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Tuesday, July 2, 2013

Responding to "The Many Worlds of D&D" Part 2


5E Planar Set Up

   As explained earlier 5E D&D is coming up with a new model for the planes, which incorporates 4E & Classic Edition Ideas. Like Pathfinder's own interpretation, these models are very similar to that of the Celestial Spheres that early philosopher's came up with to explain the nature of the universe. As almost with all models the Prime Material Plane, our physical universe, seems to always be at the center. However, it only takes into account the planes as described in the now closed D&D universe.

   Ironically, the proposed 5E planar model is very similar to a concept I have been working on which incorporates the sum of the d20 systems cosmologies and other gaming/storytelling systems. It incorporates the traditional Great Wheel of the Outer Planes, the Expanded Spherical Model of the Inner Planes, adds the revised Feywild and Shadowfell Transitive Planes, while incorporating the 4E Elemental Chaos in a twist to pay homage to original D&D. This is known as the "Con Clave" model. (Yes it has a triple meaning...1) Literal Translation means "With Key", 2) Refers to my internet handle, 3) Refers to the "Rule of Three" if you know my internet handle.)
 
 Keep in mind that this is just a 3D visual representation of a portion of a temporal thread. Each module is a small point on a timeline, each section connecting with one another via the Elemental Chaos and the Outlands Spire. At that junction is a thin membrane known as the Vortex Dimension, where Mystara's Immortal "Old Ones" dwell. Keep in mind the model rotates, as the energies of the Positive and Negative planes churn everything around. Here is the guide for the Modular Temporal Prime Piece: 

1) Prime Material Plane: The Known Universe containing all campaign worlds.

2) Astral: Transitive plane, act as a buffer between the Prime Material Plane and the Outer Planes.
-Gate of Souls: Apex of the Outlands Spire that pierces the Astral. It is through this pinpoint in reality that souls pass onto the Outer Planes.

3) Ethereal: Transitive plane, acts as a buffer between the Prime Material Plane and the Inner Planes.
 -Border Ethereal: Acts as permeable membrane in which matter and energy is bought forth from the Inner Planes. The Plane of Dreams here helps shape the Prime Material Plane, a portion known as the Phlogiston can be accessed to make interstellar travel faster.

4) Feywild: Transitive plane and buffer between the Positive Elemental Plane. This is the First World created by the gods and stretches into the Ethereal from which it was formed. The Feywild eventually becomes part of the Shadowfell, where the Unseelie dwell.. It anchors in the Outer Planes as Arborea/Olympus.

5) Shadowfell: Transitive plane and buffer between the Negative Elemental Plane. This is the what is left of the First World as the forces of Entropy consumes it, as it breakdown it often echoes the Prime Material Plane. Eventually though through cyclic movement it is renewed eventually in the Feywild once more. It anchors in the Outer Planes as Gehenna. It is believed through the influence of the Yugoloths, Ravenloft was created in the Shadowfell.

6) Positive: Portion of the Inner Planes, that is a fundamental state of the universe of growth. It's energies nourishes the Feywild, and connects directly to Limbo in the Outer Planes. (Why Limbo? Limbo is the ultimate expression of creativity, where reality is constantly in a state of flux)

7) Negative: Portion of the Inner Planes, that is a fundamental state of the universe of entropy. It's energies keeps the continual growth of the Feywild in check, and connects directly to Mechanus in the Outer Planes.
(Why Mechanus? Mechanus is the ultimate expression of Oblivion in the sense that it solidifies reality through the qualitative and quantitative nature of the plane.) 


8) Inner Planes: The Inner Planes is where all matter and energy from reality are formed, it is buffered by the Ethereal Plane and threatened by the Elemental Chaos. At the very heart of the Inner Planes is the Well of Souls, were all life comes from. Traditionally the Inner Planes are composed of Six Elemental Planes: Air, Earth, Fire, and Water; Four Para-Elemental Planes: Ice, Lava, Ooze, and Smoke; Eight Quasi-Elemental Plane: Lighting, Mineral, Radiance, Steam, Ash, Dust, Salt, and Vacuum. Just as a side note Wood and Metal Plane are often overlooked. The Elemental Plane of Metal is the border between Earth and Mineral.
While wood is part of the Living Inner Planes.
-Living Inner Planes: The area in the center of the Inner Planes are the Living Inner Planes. The band twist and turns upon itself like a mobius strip. They are collectively known as the Planes of Flesh, Ichor, Spirit.
The Plane Ichor is found at the center, while Flesh is the mobius strip, and the void surrounding them is Spirit. These planes where first hinted at in Ravenloft and expanded from Warlands of the Accords RPG. Note that the Plane of Wood is part of the Plane of Flesh.   
-Well of Souls: At the center of the Living Inner Planes is the "Wells of Souls" Here all spirits our created.

9) Outer Planes: The classic "Great Wheel" concept is kept, however the Outlands Spire is utilized more.
The Outlands Spire is the apex of the Outer Planes where all souls are funneled through. However, in reality the spire is a bulge in reality from Elemental Chaos. There is a thin membrane beneath the Outlands Spire, known as the Vortex Dimension. This area is part of the Temporal Prime and Far Realm, and is a gateway where reality can shift. On Mystara it is known that Immortal known as Old Ones can be found here, it is believed that these Old Ones are the energy remnants of dead gods, akin to what the Astral Planes does. These beings protect reality from the Far Realm Old Ones. 

10) Elemental Chaos
That energy is from the Inner Planes is what give the momentum to move through time. Whatever force that birthed the Inner Planes, also created a force that seeks to extinguish the energies. The Elemental Chaos causes a bulge in the Outland in the form of the Spire. Oddly enough it can be access through certain layers of the Abyss. At the very bottom of it leads to the Vortex Dimension.

11) Far Realm: Is an expression of the 4th Dimension. As the multitudes of possibilities strain reality, it is expressed as the Far Realm. It is the end result of the interactions of the Positive and Negative energies constantly moving as well. 

12) Temporal Prime: If you can clear the chaos of the Far Realm, one can identify the 3rd Dimensional Temporal Threads. Here time itself can be traversed, visits to alternate timelines, as well as alternate Primes.
When viewing the Temporal Thread in 4D you can see multiple phantom images of the same thread. The thread frays out and splits, tangles, and merges as the forces of probability and conformity struggle.

Monday, July 1, 2013

Responding to "The Many Worlds of D&D" Part 1


   The other dimension or planes in the D&D Universe is something that every character seems to have a fond memory of. For most the other planes are the legendary places of the afterlife where gods, demons and devils dwell. For wizards and adventurers they are places where one can readily explore, as they are just adjacent dimension on which our reality is built upon. As 5E is attempting to raise D&D from unlife, a new article "The Many Worlds of D&D" attempts to preview what may happen.

   When D&D was first created, the idea of these realms where rather simple. Plane of Energy, Plane of Entropy, Plane of Matter, Plane of Time, and Plane of Thought. These various planes contained other areas in which certain gods or worlds existed. In addition it explained our universe as we know it, a large place full of possibilities.

   As AD&D came into being, the 5 Modular explanation of the planes was redefined into what we call "The Great Wheel". It said there were three major areas: Inner Planes, Prime Material Plane, and the Outer Planes. As a buffer around the Prime Material Plane, there are the ethereal and Astral Planes, which allowed the prime not to be heavily influenced by primal elemental energies or divine forces. The concept of the great wheel was carried over from 1st Edition to 2nd Edition with minor changes, mostly going into detail upon the planes themselves. This culminated when an entire campaign setting was developed known as Planescape, which set the benchmark for the planes.

   When the Golden Age of 3rd Edition and the d20 Universe came along, the "Great Wheel" model was still uphold. However, due to the fact that the d20 system was inclusive to other genres and world, it did allow some measure of reinterpretation. New areas were discussed like the Far Realm and the First World of the faerie, even the new campaign setting Eberron bought hints of new mechanics involving the planes. The "Great Wheel" is consider a balanced approach, while other interpretations were accepted as well. The models of the Great Tree patterned after the Yggdrasil of the Norse Pantheon, The Great Mountain from the Roman-Greco Pantheon, The Great Pyramid from the Mayan Pantheon, Grecian Celestial Sphere model, The Twin Rivers of Darkness and Day from the Pharonic Pantheon, and even the original Immortals 5 Planar Realms were accepted. People forget that d20 allowed the greatest freedom of interpretation. As the main theme of this era was that you the player's were truly in control of your world, not the game mechanics.

   Sadly the great divide came when d20 was forced to shut down, and the 4E spewed forth. Much of it was saved an honored by its successor, Pathfinder. However, the ruinous 4E era bought forth an alternate prime material plane of Oerth, and destroyed the Great Wheel. The Astral Sea replaced much of the Outer Planes, while the Inner Planes were redone as the Elemental Chaos which collapsed into the Abyss. Some of the transitive planes like the Plane of Shadow  was renamed the Shadowfell, and the faerie plane became the Feywild. It shook some things up and is attempting to reconcile with 5E.....

Reason for this article is in the defense of Spelljammer, the for mentioned article seems to treat this campaign setting as a problem. Spelljammer takes the terrestrial fantasy D&D campaign into wildspace. The author claims one of the biggest failing was the fact that you could travel to any D&D world. That in my opinion was one the best reasons you could get it, bypassing planar travel! It also started you thinking on the influence of gods...in how a cleric power was affected by wildsapce travel. The "Phlogiston" was also an interesting explanation of deep space. One could simple see that area as "Hyperspace", when a spelljammer shifts to an area of the border ethereal allowing them to cover the distance between systems in a shorter length of time.
Spelljammer is a great setting which is worth a try, especially if you like sci-fi dramas, but with Asteroid Dungeons and Stellar Dragons!