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Post by EK - Shadow of Death on Aug 27, 2004 22:05:46 GMT -5
This thread is intended for those either new to the Planescape setting or those who don't fully understand it (it can be a bit tough to digest). Information will be posted as necessary to the campaign or when deemed important. Of course, players are always welcome to request additional information.
The primary source for this information will be both the Planescape Core Boxed Set, and the Planewalker's Handbook. Both are excellent campaign material and I highly recommend them to gain a deeper understanding of this setting.
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spinagon
Peasant
I eat babies!!
Posts: 23
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Post by spinagon on Aug 28, 2004 19:58:23 GMT -5
...Both are excellent campaign material and I highly recommend them to gain a deeper understanding of this setting. I second that. ;D Btw, should put up an OOC thread so's we can gather here and chat a bit before (and after) the game begins.
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Post by EK - Shadow of Death on Aug 29, 2004 0:26:09 GMT -5
Structure of the Multiverse:
The multiverse is divided into 3 major divisions: The Prime Material Plane, the Inner Planes, and the Outer Planes. Connecting the Inner Planes to the Prime Material is the Ethereal Plane, while connecting the Outer Planes to the Prime Material is the Astral Plane.
The Prime Material Plane can be considered to include the "universe" as we know it now. Toril, Oerth, Athas, and other realms exist within this plane. The Inner Planes is the embodiment of physical reality: it is the realm of existence. The Prime Material Plane is considered the center of the multiverse by some, since it is the only place from which one can travel to either the Inner or Outer Planes.
The Inner Planes are composed of the 4 elemental planes of Fire, Earth, Air, and Water as well as the Positive Energy Plane and the Negative Energy Plane. At the border of each elemental planes where it touches another elemental plane is formed a para-elemental plane, which combines properties of each neighbor plane. At the border between each elemental plane and an energy plane is a quasi-elemental plane, which contains properties of that element affected by either positive or negative energy.
The Outer Planes are the exact opposite of the Inner Planes, and are the realm of ideas, thought, and belief. It is divided into 16 planes representing all the various alignments. In the middle of all the planes is a vast, circular frontier known as the Outlands, which serves as a plane for neutrality. The border of the Outlands is called the Ring (aka the Great Road, or the Great Circle) referring to its shape. At the very center of the Outlands lies the Spire - an infinitely tall structure which is the at the center of all ideas. Thus, direction in the Outlands is referred to as either "ringward", which refers to heading towards the Great Ring, or "spireward", which refers to heading towards the Spire. Along the Great Ring, exists numerous portals that lead to various Outer Planes. Barricades, towns, and forts are built around these portals for various purposes, and these structures are known as gate towns.
Connecting the Prime Material Plane with the Inner Planes is the Ethereal Plane, the "grand and misty shore". The Ethereal is the beginning of all creation. Matter created in the Ethereal is unstable, and can form or fall apart seemingly randomly. The Ethereal is divided into the both the Border Ethereal, which touches everywhere in the Prime Material, the Inner Planes, and every plane in between, and the Deep Ethereal, which is composed of a thick, fog-like ocean of ether in which semi-existent particles are compressed into matter, destroyed, and cycled into various planes. The Deep Ethereal is filled with demiplanes - budding pocket dimensions formed of ether that still haven't gained the size of full planes. Demiplanes follow their own laws of nature and are usually dangerous to explore uninformed: proceed with extreme caution. The Ethereal is also home to numerous other hazards, such as ether cyclones (powerful ethereal winds that pass through the plane and blow characters off course) and ether gaps (the Ethereal equivalent of a black hole). Despite this, the Ethereal still houses many creatures and civilizations who make this unique realm their home.
Connecting the Prime Material Plane with the Outer Planes is the Astral Plane, the gateway to the realm of the mind. The Astral is technically not a plane, since it exists independent of all the Planes in a nonspacial nonrealm of its own, however, it will henceforth be called a plane for convenience. The Astral, being a realm of ideas, is governed by the movement of the mind. Getting from one place to another isn't a function of how fast you're going and direction, but how well you can picture your destination in your mind. Since the Astral cannot be physically entered, most Primes travel through it using astral projection, which causes them to appear in the Astral trailing a long, silver cord. Silver cords like this are the most common feature upon the Astral, blending in well with the slick, shimmering background upon which numerous bright points of light shimmer. Though the Astral is commonly characterized as being a vast, empty wasteland, there are plenty of things of interest in it. Swirling portals called color pools dot the Astral, connecting it with the Outer Planes. Additionally, thick silver tunnels called Astral conduits run through the Astral, linking the Prime Material directly to the Outer Planes. These are commonly believed to be the conduits through which the spirit of a believer travels through to reach his rightful resting place when he dies. Additionally, large islands of rock and unknown matter float through the Astral, usually housing large cities. These are the infamous "dead gods" - the carcasses of gods who lost all power in the Prime and are cast out to rot and decay in the Astral for eternity. Every idea ever created, every dream ever dreamt, and every spell ever cast also floats through the Astral on the rare Astral winds, which can be either dangerous forces of nature or great opportunities depending on who runs into it.
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Post by EK - Shadow of Death on Sept 22, 2004 22:55:29 GMT -5
Belief
On the Outer Planes, belief is the most important factor affecting activity. Belief is what causes the Outer Planes to be divided up into their respective alignments. Belief of followers is what keeps the powers from degenerating into dry husks floating through the Astral. Focused belief is what defines reality in Limbo and the Astral. Balanced belief is what keeps gate towns in the Outlands and not drifting into the Outer Planes.
In the Outer Planes, one's belief can have many effects on the surroundings. A paladin who strongly believes in his ways would cause a huge stir if he was walking through the Beastlands. Guardinals would be able to recognize him for who he is simply by virtue of his belief. If he brought a group of equally motivated followers, he might find a war on his hands as the natives try to prevent the paladin and his followers' beliefs from tearing away at the fabric of their plane. The entire Blood War, the eternal struggle between baatezu and tanari'ri, is fought almost exclusively on neutral planes so that neither is disadvantaged by belief. If enough people believed it, literally anything can happen. This is the goal of the factions: to convince people into holding their point of view.
In the game, belief is determined by belief points. Whenever a character does something especially noteworthy that puts their personal beliefs over their own well-being, the multiverse tends to reward them in some way. We measure these using belief points. The key factor is that the act must be selfless. A general waging a century-long war in order to purge those who oppose his beliefs is not deserving of a belief point. However, if that general was at the forefront of every battle, always putting his life on the line, and not stopping unless physically incapable, then he is indeed deserving. If a person who believes that torture is wrong breaks into the local prison and destroys all torture implements and sets the prisoners free, then they are deserving of a belief point. It is not the nature of the belief that is important, but instead the conviction and strength one has in that belief.
Things tend to work better for people with strong beliefs. When climbing a wall, they know all the right handholds; when fighting, they know exactly when to duck. Additionally, a person develops a "gut instinct" that seems to be as reliable as actual fact.
Though belief is an abstract concept, Planescape uses the concept of belief points in order to gauge belief.
Belief point awards 1 point - Player adhered to a belief 2 points - Player adhered to a belief at a cost 3 points - Player adhered to a belief at a great cost
Belief points are not given away liberally. Every once in a while, for an exceptionally great show of belief, I might hand one out (I'm pretty stingy with them). However, they can be traded in for some pretty neat stuff.
Belief point usage 1 point - Automatic success on any die roll 3 points - Ask the DM any one question, which will be provided as a "gut instinct"
Of course, the belief system can be completely ignored. Many planewalkers have lived their life with a good sword arm and a quick wit. The benefits of the belief system are balanced out by he hardship taken to earn it. I, however, am greatly appreciative of any extra effort taken in roleplaying, and highly encourage that you follow this system.
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