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When I set about the major update to the Iourn site, I realised
that I had said nothing about the cosmology of the campaign setting.
Dungeons and Dragons is traditionally replete with various planes
of existence where all manner of inhuman and hungry creatures dwell.
At this stage in the life of the setting I don't want to go into
too much detail. There are several quite important story-related
issues that hang off the planes and to chronicle them all now would
be to pre-empt future revelations. I don't want the big reveal I've
been planning for years to be greeted with as much surprise as the
news that France is full of Frenchmen.
However, some things have already been revealed in sessions past,
and others are obvious or simply so mundane that they can be revealed
here. Where possible I have attempted to use terms in keeping with
the third edition version of the Manual of the Planes so
that we all know where we stand.
While reading this please remember that almost every person living
in Iourn has no conception that there even are Planes of Existence.
The following information, brief though it is, is almost entirely
unknown throughout the northern and southern worlds. Even places
of great learning such as the repositories of the Scriverners of
Doom or the impenetrable citadels of the Arcanum Incognita do not
have all the pieces of the puzzle. Having ranks in the skill Knowledge
(The Planes) gives you an insight into what is out there, but
you could study for a lifetime and still not know a fraction of
all there is to know.
Breaking the Great Wheel
Depsite that fact that Iourn was originally conceived as a prime
material world to set a Planescape campaign against, I do not use
the default D&D cosmology. I like the Great Wheel, and I love
Planescape, but there's no room in my campaign setting for all the
various planes, permutations and factions that Planescape supported.
A third edition Planescape campaign would be wondrous, but it would
be a separate campaign. Iourn is its own setting.
I wrestled with this decision for a while, because I originally
wanted to incorporate many Planescape elements into Iourn. However,
I came to the conclusion that any campaign that puts a great emphasis
on the Planes of Existence inevitably makes the prime material world
seem smaller. It was very much a running joke in the Planescape
campaign that characters like Gandalf, Aragorn and Gimli would arrive
in Sigil full of their own importance after destroying Sauron only
to realise that Middle Earth was just one world of countless millions
and that no-one had even heard of Sauron or remotely cared about
their quest (oh, and One Rings were 5gp for a dozen down in the
Hive Ward).
I didn't want that for Iourn. I wanted the coming war against Karatath
(it is coming, folks) and everything that comes afterwards (I do
plan that far ahead) to be a big thing. And when I mean big thing,
I mean an apocalyptic thing. I want everything to be at stake -
not simply one world. Iourn isn't an insignificant orb, or tiny
part of a larger puzzle, it is fundamental to everything. The Last
Battle is fought here for a reason. The discovering of that reason
is something of a plot point for future campaigns.
So, when you look at the Iourn setting don't expect choruses of
angels to descend from Mount Celestia, don't expect the elemental
planes to be as you remember, don't expect there even to be a Blood
War between the fiends. Every feat, every race, every class and
every spell that has been published exists in Iourn, but almost
all of them have been twisted to my own purposes. As players discovered
with the drow, the statistics might be the same, but beyond that
all bets are off. So read the following by all means but bear in
mind that the information is deliberately incomplete.
The Planes of Existence
The following are some of the planes that exist in the Iourn cosmology.
Over this and the linked pages you will find several terms describing
planar traits. On the whole I offer no information in regard to
what these terms actually mean. They are described at length on
pp7-14 of The Manual of the Planes and it is not my policy
to reprint them here. However, there are three terms from that book
I will explain here, because an understanding of them is central
to an understanding of the Cosmology as a whole. The following text
is adapted from p15 of the aforementioned Manual of the Planes:
Separate Planes: Two planes that are separate do not overlap
or directly connect to each other. They are like planets in different
orbits. An Outer Plane, for example, may have no direct connection
with the Material Plane. The two planes are separate and the only
way to get from one plane to the other is to go through a third
plane, such as the Astral Plane.
Coterminous Planes: Planes that link together at specific
points are coterminous. Think of conterminous planes as touching
each other. Where they touch, a connection exists, and travellers
can leave one reality behind and enter another. The Astral Plane
is coterminous to most other planes. It exists along side them and
can be accessed from them. Just because a magical portal links to
planes does not make them coterminous. The portal may utilise a
third plane in order to function.
Coexistant Planes: If a link between two planes can be created
at any point, the two planes are coexistant. These planes overlap
each other completely. A coexistant plane can be reached from anywhere
on the plane it overlaps. When moving in a coexistant plane, it
is often able to see into and interact with the plane it coexists
with. The Ethereal Plane is coexistant with the Material Plane.
Inhabitants of the Ethereal Plane can see into the Material Plane
with the right magic, inhabitants of the Material Plane can likewise
see and interact with those on the Ethereal Plane - with such spells
as see invisibility and magic missile.
It should be pointed out that a plane can be both Coexistant and
Coterminous. The Plane of Shadow, for example, is coexistant because
it overlaps the Matrial Plane and can be accessed from there with
the right spell or ability. It is also conterminous because it is
possible to enter the Plane of Shadow at certain points and travel
to strange parts of the plane beyond those that lie coexistant to
the Material Plane.
Material Plane
The standard locale in which adventures are set, heroes are born
and deeds are done. For the purposes of this campaign setting the
world Iourn is the material plane. Scholars of the infinite can
find no evidence of any other material plane beyond Iourn. The material
world starts at the core of this world and ends at the rings that
surround it. The material plane is coexistant with the the transitive
planes and coterminus
Transitive Planes
Transitive planes are the glue that holds the universe together.
They allow swift movement from one plane to another and even to
different parts of the same plane as long as one has the rights
spells or items to make use of them. The three regular transitive
planes (Astral, Etheral and Shadow) function in exactly the same
manner as the standard D&D cosmology. However, this campaign
setting adds a fourth transitive plane: Dream.
Elemental Planes
The six elemental planes surround the material world of Iourn floating
in the Void (see below). They remain separate from Iourn and can
only be reached from that world via one of the transitive planes
or by physically traversing the Void. The elemental planes themselves
are not directly connected so there are no para-elemental or quasi-elemental
planes as there are in the Planescape setting.
Outer Planes
The term "Outer Plane" is something of a misnomer in
the Iourn Cosmology. These planes are places distinct from the material,
transitive and elemental planes, but beyond that they share no commonality
with each other. As to where these places are located, well that
is anyone's guess really. The Great Dark is coterminus with with
the Southern World of Iourn and can be accessed through the Seven
Gates of Perdition. The Heavenly Realm can apparently be reached
by crossing the Weirlands, although where these lands reside is
a mystery to many scholars.
Magic and Planes
The magical weave (see the D&D section on magic)
unites all the planes of existence. The weave is anchored at several
points around the universe and spreads like a web throughout all
reality. The Weave is coexistant with every plane named above, although
prevailing local conditions can drastically effect how magic operates
on that plane. In some planes magic may not function at all, where
in others it may be enhanced to ridiculous degrees.
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