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Planescape
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| Designers | David "Zeb" Cook |
|---|---|
| Publishers | TSR, Inc. Wizards of the Coast |
| Publication | 1994 |
| Genres | Fantasy |
| Systems | Dungeons & Dragons |
Planescape is a campaign setting for the Dungeons & Dragons fantasy role-playing game, designed by Zeb Cook,[1] and published by TSR in 1994.[2]
Description
[edit]Planescape encompasses numerous planes of existence, creating an entire cosmology called the Great Wheel, which was originally developed 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.
Cosmology
[edit]
The Dungeons & 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".[3]: 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.[4]
Rule-of-Three
[edit]The first principle, the Rule-of-Three, says simply that things tend to happen in threes.[5] 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.[6]
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.
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".[7] 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.[7]
Cook came up with the idea that all of the activity in Sigil would revolve around factions, each of which would be built upon ideas taken to their extreme. He also felt that Sigil was necessary as a crossroads for the planes and a campaign center which could be both an adventure location itself and somewhere to hide out, which characters could quickly get to and from. Cook decided to adapt the Manual of the Planes because the older material made survival on the planes too difficult or complex, so he ignored anything that made gameplay more complicated, which left the "descriptions of twisted and strange creations".[7]
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 to see. 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".[7]
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.[8]
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),[9] 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)[10] 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.[11]
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".[11]
The 5th Edition Player's Handbook (2014) also contains a section explaining the planes and briefly mentions Sigil.[12] There is also some information on Sigil in the 5th Edition Dungeon Master's Guide (2014).[13] 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.[14][15] 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".[14]
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".[15]
A three-volume box set titled Planescape: Adventures in the Multiverse was released in October 2023 for 5th Edition.[16]
Reception
[edit]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".[17] 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".[18]
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".[3]: 99
In a review of The Great Modron March, Backstab magazine contributor Philippe Tessier called the presentation of Planescape products superb in general.[19]
In his 2023 book Monsters, Aliens, and Holes in the Ground, RPG historian Stu Horvath noted, "If there is a problem with Planescape, it would be its vast strangeness. There's a lot to explain and not nearly enough space to fit it all in." However, Horvath lauded the artwork, saying, "The art picks up where the words leave off. Planescape is the apex of the aesthetic-driven, high-concept Dungeons & Dragons setting. Dana Knutson developed all of the concept artwork for the setting, which Robh Ruppel turned into covers, and Tony DiTerlizzi used to fill out the interiors." Horvath concluded, "Planescape often feels built for something besides conflict — the art, the philosophy, and the infinite reaches encourage exploration in a way few other D&D settings do: Characters are encouraged to just walk off into the multiverse until they find something to wonder at."[20]
Awards
[edit]The Planescape Campaign Setting boxed set won the 1994 Origins Award for Best Graphic Presentation of a Roleplaying Game, Adventure, or Supplement.[21]
Official products
[edit]Boxed 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 War
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]- 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 Sketchbook
Adventures
[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 Staircase
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[22] and was out of print until its DVD re-release as a budget title in 2009.[23] It was released as a download on GOG.com in 2010 and soon became the "second most wanted game" on the site.[24] An enhanced edition by Beamdog was released on April 11, 2017.[25]
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]- Blood Hostages (January 1996), by J. Robert King, (ISBN 0-7869-0473-9)[26]
- Abyssal Warriors (June 1996), by J. Robert King, (ISBN 0-7869-0501-8)[26]
- Planar Powers (August 1997), by J. Robert King, (ISBN 0-7869-0532-8)[26]
- Planar Powers won the Origins Awards for Best Game-Related Novel of 1997.[27]
See also
[edit]References
[edit]- ^ a b c d Scott Haring; Andrew Hartsock (August 1994). "Pyramid Pick: Planescape". Pyramid. #8. Steve Jackson Games. 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 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.
- ^ "Planescape: Torment glossary".
- ^ "Planescape:Torment – The Glossary". Retrieved October 2, 2007.
- ^ Planescape Campaign Setting pg.3
- ^ a b c d Alloway, Gene (May 1994). "Feature Review: Planescape". White Wolf (43). White Wolf Publishing: 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 & Dragons teases a return to Planescape". Polygon. Retrieved July 23, 2022.
- ^ a b "Dungeons & Dragons Teases Planescape in New Unearthed Arcana Playtest". ComicBook.com. July 18, 2022. Retrieved July 23, 2022.
- ^ "Planescape: Adventures in the Multiverse Digital + Physical Bundle | D&D".
- ^ Webb, Trenton (March 1996). "Games Reviews". Arcane (4): 73.
- ^ Swan, Rick (July 1994). "Role-playing Reviews". Dragon (#207). Lake Geneva, Wisconsin: TSR: 51–52.
- ^ Tessier, Philippe (January–February 1998). "The Great Modron March". Backstab (in French). No. 7. p. 47. Retrieved January 1, 2022.
- ^ Horvath, Stu (2023). Monsters, Aliens, and Holes in the Ground. Cambridge, Massachusetts: MIT Press. pp. 239–243. ISBN 9780262048224.
- ^ "1994 Origins Award for Best Graphic Presentation of a Roleplaying Game, Adventure, or Supplement of 1994". Academy of Adventure Gaming Arts & Design. Archived from the original on May 6, 2009.
- ^ "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 & 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 (#257). Renton, Washington: Wizards of the Coast: 120.
- ^ "Origins Award Winners (1998)". 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]- 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
Planescape
View on GrokipediaSetting Overview
Core Concepts and Themes
Planescape, released in 1994 as a campaign setting for Advanced Dungeons & Dragons (AD&D) 2nd edition, centers on interdimensional travel across an expansive multiverse and engages players in philosophical debates that influence the fabric of reality. Developed by TSR, it expands beyond typical fantasy adventures on a single world, emphasizing exploration of diverse planes where abstract ideas manifest tangibly. This setting reorients gameplay toward the consequences of belief, morality, and belief-driven conflicts, with the multiverse structured around the Great Wheel cosmology that connects infinite realms.[5] Key themes in Planescape revolve around the exploration of morality as a subjective force rather than an absolute, where alignments and ethical choices propel eternal struggles like the Blood War between demons and devils.[5] Belief shapes reality, particularly on the Outer Planes, where collective convictions can alter landscapes and summon powers, underscoring the interplay between infinite planes and the mortal mind.[5] This philosophical depth encourages narratives that question existence, free will, and the nature of divinity, moving away from heroic quests toward introspective journeys across planar boundaries. The setting introduces unique jargon known as "cant" or planar slang, which immerses players in its urban, multicultural atmosphere; for instance, "berk" denotes a fool or naive newcomer, while "cutter" refers to a competent individual or person in general.[6] This lexicon, drawn from historical thieves' argot, enhances role-playing in Sigil, the neutral hub city at the multiverse's center.[6] Planescape shifts focus from rural fantasy tropes to sophisticated urban intrigue in this City of Doors, where portals connect realms and philosophical factions vie for influence through rhetoric and alliances rather than brute force.[5]Philosophical Foundations
In Planescape, the multiverse operates on the principle that belief and conviction profoundly influence reality, with collective convictions shaping the nature of planes, the afterlife, and even the prominence of deities. Strong, widespread beliefs can alter physical and metaphysical landscapes; for instance, gods derive their power primarily from the worship and faith of their followers, potentially elevating minor entities to divine status or diminishing others into obscurity if devotion wanes. This belief-driven metaphysics underscores the setting's emphasis on philosophy as a tangible force, where ideological conflicts among inhabitants seek to impose their worldviews to gain influence or reshape existence for the better.[7] A cornerstone of this system is the Rule of Three, a fundamental law asserting that phenomena in the multiverse manifest in triads, reflecting alignments (law, chaos, neutrality) and moralities (good, evil, neutrality), as well as broader patterns in events and structures. Applied to mortality, the Rule of Three dictates that death occurs in three stages: the physical demise of the body, the dissipation of the spirit to its aligned afterlife, and a final true death leading to oblivion if the soul is not reformed or reincarnated. This progression reinforces the impermanence of existence and ties into the belief that conviction can sometimes defy or accelerate these stages, such as through powerful magics or philosophical enlightenment aimed at achieving "true death" as release.[7] Complementing this is the Unity of Rings, which posits that all elements of the multiverse are interconnected in cyclical patterns without true beginnings or ends, evident in the ring-shaped geography of locations like Sigil and the layered structure of the Outlands. This interconnectedness implies a holistic web where actions on one plane ripple across others, emphasizing the futility of isolation and the power of shared beliefs to maintain or disrupt these cycles.[7] At the heart of this philosophy lies the Center of All, the notion that no single point dominates the multiverse; instead, every location holds potential centrality based on perspective, with Sigil serving as a neutral nexus where diverse beliefs converge without one overshadowing the rest. Enigmatic higher powers enforce balance, intervening subtly to prevent any philosophy or entity from monopolizing reality, thereby preserving the multiverse's dynamic equilibrium. These principles drive character motivations, compelling adventurers to align with or challenge beliefs not merely for personal gain, but to wield philosophy as the ultimate tool for navigating and influencing the planes.[7]Cosmology
Multiverse Structure
The Planescape multiverse is structured according to the Great Wheel cosmology, a model that arranges the 17 Outer Planes in concentric rings around the Outlands, facilitating planar travel and interactions through conceptual and magical means.[8] This framework encompasses the Prime Material Plane at its core (home to mortal worlds), the Inner Planes (elemental and energy realms), the Transitive Planes (conduits like the Astral, Ethereal, and Shadow), and the Outer Planes (alignment-based realms embodying moral and ethical philosophies).[8] The arrangement emphasizes the interplay between physical existence on the Prime and the abstract, belief-driven natures of the outer realms, with the entire structure visualized as a wheel to represent cycles of alignment and opposition.[9] The Inner Planes represent the raw building blocks of creation, comprising the four elemental planes of Air, Earth, Fire, and Water, along with the planes of Positive and Negative Energy that fuel life and death, respectively.[8] These planes connect directly to the Prime Material Plane, infusing it with natural forces, and are distinct from the more ideological Outer Planes. Transitive Planes, including the Astral Plane—which links the Prime Material and Outer Planes for thought-based travel—the Ethereal Plane, which overlaps the Prime and Inner Planes to enable ghostly phasing and exploration, and the Plane of Shadow, which borders the Material Plane for journeys into darkness and illusion—act as bridges across the multiverse.[8] Together, these divisions provide the foundational pathways for adventurers navigating beyond the mortal world. The Outer Planes form the outermost ring of the Great Wheel, consisting of 16 aligned realms arranged in opposition to reflect the spectrum of good, evil, law, and chaos, each serving as divine domains for deities and their petitioners.[8] Bordering these is the Outlands, a neutral plane that acts as a transitional hub where alignment forces balance, preventing direct access to the Outer Planes from within its borders except through specific portals.[9] At the heart of the Outlands rises the Spire, an immense, unreachable peak symbolizing infinite neutrality, upon which the city of Sigil is paradoxically perched, serving as the multiverse's central nexus. Many Outer Planes, such as the Abyss, feature infinite layers that extend endlessly, allowing for vast, ever-shifting landscapes shaped by the plane's dominant philosophy.[8]Planes and Their Inhabitants
The Inner Planes encompass the fundamental elemental realms that underpin the material world, comprising the four primary planes of Air, Earth, Fire, and Water. These planes exist as vast, infinite expanses dominated by their respective elements, where air manifests as endless skies filled with floating citadels and storms, earth as labyrinthine caverns of shifting stone and crystal, fire as roiling seas of flame and lava rivers, and water as boundless oceans teeming with currents and abyssal depths.[10] Far from the Material Plane, the elements remain pure and unmixed, creating environments lethally hostile to outsiders through extreme conditions like suffocating voids or crushing pressures.[10] Primary inhabitants include elementals, incorporeal or physical embodiments of the elements themselves—such as air elementals that whirl like living tornadoes or fire elementals that blaze with sentient fury—and genies, the noble rulers who command elemental forces with innate magic and establish sultanates or courts within these realms. For instance, djinni soar through the Plane of Air, weaving wishes from winds, while efreet forge empires in the Plane of Fire's infernal heat. Bordering these elemental planes are the para-elemental planes, formed at the intersections with the Negative Energy Plane and blending elements in hybrid forms, such as the Plane of Smoke where air meets negative energy in choking clouds of ash and cinders, or the Plane of Ice where water freezes into eternal glaciers amid biting cold. These border realms amplify the dangers of their parent planes, with corrosive mists or razor-sharp shards posing constant threats to travelers. Inhabitants here include specialized elementals adapted to the mixtures, like smoke mephits that dart through toxic fumes, alongside genie-kin who vie for control over these volatile territories. The unique challenges of the Inner Planes lie in their raw, primordial nature, demanding adaptation to elemental dominance that can overwhelm unprepared adventurers with exhaustion, sensory overload, or spontaneous combustion. The Outer Planes represent the infinite layers of moral and philosophical extremes, shaped by the alignments that influence their landscapes and societies, with each plane serving as a divine domain tied to specific ethical paradigms. Mount Celestia, the lawful good plane, ascends in seven mounting heavens of pristine mountains, golden cities, and radiant skies, where order and mercy prevail amid trials of virtue.[10] Its inhabitants include archons, celestial guardians enforcing divine law with unyielding discipline, and petitioners—the souls of the faithful deceased—who labor in harmonious service to deities like those of justice and protection. In contrast, the Abyss embodies chaotic evil across countless ever-shifting layers of grotesque horrors, from festering swamps to volcanic wastelands teeming with betrayal and madness. Demons, fiendish hordes led by demon lords in perpetual wars, dominate here, preying on the weak amid the plane's inherent instability that warps reality into nightmarish forms.[10] Petitioners in the Abyss suffer eternal torment, twisted into manes or worse, while deities of destruction hold tenuous sway over fractured domains. Other outer planes, like the neutral battlegrounds of the Beastlands or the bureaucratic hells of Baator, host devils, yugoloths, and celestials in factional conflicts, with challenges arising from alignment-based magical dissonance that weakens opposing ideologies and provokes moral reckonings. The transitive planes facilitate movement across the multiverse, offering pathways that overlap or connect other realms without their own dominant themes. The Astral Plane appears as an endless silvery void of thought and memory, where physical bodies do not age and travelers project via mental focus, navigating by willpower amid floating debris of ancient battles and dead gods' corpses.[10] Inhabitants include githyanki raiders who hunt from astral ships and astral dreadnoughts, massive psychic predators that devour minds and sever silver cords linking to physical forms. Hazards involve psychic echoes that can trap the unwary in illusions or the risk of permanent severance from one's body. The Ethereal Plane, a foggy expanse of muted colors and whispers, overlaps the Material and Inner Planes, allowing phase-shifting through walls and borders via spells like etherealness. Ghostly entities such as phase spiders and ether cyclones roam its depths, with the Border Ethereal enabling stealthy reconnaissance but exposing intruders to ethereal haunters that drain life force. The Plane of Shadow mirrors the Material Plane in shadowy form, enabling travel through darkness and access to negative influences, inhabited by shadows, shadar-kai, and undead. These planes demand mental fortitude and protective magic, as disorientation or predatory ambushes can strand explorers in limbo. The Positive and Negative Energy Planes stand as the ultimate sources of creation and entropy, enveloping the Inner Planes and infusing all existence with vital forces, yet posing existential threats through their unchecked energies. The Positive Energy Plane radiates blinding light and explosive vitality, accelerating growth and healing living creatures at an overwhelming rate—minor exposure restores wounds rapidly, but major dominance risks spontaneous combustion as bodies overload with life force.[11] Inhabitants are rare, including guardians like solars who channel its power, but the plane's essence destroys undead on contact, making it a bastion against necromancy. Conversely, the Negative Energy Plane is a lightless void of decay and cold, siphoning vitality from the living to fuel entropy, where even brief exposure causes exhaustion and hit point drain, while empowering undead with regenerative strength against the living. Undead lords and night hags thrive here, harvesting necrotic energy, but mortals require wards like death ward to survive its life-draining aura. These planes highlight the multiverse's balance, where excess life or death warps reality into hazardous extremes, challenging adventurers with survival mechanics tied to their fundamental opposition to undeath and vitality.Sigil: The City of Doors
Sigil is the central metropolis of the Planescape multiverse, known as the City of Doors for its innumerable portals that connect to every layer of existence.[12] This ring-shaped city encircles the infinite Spire at the heart of the Outlands, floating above its apex in a massive stone torus structure, rendering it inaccessible by conventional planar travel.[12] Portals to and from Sigil can manifest in any doorway, window, archway, or frame, activated by specific keys ranging from mundane objects to symbolic gestures, making the city a nexus for multiversal transit.[12] The city's geography divides into distinct wards, each reflecting its stratified society. The Hive serves as the overcrowded slums, a chaotic underbelly teeming with poverty, crime, and unlicensed portals that lead to perilous destinations.[12] In stark contrast, the Lady's Ward houses the elite, featuring grand estates, temples, and administrative centers amid manicured parks and fortified walls.[12] Notable landmarks include the Great Gymnasium, a sprawling complex dedicated to physical and magical training for adventurers and planar explorers, and the Prison, a foreboding maze where the Lady of Pain metes out eternal punishments to transgressors.[12] Governance in Sigil is enigmatic and absolute, enforced by the Lady of Pain, a mysterious, god-like figure who appears rarely but wields unchallenged authority to maintain order.[12] She is assisted by the dabus, her mute, ethereal servants who silently repair the city, inscribe its architecture with glowing runes, and execute her will through subtle manipulations of reality.[12] The Civic Festhall, located in the Clerk's Ward, functions as a neutral gathering place for discourse, entertainment, and information exchange, fostering the city's intellectual and social fabric without direct political power.[12] Sigil's economy revolves around the commodification of knowledge, arcane artifacts, and interplanar commerce, fueled by its unparalleled access to the multiverse.[12] Merchants and spies trade secrets as readily as goods, with markets overflowing from exotic spices of the Beastlands to enchanted relics from the Abyss, all bartered in a currency of jink or favors.[12] The population, estimated at 250,000 to 300,000 inhabitants, comprises an extraordinary diversity of beings, including humans, tieflings, modrons, and celestials, drawn from every plane to seek fortune, refuge, or intrigue in this neutral hub.[12]Society and Organizations
Factions
In the Planescape campaign setting, the factions represent fifteen distinct philosophical organizations that wield considerable influence over Sigil, the City of Doors, by embodying competing visions of the multiverse's nature and purpose. Established after the Great Upheaval approximately 600 years prior, these groups were limited to fifteen by decree of the Lady of Pain to prevent further chaos, allowing them to share governance through a delicate balance of power that permeates daily life, trade, and enforcement in the city. Each faction's ideology shapes its members' actions, from charitable endeavors to aggressive proselytizing, fostering a vibrant yet tense political landscape where beliefs directly impact planar affairs.[13] Membership in these factions generally demands alignment with their core philosophy, often involving oaths, tests of character, or practical demonstrations of commitment, which in turn provide access to specialized resources, safe houses, and alliances across the planes. Symbols unique to each faction—typically worn on clothing, etched on buildings, or used in official seals—serve as immediate identifiers, reinforcing group identity and deterring rivals. These organizations exert influence through control of key institutions in Sigil, such as courts, asylums, and markets, while their philosophies occasionally spill into broader planar politics, allying or clashing with extraplanar entities.[13] The following table summarizes the fifteen original factions, their philosophies, representative symbols (described textually where documented), and primary influences in Sigil:| Faction | Philosophy | Representative Symbol | Influence in Sigil |
|---|---|---|---|
| Athar (Defiers) | Gods are false pretenders, mere powerful mortals; true divinity lies beyond them. | Broken ring or wheel | Operates the Shattered Temple; challenges divine cults; resists magical divine effects.[13] |
| Believers of the Source (Godsmen) | All beings can achieve godhood through trials and reincarnation. | Circle with ascending spark | Manages the Great Foundry; promotes self-improvement; influences ethereal travel and ascension rites.[13] |
| Bleak Cabal (Bleakers) | The multiverse holds no inherent meaning; suffering reveals personal truth. | Inverted teardrop | Runs the Gatehouse asylum; provides aid to the downtrodden; fosters despair-based resilience.[13] |
| Doomguard (Sinkers) | Entropy and decay are the multiverse's ultimate state; preservation is futile. | Cracked hourglass | Controls armories on the Negative Energy Plane; sabotages preservation efforts; allies with nihilists.[13] |
| Dustmen (Dead Book) | Life is an illusion of death; true existence awaits in undeath or beyond. | Mummified hand or skull | Oversees the Mortuary; handles funerals and undead affairs; promotes detachment from life.[13] |
| Fated (Takers) | Might and personal effort determine fate; take what you can hold. | Clenched fist | Dominates the Hall of Records; hoards resources; emphasizes individual achievement in trade.[13] |
| Fraternity of Order (Guvners) | Universal laws govern all; understanding and exploiting them yields power. | Balanced scales | Administers City Courts; enforces regulations; leverages bureaucratic control.[13] |
| Free League (Indeps) | No single philosophy dominates; individualism and cooperation without dogma. | None (rejects formal symbols) | Influences the Grand Bazaar; promotes free trade; acts as neutral mediators.[13] |
| Harmonium (Hardheads) | Unity and peace require enforced order, even by force if necessary. | Five-pointed star | Maintains City Barracks; polices streets; pushes for standardized harmony.[13] |
| Mercykillers (Red Death) | Absolute justice demands punishment without mercy to purge imperfection. | Sword piercing scales | Runs the Prison; executes judgments; ensures swift legal retribution.[13] |
| Revolutionary League (Anarchists) | Factions corrupt the multiverse; chaos and revolution reveal true freedom. | Broken chain | Operates covertly; incites unrest; undermines faction structures.[13] |
| Sign of One (Signers) | The multiverse springs from individual imagination; each mind creates reality. | Single eye | Controls the Hall of Speakers; inspires artistic and illusory pursuits.[13] |
| Society of Sensation (Sensates) | Sensory experiences alone reveal the multiverse's truths. | Coiled spiral | Hosts the Civic Festhall; curates pleasures and explorations; enhances sensory trades.[13] |
| Transcendent Order (Ciphers) | Instinctual action without deliberation harmonizes one with the multiverse. | Interlocked circles (yin-yang variant) | Manages the Great Gymnasium; trains reflexes; promotes immediate, unthinking harmony.[13] |
| Xaositects (Chaosmen) | The multiverse is fundamentally chaotic; order is illusion, change eternal. | Tangled lines or scribble | Thrives in the Hive Ward; disrupts routines; studies random patterns.[13] |
Sects and Other Groups
In the Planescape setting, sects serve as smaller, philosophy-oriented groups that operate independently of the major factions, often emphasizing niche beliefs or practices across the planes. These organizations typically lack the political clout or official seats in Sigil held by factions, instead fostering communities bound by shared lifestyles or pursuits. Following the Faction War of 130 YFHR, which dissolved the formal power structures of the fifteen factions in 2nd edition, many sects gained prominence as survivors adapted their ideologies to a factionless Sigil, filling voids in philosophical discourse and planar exploration. In the 5th edition update, this evolution culminates in the twelve ascendant factions, blending classic and reformed groups.[14]5th Edition Ascendant Factions
The 2023 Planescape: Adventures in the Multiverse introduces twelve ascendant factions that hold significant sway in Sigil, updating the setting's societal structure. These include remnants and evolutions of original factions alongside new groups:| Faction | Philosophy Summary | Key Role in Sigil |
|---|---|---|
| Athar | Gods are frauds; true power lies in the Great Unknown. | Monitors religious activities from the Shattered Temple. |
| Bleak Cabal | No grand plan exists; aid the suffering to find personal truth. | Operates healing sanctuaries like the Gatehouse. |
| Doomguard | Embrace entropy and destruction as natural forces. | Oversees weapons and decay-related industries. |
| Fated | What you can hold, you own through personal might. | Manages taxes and debts via the Hall of Records. |
| Fraternity of Order | Laws underpin reality; master them for control. | Adjudicates disputes and portals in courts. |
| Hands of Havoc | Dismantle oppressive systems through chaos and rebellion. | Sabotages unjust powers covertly. |
| Harmonium | Enforce unity and order for the greater good. | Polices streets from City Barracks. |
| Heralds of Dust | The multiverse is an illusion of life; seek true death. | Administers the Mortuary and funerals. |
| Mercykillers | Deliver absolute, merciless justice. | Runs the Prison and executions. |
| Mind's Eye | Harness mental power and visualization to shape reality. | Oversees the Great Foundry for ascension. |
| Society of Sensation | Truth comes from profound sensory experiences. | Hosts events at the Civic Festhall. |
| Transcendent Order | Achieve harmony through instinctive, unhesitating action. | Trains at the Great Gymnasium. |

