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I've stitched all the planes of d&d into one setting
I love the One World cosmology, and thanks to this incredible rendering of the Great Wheel, I'm finally getting started putting together a game setting where all the planes exist in the same dimension, and you can travel between them by normal means like walking and sailing.
No portals or high-level spells required! They're just like, other countries. Weird, magical, shape-changing countries, but countries nontheless.
I call my version of this cosmology the Crossroad Realms, and I'm putting it together on WorldAnvil, check it out! I'd be delighted if you tried running this idea, so if you do, let me know how it went!
A traditional map with consistent scale and landmarks is not possible in the Crossroad Realms. Their borders and sizes blur and blend with o
Excerpted from, The Masters Never Forsake Their Disciples, by Baba Ram Singh
(This is from a section of a meditation talk on how those who have fallen short of the goal of meditation but are nevertheless still devoted have the protection of the Satguru and will be given further opportunities to advance on the path on the inner planes or in the next life if they don't complete the journey back to Sach Khand during this life.)
"For those who have religiously done their meditation, at least for an hour, hour and a half, and try to follow the instructions of the Master, for such souls the Masters come at the time of death and take them to the higher levels of Par Brahm. And there They keep these souls for some time. And for those jivas, or those souls, who have done seva and who are otherwise not attached to any worldly desires, even if they have not meditated, for such souls the Saints take them straight to Sach Khand.
"It is the affection of the worldly matters and the love and attachments here, which will cause the Saints to keep the souls at the levels below Sach Khand.
"So, therefore, the Masters teach us to do Simran. Because, by doing Simran and contemplating within, gradually but surely, our attachments and our pull for these illusory, outwardly matters definitely is reduced. And, over a period of time, we start progressing within."
"So, the time is good. We should use this time for doing our Simran and Bhajan. So, let’s close our eyes and get connected with Simran and Bhajan." (Baba Ram Singh)
Barmy Kips and Dark Locales - More Curiosities of Sigil
Barmy Kips and Dark Locales – More Curiosities of Sigil
Oh, so you’re in need of a tout? Yeah, I could do that. What’re in the need for, chummer? You gave the jink tip, so I’m all bone box gab. Juggling Monk Way holds the chant on good eats and bub, little cost. You gots yourself 3 different taverns, all good options. What’s next, yes? Oh, Easy workin’s. Aye. You can help patrol against Cranium Rats. Yeah, office right down where I’m…
The Inner Planes (1998), by Monte Cook and William Conners, was the last sourcebook for Planescape. Funny thing: where it took three box sets to cover 16 outer planes, we have but one 128-page book to tackle 18 inner ones.
That’s OK, because the inner planes are basically infinite sources of raw, elemental energy. Extremely inhospitable to regular folks, and even most irregular ones. Translation: there’s not much to do there.
Let’s see if I can name them all without looking them up. The four elements are easy: earth, air, fire and water. There are positive and negative energy planes. There are 4 para-elements, created by the mix of two of the prime elements, so you have: ice, magma, ooze and smoke. Last are the eight quasi-elements: lightning, radiance…steam…mineral…and I have no idea what the other four are. Dust, salt (!?), ash and vacuum. Each edge (if you can say an infinite plane has an edge) has a border of even weirder combinations – for instance, between ice and salt is the Stinging Storm. Â
You can see how survival is a problem in places like this. Inner Planes gives solutions on this front. Cook does a good job of giving you a reason to want to survive, as many of the locations he details are extremely interesting – weird little islands populated by bizarre ruins and strange survivors, all suitable for a quick pop in and out.
Latter day Planescape mainstays Hannibal King and Adam Rex (those have to be pseudonyms, right?) are on illustration duty. They do their usual solid job, but I think any artist would be tested by the sheer weirdness of the inner planes. Except Brom. Whoever commissioned that cover painting deserved a raise – its Brom doing what Brom does best, but it contrasts so perfectly with the established Planescape aesthetic in a way that lets you know you’re embarking to harsh lands. I love it.
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Sorcerers are usually born with their powers or are tied to a font of magical force. This is what makes a sorcerer unique from any other spellcaster. When I was first writing content for this class week, I struggled. This was until I discovered just how open-ended it was. As long as it isn't a patron or a spell you can write down in a book, it counts! Even when you look at the existing sorcerous origins in the PHB and UA content, you can see how varied a sorcerer's power source can be. A sorcerer's power can originate:
From their ancestry: like the draconic bloodline sorcerer. The favored soul has an angelic ancestor. Even the Sea, Storm, and Stone Sorcery origins tie a character's heritage to sea, air, or earth creatures.
From a connection to a certain plane: like the Shadow Sorcerer, who is connected to the Shadowfell, which imbues their soul with power. The Wild Magic Sorcerer is tied to the plane of Limbo, which fuels their chaotic powers.
From a connection to a specific magical power: The Phoenix Sorcerer draws power "from the immortal flame that fuels the phoenix." It doesn't necessarily mean their ancestor was a phoenix, or that they are connected to the plane of fire, but rather a legendary flaming node of magic.
From proximity or exposure to magical power: simply witnessing a dragon or phoenix seems to touch people with magic, as does simply being exposed to the Shadowfell.
If we want to boil this down to a single source of magical power that includes all of these, I would have to say that a sorcerer’s power comes from their soul. A soul that has been touched, blessed, tainted, or born with some form of inherent magic. So let’s discover what other ways your sorcerer’s soul can be altered! The lists below are mostly for flavor, but I encourage everyone to make subclasses or prestige classes for these because I only have so much time! But don’t worry, I definitely have some planned for the rest of Sorcerer Week!
Unique Magical Ancestors
Remember that ancestry in terms of sorcerers doesn’t necessarily refer to biological descendants, it can also be a blessing, curse, or some side effect of proximity or exposure to the creature throughout your family history. And this list could really be any monster that is magical or powerful so don’t feel like this list limits your imagination!
Aberrations: Anything from the Far Realms is powerful enough to taint someone's soul with mysterious power. Illithids, Beholders, Aboleths, or Neogi would all make interesting ancestors. Take mind-affecting spells like Confusion or Dominate Person or spells that taint flesh with necrotic damage. A Wild Magic or Storm Sorcerer would do well here. A Sea Sorcerer would be even better if the ancestor is an Aboleth.
Celestials: Angels, Guardinals, or Eladrin would make perfect ancestors for a Favored Soul.
Couatl: Couatls are powerful creatures from the astral plane and historically opposed to the forces of evil. A favored soul or storm sorcerer might be good reskinned as a Couatl ancestor being a lawful good air creature. Couatls have the spell Dream so this might be a good add to a sorcerer's spell list. Possibly adding Prismatic Spray/Wall to their spell list would also be thematic for their rainbow of feathers.
Empyrean: A powerful ancient titan could be a reskinned Earth Sorcerer.
Fiends: I find it very strange that this doesn’t exist already. To be fair, there is an entire race based on having a fiendish ancestor (looking at you, tieflings) but it can be stronger than that. A fire/acid/poison Draconic bloodline would work well as a reskin. A Phoenix Sorcerer could also work, but the rebirth effects don't particularly scream "fiend." I would substitute those abilities with a more fiend-flavored spell once per short rest if making your own subclass. Remember that there are many different kinds of fiends to be your ancestors like yugoloths and rakshasas.
Genies: With genies of various elements, it is easy to reskin the Draconic bloodline sorcerer to have an efreet or djinni ancestor instead.
Giants: The same with genies, there are several elemental giants to choose from and you can reskin the Draconic bloodline to suit you.
Hags: Your magic is vile and duplicitous. You should pick spells that debuff creatures like Ray of Sickness or Blindness/Deafness. If you make a prestige class you should add things like Ray of Enfeeblement and Bestow Curse to their spell list.
Kraken: A storm sorcerer with plenty of water or lightning spells will definitely scream kraken. As will Evard’s Black Tentacles, which you should convince your DM to add to your spell list.
Undead: A vampire or other powerful undead may have touched or tainted your soul when you were young. Reskin the Shadow Sorcerer and take lots of spells that deal necrotic damage.
Slaad: Since Slaad come from the plane of Limbo, Wild Magic is usually the best candidate. No reskin even needed.
Sphinx: A sphinx is a powerful magic creature. A Favored Soul might work as a reskin, but I would recommend making a new unique subclass with a focus on utility divination spells not normally available to the sorcerer to reflect the inscrutable soul touched by a sphinx. (I will be doing a sphinx patron for Warlock Week so hang tight if you want more ideas)
Planar Ties
Drawing from content both modern and archaic we can find a whole mess of planar sources of sorcery. You can tie your sorcerous origin to an entire plane, or a specific location on that plane, or to a powerful concept tied to that plane.
Inner Planes:Â
Energy Planes: We already have a Shadow Sorcerer that would work for the plane of Negative Energy, and the Favored Soul works for the plane of Positive Energy.
Elemental: The Draconic Bloodline or Phoenix Sorcerer can work for the fire plane, the Sea Sorcerer can work for the water plane, the Storm Sorcerer for the air plane, and the Earth Sorcerer for the earth plane. Easy.
Paraelemental: Most people forget about the intermediary planes between the elemental planes. Choose spells for your spell list that reflect the combined elements.
Ice: Between the planes of air and water
Ooze: Between the planes of water and earth
Magma: Between the planes of earth and fire
Smoke: Between the planes of fire and air
Quasielemental: Even more often forgotten are the plane that lie between the energy planes and each elemental plane. I would suggest being a Shadow Sorcerer or Favored Soul and then taking elemental themed spells.
Lightning: Between the planes of air and positive energy
Vacuum: Between the planes of air and negative energy
Steam: Between the planes of water and positive energy
Salt: Between the planes of water and negative energy
Crystal: Between the planes of earth and positive energy
Dust: Between the planes of earth and negative energy
Radiance: Between the planes of fire and positive energy
Ash: Between the planes of fire and negative energy
Transitive Planes: These are planes coexistent or coterminous the Material Plane as well as most other planes.
Astral Plane: Taking lots of mind-affecting spells or movement spells would simulate this psychic plane between worlds. Plane Shift is a must.
Ethereal Plane: Necrotic spells and spells like Blink and Etherealness that let you enter the ethereal plane would work here.
Shadowfell: We have a shadowfell sorcerer already from Unearthed Arcana.
Feywild: illusion and mind-affecting magic is your best bet if your origin is this plane of seasons, nature, and strong emotions.
Mirror Plane: A lesser-known plane between mirrors. This one might honestly be best to create a subclass for with abilities for travelling between mirrors or communication through mirrors or reflecting spells. Maybe a cost reduction on the Twinned Spell metamagic option.
Time Plane: Another lesser-known plane of temporal energy. Taking spells like Haste or Slow or Banishment might simulate speeding up time, slowing down time, or hurling someone forward in time.
Outer Planes: A sorcerer's alignment is likely to tend towards the alignment of an outer plane they are tied to. Remember that your soul could be linked to the plane itself or perhaps a landmark of that plane or one of its layers.
Acheron: Lawful-Evil (law-leaning). Your source of power could be tied to the mysterious iron prisms that compose the plane, to the fervor of the battles waged here, the black ice that begins the River Styx, or to the ideology of enforced order and conformity. Your magic is tyrannical.
Baator: Lawful-Evil. A sorcerer could gain power from one of the nine hells or any of the famous locations located there like the Iron Tower of Dis, the Pillar of Skulls on Avernus, or Grenpoli the city of diplomacy on Maladomini. Your magic is malicious and conniving.
Gehenna: Lawful-Evil (evil-leaning). Your magic could be tied to the volcanoes of the plane, or to the crawling city of the general of the yugoloths, the acidic snow of Mungoth, or the lich-lord Melif's obsidian city of Hopelorn. Your magic is merciless and fiery.
Hades: Neutral-Evil. You could easily have a sorcerer tied to the entrapping gloom of the plane, or to the gate to the underworld, or to Oinos, the layer where the brunt of the Blood War is waged. Your magic is dark and terrifying.
Carceri: Chaotic-Evil (evil-leaning). Your sorcerous origin could come from the acidic jungle air of Cathrys, the black citadel of Necromanteion (Nerull's ice fortress), or the treachery that permeates the plane. Your magic is deceptive and often tricks or captures your foes.
Abyss: Chaotic-Evil. The infinitely layered plane of demons. There is so much to choose from in terms of layers and notable locations (being infinite and all). You could as easily be connected to Baphomet's Great Maze or the undead hunger of Doresain. You magic is cruel and wantonly destructive.
Pandemonium: Chaotic-Evil (chaos-leaning). Your sorcerous origin might be in the winds whipping through the cavern of Harmonica, or to the whipping snowstorms of Winter's Hall. Either way your magic is loud and maddening.
Limbo: Chaotic-Neutral. Home of the Slaad. The Wild Magic Sorcerer is already based on this realm, but I could see a unique sorcerer tied to something like the Spawning Stone or to a Gith city.
Ysgard: Chaotic-Good (chaos-leaning). A sorcerer could be tied to the fires beneath the earthbergs of this plane, to the battles waged on the Plain of Ida, to the World Ash that stretches to Niflheim, or to the magic energy that revives fallen warriors. Your magic is fierce.
Arborea: Chaotic-Good. Your power source could be tied to Mount Olympus, or the fountain of beauty known as Evergold, or the ideology of enjoying life, luxury, and nature. Your magic is passionate and beautiful.
Beastlands: Chaotic-Good (good-leaning). Your sorcerous power could arise from Ehlonna's Grove of the Unicorns, or the eternal twilight of Brux, or the ideology of the natural cycle of life. Your magic is sublime and unbound.
Elysium: Neutral-Good. Your might get your magic from the prismatic color and light, from Pelor's golden Fortress of the Sun, or from the entrapping joy and peacefulness of the plane. You magic is bright and fantastic.
Bytopia: Lawful-Good (good-leaning). A sorcerer could gain power from the gold that seems to be everywhere on this plane, or from the untamed wilds of Shurrock, or from the pastoral settlements of Dothion. Your magic is fulfilling and industrious.
Celestia: Lawful-Good. Your sorcerous origin can be connected to one of the seven heavens, to Bahamut's treasure palace, or to the holy light filling the realm. Your magic is merciful and just.
Arcadia: Lawful-Good (law-leaning). A sorcerer could be tied to the conical Mount Clangeddin, the ideology of the common good, or even the Orb of Day and Night that regulates time on the plane. Your magic is harmonious and perfect.
Mechanus: Lawful-Neutral. Your sorcery could stem from the perfect city of Regulus (the home of the modrons), the lawful and literal ideology of the Inevitables, or the spreading hives of the formians. Perhaps your soul is a part of the great machine, an arcane cog that plays its own part in the clockwork nirvana. Your magic is controlled and precise.
Other Sorcerous Origins
Ancient Symbol: Perhaps you have been marked with an ancient magical symbol and the secret of your power stems from that. As you level up you unlock more secrets of the infinitely complex symbol. Your magic takes the form of your symbol.
Animal Spirit: Your magic could be tied to a spirit animal or a deity of a particular animal. Your magic reflects the nature of that animal.
Cosmic: Your power is tied to the stars, planets, and the cosmos. You are usually focused on greater or universal ideas than the petty workings of men. Your magic is sublime, like miniature galaxies and perhaps tied inherently to the timing of cosmic events.
Emotions: Your sorcerous power could be directly tied to your emotions. Control (or lack thereof) could fuel your magic and what type of magic it is.
Historical Sites: Similar to magical landmarks but based on a person or event from history. An ancient battlefield, a site of a tragic disaster, or a monument to a blessed miracle might be your sorcerous origin; its power merely a rush of emotion for a tourist, but a font of power for you.
Hive Mind: Your soul is touched (or formed) by the collective intelligence of a hive mind. This grants you your abilities by sharing your arcane knowledge with your linked minds, as if knowing things you don’t even realize.
Leylines of the Weave: You could draw power by locating leylines in the Weave of magic and being able to draw power from it directly. Your magic involves a waving of hands to literally tug upon the Weave and bend it to your will.
Magical Landmarks: There might be a source of magic in the setting you're in that is a natural landmark. There could be a magical waterfall, an endless chasm, a volcano, a river of blood, a vein of magically-charged gemstone, a mysterious floating orb, a glowing meteorite, an ominous crater, etc. Your magic should reflect the elemental power of such a landmark.
Psionics: Perhaps your power originates purely from your mind's eye and your mental talent for psionics.
Spirits of Ancestors: You could have power passed down and honed by your many natural ancestors, rather than a monstrous magical ancestor like a dragon. Your metamagic is fueled by sometimes visual echoes of your past lives.Â
Void: Your power is connected to nothingness and the void. You are perhaps nihilistic in nature. Your magic is dark, entropic, and all-consuming.
So Paizo finally previewed the most unique of Starfinders classes: The Solarian. Can I just say that I hope Pathfinder gets an equivalent of this class, because mystical power based on the lifecycles of Stars is total gravy for me. Â Â
So for a little while, I’ve been trying to figure out something, anything, to add to my Nonfiction Resources for Planescape that’s relevant to the Positive and Negative Energy Planes. It’s actually pretty tough, the concepts of these two inner planes are very esoteric and they aren’t really rooted in any mythology I’m aware of. Eventually, I settled on adding some resources about light to the Positive Energy Plane, as well as some on cancer, since unrestricted growth has always been a thread of the Postive. Still nothing for the Negative Energy Plane, since entropy is always buried deep in courses on Thermodynamics and the undead aren’t exactly studied academically (although JSTOR and I are working on that). Â
I’ve also wanted to find a niche for Physics, especially quantum physics, in Planescape. As I’ve noted before, I did science fantasy and I think there are some really interesting spaces to explore if real-world physics work on the planes.Â
Do you see where I am heading with this?Â
What struck me about the Solarian was the dichotomy between life giving stars and matter-crushing black holes. Starfinder doesn’t make one good or evil, photons and gravitons and just parts of reality, bound up in the neverending cycle of the cosmos. Sound familiar? The life-giving processes of the stars mirror the Positive Energy Plane, while the crushing oblivion of black holes is an excellent analogue to the Negative Energy Plane. To be fair, this is not actually a wholly original idea on my behalf, Occult Adventures mentions that portals to the Negative Energy Plane can be found in the accretion disks of Black Holes.Â
So where does that leave us? It seems to me that the Electroweak Force (Electromagnetism and the Weak Nuclear Force) should be associated with the Postive Energy Plane, while the Gravitational Force is associated with the Negative Energy Plane. I like having gravity under the purview of the Negative Energy Plane since gravity can be deadly to life, but it is also absolutely essential to its formation. There are lots of negative connotation to the Negative Energy Plane as being anti-life, but this helps to emphasise that both planes are fundamental parts of the multiverse. Now for some physics inspired adventures!
Monsters of the Elements: Creatures of the Inner Planes
Monsters of the Elements: Creatures of the Inner Planes
The Inner Planes provides a host of habitats, sites and niches; all teaming with all means of elemental lifeforms… and not-so-lifeforms. These creatures exist to feed, fight and survive in their respect realms; some on a level more intelligent than others. Among these more intelligent organisms, alien parallels to society exist within their respective home planes; drawn from the motifs and…