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Planescape

Planescape is a campaign setting for the Dungeons & Dragons fantasy role-playing game, designed by Zeb Cook,[1] and published in 1994.[2] It crosses numerous planes of existence, encompassing an entire cosmology called the Great Wheel, as developed previously in the 1987 Manual of the Planes by Jeff Grubb. This includes many of the other Dungeons & Dragons worlds, linking them via inter-dimensional magical portals.

Planescape
DesignersDavid "Zeb" Cook
PublishersTSR, Inc.
Wizards of the Coast
Publication1994
GenresFantasy
SystemsDungeons & Dragons

Publication history edit

Development edit

Planescape is an expansion of ideas presented in the Advanced Dungeons & Dragons Dungeon Master's Guide (First Edition) and the original Manual of the Planes. When Advanced Dungeons & Dragons 2nd edition was published, a decision was made not to include angelic or demonic creatures, and so the cosmology was largely ignored. However, fan demand for a 2nd Edition Manual of the Planes was strong enough to justify its expansion into a full-fledged campaign setting, and so in 1994 Planescape was released.

David "Zeb" Cook developed Planescape when he was assigned to create "a complete campaign world (not just a place to visit), 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".[3] For inspiration, Cook listened to Pere Ubu, Philip Glass and Alexander Nevsky, read The Dictionary of the Khazars, Einstein's Dreams, and The Narrow Road to the Deep North, and for fun at "Bad Movie Nights", watched such films as Naked Lunch and Wolf Devil Woman.[3]

Cook came up with the idea that everything would revolve around factions, and 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".[3]

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. According to Cook, "before any of us knew it, [Knutson] drew the Lady of Pain. 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".[3]

2nd edition edit

The Planescape Campaign Setting was released, for AD&D 2nd Edition, in April 1994. The campaign setting was followed by a series of expansions detailing the Planes of Chaos (by Wolfgang Baur and Lester W. Smith), the Planes of Law (by Colin McComb and Baur), and the Planes of Conflict (by McComb and Dale Donovan). From 1994 to 1998, "Planescape was a major setting" for Dungeons & Dragons.[4]

The setting also had a small number of novels.

Later editions edit

Upon the release of 3rd Edition, Planescape, along with most other settings, were discontinued, although fan sites such as planewalker.com were allowed to continue to use the material and update it to the new edition. The 3rd Edition Manual of the Planes (2001), the 3.5 Edition Dungeon Master's Guide (2003),[5] and the Planar Handbook (2004) also used the general layout of the planes and some of the details from the setting, including Sigil, but these are not part of the Planescape line.

Sigil is described in the 4th edition Manual of the Planes (2008)[6] and expanded upon in Dungeon Master's Guide 2 (2009). Shannon Appelcline, author of Designers & Dragons, commented that while Sigil "had been largely ignored during the 3e era", it "was faring better in 4e, despite the large-scale restructuring of D&D's cosmology" due to small inclusions in the Dungeon Master's Guide (2008) and Manual of the Planes.[7] Appelcline highlighted that it was the 4th Edition Dungeon Master's Guide 2 which "saw the return of the fan-favorite setting of Sigil" which "was laid out as a full paragon-level setting. There's not much new here for old-time fans of Planescape, but there was one big change as a result of Faction War (1998). The factions that caused much of the conflict in Planescape are now gone. [...] The Dungeon Master's Guide 2 also contains 'A Conspiracy of Doors', the first Sigil adventure to see print in many years".[7]

The 5th Edition Player's Handbook (2014) also contains a section explaining the planes and briefly mentions Sigil.[8] There is also some information on Sigil in the 5th Edition Dungeon Master's Guide (2014).[9] In July 2022, Unearthed Arcana: Wonders of the Multiverse was released as part of the Unearthed Arcana public playtest series for the 5th Edition. Both Polygon and ComicBook.com highlighted that the new character race – the Glitchling – and other references to the Planescape setting might indicate a reboot of the setting for 5th Edition.[10][11] Charlie Hall, for Polygon, commented that "this wouldn't be the first time that Wizards used playtest materials to tease a reboot of a classic setting".[10] Christian Hoffer, for ComicBook.com, wrote that "while described as a collection of material from around the Multiverse, many Dungeons & Dragons fans noticed that it contained multiple references to Mechanus, Sigil, the Outlands, and other areas explored in the popular Planescape setting. [...] Based on the last handful of public playtests, it appears that Dungeons & Dragons is gearing up for some sort of multiversal book in the near future. Whether this is a true Planescape re-launch or just a book that uses the D&D cosmology remains to be seen".[11]

Reception edit

The Planescape Campaign Setting boxed set won the 1994 Origins Award (for Best Graphic Presentation of a Roleplaying Game, Adventure, or Supplement) and has received critical acclaim for its unique visual aspects, especially the work of artists Tony DiTerlizzi, Robh Ruppel, and Dana Knutson.[12] Pyramid magazine reviewer Scott Haring said Planescape is "the finest game world ever produced for Advanced Dungeons & Dragons".[1] Haring described the writing as "wonderful", also saying that it "has got one of the most distinctive graphic looks I've seen in any game product" and that the "unusual drawings remind [him] a little of Dr. Seuss".[1]

Trenton Webb of British RPG magazine Arcane called Planescape "the premier AD&D world", noting its hallmark as "a bizarre juxtaposition of legend and nightmare".[13] Game designer Rick Swan said that the original Manual of the Planes had in a sense been "reincarnated as the Planescape setting ... TSR's most ambitious campaign world to date. Abandoning the straightforward but dry approach of the Manual, the Planescape set reads less like a textbook and more like a story. Characters take precedence over game systems, high adventure supplants the physics lessons".[14]

Curtis D. Carbonell, in the book Dread Trident: Tabletop Role-Playing Games and the Modern Fantastic, wrote: "Planescape's sophistication marked it as D&D's answer to its own simplistic medieval-European-inspired fantasy settings, [...]. Planescape channeled the Weird before China Miéville brought the 'new weird' genre into focus [...]. With Planescape, we have an attempt by an AD&D game setting to add layers of intellectual complexity to a game often driven by much more simplistic mechanism. The greatest commerce isn't loot, treasure, magic items, etc.; it is belief so strong it can shape reality".[15]: 99 

In a review of The Great Modron March, Backstab magazine contributor Philippe Tessier called the presentation of Planescape products superb in general.[16]

Cosmology edit

 
An artistic representation of the grand design of the Planes.

The Dungeons & Dragons cosmology as reflected in Planescape consists of a number of planes, which can be divided into the following regions:[1]

Planescape "solidified the Great Wheel cosmology that began in 1e and would later be reinstated in 5e as the dominant of three theoretical models".[15]: 98 

Outer Planes edit

The Outer Planes consist of: the Abyss, Acheron, Arborea, Arcadia, Baator, Beastlands, Bytopia, Carceri, Elysium, Gehenna, Gray Waste of Hades, Limbo, Mechanus, Mount Celestia, the Outlands, Pandemonium, and Ysgard.

Sigil edit

Sigil, the "City of Doors", is located atop the Spire in the Outlands. It has the shape of a torus, and 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 quite safe from any would-be invader, it also makes it a prison of sorts for those not possessing a portal key. Thus, many call Sigil "The Bird Cage" or "The Cage". Though Sigil is commonly held to be located "at the center of the planes" (where it is positioned atop the infinitely tall Spire), some argue that this is impossible since the planes are infinite in all dimensions, and therefore there can never truly be a center to any or all of them. Curiously, from the Outlands, one can see Sigil atop the supposedly infinite Spire.

Factions edit

Within Sigil there are philosophy-derived factions. Before the event known as the Faction War, the groups controlled the political climate of Sigil. 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.

The Faction War edit

In 1998, TSR published Faction War, an 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' characters), intervened.

Sects edit

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.

Rules edit

There are three principles (or heuristics) governing the world of Planescape: the Rule-of-Three, the Unity of Rings, and the Center of the Multiverse.[17]

Rule-of-Three edit

The first principle, the Rule-of-Three, says simply that things tend to happen in threes.[18] The principles which govern the planes are themselves subject to this rule.

Unity of Rings edit

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.

Center of All edit

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 Planescape, this is meant philosophically just as much as it is meant in terms of multiversal geography.[19]

The fact that anywhere could be the center of the multiverse in this view also implies that nowhere can be said to be the only absolute true 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.

Official products edit

Boxed sets edit

Miniatures edit

  • 10–519 "Planescape Miniatures" – box includes ten miniatures (Duke Rowan, Factol Hashkar, Factol Sarin, Factol Pentar, Lord Graz'zt, Lady of Pain, Erin Montgomery, Lord Pazrael, Factol Rhys, and Karris the Indep) and a Lady of Pain badge (made from the same metal material as the miniatures, but with a pin and backing like a "tie tac" so it can be worn as a "badge").
  • 10–520 Planescape Miniatures "Powers of Chaos" – box includes eight miniatures (Baphomet, Bast, Corellon Larethian, Gorellik, Lolth, Loki, Ygorl, and Faerie Queen of Air and Darkness).
  • 10–521 Planescape Miniatures "Powers of Law" – box includes eight miniatures (Clangeddin Silverbeard, Hecate, Set, Tyr, Maglubiyet, Horus, Gruumsch, and Moradin).
  • 10–522 Planescape Miniatures "Powers of Conflict" – box includes eight miniatures (Cronus the Titan, Garl Glittergold, Tefnut, Hades, Cat Lord, Hel, Skerrit, and Arawn).

Accessories edit

Adventures edit

Video game edit

The setting was featured in the computer game Planescape: Torment, which portrayed the Planescape world (specifically Sigil, the Outlands, Baator, Carceri, and the Negative Energy Plane). It is now a cult game[20] and was out of print until its DVD re-release as a budget title in 2009.[21] It was released as a download on GOG.com in 2010 and soon became the "second most wanted game" on the site.[22] An enhanced edition by Beamdog was released on April 11, 2017.[23]

Marketed as a spiritual successor to Planescape: Torment, Torment: Tides of Numenera was released in February 2017. The game takes inspiration from the previous game but is not itself based in the Planescape setting.

Collectible card game edit

TSR published a collectible card game based on the Planescape setting called Blood Wars. 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.

Novels edit

  • Fire and Dust (1996), by James Alan Gardner, a rejected title that the author has since published as a free online manuscript. [1]
  • Pages of Pain (December 1997), by Troy Denning, (ISBN 0-7869-0508-5)
  • Torment (October 1999), by Ray Vallese and Valerie Vallese, (ISBN 0-7869-1527-7)
    Torment is based on an early script of Planescape: Torment.

Blood Wars Trilogy edit

See also edit

References edit

  1. ^ a b c d Scott Haring; Andrew Hartsock (August 1994). "Pyramid Pick: Planescape". Pyramid. Steve Jackson Games. #8. Retrieved February 26, 2008.
  2. ^ . Wizards of the Coast. Archived from the original on September 24, 2008. Retrieved August 20, 2005.
  3. ^ a b c d Alloway, Gene (May 1994). "Feature Review: Planescape". White Wolf. White Wolf Publishing (43): 36–38.
  4. ^ Appelcline, Shannon. "Planescape Campaign Setting (2e) | Product History". Dungeon Masters Guild. Retrieved July 22, 2022.
  5. ^ Cook, Monte; Williams, Skip; Tweet, Jonathan; Adkison, Peter; Baker, Richard; Collins, Andy; Noonan, David (July 2003). "5: Campaigns". Dungeon Master's Guide (hardcover) (3.5 ed.). Wizards of the Coast. pp. 166–167. ISBN 0-7869-2889-1.
  6. ^ (PDF). Wizards of the Coast. December 5, 2008. Archived from the original (PDF) on June 2, 2009. Retrieved December 5, 2008.
  7. ^ a b Appelcline, Shannon. "Dungeon Master's Guide 2 (4e) | Product History". Dungeon Masters Guild. Retrieved July 23, 2022.
  8. ^ Player's Handbook (5th ed.). Wizards of the Coast. 2014. p. 302. ISBN 978-0-7869-6560-1.
  9. ^ Dungeon Master's Guide (5th ed.). Wizards of the Coast. 2014. p. 67. ISBN 978-0-7869-6562-5.
  10. ^ a b Hall, Charlie (July 19, 2022). "Dungeons & Dragons teases a return to Planescape". Polygon. Retrieved July 23, 2022.
  11. ^ a b "Dungeons & Dragons Teases Planescape in New Unearthed Arcana Playtest". ComicBook.com. July 18, 2022. Retrieved July 23, 2022.
  12. ^ . Academy of Adventure Gaming Arts & Design. Archived from the original on May 6, 2009.
  13. ^ Webb, Trenton (March 1996). "Games Reviews". Arcane (4): 73.
  14. ^ Swan, Rick (July 1994). "Role-playing Reviews". Dragon. Lake Geneva, Wisconsin: TSR (#207): 51–52.
  15. ^ a b Carbonell, Curtis D. (2019). "Chapter 3: Dungeons and Dragons Multiverse". Dread Trident: Tabletop Role-Playing Games and the Modern Fantastic. Liverpool: Oxford University Press. pp. 98–100. ISBN 978-1-78962-468-7. OCLC 1129971339.
  16. ^ Tessier, Philippe (January–February 1998). "The Great Modron March". Backstab (in French). No. 7. p. 47. Retrieved January 1, 2022.
  17. ^ "Planescape: Torment glossary".
  18. ^ "Planescape:Torment – The Glossary". Retrieved October 2, 2007.
  19. ^ Planescape Campaign Setting pg.3
  20. ^ . August 23, 2005. Archived from the original on June 7, 2009. Retrieved February 19, 2008.
  21. ^ "Plane Scape Torment (PC DVD): Amazon.co.uk: PC & Video Games". Amazon UK.
  22. ^ . Archived from the original on January 31, 2013.
  23. ^ "Planescape: Torment: Enhanced Edition". planescape.com. Retrieved March 30, 2017.
  24. ^ a b c Kenson, Stephen (March 1999). "Profiles: J. Robert King". Dragon. Renton, Washington: Wizards of the Coast (#257): 120.
  25. ^ . Academy of Adventure Gaming, Arts & Designs. Archived from the original on November 5, 2007.

Further reading edit

  • "Planescape". Backstab (in French). No. 5. September–October 1997. pp. 46–47.

External links edit

  • Planescape at Curlie
  • : comic including basic information on Planescape
  • Planescape Survival Guide: Ongoing Planescape webcomic (since 2005)
  • The Acaeum's All Things Planar: Planescape collector's product list and forums
  • Planescape Collector's Guide: an expanded, reasonably comprehensive guide to products released for the Planescape setting

planescape, video, game, adaptation, torment, campaign, setting, dungeons, dragons, fantasy, role, playing, game, designed, cook, published, 1994, crosses, numerous, planes, existence, encompassing, entire, cosmology, called, great, wheel, developed, previousl. For the video game adaptation see Planescape Torment Planescape is a campaign setting for the Dungeons amp Dragons fantasy role playing game designed by Zeb Cook 1 and published in 1994 2 It crosses numerous planes of existence encompassing an entire cosmology called the Great Wheel as developed previously in the 1987 Manual of the Planes by Jeff Grubb This includes many of the other Dungeons amp Dragons worlds linking them via inter dimensional magical portals PlanescapeDesignersDavid Zeb CookPublishersTSR Inc Wizards of the CoastPublication1994GenresFantasySystemsDungeons amp Dragons Contents 1 Publication history 1 1 Development 1 2 2nd edition 1 3 Later editions 2 Reception 3 Cosmology 3 1 Outer Planes 4 Sigil 5 Factions 5 1 The Faction War 6 Sects 7 Rules 7 1 Rule of Three 7 2 Unity of Rings 7 3 Center of All 8 Official products 8 1 Boxed sets 8 2 Miniatures 8 3 Accessories 8 4 Adventures 8 5 Video game 8 6 Collectible card game 8 7 Novels 8 7 1 Blood Wars Trilogy 9 See also 10 References 11 Further reading 12 External linksPublication history editDevelopment edit Planescape is an expansion of ideas presented in the Advanced Dungeons amp Dragons Dungeon Master s Guide First Edition and the original Manual of the Planes When Advanced Dungeons amp Dragons 2nd edition was published a decision was made not to include angelic or demonic creatures and so the cosmology was largely ignored However fan demand for a 2nd Edition Manual of the Planes was strong enough to justify its expansion into a full fledged campaign setting and so in 1994 Planescape was released David Zeb Cook developed Planescape when he was assigned to create a complete campaign world not just a place to visit 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 3 For inspiration Cook listened to Pere Ubu Philip Glass and Alexander Nevsky read The Dictionary of the Khazars Einstein s Dreams and The Narrow Road to the Deep North and for fun at Bad Movie Nights watched such films as Naked Lunch and Wolf Devil Woman 3 Cook came up with the idea that everything would revolve around factions and 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 3 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 According to Cook before any of us knew it Knutson drew the Lady of Pain 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 3 2nd edition edit The Planescape Campaign Setting was released for AD amp D 2nd Edition in April 1994 The campaign setting was followed by a series of expansions detailing the Planes of Chaos by Wolfgang Baur and Lester W Smith the Planes of Law by Colin McComb and Baur and the Planes of Conflict by McComb and Dale Donovan From 1994 to 1998 Planescape was a major setting for Dungeons amp Dragons 4 The setting also had a small number of novels Later editions edit Upon the release of 3rd Edition Planescape along with most other settings were discontinued although fan sites such as planewalker com were allowed to continue to use the material and update it to the new edition The 3rd Edition Manual of the Planes 2001 the 3 5 Edition Dungeon Master s Guide 2003 5 and the Planar Handbook 2004 also used the general layout of the planes and some of the details from the setting including Sigil but these are not part of the Planescape line Sigil is described in the 4th edition Manual of the Planes 2008 6 and expanded upon in Dungeon Master s Guide 2 2009 Shannon Appelcline author of Designers amp Dragons commented that while Sigil had been largely ignored during the 3e era it was faring better in 4e despite the large scale restructuring of D amp D s cosmology due to small inclusions in the Dungeon Master s Guide 2008 and Manual of the Planes 7 Appelcline highlighted that it was the 4th Edition Dungeon Master s Guide 2 which saw the return of the fan favorite setting of Sigil which was laid out as a full paragon level setting There s not much new here for old time fans of Planescape but there was one big change as a result of Faction War 1998 The factions that caused much of the conflict in Planescape are now gone The Dungeon Master s Guide 2 also contains A Conspiracy of Doors the first Sigil adventure to see print in many years 7 The 5th Edition Player s Handbook 2014 also contains a section explaining the planes and briefly mentions Sigil 8 There is also some information on Sigil in the 5th Edition Dungeon Master s Guide 2014 9 In July 2022 Unearthed Arcana Wonders of the Multiverse was released as part of the Unearthed Arcana public playtest series for the 5th Edition Both Polygon and ComicBook com highlighted that the new character race the Glitchling and other references to the Planescape setting might indicate a reboot of the setting for 5th Edition 10 11 Charlie Hall for Polygon commented that this wouldn t be the first time that Wizards used playtest materials to tease a reboot of a classic setting 10 Christian Hoffer for ComicBook com wrote that while described as a collection of material from around the Multiverse many Dungeons amp Dragons fans noticed that it contained multiple references to Mechanus Sigil the Outlands and other areas explored in the popular Planescape setting Based on the last handful of public playtests it appears that Dungeons amp Dragons is gearing up for some sort of multiversal book in the near future Whether this is a true Planescape re launch or just a book that uses the D amp D cosmology remains to be seen 11 Reception editThe Planescape Campaign Setting boxed set won the 1994 Origins Award for Best Graphic Presentation of a Roleplaying Game Adventure or Supplement and has received critical acclaim for its unique visual aspects especially the work of artists Tony DiTerlizzi Robh Ruppel and Dana Knutson 12 Pyramid magazine reviewer Scott Haring said Planescape is the finest game world ever produced for Advanced Dungeons amp Dragons 1 Haring described the writing as wonderful also saying that it has got one of the most distinctive graphic looks I ve seen in any game product and that the unusual drawings remind him a little of Dr Seuss 1 Trenton Webb of British RPG magazine Arcane called Planescape the premier AD amp D world noting its hallmark as a bizarre juxtaposition of legend and nightmare 13 Game designer Rick Swan said that the original Manual of the Planes had in a sense been reincarnated as the Planescape setting TSR s most ambitious campaign world to date Abandoning the straightforward but dry approach of the Manual the Planescape set reads less like a textbook and more like a story Characters take precedence over game systems high adventure supplants the physics lessons 14 Curtis D Carbonell in the book Dread Trident Tabletop Role Playing Games and the Modern Fantastic wrote Planescape s sophistication marked it as D amp D s answer to its own simplistic medieval European inspired fantasy settings Planescape channeled the Weird before China Mieville brought the new weird genre into focus With Planescape we have an attempt by an AD amp D game setting to add layers of intellectual complexity to a game often driven by much more simplistic mechanism The greatest commerce isn t loot treasure magic items etc it is belief so strong it can shape reality 15 99 In a review of The Great Modron March Backstab magazine contributor Philippe Tessier called the presentation of Planescape products superb in general 16 Cosmology edit nbsp An artistic representation of the grand design of the Planes The Dungeons amp Dragons cosmology as reflected in Planescape consists of a number of planes which can be divided into the following regions 1 The Inner Planes representing planes of elemental nature such as Water Earth Fire and Air as well as the Positive and Negative energy planes The Ethereal Plane The Prime Material Plane The Astral Plane The Outer Planes representing alignments and the primary domains of the various deities where their petitioners spend their afterlives Planescape solidified the Great Wheel cosmology that began in 1e and would later be reinstated in 5e as the dominant of three theoretical models 15 98 Outer Planes edit The Outer Planes consist of the Abyss Acheron Arborea Arcadia Baator Beastlands Bytopia Carceri Elysium Gehenna Gray Waste of Hades Limbo Mechanus Mount Celestia the Outlands Pandemonium and Ysgard Sigil editMain article Sigil city Sigil the City of Doors is located atop the Spire in the Outlands It has the shape of a torus and 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 quite safe from any would be invader it also makes it a prison of sorts for those not possessing a portal key Thus many call Sigil The Bird Cage or The Cage Though Sigil is commonly held to be located at the center of the planes where it is positioned atop the infinitely tall Spire some argue that this is impossible since the planes are infinite in all dimensions and therefore there can never truly be a center to any or all of them Curiously from the Outlands one can see Sigil atop the supposedly infinite Spire Factions editMain article Faction Planescape Within Sigil there are philosophy derived factions Before the event known as the Faction War the groups controlled the political climate of Sigil 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 The Faction War edit Main article Faction War In 1998 TSR published Faction War an 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 characters intervened Sects editSects 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 Rules editThere are three principles or heuristics governing the world of Planescape the Rule of Three the Unity of Rings and the Center of the Multiverse 17 Rule of Three edit The first principle the Rule of Three says simply that things tend to happen in threes 18 The principles which govern the planes are themselves subject to this rule Unity of Rings edit 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 Center of All edit 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 Planescape this is meant philosophically just as much as it is meant in terms of multiversal geography 19 The fact that anywhere could be the center of the multiverse in this view also implies that nowhere can be said to be the only absolute true 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 Official products editBoxed sets edit 2600 Planescape Campaign Setting 2603 Planes of Chaos 2607 Planes of Law 2610 A Player s Primer to the Outlands 2615 Planes of Conflict 2621 Hellbound The Blood WarMiniatures edit 10 519 Planescape Miniatures box includes ten miniatures Duke Rowan Factol Hashkar Factol Sarin Factol Pentar Lord Graz zt Lady of Pain Erin Montgomery Lord Pazrael Factol Rhys and Karris the Indep and a Lady of Pain badge made from the same metal material as the miniatures but with a pin and backing like a tie tac so it can be worn as a badge 10 520 Planescape Miniatures Powers of Chaos box includes eight miniatures Baphomet Bast Corellon Larethian Gorellik Lolth Loki Ygorl and Faerie Queen of Air and Darkness 10 521 Planescape Miniatures Powers of Law box includes eight miniatures Clangeddin Silverbeard Hecate Set Tyr Maglubiyet Horus Gruumsch and Moradin 10 522 Planescape Miniatures Powers of Conflict box includes eight miniatures Cronus the Titan Garl Glittergold Tefnut Hades Cat Lord Hel Skerrit and Arawn Accessories edit Planescape Conspectus 2609 In the Cage A Guide to Sigil 2611 The Factol s Manifesto 2620 The Planewalker s Handbook 2623 On Hallowed Ground 2624 Uncaged Faces of Sigil 2625 A Guide to the Astral Plane 2630 Faces of Evil The Fiends 2633 A Guide to the Ethereal Plane 2634 The Inner Planes 2602 Planescape Monstrous Compendium Appendix 2613 Planescape Monstrous Compendium Appendix II 2635 Planescape Monstrous Compendium Appendix III The Planescape SketchbookAdventures edit 2601 The Eternal Boundary 2604 Well of Worlds 2605 In the Abyss 2606 The Deva Spark 2608 Fires of Dis 2614 Harbinger House 2619 Something Wild 2626 Doors to the Unknown 2628 The Great Modron March 2629 Faction War 2631 Dead Gods 2632 Tales From the Infinite StaircaseVideo game edit Main article Planescape Torment The setting was featured in the computer game Planescape Torment which portrayed the Planescape world specifically Sigil the Outlands Baator Carceri and the Negative Energy Plane It is now a cult game 20 and was out of print until its DVD re release as a budget title in 2009 21 It was released as a download on GOG com in 2010 and soon became the second most wanted game on the site 22 An enhanced edition by Beamdog was released on April 11 2017 23 Marketed as a spiritual successor to Planescape Torment Torment Tides of Numenera was released in February 2017 The game takes inspiration from the previous game but is not itself based in the Planescape setting Collectible card game edit Main article Blood Wars Card Game TSR published a collectible card game based on the Planescape setting called Blood Wars 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 Novels edit Fire and Dust 1996 by James Alan Gardner a rejected title that the author has since published as a free online manuscript 1 Pages of Pain December 1997 by Troy Denning ISBN 0 7869 0508 5 Torment October 1999 by Ray Vallese and Valerie Vallese ISBN 0 7869 1527 7 Torment is based on an early script of Planescape Torment Blood Wars Trilogy edit Blood Hostages January 1996 by J Robert King ISBN 0 7869 0473 9 24 Abyssal Warriors June 1996 by J Robert King ISBN 0 7869 0501 8 24 Planar Powers August 1997 by J Robert King ISBN 0 7869 0532 8 24 Planar Powers won the Origins Awards for Best Game Related Novel of 1997 25 See also editMultiverseReferences edit a b c d Scott Haring Andrew Hartsock August 1994 Pyramid Pick Planescape Pyramid Steve Jackson Games 8 Retrieved February 26 2008 The History of TSR Wizards of the Coast Archived from the original on September 24 2008 Retrieved August 20 2005 a b c d Alloway Gene May 1994 Feature Review Planescape White Wolf White Wolf Publishing 43 36 38 Appelcline Shannon Planescape Campaign Setting 2e Product History Dungeon Masters Guild Retrieved July 22 2022 Cook Monte Williams Skip Tweet Jonathan Adkison Peter Baker Richard Collins Andy Noonan David July 2003 5 Campaigns Dungeon Master s Guide hardcover 3 5 ed Wizards of the Coast pp 166 167 ISBN 0 7869 2889 1 Manual of the Plane Excerpts Table of Contents PDF Wizards of the Coast December 5 2008 Archived from the original PDF on June 2 2009 Retrieved December 5 2008 a b Appelcline Shannon Dungeon Master s Guide 2 4e Product History Dungeon Masters Guild Retrieved July 23 2022 Player s Handbook 5th ed Wizards of the Coast 2014 p 302 ISBN 978 0 7869 6560 1 Dungeon Master s Guide 5th ed Wizards of the Coast 2014 p 67 ISBN 978 0 7869 6562 5 a b Hall Charlie July 19 2022 Dungeons amp Dragons teases a return to Planescape Polygon Retrieved July 23 2022 a b Dungeons amp Dragons Teases Planescape in New Unearthed Arcana Playtest ComicBook com July 18 2022 Retrieved July 23 2022 1994 Origins Award for Best Graphic Presentation of a Roleplaying Game Adventure or Supplement of 1994 Academy of Adventure Gaming Arts amp Design Archived from the original on May 6 2009 Webb Trenton March 1996 Games Reviews Arcane 4 73 Swan Rick July 1994 Role playing Reviews Dragon Lake Geneva Wisconsin TSR 207 51 52 a b Carbonell Curtis D 2019 Chapter 3 Dungeons and Dragons Multiverse Dread Trident Tabletop Role Playing Games and the Modern Fantastic Liverpool Oxford University Press pp 98 100 ISBN 978 1 78962 468 7 OCLC 1129971339 Tessier Philippe January February 1998 The Great Modron March Backstab in French No 7 p 47 Retrieved January 1 2022 Planescape Torment glossary Planescape Torment The Glossary Retrieved October 2 2007 Planescape Campaign Setting pg 3 The Escapist Planescape Torment August 23 2005 Archived from the original on June 7 2009 Retrieved February 19 2008 Plane Scape Torment PC DVD Amazon co uk PC amp Video Games Amazon UK Planescape Torment Archived from the original on January 31 2013 Planescape Torment Enhanced Edition planescape com Retrieved March 30 2017 a b c Kenson Stephen March 1999 Profiles J Robert King Dragon Renton Washington Wizards of the Coast 257 120 Origins Award Winners 1998 Academy of Adventure Gaming Arts amp Designs Archived from the original on November 5 2007 Further reading edit Planescape Backstab in French No 5 September October 1997 pp 46 47 External links editPlanescape at Curlie The Unity of Rings comic including basic information on Planescape Planescape Survival Guide Ongoing Planescape webcomic since 2005 The Acaeum s All Things Planar Planescape collector s product list and forums Planescape Collector s Guide an expanded reasonably comprehensive guide to products released for the Planescape setting Retrieved from https en wikipedia org w index php title Planescape amp oldid 1186249770, wikipedia, wiki, book, books, library,

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