heart and heals the soul. The sights are breathtaking, the colors are livelier than anywhere else and a soft breeze caresses the skin. It is said adventurers who visit Elysium make the resolve to retire here...if they can resist staying for good the first time, as the plane is known the be addictive to mortals. The Guardinals, anthropomorphic half-beast half-angel celestials originate from the blessed fields.
*** '''The Happy Hunting Grounds of the Beastlands''': A Neutral Good/Chaotic Good crepuscular realm of idealized nature and the splendorous circle of life. Ruled by Animal Lords, The Beastlands are essentially Druid heaven. A perfect natural harmony of wildlife and the forest uncontrolled yet untarnished, with biomes for diurnal or nocturnal animals that forever stay at the same time of the day. This is where the spirits of fallen animal companions and pets go when they die.
*** '''The Olympian fields of Arborea''': The [[ChaoticGood Chaotic Good]] plane of passion, freedom and untamed wilderness. Arborea is Elf heaven and home to the Elven pantheon, who call the plane Arvandor. The Olympian Greek pantheon is here too as well, with Mount Olympus reigning over the plane. The angelic Eladrin originate from here, elven fey-like celestials who take the properties of elements of nature and beauty, like light, fire, water or the seasons.

to:

*** '''The Blessed Fields of Elysium''': The [[NeutralGood Neutral Good]] Plane, a prairie of peace and empathy. Elysium is so intoxicantingly peaceful it warms the heart and heals the soul. The sights are breathtaking, the colors are livelier than anywhere else and a soft breeze caresses the skin. It is said adventurers who visit Elysium make the resolve to retire here...if they can resist staying for good the first time, as the plane is known the to be addictive to mortals. The Guardinals, like Ursinals or Leonals, anthropomorphic half-beast half-angel celestials beast celestials, originate from the blessed fields.
*** '''The Happy Hunting Grounds of the Beastlands''': A Neutral Good/Chaotic Good crepuscular realm of idealized nature and the splendorous circle of life. Ruled by Animal Lords, The Beastlands are essentially Druid heaven.Heaven. A perfect natural harmony of wildlife and the forest uncontrolled yet untarnished, with biomes for diurnal or nocturnal animals that forever stay at the same time of the day. This is where the spirits of fallen animal companions and pets go when they die.
*** '''The Olympian fields of Arborea''': The [[ChaoticGood Chaotic Good]] plane of passion, freedom and untamed wilderness. Arborea is Elf heaven and home to the Elven pantheon, who call the plane Arvandor. The Olympian Greek pantheon is here too as well, with Mount Olympus reigning over the plane. The angelic Eladrin Eladrin, like Bralani or Firre originate from here, elven fey-like celestials who take the properties of elements of nature and beauty, like light, fire, water or the seasons.

Changed: 69

Removed: 48

Is there an issue? Send a MessageReason:
None


** The '''Upper Planes''' of Good where all Aasimon (angelic celestials) come from. Aasimons are divided into lawful Archons, balanced Guardinals and chaotic Eladrin.
From Left to right on the Great Wheel cosmology:

to:

** The '''Upper Planes''' of Good Good . The High Heavens, where all Aasimon (angelic celestials) come from. Aasimons are divided into lawful Archons, balanced Guardinals and chaotic Eladrin.
Eladrin. From Left to right on the Great Wheel cosmology:
Is there an issue? Send a MessageReason:
None


*** '''The Blessed Fields of Elysium''': The [[NeutralGood Neutral Good]] Plane, a prairie of peace and empathy. Elysium is so intoxicantingly peaceful it warms the heart and heals the soul. The sights are breathtaking, the colors are livelier than anywhere else and the breeze caresses the skin. It is said adventurers who visit Elysium make the resolve to retire here...if they can resist staying for good the first time, as the plane is known the be addictive to mortals. The Guardinals, anthropomorphic half-beast half-angel celestials originate from the blessed fields.

to:

*** '''The Blessed Fields of Elysium''': The [[NeutralGood Neutral Good]] Plane, a prairie of peace and empathy. Elysium is so intoxicantingly peaceful it warms the heart and heals the soul. The sights are breathtaking, the colors are livelier than anywhere else and the a soft breeze caresses the skin. It is said adventurers who visit Elysium make the resolve to retire here...if they can resist staying for good the first time, as the plane is known the be addictive to mortals. The Guardinals, anthropomorphic half-beast half-angel celestials originate from the blessed fields.



*** The Heroic Domains of Ysgard: The Chaotic Good/Chaotic Neutral land of heroes and battle, home to the Asgardian pantheon. The whole plane is an extreme and harsh, cold landscape of glorious sights of mountains, fjords and forests and even more glorious battles. Raging battlefields where heroes and warriors fight to the death with reckless abandon, only to revive and celebrate together with a feast each night, just to battle again the next day. Asgard is, truly, Barbarian Heaven.

to:

*** The ***'''The Heroic Domains of Ysgard: Ysgard''': The Chaotic Good/Chaotic Neutral land of heroes and battle, home to the Asgardian pantheon. The whole plane is an extreme and harsh, cold landscape of glorious sights of mountains, fjords and forests and even more glorious battles. Raging battlefields where heroes and warriors fight to the death with reckless abandon, only to revive and celebrate together with a feast each night, just to battle again the next day. Asgard is, truly, Barbarian Heaven.
Heaven.

Changed: 88

Removed: 48

Is there an issue? Send a MessageReason:
None


** '''Planes of Balance''', The Neutral planes that exemplify Order, Balance and Chaos. Modrons and Inevitables embody absolute order, with Rilmani and Sladd being neutral, thoughtful balance and nonsensical chaos respectively.
From Left to right on the Great Wheel cosmology:

to:

** '''Planes of Balance''', The Neutral planes that exemplify Order, Balance and Chaos. Modrons and Inevitables embody absolute order, with Rilmani and Sladd being neutral, thoughtful balance and nonsensical chaos respectively.
respectively. From Left to right on the Great Wheel cosmology:



*** '''The Ever-Changing Chaos of Limbo''': The [[ChaoticNeutral Chaotic Neutral]] maelstrom of unstable matter and elements that can be shaped by Will and Belief. The few stable floating islands and cities exist thanks to the Githzerai who migrated here eons ago and learned to impose their iron will as a way to train their minds and make a haven no one but them could enter. Limbo is nonsensical, a blaze can come from a tree leaf falling and then turn mid-air into a rock that falls and splashes as water when it touches the soil to burn again and do the cycle in a different way. At the same time one can only move by willpower and normal laws of physics do not apply here, as gravity only exists if you perceive it or will it, momentum is infite. Slaad originated here. A species of toadlike being of pure chaos whose childish capriciousness, biology and life cycles simply do not make sense, at all. Limbo is such a shifting mess that planar travelers consider the layers of the plane just where certain species live, like the Sladd layer,or the Githzerai layer where they build their communities.

to:

*** '''The Ever-Changing Chaos of Limbo''': The [[ChaoticNeutral Chaotic Neutral]] maelstrom of unstable matter and elements that can be shaped by Will and Belief. The few stable floating islands and cities exist thanks to the Githzerai who migrated here eons ago and learned to impose their iron will as a way to train their minds and make a haven no one but them could enter. Limbo is nonsensical, a blaze can come from a tree leaf falling and then turn mid-air into a rock that falls and splashes as water when it touches the soil to burn again and do the cycle in a different way. At the same time one can only move by willpower and normal laws of physics do not apply here, as gravity only exists if you perceive it or will it, it and momentum is infite.can be both zero and infite if exerted. Slaad originated here. A species of toadlike being of pure chaos whose childish capriciousness, biology and life cycles simply do not make sense, at all. Limbo is such a shifting mess that planar travelers consider the layers of the plane just where certain species live, like the Sladd layer,or layer, or the Githzerai layer where they build their communities.

Added: 3188

Changed: 205

Is there an issue? Send a MessageReason:
Added Neutral palnes.


From Left to right on the Great Wheel cosmology:



*** '''The Seven Heavens of Mount Celestia''': The Lawful Good plane, true Paladin Heaven. A 7 level summit bathed by a glorious sunrise that reaches the night sky and goes on to the heavens and far beyond. Full of titanic fortresses, monolithic temples, sprawling libraries and home to The Platinum Dragon Bahamut. The Archons, angels of order and law, like Planetars and Solars hail from Mount Celestia. The Dwarven and Halfling pantheon reside at different points of the mountain. It is said something much more powerful than gods, the idea of "Good" itself in its purest form, resides at the top.
*** '''The Twin Paradises of Bytopia''': A Lawful Good/Neutral Good mirror utopia of two worlds joined by their highest mountains touching at the top, forming an hourglass bridge between worlds. One half is a paradise for those who want a peaceful life of relaxing, honest hard work at the farm, the other for those who seek adventures, discovery and the challenges of everyday life problems. Bytopia is, simply put, Gnome Heaven and a very popular land to retire.
*** '''The Blessed Fields of Elysium''': The Neutral Good Plane of peace and empathy. Elysium is so intoxicantingly peaceful it warms the heart and heals the soul. The sights are breathtaking, the colors are livelier than anywhere else and the breeze caresses the skin. It is said adventurers who visit Elysium make the resolve to retire here...if they can resist staying for good the first time, as the plane is known the be addictive to mortals. The Guardinals, anthropomorphic half-beast half-angel celestials originate from the blessed fields.

to:

*** '''The Seven Heavens of Mount Celestia''': The [[LawfulGood Lawful Good Good]] plane, true Paladin Heaven. A 7 level world-sized summit bathed by a glorious sunrise that reaches into the night sky and goes on to the heavens and far beyond. Full of titanic fortresses, monolithic temples, sprawling libraries and home to The Platinum Dragon Bahamut. The Archons, angels of order and law, like Planetars and Solars hail from Mount Celestia. The Dwarven and Halfling pantheon reside at different points of the mountain. It is said something much more powerful than gods, the idea of "Good" itself in its purest form, resides at the very top.
*** '''The Twin Paradises of Bytopia''': A Lawful Good/Neutral Good mirror utopia of two worlds joined by their highest mountains touching at the top, forming an hourglass bridge between worlds. One half is a bucolic paradise for those who want a peaceful life of relaxing, honest hard work at the farm, the other half is for those who seek adventures, discovery and the challenges of everyday life problems. problems, like repairing your house after a storm. Bytopia is, simply put, Gnome Heaven and a very popular land plane to retire.
*** '''The Blessed Fields of Elysium''': The [[NeutralGood Neutral Good Plane Good]] Plane, a prairie of peace and empathy. Elysium is so intoxicantingly peaceful it warms the heart and heals the soul. The sights are breathtaking, the colors are livelier than anywhere else and the breeze caresses the skin. It is said adventurers who visit Elysium make the resolve to retire here...if they can resist staying for good the first time, as the plane is known the be addictive to mortals. The Guardinals, anthropomorphic half-beast half-angel celestials originate from the blessed fields.



*** '''The Olympian fields of Arborea''': The Chaotic Good plane of passion, freedom and untamed wilderness. Arborea is Elf heaven and home to the Elven pantheon, who call the plane Arvandor. The Olympian Greek pantheon is here too as well, with Mount Olympus reigning over the plane. The angelic Eladrin originate from here, elven fey-like celestials who take the properties of elements of nature and beauty, like light, fire, water or the seasons.
*** The Heroic Domains of Ysgard: The Chaotic Good/Chaotic Neutral land of heroes and battle, home of the Asgardian pantheon. The whole plane is an extreme and harsh, cold landscape of glorious sights of mountains, fjords and forests and even more glorious battles. Raging battlefields where heroes and warriors fight to the death with reckless abandon, only to revive and celebrate with a feast each night, just to battle again the next day. Asgard is, truly, Barbarian Heaven.

** '''Planes of Balance''', The Neutral planes that exemplify order, balance and chaos. Modrons and Inevitables embody absolute order, with Rilmani and Sladd being neutral, thoughtful balance and nonsensical chaos respectively.

to:

*** '''The Olympian fields of Arborea''': The [[ChaoticGood Chaotic Good Good]] plane of passion, freedom and untamed wilderness. Arborea is Elf heaven and home to the Elven pantheon, who call the plane Arvandor. The Olympian Greek pantheon is here too as well, with Mount Olympus reigning over the plane. The angelic Eladrin originate from here, elven fey-like celestials who take the properties of elements of nature and beauty, like light, fire, water or the seasons.
*** The Heroic Domains of Ysgard: The Chaotic Good/Chaotic Neutral land of heroes and battle, home of to the Asgardian pantheon. The whole plane is an extreme and harsh, cold landscape of glorious sights of mountains, fjords and forests and even more glorious battles. Raging battlefields where heroes and warriors fight to the death with reckless abandon, only to revive and celebrate together with a feast each night, just to battle again the next day. Asgard is, truly, Barbarian Heaven.

** '''Planes of Balance''', The Neutral planes that exemplify order, balance Order, Balance and chaos.Chaos. Modrons and Inevitables embody absolute order, with Rilmani and Sladd being neutral, thoughtful balance and nonsensical chaos respectively.
From Left to right on the Great Wheel cosmology:
***'''The Clockwork Nirvana of Mechanus''': The [[LawfulNeutral Lawful Neutral]] clockwork universe of perfect order and law where entire worlds lie on the sides of cogs working in unison at the pace of the whole Great Wheel of multiverse spinning. Mechanus is home to the Modrons, robotic beings of pure mechanical order defined entirely by their role in a hierarchy which it in turn defines their complexity, shape and powers, all at the service of their god Primus, who in turn serves the multiverse. The Inevitables were also created here, abstract contruct-like beings of unspeakable power that represent Axioms and the punishment for violating said constants of existence (law, nature, life and death, magic, time, space...).
***'''The Concordant Opposition of the Outlands''': The center of the great wheel, a [[TrueNeutral Neutral]] wasteland of mild, dry climate, small mountains, canyons and meadows that starts to take the properties of all the other 16 planes bordering when you get closer to the theoretical edges. Near each plane resides a Gate Town, a small city that embodies the Outer Plane it allows passage to. Sometimes the border towns become so much like those planes they are engulfed by them and a new one has to be built in place. At the center is the Great Spire, an impossibly tall and infinite mountain that holds the city of Sigil floating above the summit, unreachable unless by portals. The closer one gets to the base of spire, the weaker magic gets, even godly powers. Powers and powerful being reunite at the base of the spire mountain to negotiate in a place were no magic, mortal or divine can work. The perfect equalizer of ultimate power. Rilmani make their home here, a species of metal-based humanoids (lead, copper, iron, silver, gold...) that seek to [[BalanceBetweenGoodAndEvil preserve the power balance]] so that evil does not get the upper hand nor good gets too conmplacent. Many gods who care only about rules of neutral concepts, like time, or life and death, call the Outlands their home.
***'''The Ever-Changing Chaos of Limbo''': The [[ChaoticNeutral Chaotic Neutral]] maelstrom of unstable matter and elements that can be shaped by Will and Belief. The few stable floating islands and cities exist thanks to the Githzerai who migrated here eons ago and learned to impose their iron will as a way to train their minds and make a haven no one but them could enter. Limbo is nonsensical, a blaze can come from a tree leaf falling and then turn mid-air into a rock that falls and splashes as water when it touches the soil to burn again and do the cycle in a different way. At the same time one can only move by willpower and normal laws of physics do not apply here, as gravity only exists if you perceive it or will it, momentum is infite. Slaad originated here. A species of toadlike being of pure chaos whose childish capriciousness, biology and life cycles simply do not make sense, at all. Limbo is such a shifting mess that planar travelers consider the layers of the plane just where certain species live, like the Sladd layer,or the Githzerai layer where they build their communities.
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*** '''The Twin Paradises of Bytopia''': A Lawful Good/Neutral Good mirror utopia of two worlds joined by their highest mountains touching at the top forming an hourglass bridge between worlds. One half is a paradise for those who want a peaceful life, the other for those who seek adventures and discovery. Bytopia is, simply put, Gnome Heaven.
*** '''The Blessed Fields of Elysium''': The Neutral Good Plane of peace and empathy. Elysium is so intoxicantingly peaceful it warms the heart and heals the soul. The sights are breathtaking, the colors are livelier than anywhere else and the breeze caresses the skin. It is said adventurers who visit Elysium make the resolve to retire here...if they can resist staying for good the first time, as the plane is known the be addictive to outisders. The Guardinals, half-beast half-angel celestials originate from the blessed fields.

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*** '''The Twin Paradises of Bytopia''': A Lawful Good/Neutral Good mirror utopia of two worlds joined by their highest mountains touching at the top top, forming an hourglass bridge between worlds. One half is a paradise for those who want a peaceful life, life of relaxing, honest hard work at the farm, the other for those who seek adventures adventures, discovery and discovery. the challenges of everyday life problems. Bytopia is, simply put, Gnome Heaven.
Heaven and a very popular land to retire.
*** '''The Blessed Fields of Elysium''': The Neutral Good Plane of peace and empathy. Elysium is so intoxicantingly peaceful it warms the heart and heals the soul. The sights are breathtaking, the colors are livelier than anywhere else and the breeze caresses the skin. It is said adventurers who visit Elysium make the resolve to retire here...if they can resist staying for good the first time, as the plane is known the be addictive to outisders. mortals. The Guardinals, anthropomorphic half-beast half-angel celestials originate from the blessed fields.
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*** '''The Seven Heavens of Mount Celestia''': The Lawful Good plane, true Paladin Heaven. A 7 level summit bathed by a glorious sunrise that reaches the night sky and goes on to the heavens and far beyond. Full of fortresses, temples, libraries, paladins and home to The Platinum Dragon Bahamut. The Archons, angels of order, like Planetar and Solars and law hail from Mount Celestia. The Dwarven and Halfling pantheon reside at different points of the mountain. It is said something much more powerful than gods, the idea of "Good" itself in its purest form, resides at the top.

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*** '''The Seven Heavens of Mount Celestia''': The Lawful Good plane, true Paladin Heaven. A 7 level summit bathed by a glorious sunrise that reaches the night sky and goes on to the heavens and far beyond. Full of titanic fortresses, monolithic temples, libraries, paladins sprawling libraries and home to The Platinum Dragon Bahamut. The Archons, angels of order, order and law, like Planetar Planetars and Solars and law hail from Mount Celestia. The Dwarven and Halfling pantheon reside at different points of the mountain. It is said something much more powerful than gods, the idea of "Good" itself in its purest form, resides at the top.



*** '''The Blessed Fields of Elysium''': The Neutral Good Plane of peace and empathy. Elysium is so intoxicantingly peaceful it warms the heart and heals the soul. The sights are breathtaking, the colors are livelier than anywhere else and the breeze caresses the skin It is said adventures who visit Elysium make the resolve to retire here...if they can resist staying for good the first time, as the plane is known the be addictive to outisders. The Guardinals, half-beast half-angel celestials originate from the blessed fields.

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*** '''The Blessed Fields of Elysium''': The Neutral Good Plane of peace and empathy. Elysium is so intoxicantingly peaceful it warms the heart and heals the soul. The sights are breathtaking, the colors are livelier than anywhere else and the breeze caresses the skin skin. It is said adventures adventurers who visit Elysium make the resolve to retire here...if they can resist staying for good the first time, as the plane is known the be addictive to outisders. The Guardinals, half-beast half-angel celestials originate from the blessed fields.



*** The Heroic Domains of Ysgard: The Chaotic Good/Chaotic Neutral land of heroes and battle. Home of the Asgardian pantheon, who just call the land Asgard. The whole plane is an extreme and harsh landscape of glorious sights of mountains, fjords and forests and even more glorious battles. A place where heroes and warriors fight to the death with reckless abandon to revive and celebrate each day. Asgard is, truly, Barbarian Heaven.

** '''Planes of Balance''', The Neutral planes that exemplify order, balance and chaos. Modrons and Inevitables embody order, with Rilmani and Sladd being neutral balance and chaos respectively.

** '''Lower Planes''' of Evil, home to the tyrannical Devils, the anarchic Demons and the selfish Daemons.

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*** The Heroic Domains of Ysgard: The Chaotic Good/Chaotic Neutral land of heroes and battle. Home battle, home of the Asgardian pantheon, who just call the land Asgard. pantheon. The whole plane is an extreme and harsh harsh, cold landscape of glorious sights of mountains, fjords and forests and even more glorious battles. A place Raging battlefields where heroes and warriors fight to the death with reckless abandon abandon, only to revive and celebrate with a feast each night, just to battle again the next day. Asgard is, truly, Barbarian Heaven.

** '''Planes of Balance''', The Neutral planes that exemplify order, balance and chaos. Modrons and Inevitables embody absolute order, with Rilmani and Sladd being neutral neutral, thoughtful balance and nonsensical chaos respectively.

** '''Lower Planes''' of Evil, each one a particular interpretation of Hell, home to the tyrannical Devils, and militaristic Baatezu (Devils), the anarchic Demons raging Tanar'ri (Demons) and the selfish Daemons.
and backstabbing Yugoloth (Daemons).
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* The '''Outer Planes''', based on the in-universe [[CharacterAlignment Character Alignments]]. Nine of the Outer Planes correspond precisely to an alignment; the other eight are in in-between spaces, called "Planes of Conflict". The Outer Planes are the literal afterlife where the gods live and their followers go when they die--it just turns out that with the right keys, you can walk there. As such these near infinite (sometimes truly infinite) wolrds run on [[ClapYourHandsIfYouBelieve belief]] and can be changed by it.

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* The '''Outer Planes''', based on the in-universe [[CharacterAlignment Character Alignments]]. Nine of the Outer Planes correspond precisely to an alignment; the other eight are in in-between spaces, called "Planes of Conflict". The Outer Planes are the literal afterlife where the gods live and their followers go when they die--it just turns out that with the right keys, you can walk there. As such these near infinite (sometimes truly infinite) wolrds worlds run on [[ClapYourHandsIfYouBelieve belief]] and can be changed by it.
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*** '''The Olympian fields of Arborea''': The Chaotic Good plane of passion, freedom and untamed wilderness. Arborea is Elf heaven and home to the Elven pantheon, who call the plane Arvandor. The Olympian Greek pantheon is here too as well, with Mount Olympus reigning over the plane. The angelic Eladrin originate from here, elven fey-like celestials who take the properties of elements of nature and beaty, like light, fire, water or the seasons.

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*** '''The Olympian fields of Arborea''': The Chaotic Good plane of passion, freedom and untamed wilderness. Arborea is Elf heaven and home to the Elven pantheon, who call the plane Arvandor. The Olympian Greek pantheon is here too as well, with Mount Olympus reigning over the plane. The angelic Eladrin originate from here, elven fey-like celestials who take the properties of elements of nature and beaty, beauty, like light, fire, water or the seasons.

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Expanding the planes info now that there is a folder. Will continue with the lower planes soon.


* The '''Outer Planes''', based on the in-universe [[CharacterAlignment Character Alignments]]. Nine of the Outer Planes correspond precisely to an alignment; the other eight are in in-between spaces. For example, Mechanus (also known as Nirvana) is a LawfulNeutral clockwork universe which seems to consist mostly of gigantic gears tended by robot-like beings; while Baator, the LawfulEvil plane, is literally {{Hell}}, and Bytopia is a LawfulGood / NeutralGood plane founded on the idea of honest hard work. The Outer Planes are the literal afterlife where the gods live and their followers go when they die--it just turns out that with the right keys, you can walk there.

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* The '''Outer Planes''', based on the in-universe [[CharacterAlignment Character Alignments]]. Nine of the Outer Planes correspond precisely to an alignment; the other eight are in in-between spaces. For example, Mechanus (also known as Nirvana) is a LawfulNeutral clockwork universe which seems to consist mostly spaces, called "Planes of gigantic gears tended by robot-like beings; while Baator, the LawfulEvil plane, is literally {{Hell}}, and Bytopia is a LawfulGood / NeutralGood plane founded on the idea of honest hard work.Conflict". The Outer Planes are the literal afterlife where the gods live and their followers go when they die--it just turns out that with the right keys, you can walk there. As such these near infinite (sometimes truly infinite) wolrds run on [[ClapYourHandsIfYouBelieve belief]] and can be changed by it.
**The '''Upper Planes''' of Good where all Aasimon (angelic celestials) come from. Aasimons are divided into lawful Archons, balanced Guardinals and chaotic Eladrin.
***'''The Peaceable Kingdoms of Arcadia''': A Lawful Neutral/Lawful Good realm of good and orderly perfection. Treelines are perfectly lined, mountains don't erode and are perfectly geometrical, day and night are exactly 50% of the day and society is in perfect harmony because the harvest is always incredibly bountiful. Arcadia is so overwhemlingly perfect it is considered a dull, boring plane where nothing happens, sometimes described as even oppressive...
***'''The Seven Heavens of Mount Celestia''': The Lawful Good plane, true Paladin Heaven. A 7 level summit bathed by a glorious sunrise that reaches the night sky and goes on to the heavens and far beyond. Full of fortresses, temples, libraries, paladins and home to The Platinum Dragon Bahamut. The Archons, angels of order, like Planetar and Solars and law hail from Mount Celestia. The Dwarven and Halfling pantheon reside at different points of the mountain. It is said something much more powerful than gods, the idea of "Good" itself in its purest form, resides at the top.
***'''The Twin Paradises of Bytopia''': A Lawful Good/Neutral Good mirror utopia of two worlds joined by their highest mountains touching at the top forming an hourglass bridge between worlds. One half is a paradise for those who want a peaceful life, the other for those who seek adventures and discovery. Bytopia is, simply put, Gnome Heaven.
***'''The Blessed Fields of Elysium''': The Neutral Good Plane of peace and empathy. Elysium is so intoxicantingly peaceful it warms the heart and heals the soul. The sights are breathtaking, the colors are livelier than anywhere else and the breeze caresses the skin It is said adventures who visit Elysium make the resolve to retire here...if they can resist staying for good the first time, as the plane is known the be addictive to outisders. The Guardinals, half-beast half-angel celestials originate from the blessed fields.
***'''The Happy Hunting Grounds of the Beastlands''': A Neutral Good/Chaotic Good crepuscular realm of idealized nature and the splendorous circle of life. Ruled by Animal Lords, The Beastlands are essentially Druid heaven. A perfect natural harmony of wildlife and the forest uncontrolled yet untarnished, with biomes for diurnal or nocturnal animals that forever stay at the same time of the day. This is where the spirits of fallen animal companions and pets go when they die.
***'''The Olympian fields of Arborea''': The Chaotic Good plane of passion, freedom and untamed wilderness. Arborea is Elf heaven and home to the Elven pantheon, who call the plane Arvandor. The Olympian Greek pantheon is here too as well, with Mount Olympus reigning over the plane. The angelic Eladrin originate from here, elven fey-like celestials who take the properties of elements of nature and beaty, like light, fire, water or the seasons.
***The Heroic Domains of Ysgard: The Chaotic Good/Chaotic Neutral land of heroes and battle. Home of the Asgardian pantheon, who just call the land Asgard. The whole plane is an extreme and harsh landscape of glorious sights of mountains, fjords and forests and even more glorious battles. A place where heroes and warriors fight to the death with reckless abandon to revive and celebrate each day. Asgard is, truly, Barbarian Heaven.

**'''Planes of Balance''', The Neutral planes that exemplify order, balance and chaos. Modrons and Inevitables embody order, with Rilmani and Sladd being neutral balance and chaos respectively.

**'''Lower Planes''' of Evil, home to the tyrannical Devils, the anarchic Demons and the selfish Daemons.
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Over the course of its run some '''Minor Factions''', called '''Sects''' were disclosed in the extended material and Planescape's monster manual Vol. II and III. This classification includes splinters from the main factions, new upstart small factions or old ones that were once powerful but so reviled they were destroyed and fell into obscurity. Most are not recomended for players due to severe restrictions, [[GameBreaker Game breaking benefits]], not much development or being flat out self-destructingly evil like [[MagicEater The Incanterium]] or [[LifeDrinker The Prolongers]]. Also like Xaositects [[StupidNeutral The Opposers]] might be banned for player use despite how absurdly fun they are. The most relevant by far are the wealthy and corrupt [[TheScrooge Merkhants]]. The known sects are explained in the [[Characters/PlanescapeFactions Planescape Characters Faction page]]

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Over the course of its run some '''Minor Factions''', called '''Sects''' were disclosed in the extended material and Planescape's monster manual Vol. II and III. This classification includes splinters from the main factions, new upstart small factions or old ones that were once powerful but so reviled they were destroyed and fell into obscurity. Most are not recomended for players due to severe restrictions, restrictions (The [[ElementalPowers Inner plane-locked]] [[MindOverMatter Primals]]), [[GameBreaker Game breaking benefits]], not much development ([[TheBerserker Ragers]] are [[ExactlyWhatItSaysOnTheTin Ragers]]) or being flat out self-destructingly evil like [[MagicEater The Incanterium]] Incanterium]], [[VampiricDraining The Eaters (of Belief)]] or [[LifeDrinker The Prolongers]]. Also like Xaositects [[StupidNeutral The Opposers]] might be banned for player use despite how absurdly fun they are. The most relevant by far are the wealthy and corrupt [[TheScrooge Merkhants]]. The known sects are explained in the [[Characters/PlanescapeFactions Planescape Characters Faction page]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/Planescape_Logo_1533.jpg]]

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[[quoteright:350:https://static.[[quoteright:279:https://static.tvtropes.org/pmwiki/pub/images/Planescape_Logo_1533.jpg]]
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[[caption-width-right:279:The Great Wheel awaits.]]



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[[folder: Planes]]




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[[/folder]]

[[folder: Factions]]








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\n[[/folder]]



!! Planescape provides examples of:

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!! Planescape ''Planescape'' provides examples of:



%%* DontThinkFeel: The Ciphers.
* DungeonPunk: Certainly contains heavy influences of this style, especially in Sigil.

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%%* * DontThinkFeel: The Ciphers.
Ciphers don't believe in thinking through their actions but attempt to do all things on instinct or feelings in the moment. It's their literal guiding philosophy.
* DungeonPunk: Certainly contains heavy influences of this style, especially in Sigil. The game also strongly attacks numerous pillars of ''Dungeons and Dragons'' like BlackAndWhiteMorality, GoodVersusEvil versus LawVersusChaos, and the reverence for deities as well as causes. It is much closer to a SwordAndSorcery morality system despite being a somewhat Victorian London (in another dimension!) influenced environment.

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** Slaad, the giant, toadlike Outsiders who represent pure chaos are typically portrayed like this. The weakest types, red and blue slaad, are almost always portrayed this way but the stronger types, the green, gray, and death slaad, typically aren't.

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** Slaad, the giant, toadlike Outsiders who represent pure chaos are typically portrayed like this. The weakest types, red and blue slaad, are almost always portrayed like this way but the stronger types, the green, gray, and death slaad, typically aren't.



** A prime is someone from the prime material plane (i.e. an actual Earth-like world, such as most regular settings) rather than from Sigil or the outer/inner planes; to some people, this implied that the person was rural, uneducated, the "country cousin from out of town," although technically it's purely descriptive and not derogatory.

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** A prime is someone from the prime material plane (i.e. an actual Earth-like world, such as most regular of D&S's settings) rather than from Sigil or the outer/inner planes; to some people, this implied that the person was rural, uneducated, the "country cousin from out of town," although technically it's purely descriptive and not derogatory.



* InTheDoldrums: The properties of the [[http://en.wikipedia.org/wiki/Gray_Waste Grey Wastes of Hades]] replace all emotions with hopelessness and gloom, and cause colors fade to gray.

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* InTheDoldrums: The properties of the [[http://en.wikipedia.org/wiki/Gray_Waste Grey Wastes of Hades]] Hades replace all emotions with hopelessness and gloom, and cause colors fade to gray.



%%* TheMultiverse:



* NoPronunciationGuide
** Just how does one pronounce baatezu, tanar'ri, or Xaositect anyways? ''A Player's Primer to the Outlands'' and ''VideoGame/PlanescapeTorment'' helped a bit, but not enough to stop endless arguments at the game table.
** Creator/{{TSR}} briefly ''did'' have a recorded pronunciation guide on their website. Not that this had any effect except to intensify arguments over whether they were "right."



%%* TruceZone: Sigil, in both the official materials and the fan expansion site <mimir.net>.%%ZCE

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%%* * TruceZone: Sigil, in both Sigil allows beings who by nature hate each other, like demons and angels, but forbids them from fighting by the official materials almighty watch of the Lady of Pain.
* ViewerPronunciationConfusion:
** Just how does one pronounce baatezu, tanar'ri, or Xaositect anyways? ''A Player's Primer to the Outlands''
and ''VideoGame/PlanescapeTorment'' helped a bit, but not enough to stop endless arguments at the fan expansion site <mimir.net>.%%ZCEgame table.
** Creator/{{TSR}} briefly ''did'' have a recorded pronunciation guide on their website. Not that this had any effect except to intensify arguments over whether they were "right."



* WorldOfChaos: Limbo, literally.

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* WorldOfChaos: Limbo, literally. Nothing can keep its shape if it stays too long there.
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* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal (non-sentient undead are even closer to peace). Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities, sometimes evil ones) as well as free-willed undead. An ancient pact with Death itself, the "Dead Truce" makes all undead friendly unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). Factotums can turn or command undead as if neutral priest (Clerics get a +4) and can request to the faction the service of undead up to double their level in HD. The current Factol Skall is also the only Factol they ever had as he is the founder from eons ago, a powerful and suspiciously gentle Lich. It is rumored they were in fact the very first faction ever, as old as Death itself, with the Bleakers as a close second. Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuary where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.

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* The '''Dustmen''' or '''the Dead''', Buddhist-like death-worshipping ascetics who believe that life and death are both illusions and seek the peace of oblivion or as they call it "True Death". To them "undeath" is just a step closer to enlightment but not their final goal (non-sentient undead are even closer to peace). Most of them are necromancers, druids and clerics (usually serving benevolent or neutral Death deities, sometimes evil ones) as well as free-willed undead. An ancient pact with Death itself, the "Dead Truce" makes all undead friendly unless attacked but only for the Dustman, not their non-faction companions (the Dustman will be attacked too if they help). Factotums can turn or command undead as if neutral priest (Clerics get a +4) and can request to the faction the service of undead up to double their level in HD. The current Factol Skall Factol, Skall, is also the only Factol they ever had as he is the their founder from eons ago, a powerful and suspiciously gentle Lich. It is rumored they were in fact the very first faction ever, as old as Death itself, with the Bleakers as a close second. Dustmen will strongly resist and dislike getting revived or resurrected if they die in any way (50% chance of revival) as this would make them hypocrites. Dustmen run Sigil's Mortuary where they take care of funeral services, burning or preserving corpses and record the death census of the entire multiverse.



* The '''Free League''' or '''Indeps''', individualists who paradoxically reject the faction system while being considered a Neutral faction unto themselves. Their few actually active members and leaders act as libertarians and civil rights activists who keep in check the more power hungry factions and their leaders like the Harmonium or the Fated. Their members' free thinking makes resistant to any kind of charm, mental and compulsion effects which translates into a +2 Will save bonus and they get saving throws even versus no-save effects (but without the bonus). The Free League has no Factol and holds next to no political power or resources so members cannot expect to have any kind of meaningful help or protection from their faction aside from what the other Indeps can do for you, usually a 20% discount for all purchases at the Bazaar. Most Indeps gather to debate at Sigil's Great Bazaar since most members are adventurers and independent merchants, with the Red Lion Inn being the most popular place of reunion.
* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals because The Harmonium knows what's best for you. (though the Mercykillers can always help). Their ranks are named Notary for recruit, Measure for Factotum, Mover for Factor with the Factol being the Composer of the Harmony. All members must be Lawful and can cast Charm Person 3 times a day. Members of level 4 or more gain +1 on attack rolls with a weapon of their choice (stacking with Weapon Focus) with higher ups above 7 being resistant to fear or mind affecting spells (+3 on saves) and those above 10 able to cast Dictate (Hardhead Priests get it for free as a level 2 spell). If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone and rejoin after a serious offense can result in a death warrant. Treason ("Turning stag") gets a death warrant from the Factol themselves. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.
* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers, paladins and executioners who believe Justice and Law are sacred, mercy against crime is weakness and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. While the Harmonium are the beat cops the Mercykillers are the special crimes unit and prison system rolled into one. Once a day each member can detect lies as per the spell for one question, Arcane casters will always get the Shocking Grasp spell for free as well as Divine casters getting Command instead. Twice per day they can use a zealous smite-like ability for justice that doubles the damage of an attack but the user will receive half the damage dealt. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be Lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence. The Mercykiller's base of operations is appropiately Sigil's Prison where they torture, incarcerate, execute and plan their manhunts against notorious criminals and murderers.

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* The '''Free League''' or '''Indeps''', individualists who paradoxically reject the faction system while being considered a Neutral faction unto themselves. Their few actually active members and leaders act as libertarians and civil rights activists who keep in check the more power hungry factions and their leaders factions, like the Harmonium or the Fated. Their members' free thinking makes them resistant to any kind of charm, mental and compulsion effects which translates into a +2 Will save bonus and they get saving throws even versus no-save effects (but without the bonus). The Free League has no Factol and holds next to no political power or resources so members cannot expect to have any kind of meaningful help or protection from their faction aside from what the other Indeps can do for you, usually a 20% discount for all purchases at the Bazaar. Most Indeps gather to debate at Sigil's Great Bazaar since most members are adventurers and independent merchants, with the Red Lion Inn being the most popular place of reunion.
* The '''Harmonium''' or '''Hardheads''', paramilitary paladin-esque authoritarians who while mostly good willed seek to unite the planes in peace under one rule--theirs. If your town has a militia or police force to keep peace and fight crime crime, they'll make sure to be those doing the job and no one else, completely phasing out independent or locally established rivals because The Harmonium knows what's best for you. you (though the Mercykillers can always help). Their ranks are named Notary for recruit, Measure for Factotum, Mover for Factor with the Factol being the Composer of the Harmony. All members must be Lawful and can cast Charm Person 3 times a day. Members of level 4 or more gain +1 on attack rolls with a weapon of their choice (stacking with Weapon Focus) with higher ups above 7 being resistant to fear or mind affecting spells (+3 on saves) and those above 10 able to cast Dictate (Hardhead Priests get it for free as a level 2 spell). If a member disobeys a direct order they will be expelled, needing an Atonement spell to rejoin as if they were an ex-Paladin. Refusing to attone atone and rejoin after a serious offense can result in a death warrant. Treason ("Turning stag") gets a death warrant from the Factol themselves. Members cannot leave the faction for another one under penalty of death unless honorary discharged or retired. Sigil's Barracks are the Harmonium's headquarters and they serve as the city guard.
* The '''Mercykillers''' or '''the Red Death''', manhunters, jailers, paladins and executioners who believe Justice and Law are sacred, mercy against crime is weakness weakness, and true justice comes from exemplary punishment and violent no-nonsense retribution. Yup, it's D&D's own [[ComicBook/JudgeDredd Judges]]. While the Harmonium are the beat cops cops, the Mercykillers are the special crimes unit and prison system rolled into one. Once a day each member can detect lies as per the spell for one question, Arcane casters will always get the Shocking Grasp spell for free as well as Divine casters getting Command instead. Twice per day they can use a zealous smite-like ability for justice that doubles the damage of an attack but the user will receive half the damage dealt. Their members are exent of any crime or lawbreak during the pursuit of a criminal but will have to turn themselves in for any they commit off-duty. Members have to be Lawful-only and will not release a prisoner before their punishment or sentence under any circumstance. Thieves and known criminals cannot join unless they abandon their lifestyle and can join only after they served their sentence. The Mercykiller's base of operations is appropiately appropriately Sigil's Prison where they torture, incarcerate, execute and plan their manhunts against notorious criminals and murderers.

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