Outer Plane
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In the fantasy
The intangible and
All Outer Planes are spatially infinite but are composed of features and locations of finite scope. Many of these planes are often split into a collection of further infinites called layers, which are essentially sub-planes that represent one particular facet or theme of the plane. For example,
Publication history
The Outer Planes were presented for the first time in Volume 1, Number 8 of The Dragon, released July 1977 as part of the Great Wheel of Planes.[1] In the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D", Gary Gygax mentions that there are 16 Outer Planes and describes the Seven Heavens, the Twin Paradises, and Elysium as "Typical higher planes", Nirvana as the "plane of ultimate Law" and Limbo as the "plane of ultimate Chaos (entropy)", and the Nine Hells, Hades' three glooms, and the 666 layers of the Abyss as "Typical lower planes". Other Outer Planes mentioned by name in the article include the Happy Hunting Grounds, Olympus, Gladsheim, Pandemonium, Tarterus, Gehenna, Acheron, and Arcadia.[2]
The Outer Planes were further "refined in the Players Handbook (1978) and Deities & Demigods (1980)".[1] The appendix of the Player's Handbook included an abstract diagram of the planes, and mentioned the same 16 Outer Planes: the Seven Heavens of absolute lawful good, the Twin Paradises of neutral good lawfuls, the planes of Elysium of absolute neutral good, the Happy Hunting Grounds of neutral good chaotics, the planes of Olympus of good chaotics, the planes of Gladsheim (Asgard, Valhalla, Vanaheim, etc.) of chaotic good neutrals, the planes of Limbo of neutral (absolute) chaos (entropy), the Planes of Pandemonium of chaotic evil neutrals, the 666 layers of the Abyss of absolute chaotic evil, the planes of Tarterus of evil chaotic neutrals, Hades' "Three Glooms" of absolute (neutral) evil, the furnaces of Gehenna of lawful evil neutrals, the Nine Hells of absolute lawful evil, the nether planes of Acheron of lawful evil neutrals, Nirvana of absolute (neutral) lawfuls, and the planes of Arcadia of neutral good lawfuls.[3] Shannon Appelcline, the author of Designers & Dragons, highlighted that throughout the early 1980s Dragon magazine would continue to detail "some of the planes in more depth", however, "there was no overarching plan for the planes of D&D other than a few increasingly old drawings".[1]
Both Appelcline[1][4] and Curtis D. Carbonell, in his book the Dread Trident: Tabletop Role-Playing Games and the Modern Fantastic, highlighted that information on the planes and the shared cosmology was codified in the Manual of the Planes (1987) and Tales of the Outer Planes (1988).[5] Carbonell wrote that project leader and designer Jeff Grubb detailed "the schematization of the planes' requisite five area: the Prime Material, the Ethereal, the Astral, the Inner, and the Outer planes. This basic structure is still used in 5e, with some changes that provide minor rearrangements and clarifications [...]. Grubb's approach demonstrated a need to codify, while still remaining flexible, that has remained as a primary aim of the latest edition".[5]: 93
Carbonell also highlighted that the 1989
The 4th edition Manual of the Planes (2008) shifted the locations of the various Outer Planes to fit the new World Axis cosmology.[8][9] However, the 5th edition Player's Handbook (2014) and Dungeon Master's Guide (2014) shifted most of the cosmology of the planes back to the Great Wheel model with some aspects of the World Axis model retained in the descriptions of the inner planes.[10][9]
Standard D&D cosmology
The standard Dungeons & Dragons (D&D) cosmology contains sixteen Outer Planes.[11] This cosmology is outlined in the Great Wheel model where the Outer Planes are arranged in a ring of sixteen planes with the Good-aligned planes (or Upper Planes) at the top, and the Evil-aligned planes (or Lower Planes) at the bottom. Depictions usually display the Lawful planes (or Planes of Law) to the left, and the Chaotic planes (or Planes of Chaos) to the right. Between all of these sit the Neutral planes, or the Planes of Conflict.[10][12] The center contains the Inner and Material Planes.[9]
One further plane sits in the center of the ring, the
This D&D cosmology is the standard cosmology in the 3rd and 5th Editions and is the official cosmology used in campaign settings such as Planescape and Greyhawk.[7][9] "It's common for gods from different campaign settings to share a plane but maintain their own space. Mount Celestia, for example, houses both Heironeous from Greyhawk and Torm from the Forgotten Realms".[11] Many of the alternative names derive from the 1st-edition Manual of the Planes (1987), and the in-game explanation given in the Planescape setting is that these names are used by the "Clueless", or characters from the Prime Material unfamiliar with the planes.
Outer Planes | ||||
Mount
Celestia |
Bytopia
|
Elysium
|
Beastlands
|
Arborea
|
Arcadia
|
↑Good↑ | Ysgard
| ||
Mechanus
|
←Lawful | Outlands
|
Chaotic→ | Limbo
|
Acheron
|
↓Evil↓ | Pandemonium
| ||
Nine Hells of Baator
|
Gehenna
|
Hades
|
Carceri
|
Abyss
|
4th Edition differences
The 4th Edition World Axis model outlines that the mortal world is between "the Astral Sea above and the Elemental Chaos below".[8] Most of the Outer Planes are now located in the Astral Sea (such as Celestia and the Nine Hells). The Abyss is an exception; it is now located in the Elemental Chaos.[8]
Cosmology in campaign settings
Other Dungeons & Dragons cosmologies were developed after Greyhawk for various other campaign settings, however, "they would be subsumed under 5e's umbrella concept of the multiverse".[5]: 95
Forgotten Realms cosmology
The Forgotten Realms cosmology was originally the same as that of a standard Dungeons & Dragons campaign. The cosmology for the 3rd edition of D&D was altered substantially so that it contained twenty-six Outer Planes, arranged in a tree-like structure around the central 'trunk' of the
The planes of the Forgotten Realms were retooled in the 4th Edition to match the new default cosmology, with many of the planes or realms being relocated to the Astral Sea, and a handful now located in the Elemental Chaos. Appelcline highlighted that the 4th Edition World Axis model "had actually originated with the Forgotten Realms, which was planning a view of the heavens as early as 2005 or 2006. It was then co-opted by the SCRAMJET world design team for D&D 4e".[8]
The Barrens of Doom and Despair plane is designed to be inhospitable to Dungeons & Dragons
List of Forgotten Realms planes
- The Abyss
- Arvandor
- The Barrens of Doom and Despair
- Blood Rift
- Brightwater
- Clangor
- Deep Caverns
- The Demonweb Pits
- Dragon Eyrie
- Dwarfhome
- Dweomerheart
- The Fated Depths
- Fury's Heart
- The Gates of the Moon
- Golden Hills
- Green Fields
- Hammergrim
- Heliopolis
- The House of Knowledge
- The House of Nature
- The House of the Triad
- Jotunheim
- The Nine Hells
- Nishrek
- The Supreme Throne
- Warrior's Rest
Eberron cosmology
The Eberron cosmology, used in the original
Like most other D&D campaign settings, in 3rd edition D&D Eberron has a number of planes. Besides the Prime Material Plane, the Ethereal Plane, the Plane of Shadow, and the Astral Plane, the Eberron Campaign Setting has thirteen relatively unique planes. Gates or portals to any of the planes are very rare. These thirteen planes metaphysically orbit around Eberron, and depending on their current location are considered in one of four states.[15]
- Waxing/Waning – The plane is either approaching or moving away from Eberron. Planar travel occurs as normal.
- Coterminous – The plane actually touches Eberron, and certain effects are strengthened in Eberron. Also, it may be possible to travel between planes by going to an appropriate spot. For example, when Risia, the Plain of Ice is coterminous, one may enter the plane from Eberron by walking into a blizzard. Because of seals placed by the Gatekeeper druids, Xoriat, the Realm of Madness, is incapable of becoming coterminous with Eberron.
- Remote – The plane is furthest from Eberron, and certain effects are weakened in Eberron. Also, reaching a remote plane with the spell plane shift is difficult and requires a high DC check. Because of the conflict between the Quori and the giants of Xen'drik, Dal Quor is always considered remote from Eberron.
List of Eberron planes
Name | Alignment | Enhanced magic | Impeded magic | Coterminous / Remote / Orbit |
---|---|---|---|---|
Daanvi, the Perfect Order | Law (strong) | Lawful | Chaotic | 100 years / 100 years / 400 years |
Dal Quor, the Region of Dreams | None | Illusion | None | never / always / off orbit |
Dolurrh, the Realm of the Dead | None | None | All | 1 year / 1 year / 100 years |
Fernia, the Sea of Fire | Evil | Fire | Cold | 1 month / 1 month / 5 years |
Irian, the Eternal Day | None | Positive energy | Negative energy | 10 days / 10 days / 3 years |
Kythri, the Churning Chaos | Chaos (strong) | Chaotic | Lawful | erratic / erratic / erratic |
Lamannia, the Twilight Forest | None | Druidic | None | 7 days / 7 days / 1 year |
Mabar, the Endless Night | None | Negative energy | Positive energy | 3 days / 5 days / 5 years |
Risia, the Plane of Ice | Evil | Cold | Fire | 1 month / 1 month / 5 years |
Shavarath, the Battleground | Varies | Weapon-related | Pacifying, charms | 1 year / unknown / 36 years |
Syrania, the Azure Sky | Good (strong) | Good | Evil | 1 day / 1 day / 10 years |
Thelanis, the Faerie Court | None | Arcane | None | 7 years / 14 years / 225 years |
Xoriat, the Realm of Madness | Evil | None | None | unknown / unknown / millennia |
Fictional descriptions
List of planes
Name | Alternative Name(s) | Alignment | Description | Notable native inhabitants |
---|---|---|---|---|
Elysium
|
Blessed Fields | Neutral Good
|
The plane of peace and unadulterated goodness. |
|
The Beastlands
|
Happy Hunting Grounds | Chaotic good
|
The plane of idealized nature. |
|
Arborea
|
Arvandor, Olympus, Olympian Glades | Chaotic good | Fey realm of passion, abundance and nature's caprice. |
|
Ysgard
|
Asgard, Gladsheim, Heroic Domains | Chaotic good
|
The eternal battleground where true heroes prove their valor. |
|
Limbo
|
Plane of Ever-Changing Chaos | Chaotic neutral | An alien, anarchistic and unpredictable plane. |
|
Pandemonium
|
Plane of Windswept Depths | Chaotic neutral
|
An infinite network of pitch-black catacombs, with winds that drive men mad. |
|
The Abyss
|
Plane of Infinite Layers | Chaotic evil | Evil lands of shocking perversity and unpredictable horror. |
|
Carceri
|
Tarterus, Tartarus | Chaotic evil
|
Liars, cheats and traitors are imprisoned here by their own deceptions. |
|
The Gray Waste
|
Hades | Neutral evil | Here, all emotion and compassion is drained away, until only hopelessness, selfishness and apathy remain as baatezu and tanar'ri meet and clash in a colorless expanse. | |
Gehenna | Plane of Bleak Eternity | Lawful evil
|
Volcanic realm of evil schemes and merciless cliffs. |
|
Baator
|
Hell; The Nine Hells | Lawful evil | A realm of oppression, torment, and diabolical plots. | |
Acheron
|
The Infernal Battlefield | Lawful evil
|
A plane of constant, pointless war, where identity is forever lost. |
|
Mechanus
|
Nirvana | Lawful neutral | This clockwork plane is the ultimate in order; scholars and constructs live here. |
|
Arcadia
|
The Land of Perfect Order, Plane of Peaceable Kingdoms | Lawful good
|
A peaceful world of wildlands and kingdoms where all live in harmony. |
|
Mount Celestia
|
The Seven Heavens | Lawful good | Countless paladins and saints have ascended here. | |
Bytopia
|
Twin Paradises | Neutral good/Lawful good | Gnomes and other industrious folk dwell here. |
|
The Outlands
|
Plane of Concordant Opposition | True Neutral
|
The plane between all other Outer Planes. |
|
Abyss
The Abyss is known for having hundreds of layers, and many realms of deities and demons, including its horrific first layer of Pazunia (also known as the Plane of Infinite Portals), and the White Kingdom ruled by the King of Ghouls,
In a critical review of Planes of Chaos for White Wolf Inphobia magazine, Keith H. Eisenbeis described the danger of adventuring in planes such as the Abyss, especially for low- and mid-level characters: "Sure, it's possible to design a situation in which first-level characters can accomplish something important and survive in the Abyss, but the immensity and power of the planes is undermined. In addition, on planes such as the Abyss, negotiating with evil creatures is frequently necessary, possibly making these planes useful to only neutral and evil characters."[1]
Ken Denmead of Wired described a number of aspects of the Abyss as psychedelic, calling the doors on one layer of the Abyss similar to the "loony corridor scene from Sgt. Pepper's Lonely Heart Club Band."[16]
Acheron
Acheron (
Arborea
Arborea or more fully, the Olympian Glades of Arborea, is a
Arborea is also referred to as "Olympus" or "Arvandor", though technically those names describe separate realms within the plane. Arborea is stylised as a peaceful plane of natural beauty with a multitude of thriving environments. Much of the plane is dominated by vast tall forests, but also includes glades of wildflowers and fields of grain. As a plane that also embodies chaos, it has a wild and often sudden nature. The weather can change drastically at short notice, changing from warm sunshine to raging winds and back again in just a few minutes.
Publication history
The plane known as Olympus was mentioned for the first time by name in the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D", in The Dragon #8, released July 1977.[18] The plane was mentioned again in an appendix of the known planes of existence in the original (1st edition) AD&D Players Handbook, published in June 1978, where it was described as "The planes of Olympus of absolute good chaotics".[19]
Inhabitants
The
Arborea has two main types of
Structure
As an outer plane, Arborea is spatially infinite, further consisting of three infinite layers (or sub-planes). Arborea's first layer shares borders with the neighbouring planes of the
Layers
The wandering realm of the
Arborea has three layers:
- Arvandor/Olympus
In previous editions, this layer was known as Olympus, but the most recent edition of Manual of the Planes refers to it only as Arvandor. Principally, it is the home plane of the
The realm of Brightwater, a separate plane in the third edition Forgotten Realms cosmology is located on Arvandor. Four goddesses have domains here, including
The actual realm of Olympus is found here, and is home to many deities of the Greek pantheon, including Zeus, Aphrodite, Apollo, Ares, Artemis, Athena, Demeter, Dionysus, Hephaestus, Hera, Hermes, and the titan Rhea.
There are several other realms located on this layer, including:
- The Syranita's realm of Whistledge;
- The giant goddess Iallanis's realm of Florallium;
- Trithereon's realm of The Forking Road;
- Chih-Nii's realm of Loom of the Celestial River.
- Aquallor/Ossa
When not with the Seldarine,
Poseidon's realm of Caletto can be found on Ossa.
- Mithardir/Pelion
Nephthys has her realm of Amun-thys on Pelion.
Historic influences
Arborea incorporates many elements of Greek mythology, with the game's version of Mount Olympus as a central feature, to the point that the whole plane was originally named Olympus in 1st edition.[20]: 92–93 [21][22] The name of Arborea, introduced in 2nd edition AD&D, is derived from its "endless rolling forests",[23] as in arboreal.
Arcadia
Arcadia (/ɑːrˈkeɪdiə/ ar-KAY-dee-ə)[17] or more fully, the Peaceable Kingdoms of Arcadia, is a lawful neutral/lawful good-aligned plane of existence.
Baator
Baator, also known as the Nine Hells of Baator or the Nine Hells, is a lawful evil–aligned plane of existence.
Baator is stylised as a plane of sinister
The plane itself is composed of nine different layers, each of which models a differing but no less inhospitable and dreadful environment, from barren plains of ash and rock to frozen wastes of endless ice.
The nine layers in order are Avernus, Dis, Minauros, Phlegethos, Stygia, Malbolge, Maladomini, Cania and Nessus.[20]
Publication history
The plane known as the Nine Hells was mentioned for the first time by name in the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D", in The Dragon #8, released July 1977. In the article Gary Gygax describes the plane as one of the "Typical lower planes".[18] The plane was mentioned again in an appendix of the known planes of existence in the original (1st edition) AD&D Players Handbook, published in June 1978, where it was described as "The Nine Hells of absolute lawful evil".[19]
History
The article "The Politics of Hell" by Alexander Von Thorn in Dragon No. 28 (1979) describes how Hell was originally ruled by Satan, who was usurped by Baalzebul, who was in turn overthrown by Asmodeus.[24]
The article "The Possessors" by Arn Ashleigh Parker in Dragon No. 42 (October 1980) follows up on this article by explaining that Selm, a lieutenant of Satan, was made the Prince of Possessors, and remained in that position throughout these various changes in the administration in Hell.[25]
Beastlands
The Beastlands (more properly, the Wilderness of the Beastlands, formerly the Happy Hunting Grounds in early versions of the game) is a neutral (chaotic) good-aligned plane of existence.
Bytopia
Bytopia, also known as the Twin Paradises, (bi- + utopia) or, more fully, the Twin Paradises of Bytopia, is a
Publication history
The plane known as the Twin Paradises was mentioned for the first time by name in the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D", in The Dragon #8, released July 1977. In the article Gary Gygax describes the plane as one of the "Typical higher planes".[2] The plane was mentioned again in an appendix of the known planes of existence in the original (1st edition) AD&D Players Handbook, published in June 1978, where it was described as "The Twin Paradises of neutral good lawfuls".[3]
Structure
Bytopia is a spatially infinite plane, consisting of two layers or sub-planes. It is unique in the sense that the two layers are laid facing one another, each looking down (or up; the terms are relative here) at the other. A traveller can look up from one layer and see the other above him looking back down (or, from the other side's perspective, up), provided that the sky is clear. To get from one layer to the other, travellers must either climb tall mountains, or fly.
Dothion is a serene pastoral layer of meadows and wild-flowers; it is home to the souls of farmers, craftsmen, honest merchants, and gnomish commoners. The Golden Hills, a separate plane in the 3rd-Edition
Shurrock is the mountainous untamed twin, home of hidden beasts and monsters. The gnomish underground mining city of Quarry that specialises in gemcutting is located here. Rangers often foray into this wilderness to slay creatures that have threatened the folk of Dothion.
A number of godly realms exist on this layer, including Heart of Justice, realm of Kiri-Jolith, and Windwrath, realm of
Carceri
Carceri (more fully, the Tarterian Depths of Carceri; also, Tarterus or The Red Prison[28]) is a neutral (chaotic) evil-aligned plane of existence.
Elysium
Elysium, or more fully, the Blessed Fields of Elysium, is a strongly good-aligned plane of existence.
Gehenna
Gehenna (beginning in the third edition of the game, the Bleak Eternity of Gehenna; also, The Fourfold Furnaces
Gray Waste of Hades
The Gray Waste (more fully, the Gray Wastes of Hades; also, Hades, The Three Glooms, Hope's Loss or The Nadir) is a strongly
Publication history
The plane known as Hades was mentioned for the first time by name in the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D", in The Dragon #8, released July 1977. In the article Gary Gygax describes the plane as Hades' three glooms, one of the "Typical lower planes".[2] The plane was mentioned again in an appendix of the known planes of existence in the original (1st edition) AD&D Players Handbook, published in June 1978, where it was described as "Hades' "Three Glooms" of absolute (neutral) evil".[3]
Description
According to Trenton Webb's critical review of
Limbo
Limbo or more fully, the Ever-Changing Chaos of Limbo, is a chaotic neutral-aligned plane of existence.
The plane known as Limbo was mentioned for the first time by name in the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D", in
Limbo is described as a place of pure chaos where everything is in constant motion and change, especially the landscape, which can shift unpredictably and randomly rolls over upon itself like liquid. Very few places in Limbo are stable enough for normal travel.
Limbo is home to the
The plane of Limbo is the location of a number of godly realms:
- The Fenmarel Mestarine's realm of Fennimar.
- Indra, Vayu, and Agni's realm of Swarga.
- Llerg's realm of Beasthaven.
- Procan's realm of Seasedge.
- Ralishaz's realm of The Kiss of Luck.
- Shaundakul's realm of Shaunadaur.
- Shina-Tsu-Hiko's realm of Windshome.
- Sirrion's realm of The Flame Void.
- Red Knight's shared realm of Knight's Rest.
- Susanoo's realm of The Globe of Raging Chaos.
Fauna include the
Limbo is named after the
Mechanus
Mechanus, also known as The Clockwork Nirvana of Mechanus (or simply Nirvana in AD&D 1st Edition) is a purely lawful aligned plane of existence.
Mount Celestia
Mount Celestia or more fully, the Seven Mounting Heavens of Celestia, or even the Seven Heavens is a lawful good-aligned plane of existence.
The seven layers in order are Lunia, Mercuria, Venya, Solania, Mertion, Jovar, and Chronias.[20]
Outlands
The Concordant Domain of the Outlands, also known as the Concordant Opposition, is the Outer Plane where the souls of people of
In first edition and second edition AD&D before Planescape, this plane is also at the center of the Outer Planes and known by its original name Concordant Opposition. The First Edition Manual Of Planes states that the center of the plane takes various forms at different times (a mountain, a huge tree, etc.) and godly powers are lost as one moves toward the center, as well as spells, beginning with the highest levels of spells at the farthest out and then gradually losing the lower ones step by step the further one moves inward. Within 100 miles (160 km) of the center, not even chemical reactions take place, and neither man nor deity can get closer than 100 miles (160 km). In Second Edition Outer Planes Monstrous Compendium, under the description of the Mediators of Nirvana (Mechanus), it states that this plane was originally intended for Neutral Powers (deities) and created by the Powers (deities) of creation, but each Neutral Deity asserted their individual influence causing it to become unbalanced, then were cast out by the powers of creation. It also states that three lights of balance exist at the center of this plane, one for each Mediator in Nirvana. (Mechanus) Before Planescape, there is also no mention whatsoever of Sigil being at the Center of this Plane.
Gate-towns are settlements which are built around a permanent portal to a certain Outer Plane on the Great Wheel. Gate-towns are important strategically because they provide a (relatively) stable way to enter a desired Outer Plane. The gate-towns reflect the plane that they lead to, for example, Xaos (or aXos, soaX, etc.) is a town where everything changes from one moment to the next. Even the location of the portal to
Realms
The Outlands is the location of a number of godly realms, including the following:
- The Caverns of Thought, realm of the Ilsensine
- The Court of Light, realm of the Shekinester
- The Flowering Hill, the realm of the Sheela Peryroyl
- Gzemnid's Realm, home of the beholderdeity of gases and vapors
- The Hidden Realm, home of the chief giant deity Annam
- The Hidden Vale, realm of the Dragonlance god Gilean
- The Hidden Wood, realm of the nature god Obad-Hai
- The Library of Lore, realm of the god Boccob
- The Mausoleum of Chronepsis, realm of the Chronepsis
- The Marketplace Eternal, realm of the god Zilchus
- The Palace of Judgement, Yen-Wang-Yeh's realm
- The Scales of Wealth, the realm of Shinare
- Semuanya's Bog, realm of the Semuanya
- The Steel Hills, realm of the goddess Ulaa
- Thoth's Estate, the realm of Thoth
- Tvashtri's Laboratory, realm of the Indian god of artifice
- The Web of Fate, realm of the goddess Istus
- The Well of Urd, realm of the Norns
- Wonderhome, realm of Gond
Three dwarven gods, (
The Celtic gods (Daghdha, Diancecht, Goibhniu, Lugh, Manannan mac Lir, Oghma, and Silvanus) share the realm of Tír na nÓg on the Outlands.
Pandemonium
Pandemonium (or, the Windswept Depths of Pandemonium) is the
Pandemonium had four layers named Pandesmos, Cocytus, Phlegethon and Agathion.[20]
Ysgard
Ysgard is the Outer Plane of
Reception
Backstab magazine reviewer Lord Winfield characterized the Outer Planes as the place where most of the major powers of the setting are found, and that part of Planescape which has the most potential for exploration by the player characters.[34]
Citations
- ^ a b c d Appelcline, Shannon. "Manual of the Planes (1e) | Product History". Dungeon Masters Guild. Retrieved September 8, 2021.
- ^ a b c d Gygax, Gary (July 1977). "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D". The Dragon. Vol. I, no. 8. TSR. p. 4.
- ^ ISBN 0-935696-01-6.
- ^ Appelcline, Shannon. "OP1 Tales of the Outer Planes (1e) | Product History". Dungeon Masters Guild. Retrieved September 8, 2021.
- ^ OCLC 1129971339.)
{{cite book}}
: CS1 maint: location missing publisher (link - ^ "Planescape Torment Preview". August 6, 2003. Archived from the original on August 6, 2003.
- ^ a b Kulp, Kevin. "Manual of the Planes (3e) | Product History". Dungeon Masters Guild. Retrieved September 8, 2021.
- ^ a b c d Appelcline, Shannon. "Manual of the Planes (4e) | Product History". www.dmsguild.com. Retrieved September 8, 2021.
- ^ a b c d Appelcline, Shannon (April 23, 2015). "An Elementary Look at the Planes | Dungeons & Dragons". dnd.wizards.com. Retrieved September 8, 2021.
- ^ a b c "Dungeons & Dragons: A Guide to the Planes". CBR. April 5, 2020. Retrieved September 8, 2021.
- ^ a b "Dungeons & Dragons Outer Planes & Afterlives Explained". ScreenRant. May 15, 2021. Retrieved September 8, 2021.
- ^ "D&D: A Beginner's Guide To The Multiverse". TheGamer. August 22, 2021. Retrieved September 8, 2021.
- ^ "D&D: 10 Outer Planes To Add To Your Next Campaign". CBR. June 20, 2021. Retrieved September 8, 2021.
- ^ excerpt from Chapter 5 of the Eberron Campaign Setting.
- ^ Smith, Mat (March 9, 2004). "Some Perspective on the World of Eberron". Archived from the original on April 1, 2004. Retrieved April 9, 2006.
- ^ Denmead, Ken (January 4, 2008). "Top 10 D&D Modules I Found in Storage This Weekend". Wired. Archived from the original on August 21, 2009. Retrieved August 20, 2009.
- ^ a b Mentzer, Frank. "Ay pronunseeAY shun gyd" Dragon No. 93 (TSR, 1985)
- ^ a b Gygax, Gary (July 1977). "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D". The Dragon #8. I (8). TSR: 4.
- ^ ISBN 0-935696-01-6.
- ^ ISBN 0880383992.
- ISBN 978-1560768340.
- ISBN 1560768746.
- ISBN 1560768746.
- ^ Von Thorn, Alexander. "The Politics of Hell." Dragon No. 28. Lake Geneva, WI: TSR, 1979
- ^ Parker, Arn Ashleigh. "The Possessors." Dragon No. 42. Lake Geneva, WI: TSR, 1980
- ISBN 0-7869-3134-5.
- ^ ISBN 0-7869-0430-5.
- ^ Cook, Monte: The Planewalker's Handbook, p. 20, TSR 2620
- ^ a b Cook, Monte: The Planewalker's Handbook, p. 21, TSR 2620
- ^ Larme, John (November 3, 2000). Dangerous Games? Censorship and "Child Protection" (PDF). Queensland. Retrieved October 5, 2007.
{{cite book}}
: CS1 maint: location missing publisher (link) - ^ Webb, Trenton (March 1996). "Games Reviews". Arcane (4): 73.
- S2CID 181779195.
- ^ Wilson, Johnny L. (April 1999). "Planescape: Torment" (PDF). Computer Gaming World. pp. 62–66. Retrieved April 16, 2016.
- ^ Lord Winfield (September–October 1997). "Planescape – un bon plan". Backstab (in French). 5: 46–47. Retrieved January 1, 2022.
General references
- ISBN 0-7869-3134-5.
- Baker, Keith (2004). ISBN 0-7869-3274-0.
- Cook, David. Player's Handbook(TSR, 1989).
- Grubb, Jeff. TSR, 1987).
- , 2001).
- Deities and Demigods(Wizards of the Coast, 2002).
Further reading
- Clements, Philip J. (December 2019). Dungeons & Discourse: Intersectional Identities in Dungeons & Dragons (PhD). pp. 68–69, 73. Retrieved September 22, 2020.