Universe vs. Multiverse

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Universe vs. Multiverse

I'm writing a conversation for a Planewalker NPC (in NWN2) who explains the planes. However I'm a bit confused about the terms "Universe" and "Multiverse" as they apply to Planescape.

First, here are the definitions in the Planewalker encyclopedia.

Multiverse

Quote:
A collective term used when referencing every plane in existence.

Universe

Quote:
See plane.

A plane is an infinite expanse of existence, seperated from other similar expanses by a metaphysical distance rather than a physical one.

The way I have been using these terms is that "universe" refered to the entire cosmology (or planar structure) for a single Prime Material Plane while "multiverse" meant all the cosmologies of all the Alternate Prime Material Planes (connected by the Plane of Shadow).

For instance: While the 3rd edition core D&D universe is structured more or less like Planescape's planar structure, the Forgotten Realms universe is structured more like a tree. However, they both belong to the same multiverse.

And, in fact, I've been refering to the "thing" that the Planescape Campaign Setting encompasses as the multiverse, which contains all the other campaign setting universes.

So, is this more or less accurate or is it just a bunch of confusing nonsense?

To be more precise, am I using the term "universe" incorrectly, and if so what do I use to describe the unique planar structures of different Prime Material Planes (or campaign settings)?

Thanks,
420

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An interesting dillemma that have been introduced with 3rd edition, I guess.

My understanding of universe is solely groupings of different planes. Like the Prime Material, Outer and Inner planes. This is sorta confusing though and could use some cleaning up. Maybe we could invent a new term?

Idea:
A Verse is a cultural interpretation of different universes, e.a. The Great Ring or Forgotten Realms Treestructure.
A Universe is a reality that have some commonality, like the outer planes are based on belief, or inner planes on elements, or transitive planes are inbetween(?).
The Multiverse is simply everything in existence.

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As far as I understand it, before 3e presented the whole alternate cosmologies thing, 2e Planescape had one cosmology (Inner Planes, Demiplanes, Ethereal Plane, Material Plane, Astral Plane, and Outer Planes) referred to as the "Multiverse" while the seperate planes were simply referred to as Planes. I really don't remember any instance of the word "Universe" being used to refer to either a cosmology or a gathering thereof. If anything, it could refer to a single plane. "Verse" was a cant contraction for "Multiverse". In 2e, the differences regarding how the multiverse was arranged between different settings (such as Forgotten Realms' tree thing) were simply attributed to clueless sods trying too hard. But that was according to the Planescape setting. In 3e, the default configuration resembles that of Planescape, but it allows for infinite variability that the DM can tap, and the multiple cosmologies/multiverses was just another attempt to tie it all together into something resembling cohesiveness.

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Alright, I've spent the whole weekend wrestling with this and ended up changing things around a bit to more closely fit the definitions given on Planewalker.

First, I forgot this one:
Cosmology

Quote:
A cosmology is a group of planes related to a specific Prime Material world or mythos, or a particular view of the multiverse.

So, here is how the NPC explains these terms now:

Universe: A single plane which can be infinite, like the Prime Material Plane and all of its worlds/planets, or finite like a demi-plane.

Cosmology: The relationship of the planes to a specific Prime Material Plane world.

Multiverse: All inner planes, outer planes, transitive planes, demi-planes, Prime Material Planes (including Alternate Material Planes) and any other conceptual planes that may or may not exist (Region of Dreams, Far Realm, Elemental Plane of Wood, etc.).

So that's how I have it now and I think it's a closer fit to Planewalker's definitions.

However, this raises a couple questions:

1. Assuming the worlds of a single Prime Material Plane that are connected to the same inner/outer/transitive planes share those planes. That is, Oerth and Toril share the same Elemental Plane of Fire, Ethereal Plane and Nine Hells (among others). Do Alternate Material Planes have Alternate inner/outer/transitive planes (not counting the Plane of Shadow which links Alternate Material Planes)?

2. When one Prime Material planet, like Toril, is connected to a plane that no other Prime Material worlds are connected to, like Dweomerheart, is that plane accessable to other Prime Material worlds through alternate means like a color pool in the Astral or a portal in Sigil or must one travel to Toril first then to one of its unique planes?

Thanks for any feedback,
420

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Iavas, you have it mostly right. In 2e there were no alternative cosmologies; everything whether Greyhawk or Forgotten Realms or Planescape were part of the same multiverse with the same Outer and Inner planes. In 3e they made the previous multiverse which we associate with Planescape the default multiverse and the one for Greyhawk; but they decided that every other setting should get their own multiverse which would be connected through the shadow plane. Frankly, I think this is enormously stupid since it amounts to every planet having its own arrangement of infinite planes; I strongly encourage everyone to ignore this idea and continue on with the idea that there is ONE multiverse that everything (excluding the Far Realm) is part of. The term universe would describe a single plane, and would most likely be used in reference to the material plane.

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A universe is a single plane. It need not be infinite.

A multiverse is a cosmology that postulates the existence of many universes. The word was invented by Michael Moorcock, although William James invented it seperately some time before. It's also used in modern physics. You can use "multiverse" to describe any group of multiple universes, technically. "Multiple multiverses" is kind of redundant, though, so it refers both to all the planes in the Great Wheel cosmology and to every plane in every cosmology that exists.

The word "universe" should not be used to describe multiple planes at once.

'Cosmology' refers to the multiverse as far as any individual campaign is concerned. So there's a cosmology for Ancient Greek campaigns, a cosmology for Dark Sun campaigns, a cosmology for Dragonlance campaigns, and a cosmology for Forgotten Realms campaigns. As far as Planescape is concerned all cosmologies are one.

Still, there are places like the Far Realm, the Macrocosm, and the Ordial Plane which are extra-cosmological even to the Planescape campaign, and may therefore be thought of as "outside the Multiverse."

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"ripvanwormer" wrote:
Still, there are places like the Far Realm, the Macrocosm, and the Ordial Plane which are extra-cosmological even to the Planescape campaign, and may therefore be thought of as "outside the Multiverse."
Most of which, I might add, were either created or fleshed out in 3e.

I might also point out, possibly redundantly, that the Plane of Shadow used to be a simple, if larger than average, Demiplane in the 2e days. So, if you're going to stick with the Planescape setting, you might not want to follow WotC in accepting the Plane of Shadow as a super transitive that connects all possible realities. The Far Realm, even if it's rather new itself, would be a much better choice for such a role in Planescape, were such a role needed to be filled. The mere idea that there might be other multiverses to connect to would be mindblowing to an average planar (sort of like telling a prime farmer that there's not only a heaven and hell, but infinite worlds just past his doorstep). And the PoS does not connect different Prime Material worlds either, that would be the phlogiston (or the Ethereal, in a roundabout way).

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'420' wrote:
Cosmology A cosmology is a group of planes related to a specific Prime Material world or mythos, or a particular view of the multiverse.

I like this. Cosmology is better then verse. I see Rip has already encyclopediad too, so its official now!

'Iavas' wrote:
"Verse" was a cant contraction for "Multiverse".
Didn't know that it was a previous cant expression. I caught the phrase from the Firefly tv-series and always liked the sound of it. Used it in an article of mine a while back as well.

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I'll reassert my irrational rage caused by the notion of the Forgotten Realms having its own cosmology.

The Shadow Plane as a full plane as opposed to a demiplane really does make more sense; the spell shadow walk would really not be able to work otherwise. It makes more sense to me for the the various shadow conjuration and shadow evocation spells to draw matter from a plane coterminous to the material plane rather than from a demiplane. Also, the pholigston connects the various finite crystal spheres within one material plane. There are multiple material planes and the shadow plane makes sense as a way to connect them; but they are all connected to the same Inner and Outer planes.

The Far Realm existed in the 2e, and was only somewhat fleshed out for 3e. The Ordial plane was never part of any offical books and is entirely fan made. It has no place in the new "generic" cosmology; but in the old cosmology I really don't see how it exists outside of the multiverse. The Macrocosm was mentioned in 2e, and is never mentioned in 3e; but it does seem to be extracosmic.

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Your irrational rage is rational Mr. Mak. Pinning Faerunians as Clueless after this blunder is OK in my book.

Something else:
Anyone got a good explanation for what Cosmos is, while we're already in the Big Picture realm? Sticking out tongue

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I disagree with Rips claim that the Ordial plane is outside of the Planescape cosmology; whether or not the plane exists is up for debate, but if it does it exists within the Planescape cosmology. We shouldn't give ground in the encyclopedia to the idea that every crystal sphere has its own cosmology by mentioning it as if it is a valid viewpoint; that's akin to humoring the fundamentalists by talking about intelligenct design in a science class.

Ultimately, I think we should treat the ideas of alternative cosmologies like the Australian government used to treat aborigines: pretend they don't exist.

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'taotad' wrote:
Didn't know that it was a previous cant expression. I caught the phrase from the Firefly tv-series and always liked the sound of it.

I think it's only found in Firefly, not official Planescape.

'MakThuumNgatha' wrote:
I disagree with Rips claim that the Ordial plane is outside of the Planescape cosmology

It is (if it exists), because it's outside what is known, understood, or currently reachable by Planewalkers. That's the primary purpose of it.

The article where it was originally described is called Beyond the Planes for that reason. The Planescape cosmology begins with the Inner Planes and ends with the Outer Planes. The Ordial Plane is something that's beyond the planes as they're known. Like the other side of the Outlands, outside the Astral Plane, or beyond the end of time, it's outside of the cosmology.

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I was equating "cosmology" with multiverse as opposed to conception of the multiverse. Using conception of the multiverse, the Ordial plane would exist outside of the cosmology. Defining cosmology as multiverse, the Ordial plane, along with the underside of the Outlands (which certainly warrants discussion) would be part of the Planescape cosmology.

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Fair enough. When I refer to the Planescape cosmology, I mean the cosmology presented in the Planescape campaign setting, including an indefinite number of demiplanes in the Ethereal. I would also consider the Plane of Shadow to be part of the Planescape cosmology because the Demiplane of Shadow was part of it, even though it wasn't presented as a full plane.

Anything beyond that I would consider to be outside the Planescape cosmology (even if it's technically located within it, like Temporal Prime in Chronomancer).

Naturally, it's perfectly valid to use the word cosmology in a broader sense, but that's not the sense I mean when I use the word.

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'MakThuumNgatha' wrote:
There are multiple material planes and the shadow plane makes sense as a way to connect them; but they are all connected to the same Inner and Outer planes.
If this were true then the Plane of Shadow would be superfluous.

'MakThuumNgatha' wrote:
Defining cosmology as multiverse, the Ordial plane, along with the underside of the Outlands (which certainly warrants discussion) would be part of the Planescape cosmology.
Cosmology isn't defined as multiverse anywhere that I have seen. Planescape doesn't have a cosmology as much as it encompases all cosmologies.

-420

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'MakThuumNgatha' wrote:
Ultimately, I think we should treat the ideas of alternative cosmologies like the Australian government used to treat aborigines: pretend they don't exist.
Here's where I disagree with you.

How you interpret the planes is based on how you view the multiverse. This view is based on a central core of the Planescape mythology; "Center of the Multiverse". In my interpretation of Planescape this means that anyone is free to define what the multiverse is and how its organized. Every different individual has its idea of the world and when a group of people have the same idea this grows into a cosmology.

The great ring, as the planescape cosmology may be called, is a very sigillian point of view, and is probably the view that is flavored by most different individuals. Since Sigil is such a melting pot of ideas and cultures the idea of the Great Ring is probably the most reasonable and inclusive of all cosmologies, but it doesn't make it more right then anyone else, its just more widespread.

Forcing every cosmology to relate to the Great Ring is killing much of the flavor of Planescape in my mind. It should be open for everything. Every creature, culture and most of all every idea that exist. If you believe there is only heaven and hell, then there you go! You'll be missing out on a great deal of cool stuff, but thats what you get.

I also believe that the Planes will accomodate this view by only creating portals and conduits to the places in your cosmology, thereby limiting the chance that any other planes be included. Here I use the Shadowlie, others use the term Cluelessness. But in the end it caters to the Center of the Multiverse rule.

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'MakThuumNgatha' wrote:
The Shadow Plane as a full plane as opposed to a demiplane really does make more sense; the spell shadow walk would really not be able to work otherwise. It makes more sense to me for the the various shadow conjuration and shadow evocation spells to draw matter from a plane coterminous to the material plane rather than from a demiplane. Also, the pholigston connects the various finite crystal spheres within one material plane. There are multiple material planes and the shadow plane makes sense as a way to connect them; but they are all connected to the same Inner and Outer planes.

I basically agree with this view. The Prime Material Plane with the phlogiston and crystal spheres in it is not necessarily the only Material Plane. There could also be Eberron, our universe, and whatever. But all are linked to the Shadow, just as the phlogiston connects the crystal spheres. This makes it seem surperfluous, but I don't really see the Shadow as a transitive plane. I see it as either a layer of the Ethereal Plane, or else as one Plane that is part of the Prime Material group of planes.

I like the idea of Cluelessness making only some outer planes connect to various Prime worlds. After all, the Outer Planes are based in belief, right? However, if you take the idea to far then you contradict the idea that faithless land in the Outer Plane of their alignment. I think that if you believe in a cosmology, and your cosmology for example contains Niflheim, Ysgard, and Yggdrassil, those are the places you can end up after death. If your religion's afterlife is a Plane or just a godly realm would not matter. But if you don't have any set beliefs, you "default" so to speak to the plane that your alignment draws you to.

I don't think that this property has to be related to the Shadow plane, though. More likely to me is the idea that the dominant beliefs in a crystal sphere (or wherever) forge the Astral connections to the Outer Planes. So a faithless person who lives in Oerth or wherever, can still get to a lot of the Outer Planes, but a person living in Eberron is subject to Astral connections to Eberron's orbiting planes instead, and probably has little chance at all of ending up in the Great Ring.

Perhaps, the idea that faithless go to the plane of their alignment only really fully applies to Outlanders.

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That works until you get a setting that connects to planes that do not exist in the Planescape setting. What then? Add it and assume all the planars never visited it because they didn't believe in it? Planescape, regardless of its ambitions, is still just another setting, and it should treat the canon of of other settings as secondary to its own. Otherwise, it would be impossible to make everything click.

I prefer to stick with the original view that there is only one (known) Material Plane with multiple Crystal Spheres. The beliefs on those spheres don't necessarily reflect the 'true' planar arrangement, which the planars know because is true because they live in the middle of it. However, because some cultures don't believe in certain planes, those people could still end up there if their alignment matches and their belief and faith in their deities is not strong enough. After all, it is the total sum of beliefs in the multiverse that matters, not the belief of any particular one. I mean, if a cold hearted killer only believed in heaven and that he was doing Good, that wouldn't mean he'd end up in Elysium.

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Iavas I agree with you for the most part, but I think one can use reason to draw some conclusions such as there being more than one material plane. Since there multiple infinite Outer Planes and multiple infinite Inner Planes; it stands to reason that there would be multiple infinite material planes. I have read all of the Planescape texts and it is never stated that there is only one material plane; and to planers it would be extremely difficult to tell the difference between someone from one material plane and someone from another. The arrogance of the clueless being as it is, they would all think of their material plane as being the "prime material plane" thus reinforcing the term "Primes" as an insult. My thoughts regarding the shadow plane have already been clearly expressed.

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Since there multiple infinite Outer Planes and multiple infinite Inner Planes; it stands to reason that there would be multiple infinite material planes.
That stands to a certain logic, but why can't there be a single material plane using the same logic? Since the material planes is infinite the grouping into different material planes is, in my opinion, simply not that relevant. Its cab be as difficult to travel within a plane as their is between them. The same logic can be applied to the outer planes as well. Maybe there is just one plane, infinity being infinite would allow for everything in one plane. This is maybe just a pedantic approach, but why confuse the issue with applying multiple material planes? This setting is complex enough without it.

Quote:
Planescape, regardless of its ambitions, is still just another setting, and it should treat the canon of of other settings as secondary to its own. Otherwise, it would be impossible to make everything click.
I disagree. Planescape isn't just another setting. In 2nd edition it was every setting rolled into one, and if you make a 3rd edition version of Planescape it should follow the same tradition. It should indeed treat other settings cannon as secondary to its own, but it should strive to include them. Finding a mechanic to do this is important in my opinion.

Quote:
I don't think that this property has to be related to the Shadow plane, though. More likely to me is the idea that the dominant beliefs in a crystal sphere (or wherever) forge the Astral connections to the Outer Planes.
The problem with cluelessness (stupid word btw) as the force explaining the difference in knowledge is simply that one assumes that someone is right. In this case the Great Ring is the correct approach and everything else is tinged with too little knowledge. Maybe I'm being overly interpretive of the settings ideals, but Planescape as we know it is becoming a dinosaur, or a prehistoric, philosophic beast that tries to make everything allright by roaring "Clueless" at it.

Since the setting has a tradition for inclusion rather than exclusion I always try to find elegant solutions that presses the inclusion part. I believe using the Shadow Planes' evolution (through the Shadowlie) into a full plane evolves the setting with the new edition of D&D.

But this is getting dangerously off-topic. I'll throw some dice at the problem instead.

0 Bonus for to do
I rolled 1d20+0, the result is 5.
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We're not getting off topic; the topic is merely evolving. While it is somewhat true that the infinite nature of the material plane renders the existence of multiple material planes unnecessary; the more I look into this the more it seems that there have always (by which I mean at least a dozen years) been more than one material plane. The grell, for instance, are described as coming from a different material plane. One of the key features of the shadow plane as a full plane is that it connects different material planes, this obviously requires the existence of multiple material planes.

Regarding the inclusiveness (I hate that word) of Planescape; the philosophy of 2e was that there would be one cosmology to encompass them all. It was accepted within all of the campaign settings that there was one collection of Outer Planes and one collection of Inner Planes. 3e foolishly moved away from this to give every setting its own cosmology. So whereas before everything was compatible and fell into place; if the inclusiveness of Planescape is to be maintained it will either require it to incorporate foreign elements that will disrupt its cohesiveness or require us to impose the Planescape cosmology upon other campaign settings. Since our presence on this message board shows that we favor the Planescape cosmology, I support the latter approach.

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'Iavas' wrote:
That works until you get a setting that connects to planes that do not exist in the Planescape setting. What then? Add it and assume all the planars never visited it because they didn't believe in it? Planescape, regardless of its ambitions, is still just another setting, and it should treat the canon of of other settings as secondary to its own. Otherwise, it would be impossible to make everything click.

To some extent, that's what I'm saying. But maybe the experienced people find my idea rather dumb, I don't know. My thought is that, for example, the thirteen planes that orbit Eberron in the Astral are just very small, and very unimportant, especially compared to the Great Ring. They are secondary, and although some people might have visited them, most would not bother, or even notice them. They are really only important to Eberron.

Likewise, I think that multiple material planes is a way to incorporate settings like Eberron, or our own universe, into Planescape cosmology, instead of saying that everything has a separate multiverse like WotC want.

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'taotad' wrote:
That stands to a certain logic, but why can't there be a single material plane using the same logic? Since the material planes is infinite the grouping into different material planes is, in my opinion, simply not that relevant.
We should make a distinction here between "Material Plane Worlds" and "Alternate Material Planes".

On one hand we have individual worlds like Abeir-Toril, Oerth, Krynn and Eberron. Each of which has it's own unique cosmology (ie relationship to other planes) but they all exist in the same infinite universe separated by distance and crystal spheres (whatever those are).

On the other hand, Alternate Material Planes describes entire Alternate Prime Material Plane universes. According to the Manual of the Planes this could include timeshifted and doppleganger versions of a persons native material plane. So you could go from one Oerth to different Oerth where everything is running backwards and you and your party members can get a job as the Fabulous Reverse Brothers.

However, the book also states that Alternate Material Planes could mean different campaign settings but that seems redundant since they may as well all exist in the same Prime Material Plane (there is room enough there after all).

-420

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Doppleganger alternate material planes really don't work well with Planescape for two closely connected reasons: 1. It requires the material planes to be closed systems, but the the existence of shared Outer and Inner planes prevents that. 2. The existence of doppleganger Outer and Inner planes would be logical and somewhat necessary. If that is true the doppleganger alternate material plane would essentially be a doppleganger multiverse; and that is incompatible with Planescape without greatly changing the setting.

The existence of Crystal spheres is from 2nd edition and outside of a mention in an issue of Dragon magazine from several years back, I have not seen any evidence that they are part of 3rd edition (I could be completely wrong about this, Rip would likely know). The idea of different cosmologies is new to 3rd edition; the Manual of the Planes makes it pretty clear that in generic 3e Forgotten Realms, Eberron, and Oerth are all different material planes. Alternate material planes, as they exist in my campaign which is based on Planescape, is for the material worlds that really different from those of Toril and Oerth; theoritically, our universe could be considered a different material plane.

Vaevictis, I agree with you regarding material planes, but saying that the Eberronian planes exist does amount to saying that they have their own cosmology distinct from the Great Ring.

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Okay, here are the viewpoints that I see appearing:

¤) There is one material plane with numerous crystal spheres and one cosmology around it. All inconsistencies of beliefs are roared at as Clueless in order to preserve the essence of Planescape in the face of other settings being greatly and incohesively altered for 3e.
¤) There are multiple material planes that tie in to the same cosmology around it. The inconsistencies in the cosmology are also considered due to Clueless thinking. The different material planes are as hard to tell apart as layers on Mechanus or Limbo, but are thought to exist nevertheless. This option adds changes and house rules to the Planescape setting without altering it too severely.
¤) There are multiple material planes, each tying into a seperate cosmology. The crystal spheres in any single material plane all share the same view of their cosmology, thus any sphere that does not share that view must be in a different cosmology that fits their own interpretation. This does not comply with Planescape rules, as there have always been Faeruneans and Oerthians meetings in the Planes despite their believing in 'different' cosmologies at home. This option updates Planescape to 3e to completely comply with WotC's new view of the planes, but is ultimately a different creature than the original Planescape, even if it roars less and is not threatened by extinction.

Personally I choose the first option, with the second option being freely open to DM's. I don't really consider the 3rd option as true Planescape. That, however, is just my opinion.

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'MakThuumNgatha' wrote:
Doppleganger alternate material planes really don't work well with Planescape for two closely connected reasons: 1. It requires the material planes to be closed systems, but the the existence of shared Outer and Inner planes prevents that. 2. The existence of doppleganger Outer and Inner planes would be logical and somewhat necessary.

You'd think so, but the 1st edition Manual of the Planes included doppleganger alternate material planes within the same Great Wheel cosmology.

Back in first edition, alternate (including doppleganger-style) material planes were all connected to the same Astral Plane, the same Outer Planes, and the same Inner Planes. They did each have their own Ethereal Planes, for some reason. The Astral Plane was the main way to travel between them, which is why the astral projection ability was called "Probability Travel."

Since the 1e Manual of the Planes cosmology is virtually identical to the Planescape cosmology, I don't think it's something that can't be adapted to Planescape.

Quote:
The existence of Crystal spheres is from 2nd edition and outside of a mention in an issue of Dragon magazine from several years back, I have not seen any evidence that they are part of 3rd edition

It's not, officially. But nowhere does it say that crystal spheres don't exist. It's really up to the individual DM.

Quote:
The idea of different cosmologies is new to 3rd edition

Not entirely. The Dark Sun campaign, as defined in Defilers and Preservers: The Wizards of Athas had a completely different set of paraelemental planes in 2nd edition, different from Planescape's. That didn't stop Planescape materials from referring to Athas as if it were connected to the standard inner planar system, so you could interpret the Athasian planes as either cluelessness or a seperate cosmology.

The 2nd edition Viking Campaign Sourcebook, a pre-Planescape text by David "Zeb" Cook of all people, also presented a seperate cosmology incompatible with the standard view of the Outer Planes.

But then, the 2nd edition DMG, also written by David "Zeb" Cook, explicitly said the planes were without objective form and could appear entirely different to different cultures. He didn't include that note when he wrote Planescape.

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I don't think we have to call them clueless and ignore everything they say, but there are times when we are best off just disregarding something. At any rate, as far as I'm concerned, there is only one Material plane with an infinite number of infinitely variable crystal spheres. Unique cosmologies should be explained as a combination of differing beliefs, foolishness, and machinations of the gods. For whatever reason, these "cosmologies" (which are usually just divine reams, demiplanes, and portions of other planes) have been cut off from the greater multiverse. Generally the only ways to get to the Great Wheel proper from these "Gated Communities" is by finding a portal to Sigil or another planar pathway that even the gods can't interrupt, Spelljamming to a less isolated Prime (may not work for weirder Crystal Spheres), or finding a "hole in the wall" -- that is, a plane that is reachable both by the fenced-in Prime and the greater multiverse (the Abyss in Toril, for instance). Spells that teleport between planes like Planeshift or Gate (probably) still work, but there is no way to intentionally teleport to planes you don't even know exist. It may be helpful if we come up with semi-canon reasons for any given Prime world to be seperated. Here's some ideas:

Toril has its own "cosmology" because the resident Overpower, Ao and the other gods wanted to keep the dirty foreign dieties out (or maybe they didn't, Ao is pretty inscrutable). This may have something to do with the Time of Troubles. Who knows? Toril has a long history of being an active member of the Great Ring though, and the Abyssal and Infernal lords had numerous worshipers who would not be denied, so the Hells and the Abyss managed to muscle into the cosmology, more or less breaking any attempted isolation from the Outer Planes. Toril has pretty much the same Inner and Transitive Planes, but they have been warped by isolation and divine meddling. You can still get to anywhere in the multiverse through the Transitives, but it is a major pain. Aside from a shift in where the dead go, and a few extra planes that nobody cares about, the average Torillian hasn't even noticed, and most still think (correctly, it turns out) that they are connected to the Great Wheel. Therefore, a Torilian who does some basic research (DC 15 at most) can find out enough about a given plane to Planeshift to it, even if the plane isn't supposed to exist anymore. With a bit more work, you can find a portal to do the same thing.

Eberron is trickier, they pretty much universally believe that the world of Eberron, all its demiplanes, and the ether they float in, comprise everything in the multiverse. For some reason, Eberron and its assosiated Crystal Sphere (which is, interestingly, totally unnavigable via Spelljamming) have been cut off from the rest of the Prime. Eberron has been almost totally disconected from the Outer and Inner planes, but retains it's conections to the Transitives. The portals and planar pathways that (probably) once connected Eberron to the greater multiverse millenia ago, combined with the lingering belief on the world and (presumably) some divine intervention have coalesced to form 13 Astral Demiplanes of nearly infinite size. These planes form a defacto cosmology, and serve as stand-ins for the true Outer Planes. It is unclear if this multiverse-in-a-bottle is the cause of the strange way belief and the gods operate (or don't operate) on Eberron, or a symptom of it, but it can reasonably be assumed that the two are related (I'm tempted to write a lot more on this subject later). Eberronians rarely come into contact with the greater Multiverse, and those that do generally have wandered in via the transitives and the Plane of Shadow. As always, the Lady's will cannot be denied, and there are a handfull of portals to Sigil and other planar hubs scattered across Eberron's "mini-verse," but they always seem to be located in incredibly dangerous or inaccesible locations and usually have rediculously rare keys. This phenomenon appears to be far to common to be anything other than Divine spite, which lends credence to the notion that Eberron's gods are behind it all.

See, even a setting as weird as Eberron can be explained in a way that makes sense.

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Yeah, I agree with Duckluck. I don't see what's wrong with saying the Eberron planes exist. They can be demiplanes, and they'll never have the importance of the Great Ring. Toril I would not put in a separate Material Plane, I'd only say that either its inhabitants are a bit clueless, or they have connections to some obscure demi-planes (like Dweomerheart or whatever it's called) but have weaker astral connections to a few of the Outer Planes.

Athas seems to have problems. I have wondered about its para-elementals, though. Magma is probably just Magma, and Silt sounds like another name for Ooze. Rain reminds me of something I read once, that before Ice became a para-plane, Air and Water made Mist. Maybe Athas still connects to the dying plane of Mist because it is so isolated from the rest of the Multiverse, it hasn't caught up with the change. I don't know what to make of the Sun para-element, though.
Hey, considering the Athasians don't seem to have powers or know anything about the Outer Planes, maybe they really are just extremely clueless. Their weird para-elementals could just be summoned from the normal para-planes. Perhaps Sun is a slightly odd region of Smoke, nothing more.

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While doppleganger material planes have precidence, I stand by them being irrational. Athas can be thought of as a precident for dealing with Crystal spheres with different cosmologies: when playing from the Planescape perspective, assume them to be wrong. Though of course all of this is up to individual DMs to decide.

My personal campaign setting contains both the Forgotten Realms and Planescape. I entirely ignore the Forgotten Realm's new cosmology; as it adds nothing and takes away so much. Eberron's cosmology is more interesting; I have yet to include it any games that I've run but I would consider it to be a different material plane that is cut off from the Outer and Inner planes, that has demi-planes orbiting around it. The plane of shadow can be used to travel to it and from it from Material planes where the Inner and Outer planes are more easily accessable.

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In my own games I assume most of the Material Planes (aka TSR released settings) to exist with the exception of Ebberon. I except Ebberon out of respect for it's author's intentions which as far as I know didn't have any thought of Planescape to them, much as I would except the hypothetical Material Planes of Shadowrun, FinalFantasy(1-12), or Dune... Basically, while I can see where it could be done if nessecary but I don't go out of my way to shoehorn it in unless I have a player that's just *dying* to have a character from XYZ Prime.

But then, that's just me as a GM. Your GM-milage may vary. Eye-wink

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My view is that the multiverse as a whole is subjective, and that the great wheel cosmology is the most wide-spread because it accounts for most of existance. However there are many places out there that the great wheel cosmology can't account for, and the plane move and connect in strange ways that are hard to map out clearly.

Different places are there just hard to reach, as some might not be reachable as they exist outside someones concepts.

For example there may be a transitive plane called the digital web (to borrow from Mage) or the grid (or Alternity), that really can only be reach by planewalkers who are familiar with the concept of internet. And therefore someone from Faerun is never going to find themselves on that plane.

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Is the Torillean Great Tree cosmology new to 3E and 3.5E, or was it present in 2E?

If WotC invented it to change Forgotten Realms from what it was before... yep, I'm just going to roar Clueless at it and ignore its new planes.

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The new Toril cosmology is new to 3e. Originally the philosophy was to have one cosmology for everything; Planescape and Spelljammer were born of this philosophy. The new philosophy seems to be to create a unique cosmology for just about everything.

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'Kobold Avenger' wrote:
My view is that the multiverse as a whole is subjective, and that the great wheel cosmology is the most wide-spread because it accounts for most of existance. However there are many places out there that the great wheel cosmology can't account for, and the plane move and connect in strange ways that are hard to map out clearly.

Different places are there just hard to reach, as some might not be reachable as they exist outside someones concepts.


I couldn't find better words to describe how I feel about the issue.

Planescape should evolve and be challenged all the time. Its a setting that should keep on evolving and be relevant for anyone to enter. Clinging to old ideas doesn't include any new players and certainly doesn't intrigue me that much anymore after more than 10 years playing the setting.

Maybe I'm being naive about believing that people could still be attracted to an aging setting, but so be it. Naivite isn't the worst ability one could possess.

edit: format issues

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Heck, even some of the current writers for FR ignore the 'Great Tree' thing.

420
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'Clueless' wrote:
Heck, even some of the current writers for FR ignore the 'Great Tree' thing.
FR has some pretty wacky things going on:

None of the Inner Planes or Outer Planes connect to one another (except for a few permanent portals). Anyone traveling from one plane to another must pass through Toril.

Both Demon Stone and Neverwinter Nights (officially approved FR games) feature Slaadi from Limbo. A plane which doesn't exist in the FR cosmology.

Toril (or at least Faerûn) is riddled with portals to Alternate Material worlds where those races other than the Creator Races came from. Dwarves came from some alternate dwarf-world (originally appearing in the mountain range known as Yehimal), orcs came from some orc world (Orcgate Wars) and the Mulhorandi got their slaves from another world (which pissed of that worlds pantheon).

In a way Toril is a lot like Sigil: a portal-ridden hub of the multiverse. Maybe the Forgotten Realms is Yggdrasil.

-420

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'taotad' wrote:
Planescape should evolve and be challenged all the time. Its a setting that should keep on evolving and be relevant for anyone to enter. Clinging to old ideas doesn't include any new players and certainly doesn't intrigue me that much anymore after more than 10 years playing the setting.

Maybe I'm being naive about believing that people could still be attracted to an aging setting, but so be it. Naivite isn't the worst ability one could possess.

I agree with you that the setting should evolve, but I don't believe that it should assume or seek to explain all the changes and retcons that WotC is making. To be completely clear, Wizards 3e D&D focuses primarily on options. It gives you all the tools to make your game unique, setting some of them as default. Just because its default cosmology resembles, closely though it be, the Planescape cosmology, it is not recreating Planescape. Likewise, the changes it makes to the other published settings it owns, including Forgotten Realms, no longer attempt to tie in to an overarching cosmology of Planescape, like they did in 2e. Thus, attempting to incorporate all the diverse and often inconsistent changes into the Planescape setting would not only dilute it, but also make it complex beyond reason. That's what I meant by admitting that despite its pretensions, it is still a single setting. The fact that it could tie all the other settings together in 2e times was due to the fact that all the other settings were made to be tied together. Now, it should stick to its established nature. It should evolve, yes, and not become stale, but the changes should be made gradually and through modules or stories, not retcons and rewrites (At least officially. Individual DM's should do whatever they feel like). That would make it a different setting altogether.

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Setting aside the general nonsense that is the new Forgotten Realms cosmology; I think the portal to alternate material planes are a good idea when redefined as portals to other crystal spheres. It makes sense for orcs, dwarves, elves, and the rest to all come different worlds.

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'MakThuumNgatha' wrote:
It makes sense for orcs, dwarves, elves, and the rest to all come different worlds.

Well yes and no. Dwarfs, elfs and orcs are all capable of breeding with humans, and two of the pairings produce fertile offspring. The jury is still out on whether elves and orcs can interbreed, but given how closely such a hybrid would resemble a human, I see no reason why they shouldn't be able to. Meaning, that elves, humans, and orcs have to at least be in the same genus (Homo Nobilis, Homo Sapien, and Homo Vulgaris, maybe). The chances of them evolving independently are laughably low. I think it's perfectly reasonable (and even traditional) to say that the various races have crystal spheres all to themselves, but they should be interdimensional colonists or created by the gods, or magic, or whatever else, as opposed to actually being from a given sphere (they don't have to know that though).

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That can be explained by the fact that derro are the product of twisted magical experiments rather than simple sexual reproduction.

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'Duckluck' wrote:

Well yes and no. Dwarfs, elfs and orcs are all capable of breeding with humans, and two of the pairings produce fertile offspring.


Don't forget the Derro (dwarf/human hybred) they are fertile. Though it is a wonder why the dwarf/human crossbreed is completely insane and utterly evil when half-orcs and half-elves seem so stable.

Anyone know how I managed to double-post and edit both of those posts at exactly the same time?!

-420

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As opposed to the Athas mul, which is the natural bred cross-breed of human and dwarf (and generally sane).

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'420' wrote:
Anyone know how I managed to double-post and edit both of those posts at exactly the same time?!
If you're talking about the one that appears on pg 1 and pg 2 - they're not a double post. Check the post number. The pages overlap by a singular post to allow a reader to transition smoothly from one page to the next by having a reference post from the previous page. Don't worry about it - it's operating normally. Eye-wink (I think you're the first person to notice that actually.)

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Actually, I've noticed it and been confused about it for a while.

I think it's silly that humans can hybridise with elves and orcs, but not with dwarves, solely because that's how it works in Lord of the Rings. Middle Earth has such completely different cosmology from any D&D setting, and the races in question are in fact so totally different, that it makes no sense to mindlessly copy it. It's just lazy, and lack of critical thinking.

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The way I see the various humanoids races is like this: first is has to be understood that reality works differently in Dungeons and Dragons, as especially evidenced by bizzare "chemistry" of the Inner Planes. Evolution works differently; it seems to happen at a ridiculously fast, but sporadic, pace and it seems to happen similarily in a wide variety of crystal spheres, leading humans to evolve independently on hundreds of worlds. Humans are the natural product of evolution, but on some worlds pantheons of powers redirected the evolution of the humans to fit within their ideology (though it should be noted that the powers themselves were largely shaped by the belief of these proto-humans, I can expand on this and tie Durkheim into it). Dwarves, gnomes, orcs, goblinoids, and most other humanoids were the result of this. Orcs are capable of reproducing with humans because they share a common ancestor, humans are naturally adaptable, and orcs are naturally virile. Its more difficult for humans and dwarves to reproduce due to greater degree of genetic and physical differences; and gnomes and goblinoids are unable to naturally reproduce with humans due to the extent of physical difference. Elves are different, and I haven't entirely figured out/decided their origin yet. They are definitely related to the fey but are now entirely mortal; but the plane of Faerie doesn't exist in my cosmology/planescape cosmology so I cannot identify that plane as their origin (I welcome suggestions in this area). In any case, they are able to reproduce with humans due to their magical nature (that is not a cop out).

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'MakThuumNgatha' wrote:
They are definitely related to the fey but are now entirely mortal; but the plane of Faerie doesn't exist in my cosmology/planescape cosmology so I cannot identify that plane as their origin (I welcome suggestions in this area).

Green Ronin's The Book of the Righteous postulates a single primal magical race, the div, who were the common ancestors of genies, elves, and fey. They were born at the same time as the gods, but due to interference were born as many less powerful creatures instead of the single god they were meant to be. Originally, their three main tribes were the marids, the shaitan, and the sidhe. The marids and shaitan became the various races of genies (some of them were made into angels and devils by the various gods). The sidhe were given the choice of either giving up their free will and becoming fey, or giving up their immortality and becoming elves.

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'Clueless' wrote:
(I think you're the first person to notice that actually.)

I've noticed it, and thought it was a generally cool, if occasionally confusing feature.

I think to understand how evolution works in D&D, you have to remember a few things:
1. Individuals pass on their genes (or the genes of their current form) in the normal way,
2. Individuals also pass on seperate and unrelated magical legacies,
3. Both of these processes can be artificually simulated through magic.

I'd say that Humans, Elfs, Orcs, and Halflings (Halflings being miniaturized humans) are all in the same genus and evolved from a common (but unidentifide) ancestor. That proto-human evolved from the common ancestor of the Dwarf/Gnome branch (gnomes being miniaturized Dwarfs), and the Goblinoids. This ancestor, in turn, evolved from (or is) the common ancestor of humanoids, Giants, and the various monstrous humanoids.

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The way I see it, elves were originally a race of purely spiritual creatures, but they have adopted bodies similar to those of humans. They can interbreed with humans because they or their gods designed their bodies along very similar lines.

I actually prefer the idea that they originated in Ysgard, in Alfheim. Planes of Chaos suggests this is the case. Alfheim is as close to a land of Faerie as is strictly needed.

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Rip, what you suggest in your last post about elves is largely what I was thinking: originally primarily spiritual beings who lived in an Outer Plane (I was, and still am, thinking Arborea) but eventually ended up becoming mortal and inhabiting the material plane (this happening before the advent of anatomically modern humans). But the question is what caused them to give up their immortal existence in the Outer Planes to live in the material plane? Pride or hubris seem like easy answers, but they are too Christian for my taste; and also, the fact that they are still good suggests that they didn't "fall from grace". On the other hand, it seems unlikely they would willing give up immortality and paradise... There must be some sort of "neutral" event that was out of their hands.

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Perhaps a cataclismic event that revolves around the Words of power, and the supposed/hypothetical events resulting in the disappearance of the progenators of CG (predating the eladrin much as the ancient baatorians predate the baatazu)? Smiling

Excuse the random idea generation, it came to mind.

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That would make the elves too old for my liking. To asign numbers, I see the elves becoming mortal perhaps 50,000 years ago whereas I would say the overthrow of the original progenitars of CG (assuming that the Eladrin are not the original progeniters and the apparent fact that they don't make use of petitioners leads me to believe that they probably are) at least a couple million years ago.

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