Dungeon Master Guide, Revised (2e) · Planes of Chaos (2e) · Planes of Law (2e) · Planescape Campaign Setting (2e) · Player’s Handbook, Revised (2e). Remuz Role-playing game archive. Powered by h5ai v ( h5ai/). The Planewalkers Handbook (AD&D/ Planescape) Planes of Chaos ( Advanced Dungeons & Dragons, 2nd Edition: Planescape, Campaign Expansion .

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However, fan demand for a 2nd Edition Manual of add Planes was strong enough to justify its expansion into a full-fledged campaign settingand so in Planescape was released. David “Zeb” Cook developed Planescape when he was assigned to create “a complete campaign world not just a place to visit edution, survivable by low-level characters, as compatible with the old Manual of the Planes as possible, filled with a feeling of vastness without overwhelming the referee, distinct from all other TSR campaigns, free of the words “demon” and “devil” and explainable to Marketing in 25 words or less”.

Cook came up with the idea that everything would revolve around factionsand that those factions would be ideas taken to the extreme. He also felt that Sigil came about because it was natural, because the planes needed a crossroads, and that the campaign needs a center which could be both a place for adventure and a place to hide, where characters could get to and from it quickly.

Cook decided to adapt the Manual of the Planes because the older material made survival on the planes too difficult or complex; he ignored anything that complicated gameplay, which left the “descriptions of twisted and strange creations”. Cook conceived of the look for the setting from images such as “the gloomy prisons of Piranesi ‘s Le Carceri etchings, and Brian Froud ‘s illustrations and surrealist art”, and Dana Knutson was assigned to draw whatever Cook wanted.

I’m very fond of the Lady of Pain; she really locks up the Planescape look. We all liked her so much that she became our logo. Planescape won the Origins Award and has received critical acclaim for its unique visual aspects, especially the work of artists Tony DiTerlizziRobh Ruppeland Dana Knutson.

TSR’s most ambitious campaign world to date. Abandoning the straightforward but dry approach of the Manualthe Planescape set reads less like a textbook and more like a story. Characters take precedence over game systems, high adventure supplants the physics lessons.

The Concordant Domain of the Outlands, also known as the Concordant Opposition, is the Outer Plane where the souls of people of Neutral alignment are sent after death. It is popular as a meeting place for treaties between the powers. The Outlands are also home to the gate-towns.

At the center of the Outlands is the Spire, atop which Sigil can be seen.

The Outlands are the home plane of the neutral-minded rilmani. The Outlands are part of a series of rings that form the multiverse. Travel between the planes of the Outlands is accomplished via The Great Road.

The First Edition Manual Of Planes states that the center of the plane takes various forms at different times a mountain, a huge tree, etc. In Second Edition Outer Planes Monstrous Compendium, under the description of the Mediators of Nirvana Mechanusit states that this plane was originally intended for Neutral Powers deities and created by the Powers deities of creation, but each Neutral Deity asserted their individual influence causing it to become unbalanced, then were cast out by the powers of creation.


It also states that three lights of balance exist at the center of this plane, one for each Mediator in Nirvana. Mechanus Before Planescape, there is also no mention whatsoever of Sigil being at the Center of this Plane. Gate-towns are settlements which are built around a permanent portal to a certain Outer Plane on the Great Wheel.

Gate-towns are important strategically because they provide a relatively stable way to enter a desired Outer Plane. The gate-towns reflect the plane that they lead to, for example, Xaos or aXos, soaX, etc. Even the location of the portal to Limbo changes every day — not that there’s any regularity to daybreak and nightfall in Xaos. The character of Xaos mirrors what the plane of Limbo is like. Sigilthe “City of Doors”, is located atop the Spire in the Outlands.

It has the shape of a torusand the city itself is located on the inner surface of the ring. There is no sky, simply an all-pervasive light that waxes and wanes to create day and night. Sigil cannot be entered or exited save via portals.

Although this makes it planescapd safe from any would-be invader, it also makes it a prison of sorts for those not possessing a portal key.

Curiously, from the Outlands, one can see Sigil atop the supposedly infinite Spire. Within Sigil there are philosophy-derived factions. Before the event known as the Faction Warthe groups controlled the political climate of Sigil.

Planescape Collector’s Guide

Each of these factions is based on one particular belief system; one faction’s beliefs make them enemies while others make them allies. There are fifteen factions in total.

InTSR published Faction Waran adventure that effectively closed the book on Planescape, as it was then ending the product line. The culmination of several adventures leading up to that point, the Faction War brought an end to the factions’ control of the city. Instigated by the power-hungry Duke Rowan Darkwood, factol of the Fated, in a bid to dethrone the Lady and rule Sigil himself, the war spread throughout the city before the Lady of Pain, with the aid of a group of adventurers the players’ charactersintervened.

Sects are in many ways identical to the Factions, differing in that they are not based in Sigil. Sects are often highly specific to the particular planes they originate from, though historically many of the Factions were once Sects and some Sects were once Factions. A complete list of Sects is probably not possible due the infinite multitudes of the Planes.

There are three principles or heuristics governing the world of Planescape: The first principle, the Rule-of-Three, says simply that things tend to happen in threes.

The second principle is the Unity of Rings, and notes that many things on the planes are circular, coming back around to where they started. This is true geographically as well as philosophically.

The third principle fitting neatly into the Rule-of-Three above is the Center of All, and states that there is a center of everything—or, rather, wherever a person happens to be is the center of the multiverse From their own perspective, at least.


As most planes are functionally infinite, disproving anyone’s centricity would be impossible. In Planescapethis is meant philosophically just as much as it is meant in terms of multiversal geography.

The fact that anywhere could be the center of the multiverse in this view also implies that nowhere can be said to be the de facto true and only center. This sparks a lot of arguments and violence since some people believe the City of Doors to be the center due to its uncommon number of portals to other planes and position in the Outlands and some factions also claim different centers, each with their own significance.

The campaign setting was followed by a series of expansions detailing the Planes of Chaos by Wolfgang Baur and Lester W. Other expansions and adventures followed, as listed below. Upon the release of 3rd Edition, Planescape, along with most other settings, were discontinued, although fan sites such as planewalker. The 3rd Edition Manual of the Planesthe 3. Similar material has surfaced in 4th Edition rulebooks, as the Dungeon Master Guide 2 includes a section on Sigil.

The 5th Edition Player’s Handbook also contains a section explaining the planes and Sigil. The series had a small number of novels. The novels were not generally well received.

The setting was featured in the computer game Planescape: It is now a cult game [11] and was out of print until its DVD re-release as a budget title in Marketed as a spiritual successor to Planescape: Tides of Numenera was released in February The game takes inspiration from the previous game but is not itself based in the Planescape setting.

Planescape Campaigns

The game featured major locations, personalities, and features of the Planescape setting and also introduced new creatures that were added to the role playing game setting as part of subsequent products.

From Wikipedia, the free encyclopedia. For the video game adaptation, see Planescape: Blood Wars Card Game. Wizards of the Coast. Archived from the original on White Wolf Publishing Retrieved April 16, Torment – The Glossary”. Wizards of the Coast Dragonlance Forgotten Realms Greyhawk Ravenloft. Beholder Editioon dark elf Githyanki Illithid mind flayer Lich.

Dragonlance deities Forgotten Realms deities Greyhawk 2ns. Dark Alliance Baldur’s Gate: Shattered Lands Dark Sun: Wake of the Ravager Dark Sun Online: The Genie’s Curse Birthright: The Gorgon’s Alliance Planescape: Retrieved from ” https: Pages using deprecated image syntax All articles with unsourced statements Articles with eedition statements from July All Wikipedia articles needing clarification Wikipedia articles needing clarification from March Articles with unsourced statements from January Articles with unsourced statements from April Articles with Curlie links.

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