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Classic Play
The Book of the Planes
Gareth Hanrahan
Credits
Contents
Introduction 2
Planar Traits 4
Travelling the Planes 26
Fellow Travellers 36
Magic of the Planes 50
The Ethereal Plane 61
The Astral Plane 68
The Plane of Shadow 82
The Plane of Dreams 89
The Elemental Plane of Earth 93
The Elemental Plane of Air 101
The Elemental Plane of Fire 108
The Elemental Plane of Water 115
The Plane of Positive Energy 121
The Plane of Negative Energy 127
The Vault of Stars 132
Tarassein 137
Mâl 142
Infernum 148
Chasm 153
The Halls of Order 159
The Afterworld 164
The Firmament 171
The Questing Grounds 177
Nexus Planes 183
The Grand Orrery of All Reflected Heavens 184
The Wandering Inn of the Glorious Toad 197
Dunmorgause Castle 207
Lesser Planes 216
Building the Cosmos 222
Planecrafting 234
Designer’s Notes 247
Random Plane Table 248
Index 250
Open Game Content & Copyright Information
Classic Play - The Book of the Planes©2004 Mongoose Publishing. All rights reserved. Reproduction of
non-Open Game Content of this work by any means without the written permission of the publisher is
expressly forbidden. Classic Play - The Book of the Planes is presented under the Open Game and D20
Licences. See page 256 for the text of the Open Game Licence. All text paragraphs and tables containing
game mechanics and statistics derivative of Open Game Content and the System Reference Document
are considered to be Open Game Content. All other significant characters, names, places, items, art and
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are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with
Permission. Printed in China.
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INTRODUCTION
Introduction
Including rules for each of these planes, according
to a set of magical traits, along with the secrets of
the art of Planecrafting, this book allows characters
to shape their own home planes or wreak havoc by
changing the laws of reality.
G o beyond the fields we know, into the
realms of high fantasy and legend. The
planes are a far grander stage for adventure
than the mundane wilderness and dungeons of the
world. Out there, the characters can walk with the
gods themselves, delve into the foundations of the
cosmos or quest in the lands of the dead or be the
deciding factor in the great wars of Good and Evil.
Travellers do not walk the planes alone, however;
there are all sorts of fellow travellers out there,
including reality-spanning organisations with their
own agendas and conspiracies. Along with advice
and new magic for travelling the planes, the wise
traveller will consider using one of the Nexus
planes: pocket worlds that share borders with a
multitude of other planes.
This is truly a place for heroes.
The Book of the Planes describes the myriad planes
of existence in exacting detail, offering encounters,
hazards and adventures in dozens of alternative
worlds. Beginning with the elemental planes of
Earth, Air, Fire and Water, travel outwards through
the transitive Ethereal, Shadow and Dream Planes
to the wild planes of Positive and Negative Energy.
Beyond them, the wide gulf of the Astral Plane and
the vast Outer Planes.
The Classic Play Series
Classic Play is a series of books from Mongoose
Publishing, each examining an element of fantasy
gaming in glorious detail. Each book contains
new rules, new ideas and insightful essays to
bring a particular aspect of the game to life in your
campaign.
Presented herein are ten entirely new outer planes,
along with suggestions for how to arrange and
integrate them into your campaign cosmology.
† The Vault of Stars, where travellers walk
amid the shining pools on the far side of the
night.
† Tarassein, a shifting land of pure chaos.
† The dark realm known as Mâl, where ancient
horrors are awakening.
† The hellish Infernum.
† The great Chasm where condemned souls
fall.
† The cold Halls of Order.
† The Afterworld, the estates of the faithful
dead.
† The bright Firmament, the high heaven.
† The Questing Grounds, the realm of living
stories.
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INTRODUCTION
When all you have is a sword that cuts holes in the fabric of reality, everything begins to look like a
door.
The inherent problems with such a device are legion, but two present particular difficulties. Firstly, the
weapon calls itself Gyedding and claims to be the executioner’s blade for condemned worlds, and does not
like my possession of it at all. Secondly, and this is the more pressing problem, is that it really does not do
much to these abhorei , or ancient horrors from beyond the known places , for those who do not speak the
elvish tongue. One cut and they are torn apart by the opening portal, certainly, but they seem to contain
multitudes of themselves. Every time I chop one up, another half-dozen form from its death throes in a
singularly obscene fashion.
We are very close to being catastrophically outnumbered and overwhelmed. We, by the way, consists of
myself, you and Fiac. I do not count the sword because I have grown to hate the damned thing. Fiac is a
planewright who really should cast a spell about now.
I should perhaps explain who you are. You are my spell, the spell that I’m composing in my head. Do not
think I am some muscle-bound oaf just because I wield Gyedding around with élan. You are to be a very
special spell, because you are going to survive this. The abhorei can track me if I plane shift , and they
could doubtless track a sending . Anyone I contact will soon be beset by this host of horrors following
you to their doorstep. So, and here is the clever bit, I am going to impress you onto the magical weave,
and you will burst into the brains of sorcerers and seers across the worlds. You will not do much, but
you will carry word of the abhorei. Assuming, that is, I do not get eaten before I finish designing you,
and assuming the abhorei do not have the numbers to simultaneously hunt down every target throughout
reality – and even if they do, then that will warn people just as well as you might.
Fiac’s spell goes off. This little demi plane of ours shuts up tighter than a dwarf’s purse – nothing can get
in or out. It also begins to unravel the threads that keep the plane together. In a few moments, this whole
world will boil away to nothing. The abhorei here are going to boil away to nothing too.
They are not especially pleased by this and attempt to make me bleed. My sword would go snicker-snack
if it was vorpal, but it just opens more portals to nowhere as it chops through abhorei . It sounds sort of
like thuk-FWOOM .
‘You know,’ says Fiac casually over a telepathic bond , ‘there will be a moment just as this demiplane
dissolves that it will be open again. If we could open a portal then, we would go…somewhere; and
somewhere is better than nowhere.’
‘Do you have a plane shift left?’ I ask rhetorically. I know he does not.
I know he is going to ask me to ask Gyedding to open a portal at that precise moment. I know Gyedding
is going to demand that it be allowed to fulfil its purpose and force me to execute a world – and not a
tawdry little demi plane like this one. Thousands of deaths by my hand, another great black blot in the
records of the Grey Judges.
Choices, always choices.
I will cast you first, I think.
Then…there is a hell of a good plane next door.
And is not that always that way?
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PLANAR TRAITS
Planar
Traits
Coterminous, where they touch at particular points,
or Coexistent where they overlap completely. For
example, the Material Plane is usually coterminous
with each of the elemental planes, linked to the Plane
of Fire in the heart of volcanoes and to the Plane of
Water in the depths of the ocean. It is coexistent with
the Ethereal Plane, as the Ethereal can be accessed
from anywhere on the Material Plane. Finally, the
Material Plane is separate from the Infernum as the
vast gulf of the Astral Plane lies between them.
F irstly, some definitions. The Games Master
should use this information with the discussion
of the planes in Core Rulebook II.
A Plane is a space (of any size, from minuscule
to infinite) with its own unique physical and
metaphysical laws. Planes manifest themselves in
several different forms. The Material
Plane is the ‘normal’ world, the
world where the majority
of humanity lives, a plane
balanced between the four
elements. The Material
Plane is sometimes
referred to as the Prime
Material Plane or Prime.
Close to the Material Plane are the
Elemental Planes, planes dominated by
one of the elements such as Fire or Positive Energy.
The Material and Elemental Planes are collectively
referred to as the Inner Planes .
A Mingling occurs in a region where two coterminous
or coexistent planes bleed into each
other and, in such cases, it is
possible to move from
one to the other without
using magic. A Portal
is an item or place that
allows a traveller to
travel to another plane. A
Door is a portal between
coterminous or coexistent
planes, while a Gate is a more
powerful variant of a door; it also creates a channel in
the transitive plane between the two ends of the gate,
allowing the direct linking of two separate planes.
Finally, a Nexus is a place where multiple planes
touch, allowing quick access to numerous portals.
While the multiverse is perforce infinite in its
combinations, those combinations are made
from a finite set of properties. How a finite set
can give rise to infinite planes is but the first of
the thirty-six paradoxes of creation.’
Alastherion’s Planar Encyclopaedia
Beyond the Elemental Planes are the Outer Planes,
strange places that tend to be dominated by a particular
deity, ethos or concept. These Outer Planes are more
rarefied and specialised than the Inner Planes. The
Outer Planes might include the realm of demons and
devils, the Infernum , as well as the stronghold of
good, the Firmament.
Each plane has a number of Planar Traits that
describe the properties of these planes. These traits
can be manipulated or even permanently changed by
cosmic events and especially potent spells.
Traits
Each plane has its own properties, rated either from
0 to 20 (a scale ) or –10 to +10 (an axis ). These have
been studied and codified by sages of many races and
spells have been wrought to investigate and alter these
properties. For the purposes of this book, the Material
Plane has all scales at 10 and all axes at 0. Most
scholars use the universally-accessible Astral Plane as
the baseline, not the backwater of the Material. The
traits are divided into several types:
Flowing between and connecting the Inner and
Outer Planes are the Transitive Planes , the regions
travellers must pass through to access another plane.
The greatest of these is the Astral Plane , but they also
include the ghost-realm of the Ethereal Plane and the
dark Plane of Shadows .
There are also lesser planes, referred to as Demi-
Planes , these stand alone or float in the Astral Plane,
or are contained within Pocket planes if they are
inside another, larger plane.
Physical Traits: Gravity, Time, Size,
Morphic
Environmental Traits: Life, Weather
Elemental and Energy Traits: Water/Fire,
Earth/Air, Positive/Negative
Alignment Traits: Good/Evil, Law/Chaos
Magic Traits: Arcane Intensity, Divine
Intensity, Green Intensity
Relation Traits: Proximity, Accessibility
An Elemental is a creature composed wholly of one
of the elements. An Outsider is a creature that comes
from a plane other than the Material Plane. A Native
is a creature on its home plane; a creature outside its
home plane is referred to as a Traveller .
Two planes can be Separate , where there is a third
plane (usually a Transitive Plane) between the two;
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