Cosmology
Mystara's cosmology is vastly different from most other D&D settings.
Planes of ExistenceIn game terms, the phrase "plane of existence" (or simply Plane) refers to an area seen by mortal beings as a three-dimensional volume of unmeasurable size. This is different than in geometry, in which a plane is a flat two-dimensional area. One Plane contains the PC homeworlds, other planets, moons, stars, other objects, and vast distances between them in which there is almost nothing. This plane is called the Prime Plane (or merely the Prime).
Any attempt at finding an end to this space will fail, for it extends without end in all normal directions (height, width, etc.). Any such plane of infinite size is tailed a universe.
One other plane, the Ethereal, touches the Prime at all points. Most adventurers from the Prime are quite familiar with the Ether, for it can be entered by using various magical effects and devices. The Ether is also an area through which characters must pass to reach the nearby planes of the four elements. The Prime and Elemental planes are connected by tubes that reach through the Ether, forming a branching network very similar to the roots of a tree.
From a greater perspective, this group of six planes of existence—the Prime, Ether, and the four Elemental Planes—are collectively called the Inner Planes.
The Inner Planes are surrounded by the Astral Plane, which is connected to the Elemental and Ethereal Planes but not to the Prime. Ear beyond the Inner Planes, across this vast "astral ocean," are other planes of existence, the homes of the Immortals and other beings. These other planes are commonly called the Outer Planes, a provincial and relative term that is nevertheless in common use because of the Prime-planar origin of most Immortals.
Only three of the known planes of existence are infinite in size—the Prime, Ethereal, and Astral. All others are limited, or "bounded" planes, or pocket universes. Together, all these planes, bounded and infinite, Inner and Outer, is collectively called the Multiverse.
The Importance of the PrimeThe Prime Plane is special in several ways. It is the only one in which the five Spheres of Power (Matter, Energy, Time, Thought, and Entropy) all blend together perfectly, in precisely equal proportions. It is also the only plane in which the four elements of Air, Earth, Fire, and Water blend perfectly, again in equal proportions. Every other plane of existence contains some imbalance in elements, Spheres, or both.
All Immortals, including those of Entropy, are extremely careful not to disturb the balance of all things in the Prime Plane. Their caution is in their own self-interest, for the Prime Plane is the only plane from which new Immortals consistently arise. For Immortals cannot create Immortal offspring. The only way Immortals can replenish their numbers, to maintain their commanding positions as controllers of all of existence, is by finding, encouraging, and testing exceptional mortals who wish to achieve Immortality.
Breeding experiments have not improved the odds. On the rare occasions when Immortals have masqueraded as mortals (as documented by dozens of ancient myths), their offspring were mortals and neither more nor less likely to achieve Immortality than other humans of purely mortal origin. Such meddling poses dangers to the balance of the Prime that such attempts were abandoned long ago.
Potential Immortals are often discovered in planes other than the Prime, but few of these succeed in reaching Immortality. Those who do reach Immortality have never achieved greatness within the Immortal hierarchy. Immortals believe that this is because of the flaws caused by the imbalances in the native planes of such creatures.
DimensionsJust as the five Spheres govern the multiverse, five dimensions govern each plane of existence. Each dimension is a way of measuring physical size or distance. Each dimension is a real direction perpendicular to every other. Time, often mistakenly called the fourth dimension, is not a direction, but one of the Spheres.
Imagine one dimension as a straight line on a piece of paper. Another line crossing it at a 90 degree angle shows a second direction, forming a plus sign on the paper. To add a third direction perpendicular to both, imagine a line passing through the center of the plus, leading above and below the fiat paper Easy so far, for most of us. But the next dimension is in a direction perpendicular to all three of those lines, a direction that we as players are simply not equipped to see. We can, however, assume that Immortal characters can see, use, live within, and even ignore this dimension as naturally as we do the first three.
Thus, a mortal can be simply defined as a being who is equipped to perceive only three dimensions at once. An Immortal can perceive four dimensions at once—but four only.
However, a fifth direction lurks around the corner, perpendicular to
all of the first four dimensions. It is normally as impossible for Immortals to see this fifth direction as it is for humans to perceive the fourth. Its effect on mortals, who rarely but occasionally catch
glimpses of its existence, can be horrifying. Mortals commonly call this fifth direction the Dimension of Nightmares. This bothersome name does not denote a place; it is a simple tag attached, through ignorance, to a direction that no mortal or Immortal can perceive.
Although all five directions are real, measurable distances, the latter two are commonly called "imaginary" dimensions by mortals. This is merely a natural refusal to admit their reality; they exist nevertheless.
The five known dimensions have been given names to define what each dimension is commonly used to measure when used in conjunction with other dimensions. The first dimension measures length or distance between two points, and thus has a beginning and an end. The second dimension measures breadth and direction of the object in the first dimension. The third dimension measures volume or magnitude or size of an object. The fourth dimension defines the relation between two objects, finding all points of similarity,
or convergence. And finally, the fifth dimension measures the unique nature or essence of an object in relation to all others, or divergence.
If an object exists in only a few of the five dimensions, the first dimension by which it is measured—even if this is actually the second or third dimension—is viewed by creatures who perceive dimensions from the same perspective as the object, as the object's length. Dimensions that cannot be perceived do not appear to exist to the character's perceptions.
Vortexes and WormholesA
vortex is an invisible hole in a plane, with elemental matter either whirling into or erupting out of it. A current of elemental matter flows in one direction, to or from the elemental plane.
If seen by a
see invisibility spell or similar magic, it appears as a shimmering colored circle from the front or back—but cannot be seen at all from the side; it has no thickness. On the Prime Plane, the color of the vortex matches the plane to which it leads—blue for Air, brown for Earth, red for Fire, and green for Water. Other colors match other more distant planes. On other planes, a vortex leading to the Prime Plane is a multi-colored swirl of the four elemental colors. A vortex may appear to float in the air or lie on a surface. A natural elemental vortex is always located in the element corresponding to its destination (whirlpool, volcano), but a created vortex (by a
gate spell) may appear anywhere.
A
wormhole is a connecting passage between planes. It is simply a round tube with wrinkled sides, appearing very similar to a dungeon corridor but without any corners. However, a wormhole seems to be a vertical passage, rather than horizontal, because of the current through it. Traveling in the wormhole with the current is easier than traveling against it.
A wormhole is never straight, bending and winding along its entire length, thus its name. Many of the things inside a wormhole are made of elemental material (matching the plane to which it leads), but other elements and creatures are often present. Wormholes cannot be seen from the Prime Plane, and only the outside can be seen from the Ether. The outer surface looks like a wrinkled, lumpy gray tube; it is sticky. The surface is actually made of
ectoplasm (solid ether), compressed by the magic needed to create the wormhole. Wormholes vary in size, from a thick string size to a pillar or slightly curved wall.
Each wormhole is usually 10 miles long or more. The network of permanent wormholes between the Prime Plane and elemental planes looks similar to the roots of a plant; each small wormhole joins a larger one, until all the smaller wormholes connect to one huge wormhole connected to the elemental plane itself.
Creatures and things in a wormhole are magically changed into the "proper" element when they reach the elemental plane, unless protected by powerful magic.
The Outer PlanesBecause of the extremely wide variety of life forms found in the many planes of existence, and the infinite number of Outer Planes, descriptions cannot be given for each.
Home Planes of Immortals all have certain common characteristics, starting with those given in the Players' Book. However, those notes apply only to a starting plane. Immortals of Celestial and higher status have planes which are larger and more developed than the starting details given. Most of the Outer Planes are larger than that starting size, though some may be smaller.
DimensionsMost (95%) of the Outer Planes are five-dimensional spaces, but not all. Some are four-dimensional, and a few have only three or fewer dimensions.
Of every billion Outer Planes, there are 950 million pentaspaces, 47.5 million tetraspaces, 2,375,000 trispaces, 11,875 dispaces, and 6,250 monospaces. This last type is often completely undetectable from the Astral Plane, and has only been discovered with great difficulty.
A monospace (one-dimensional plane of existence) is simply a line. Peculiar life forms are only found in 1 % of the known monoplanes.
A dispace (two-dimensional plane of existence) is a perfectly flat surface. Life forms have been found in about 10% of such spaces.
A trispace (three-dimensional plane of existence) is easily understood, as this is the apparent size of all planes to the mortal perspective. Life forms have been found in 90% of the known planes of this type. Humans and most other mortal beings can enter and function within tridimensional space, but Immortals can do so only with difficulty, as they must compress their size (from four to three dimensions) to do so.
A tetraspace (four-dimensional plane of existence) is easily visualized by Immortals, since they are four-dimensional beings. Life forms are found in over 99% of the planes of this type. All known life forms can function easily within such spaces.
A pentaspace (five-dimensional plane of existence), the most common type by far, is hard for Immortals to visualize fully, and the task is impossible for mortals. Life forms are believed to exist in three-dimensional portions of all planes of this type, and any form may be found. The three infinite planes are pentaspaces.
It is hypothesized that many pentaspaces actually possess other dimensions than the known five. But since these dimensions cannot be traveled in or perceived, they are grouped with true pentaspaces.
There are no known hexaspaces (six-dimensional planes of existence) because of the existence of the Dimensional Vortex. The Dimensional Vortex exists beyond the known five dimensions. Whenever an Immortal tries to pass beyond the first five dimensions, he or
she enters a special realm. Immortals perceive this realm as a whirlpool of infinite size, made of a watery form of ether. Some Immortals have been lost in the huge swirling mass for many years; they are known to still live, but are missing, and presumed unrecoverable. The Immortals have made many attempts to explore, penetrate, and solve the mystery of this vast whirlpool, but have never succeeded. This swirling chaos is called the Dimensional Vortex.
Perhaps even worse than the existence of the barrier is the simple fact that some creatures, presumably life forces but of a type different from all others, enter and leave the Dimensional Vortex. Simply called vortex creatures by Immortals, these beings are powerful and greatly feared. The Immortals believe that the vortex creatures are servants of the Old Ones -- beings as powerful and removed from Immortals as Immortals are to mortals, sent to observe, correct, or destroy.
Dimensions and MagicFor reasons unknown to Immortals, mortals and Immortals who enter a plane with three or fewer dimensions are unable to use magical powers of any sort. Magical items likewise become entirely non-magical in such spaces. Immortals who enter a tetraspace are similarly limited to magical use by standard means (i.e. memorization and casting, rather than simple Power expenditure).
This phenomenon occurs because magic draws power from the dimension(s) that the user cannot perceive. A two-dimensional life form within a trispace might be able to use powers which, from its limited perspective, are the equivalent of magic.
Some magic may even use additional dimensions beyond the fifth, but because of the sixth-dimensional vortex, these dimensions may not be perceived nor traveled to.
Visiting Planes with Fewer DimensionsBoth mortals and Immortals may visit a plane with fewer dimensions than their form by first compressing themselves with a wish or other means, in incorporeal form, or by possessing a creature native to the plane. Any other attempt results in failure and the victim
must make an Immortal level Constitution check or suffer 1-100 points of damage. Unfortunately, such journeys often turn out to be one way because of the loss of magic-using abilities. To return, either a permanent gate needs to be created ahead of time or someone else must rescue the traveler from a magical plane.
Dimensional ContiguityFor a plane, object, or creature to exist, its dimensions must be numbered in sequence. A typical three-dimensional creature may exist in dimensions 1 , 2 , and 3 (such as Normal humans), dimensions 3, 4, and 5 (such as Nightmare creatures), or even dimensions 2,
3, and 4 (such as nippers, native to the Astral Plane, which seem to turn into squashed two-dimensional bugs if viewed from Normal or Nightmare perspective when taken to any other plane).
Planes and objects are not limited to three-dimensional existence, though most mortals are three-dimensional creatures. Immortals are four-dimensional, and baaka are five-dimensional. Other strange creatures are known to exist in only one or two dimensions. This same principle also applies to planes of existence, most often observed in the variety of the Outer Planes, and objects of all sorts.
Whatever the number of dimensions of a plane's or object's real existence, the sequence of numbers may not contain a gap. In terms used by the Immortals, the dimensions must be contiguous—not merely adjacent, but adjacent at all points. This invariable law of dimensional contiguity has no known exceptions.
It has further been discovered that interdimensional travel must be contiguous. It is to say that to travel to the fourth dimension, you must first travel through the third or fifth dimension.
Unusual Dimensional EffectsA one-dimensional object or plane has length, but no width (direction) nor depth (volume). If a two-dimensional being is struck by the edge of a one-dimensional object, it may be sliced in half. This effect is the same as described for a weapon with slicing ability—the victim must make a successful unmodified DC30 Fortitude Save or lose half his hit points. However, a being who exists in three or more dimensions is completely unaffected by being struck by a one-dimensional object or plane, and is also unable to affect it by physical means. The creature's two remaining dimensions bind the figure together against the severing force. For example, a normal human adventurer who discovers a monospacial plane or object can reach through it, but cannot grasp it.
An identical effect occurs if an object or plane limited to two-dimensional existence strikes a three-dimensional being, but only if an edge is contacted.
Dimensional AberrationsSome few planes of existence are dimensionally asymmetrical; that is, the dimensions within are not all the same length. As a simple example, imagine a two-dimensional plane which, instead of a perfect square, is the silhouette of an hourglass. A similar effect can occur in some multidimensional planes of existence.
The net effect of such distortion varies. If multiple dimensions compress at the same point, severe visual distortions may appear. Limited or curtailed magical effect and ranges is the most common symptom of dimensional aberration. This is most obvious when magic-using residents of one part of a plane find themselves unable to use magic in another part of the same plane.
All three of the known infinite planes, the Prime, Ethereal, and Astral, contain areas of dimensional aberration. Most of the principal residents of these planes are located well away from the distorted region.
Unfortunately, dimensional aberrations are not static phenomena; they move in waves. Magic-using residents of a plane may be subjected to regular cycles of limited or nonexistent magic, or may suffer a sudden and unexpected removal of magical power. Similarly, an entire technological civilization in the midst of a dimensionally turbulent area may suddenly find itself populated by magic-users when the aberration passes.
Immortals may sometimes erect obstacles to block or reduce the effects of the waves of dimensional distortion.
Many causes produce this type of turbulence, including the very motion of stellar and planetary bodies. A fluctuating mass, like a quasar, is another common disruptive influence, producing an effect sometimes called gravity waves that may distort dimensions.
Most of the planes of existence are free of major disturbances of this type, and many Outer planes have dimensions that are totally stable. But the three most critical planes of existence are affected by these distortions, and dimensional aberration is thus a natural enemy of all Immortals.
BoundariesAll known planes of existence border on other known planes, primarily the Astral and Ethereal Planes. If a plane of existence does not contact one of the other known planes of existence, it may not be reached by any means, magical or power use. The plane has no reference point from which to determine its location, and thus does not exist.
Planar BoundariesA planar boundary is that region of a plane of existence at which another plane is adjacent to it and may be entered. A plane need not necessarily be contiguous. Two types of planar boundaries can be seen in the Astral Plane—one unique type at the Ethereal Plane, and another type at the edge of each of the Outer Planes.
The Astral-Ethereal BoundaryIf the Astral Plane is imagined as an ocean, the Ethereal Plane is the sea bottom. If one travels far enough through the Astral Plane toward the Inner Planes, the Ether eventually appears. The only way to continue is to either enter the Ether or bypass it by using a magical gate. The Prime and Elemental Planes are not adjacent to the Astral Plane. After entering the Ethereal Plane, a traveler may move directly to either the Prime or an Elemental Plane which are overlapped by the ether.
Since the Astral and Ethereal are both planes of infinite size, this boundary is also infinite. The boundary does not block magical sight. From the Astral Plane the boundary appears as dull gray, because the Ether itself is gray. Once found, it is thus unmistakeable. From the Ether, the Astral Plane is visible at a distance, appearing as a shimmering light that grows brighter as approached.
A traveler may cross the Astral-Ethereal boundary from either direction by the usual magical means (such as plane travel), but it resists all non-magical attempts. If the boundary is damaged in any way, it automatically seals itself. The substance of the Astral and Ethereal Planes will not mix, nor can a permanent non-magical hole be made in the boundary.
Other Planar BoundariesFrom a viewpoint in the Astral Plane, the boundary of any other pentaspace (except the Ethereal, as described above) appears as a silvery surface. This surface may be perfectly smooth or may have edges.
The size of this boundary bears no relation to the size of the plane within it. The boundary only indicates the amount of the plane which is adjacent to the Astral Plane. A pentaspacial teraplane (the maximum sized five-dimensional space) may appear as a tiny ball if it has very few points adjacent to the Astral Plane.
This degree of adjacency may be reduced by an Immortal through permanent Power expenditure, resulting in the shrinking of the planar boundary.
Some Outer Planes are not adjacent to the Astral Plane at all, being adjacent only to another Outer Plane. Such areas are utterly undetectable from the Astral Plane. A few have been discovered by Immortals in the course of exploration. The Home Planes of
some Hierarchs and Eternals have been deliberately and successfully hidden in this way, accessible only through one or more other Outer Planes.
The number of apparent dimensions of a planar boundary are determined by the relationship between the dimensions of the plane contained therein and the dimensions perceived by the observer. Every pentaspace appears to a normal Immortal observer as a four-dimensional solid. A tetraspace appears the same if its dimensional orientation is the reverse of normal (i.e. if it contains the 2nd through 5th dimensions), since the dimension it lacks (the 1st) is the same one that the Immortal observer also lacks (while in the Astral Plane). If the tetraspace is the first through fourth dimensions, it appears three-dimensional, since the only common dimensions are the 2nd, 3rd, and 4th.
Planar boundaries are not observable from within planes of existence except in the case of infinite contiguity, such as the border between the Ethereal and Prime Planes.
Examination of the boundary of an Outer plane with magical aid, such as detect invisible, reveals a slight tint to the silvery color. This color reveals the Sphere which is dominant in the plane: pink for Energy, tan for Matter, light blue for Thought, light green for Time, and gray for Entropy. When multiple Spheres are present in perfect balance, a spectrum of colors can be observed. Astral explorers may thus gain forewarning of planar bias without actually entering a plane. If a powerful magical aid (such as
true seeing) is used, some small part of the actual interior of the plane can also be examined, to the range limit of the effect employed.
Dimensional BoundariesA more perplexing situation arises with the limits of the dimensions within a bounded plane. Although a planar boundary cannot be seen from within a plane of existence, the limit of its dimensions can be reached. To cross a planar boundary from within a plane requires the use of magic or power.
In most cases, a plane contains a few stars and planets surrounded by empty space. From within the plane, the emptiness seems to continue infinitely, despite the boundary limits. Or, if you desire, the answer to a question of "What's beyond the world's edge?"
might literally be "Nothing!"
Optical effects aside, the practical effect on those who approach the dimensional boundary is relevant. The result of such actions depends on the number of dimensions within the plane.
Monospace: Stop. There is nowhere else to go except back; the creature is literally at the end of the line.
Dispace: Stretch. The inherent instability of bounded dispacial planes causes an odd result. Magical pressure may be applied to the boundary, and enough pressure will cause one dimension to enlarge, while the other contracts. This may continue until the space becomes very nearly monospacial, but not entirely, at which time the distortion is stopped. Pressure may then be applied to the other boundary, with the effect of re-widening the plane. The total area of the plane always remains constant.
Trispace: Slip. The creature seems to move, but it is illusory. Slippage occurs that results in no actual distance traveled.
Tetraspace: Skip. Movement is possible, but only along another dimension from that of the original movement. A change of position results, but not in the direction intended.
Pentaspace: Loop. The creature continues moving in the same apparent direction, but is actually moved from one end of the plane to the other. The effect is the same as movement around the interior of a cylinder in a direction parallel to either end.
Known PlanesThe Prime PlaneThe Prime Plane is the Material Plane of the Mystaran Multiverse and, as with most cosmologies, defines what is considered normal. It is much like our own universe, consisting of an infinite vacuum with billions of stars forming galaxies and orbited by planets, many of which are inhabited.
The Prime Plane is a typical Material Plane possessing all of the standard traits as described in
The d20 System Reference Document.
The Ethereal PlaneIn the Mystaran Multiverse the Ethereal Plane, also called the "Ether", entirely surrounds the Prime Plane and the four Elemental Planes. The Ethereal is 'coexistent' and 'coterminous' with these planes, meaning that every point on the Prime Plane and on the Elemental Planes touches a point on the Ethereal, although there are areas of the Ethereal that do not border the Prime or the Elemental Planes. These coexistent regions of other planes are visible from the Ethereal Plane, but it appears muted and indistinct, its colors blurring into each other and its edges turning fuzzy.
While it is possible to see into the Prime Plane and the Elemental Planes from the coexistent regions of the Ethereal Plane, the Ethereal Plane is usually invisible to those on the other planes. Normally, creatures on the Ethereal Plane cannot attack creatures on a coexistent plane, and vice versa. A traveler on the Ethereal Plane is invisible, incorporeal, and utterly silent to someone on a coexistent plane.
The Ethereal Plane is mostly empty of structures and impediments. However, the plane has its own inhabitants. Some of these are other ethereal travelers, but the ghosts found here pose a particular peril to those who walk the fog.
Ethereal Plane TraitsThe Mystaran Ethereal Plane is very similar to the standard Ethereal Plane as described in The d20 System Reference Document [d20-SRD].
Regarding magic, spells and spell-like abilities that have the force descriptor and abjuration spells that affect ethereal beings can cross into the Ethereal from a coexistent plane. Spellcasters on a coexistent plane must have some way to detect foes on the Ethereal Plane before targeting them with force-based spells, of course. While it is possible to hit ethereal enemies with a force spell cast on a coexistent plane, the reverse still isn't possible. As stated above, no magical attacks cross from the Ethereal Plane to a coexistent plane, including force attacks.
Deep Ethereal and Multiple EtherealsThe Mystaran Ethereal Plane uses the
Deep Ethereal and
Multiple Ethereals options from the
Manual of the Planes [MotP]. Note, however, that the regions of the Ethereal that are coexistent with the Elemental Planes do not take on any of the elemental, energy or sphere traits of those planes.
Restricted Travel on the EtherealThe
Manual of the Planes [MotP] suggests options for restricting travel on the Ethereal through certain, so-called,
ethereal solids: Gorgon's Blood, heavy metals and plants. None of these
ethereal solids are found in the baseline Mystaran lore, but DM's may certainly choose to implement any of these restrictions if desired. The Gorgon's Blood idea would be particularly appropriate in a Mystaran campaign.
The Spirit WorldThere is a hard-to-find region in the Deep Ethereal of the Mystaran Multiverse which is home to a race of spirit creatures. This region is the
Spirit World, which is described in the
The Golden Khan of Ethengar Gazetteer [GAZ 12]. The Spirit World can usually only be found with the help of a spirit guide or use of the
spirit walk spell.
Upon entering the
Spirit World the traveler is surrounded by a white mist but this mist soon clears to reveal many different types of terrain: deserts, cities, frozen ice fields, steppes, jungles, fields of lava and fire... This terrain is an illusion growing out of the traveler's own mind or possibly placed there by the spirits themselves.
A permanent gate to the
Spirit World is located in the Sea of Black Sand in the Ethengar Khanates. It was created by a cataclysmic event that shook Mystara in the dawn of its history.
Ethereal CurtainsEthereal Curtains, as described in the Manual of the Planes [MotP] exist in the Ethereal Plane of the Mystaran Multiverse but an Outer Plane must allow access from the Astral for it to have a corresponding curtain since curtains usually create conduits through the Astral.
Very rarely a curtain may be found that leads to the Shadow Plane and 5% of these curtains actually form a conduit through the Deep Shadow and to the Negative Energy Plane.
The Plane of ShadowThe Plane of Shadow is a transitive plane made up of sub-regions that are each coexistent with another plane in the Mystaran Multiverse. It is a world of black and white that looks like a photographic negative of the terrain from the coexistent plane. Each region connects to a deeper part of the Shadow Plane called the Deep Shadow and beyond the Deep Shadow lies an infinite number of alternate dimensions. In theory, with the right spell cast in the right location, a character could use the Plane of Shadow to visit other realities.
The Plane of Shadow is magically morphic, and parts continually flow onto other planes. As a result, creating a precise map of the plane is next to impossible, despite the presence of landmarks.
The Plane of Shadow is coexistent with every plane in the Mystaran Multiverse except the Astral Plane. Knowledgeable planar travelers can use the Plane of Shadow to cover great distances on a coexistent plane very quickly. Spells like Plane Shift and Travel use the Shadow Plane to form conduits between the planes, however these spells can not access the Deep Shadow and thus restrict planar travelers to movement between coterminous regions only. For this reason, most planar travel in Mystara is accomplished one plane at a time, in accordance with the Mystaran planar addressing scheme.
Shadows of other PlanesThe Mystaran Shadow Plane uses a version of the "Shadows of Other Planes" option mentioned in the
Manual of the Planes [MotP]. The plane is split into separate regions, each one coexistent with a different plane (there is a shadow region coexistent with every plane in the Mystaran Multiverse except the Astral Plane). Wherever two planes are coterminous the regions of the shadow coexistent with those planes are also coterminous.
Deep Shadow and Alternate DimensionsIn a manner similar to the Deep Ethereal of the Ethereal Plane, each region of the Shadow Plane is connected to every other region through an area called the Deep Shadow. This is the area of extreme terrain that the
Manual of the Planes [MotP] refers to when describing how a planar travel might locate the Material Plane of an alternate dimension.
Alternate Material Planes do exist beyond the Deep Shadow but it is not possible to reach them in the same manner described in the
Manual of the Planes [MotP]. Instead, alternate dimensions can only be accessed through a dimensional node - a weak spot between the dimensions. Dimensional nodes are usually located on the most distant and dangerous Outer Planes where the laws of the Mystaran Multiverse begin to break down.
With the right spell cast by a dimensional node, a conduit that tunnels through the Plane of Shadow may be created that allows access from the Mystaran Multiverse to another dimension. Although it is theoretically possible to run into such a conduit through random exploration, such an occurrence would be extremely rare and could only occur in the Deep Shadow or in a region bordering the plane from which the conduit originates.
Shadow PortalsPortals from the Plane of Shadow to other planes are mainly found along the border regions where the Plane of Shadow region coexistent with one plane is coterminous with the Plane of Shadow region coexistent with another plane. However, these portals only go to the planes along that border.
The only other portals on the Plane of Shadow are found in the Darklands regions of the Deep Shadow and lead to the Negative Energy Plane. There are no portals leading from the Plane of Shadow to the Astral Plane as these two planes are neither coexistent nor coterminous in the Mystaran Multiverse.
For these reasons, travelers on the Shadow Plane are forced to access planes one plane at a time, in accordance with the Mystaran planar addressing scheme. It takes 1d4 hours of constant travel to find a random portal.
The Astral PlaneMuch like the Prime Plane, the Astral Plane contains vast reaches of nearly empty space. Planets, stars, and other typical huge objects can be found here. Entire outer planes found "in" the Astral Plane are bubble-like; completely isolated and surrounded by the Astral.
In the Astral Plane, all things appear to be outlined in a sparkling, shimmering substance. Mortals perceive themselves as flat, two-dimensional beings, while Immortals will be seen as solid three-dimensional beings. Huge objects that are normally three-dimensional appear to be two-dimensional. Most outer planes and Immortal constructs will appear three-dimensional.
The Astral BoundaryThe Astral Plane can be reached from the elemental planes by using a magical
gate, or from the Ethereal Plane at the Astral boundary. From the Ethereal Plane, the boundary appears as a distant shimmering light that becomes brighter as it is approached. The boundary can be crossed magically in either direction (using
plane shift, etc.), but no permanent crossing exists or can be made. From the Astral Plane, the Ethereal boundary appears as an unmistakeable dull gray. Magical sight can penetrate the boundary in
both directions.
MovementNormal movement when on the Astral Plane (such as walking) is only possible when a surface is present. The usual means of travel is by flight. Gravity is present only when a solid is nearby, and has only minor effects (similar to Ether-Prime gravity effects).
Magical travel loses one dimension of capacity.
Teleport allows three-dimensional flight, as the
fly spell (
dimension door allows flight at half speed). A
fly spell allows levitation. A
levitation spell is useless.
There are no signposts to inner or outer planes, so it is
very easy for the inexperienced to get lost; a
wish or magical navigation aid might be critically important if adventuring here.
Because of its central position with respect to planar travel in the Mystaran Multiverse the Astral Plane is the assumed starting point in the planar addressing scheme used by Mystaran characters and Immortals to refer to the, frequently complicated, path of planes that must be taken to reach any other known plane. For example, the planar address for the Prime Plane is "Ethereal-Prime", since one must travel from the Astral through the Ethereal to reach the Prime. Similarly, the address to the outer plane known as Old Alphatia is "Draesdan-Old Alphatia", since one must travel from the Astral through Draesdan to reach Old Alphatia.
Effects on MagicThe magical strength of any item in the Astral Plane is reduced by one; a
sword +4 becomes a
sword +3 in all respects while there. An item of +1 enchantment becomes non-magical on this plane.
Three-dimensional magic of mortals becomes two-dimensional, parallel with the caster. Thus a
fireball would create a disc-like explosion that might not harm someone standing very close to the center. The caster can learn to rotate the two-dimensional
effect after 3 to 6 castings, so as to be able to cause the explosion to occur in a nonparallel direction. In any event, area effect spells will cause no damage if a saving throw is made.
Magic of Immortal origin remains fully three-dimensional. On the Astral Plane, all mortals suffer a -5 saving throw penalty against magical effects of Immortal origin.
The Elemental PlanesThe Elemental Planes are the most recognizable. They are Earth, Air, Water, and Fire.
On the Plane of Earth, the atmosphere is foamy, transparent, gaseous soil; normal visibility is limited to 60 feet. Liquids are mud (which cannot be strained to separate the soil), lava, and oil. Solids are earth and stone. Gravity is normal, and one needs a create air or survival spell to breath.
On the Plane of Air, the atmosphere is, of course, air; vision is normal. Liquids are transparent, airy liquids and solids are solidified clouds. No spells are needed to survive here. Gravity works the same.
On the Plane of Water, the atmosphere is a thick, heavy fog that cannot be inhaled; visibility is reduced to 60 feet. Most liquids are normal water, and most solids are unmelting, crystalline ice. Survival requires a water breathing, create air, or survival spell.
On the Plane of Fire, the atmosphere is plasma; visibility is reduced to 120 feet. Liquids include liquefied or condensed fire or lava, and solids are solidified fire. To survive on the plane, characters need create air and resist fire spells, or a survival spell.
All spells and elemental related combat fall under the effects of Dominance and Opposition. The principals are as follows:
Earth has dominance over Air; Air has dominance over Water; Water has dominance over Fire, Fire has dominance over Earth; Earth and Water are in opposition; Air and Fire are in opposition.
This basically has this effect: when a creature or spell effect has dominance over another, it does double damage, creatures who have dominance over a type of attack take minimum damage from the other, and opposition gives the opposing groups a -4 to reaction rolls when dealing with each other. For instance, a mage fighting an air elemental can do double damage with earth-based spells, and minimum damage with water based spells. Air and fire elementals each have a -4 to their reaction rolls when dealing with each other. When dealing with some spells, translations need to occur. Any spell that deals with solids, liquids, or gases, should use the medium of that Plane.
The dominant spheres in the elemental planes are as follows: Earth-->Matter; Air-->Thought; Fire-->Energy; Water-->Time.
Brynn This is the home plane of Matter. It appears to be a single flat world stretching on for unlimited distances. But, this is not true. The plane has boundaries, all be it light-years apart. One who standson the rim of this world can look out and see nothingness; there are no stars.
The world is literally flat. One side has a breathable atmosphere, while the other is a complete vacuum. In the sky parade a long line of suns and moons. Brynn has a definite cycle of day and night, but the sun and moon are different each cycle. The surface of the planet boasts many dramatic geological features, whether it is a mountain range here with a mesa right by it, or a long plain interrupted by a volcano, all visitors will be amazed by the solidity of the place. The surface is covered with all manners of vegetation; while most of it is forests, there are huge expanses of grasses, grains, flowers, rolling hills covered in mushrooms, and seas filled with islands and floating algae. The planet’s interior is filled with caves and tunnels, some as beautiful as entering a giant geode.
One thing to note with Brynn is there is no visible corruption on the planet. Things that would die and rot away on the Prime Plane merely change slowly into the substance below them (a dead body left in the mountains would eventually become part of the mountains). Undead and other natives to the Negative material plane of a status less the Exalted lose 1 hit point per round until they leave. When they run out of hit points, they are transformed permanently into stone. Mortals taken to this plane do not age. Children cannot be conceived, nor can seeds for plants develop. Time travels half as fast here as it does on the Prime. Magical spells that cause a change (wether it be through damage, changes in ways of thinking, or the like) do not work here (making spells of Alteration, Evocation, Invocation, Abjuration, Enchantment, Charm, Chronomancy, Necromancy, and Conjuration non-existent).
Draesten This plane is the home plane of Energy. It is one of the most beautiful planes of existence. It is a vast expanse of space filled with colorful, flickering energy; it looks like a vast nebula that somehow reminds one of Las Vegas. Many of the suns are circled by planets that can and do support life. Observers would be struck by the sense of motion: the energy in the solar systems are constantly changing color, planets around the suns suddenly reverse their orbits, suns shrink and grow....the whole plane acts like a living thing. Likewise, the planets in this plane seem to be alive. The basic elements of them, air earth, and water, are constantly changing place. What was a valley one day may be an ocean the next. Most of the planets are covered in jungle growth, and homes are soon overrun if not maintained.
On this plane, all things, including visitors, are fused with energy. Living things may fly as per the spell for an unlimited amount of time, and any creature may cast the haste spell on himself three times per day. All the powers fade when leaving the plane. While on this plane, mortal spell casters have the capacity to meditate and memorize twice as many spells as normal. This power likewise fades when they leave the plane. Time travels at twice the normal rate, and no spells are needed to survive here, not even in the void (it is filled with breathable energy).
Entrem This is the home plane of Time. It is a vast plane filled with breathable air. No sun is visible, but the whole plane glows as if effected by a continual light spell, and thus, there is no night. There are no planets here, but it is filled with innumerable planet sized globules of water. Tendril of water form rivers that stretch from globule to globule in on direction. Living things grow on these water-worlds and water-ways, including island-sized clumps of vegetable matter on which grow trees, crops, and civilizations. The people of these civilizations live as fishers and traders; they build mighty boats and ships to sail from world to world on the tendril rivers.
Gravity is the same here, no spell is needed to breath the air (but water breathing might come in handy), and movement on water works normally (but space requires flight or teleport or some other instantaneous travel spell). Time, however, is somewhat abnormal. It is not unusual for a “Time-Storm” to sweep through and reset a conversation the PCS may be having...with the native unaware of the backwards motion. Time passes abnormally for both people and spells here as well. Whenever the characters leave the plane, the DM should roll 1d20 and compare it to the following table to see how much time has elapsed on the Prime. All changes are proportional (for instance, a spell might work at ten times the effect, but only last one-tenth normal).
MirageThis is the home plane of Thought. This plane initially resembles the Ethereal Plane, because it is full of breathable gray fog, but it is also crammed full of objects: planets and suns of all shapes and sizes (round, square, flat, hand shaped). Every planet contains innumerable species of plants, animals, humanoids, and monsters growing in great profusion next to each other, disregarding the laws of nature. Most planet surfaces are normal (land, water), but some are completely alien.
In this plane, though becomes reality. When a character first comes here, every and all thoughts the character has become visible in the air around him. After a turn of struggling with this (and usually great embarrassment), the character can control this display so that only the thoughts he wants visible are. However, all dreams and nightmares become visible, no matter what.
Time passes normally here, and no spells are needed to breath or move about on planets (excluding those that are too alien), but some type of movement spell is needed to move between planetary systems. Magic spell function as normal, but all characters who enter this plane can cast many spells:
light, continual light, create water, create food, phantasmal force, and projected image any number of times per day; growth of animals, sticks to snakes, animate objects, create normal animals, control temperatures 10' radius, invisibility, create air, hallucinary terrain, wood-wall, stonewall, wall of iron, ironwall, and steelwall three times per day; and weather control, polymorph others, polymorph self, create normal monsters, create any monster, and
shapechange one time per day. On Mirage,
create any monster can make new species of monsters (much of what the character thinks can become real here).
Pyts This is the home plane of the sphere of Entropy. Pyts is a vast plane of darkness filled with foul-smelling poisonous gas. It has many moons - moons that radiate there own light instead of reflecting - but no suns. Planets look like various odd things; some look like spiders that have crawled up and died, others like volcanoes, and still others that look like talons, tombstones, sharks, or other foreboding things. The surfaces are filled with hostile environments: deserts, swamps, brutal mountain ranges. There are many citadels here for the communities, all made in the savage, Gothic style from bleak, black stone. All-in-all, it is not a pleasant place.
Gravity works as normal here, a survival spell is needed to breath or else the characters must save vs poison every round or die, and movement in the void between planets requires teleport or other transportation spells. All food and drink spoil in a day here. For each day a living creature from another plane stays here, they temporarily lose 1 point of Charisma. When they reach 0, they change as if under the effect of a
polymorph spell to some fiendish shape (such as a gargoyle), but do not gain any special abilities. The Charisma returns when they leave, and those who had changed shape return to normal.
The priestly ability to turn undead does not function here, and only Entropic Immortals or undead may use the priestly “control undead” power. Only the reverse form of helpful or curative spells work here. Holy Water cannot be created here, and Holy Water brought here is changed into a potent acid that will inflict 1d8 point of damage to any being it is splashed upon. If this acid is taken from Pyts, it reverts to foul drinking water. Time passes at one tenth the normal speed of the Prime.
Old Alphatia This is the old home of the people of the New Alphatian Empire. It is a vast area filled with air that is stirred by winds. It is filled with stars, each of which is a sun; many of these suns are circled by planets. At the center is an eye catching nebula containing one of the biggest and brightest suns. The nebula was once home to the Alphatians. The void was once airless, but the air mages cast powerful spells to fill the space with air... an event which upset the fire mages and eventually led to their downfall (see the time line or the description of Alphaks). The war destroyed the home of the Alphatians and many other planets; many of the survivors fled this plane and went to the Known World. However, many other survivors remained. They dwelled on the chucks of floating matter that were once the planet. These people are the Cypri, a copper-skinned race much like the “common” Alphatians of the Known World. No “pure” Alphatian remains here. Each island is now an independent nation.
One of the areas visitors are most likely to find is called Paradise Island. Here the natives wear loin cloths and colorful robes, and they decorate themselves with feathers and flowers. They eat the fruit of the
zzonga plant, which drains its victims of all their ambitions (some
zzonga can be found on the Known World). Outsiders who get in the habit of eating
zzonga will suffer the same effects and not wish to leave; if forcibly taken and denied the fruit for 1d4 days, they will return to normal (but with a bad hang over).
Energy is the dominant sphere here, which causes many magical abilities. No spells are needed to survive, but flight or instant travel spells, or just a sailing ship to take advantage of the winds, are needed to travel from planetoid to planetoid. Everyone born in Old Alphatia has the automatic abilities of a 1st level wizard.
The Dimension of Nightmares Floating in the Ethereal Plane is a node that allows entry into a hazardous dimension. It is a twisted unreal version of the Prime, a place where both Mortals and Immortals dare not tread. The worlds, people, even the architecture is terrifying to look upon.
There is a certain “bleed through” between the Prime and Nightmare Demiplane. People in the rest of the Multiverse sometimes see and visit this plane in the dreams. The reverse is also true, where some of the intelligent nightmare creatures see humans and the like in there dreams. What doesn’t help is that both beings see the other as hideously ugly and frightening. In fact, the
Diabolus have a tail poisonous to people from the Prime, and humans’ bite has a similar effect on them. Likewise, magic from either plane cannot directly harm each other.
Two types of Nightmare creatures are known to have visited and even settled on the Prime. They are the diaboli and malfera, where even a few of them have overcome their dread of humankind.
(This is most likely the Far Realm)
The Dimension of Myth Even harder to believe is that one with enough power from Mystara could find a completely alternate dimension! This dimension vaguely resembles the multiverse in several ways (layout, civilizations). The planet that corresponds with Mystara is much like Earth in the Middle Ages; each nation and culture corresponds with one of our planet. However, in that dimension, magic works and magical creatures that are merely mythical on Earth are prevalent. Also, the cultures are isolated unlike Mystara (a pegasus will only be found in cultures that believed in winged horses and so on).
The houses of Sylaire (the D’ambrevilles), Klantyre (the McGregors), and Malachi du Marias all came from this world.
(This is actually an alternate Prime Material Plane and the home of the Gothic Earth of
Ravenloft: Masque of the Red Death and
d20 Modern)