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Roleplay Ramblings: Cosmology part 1
Inner Planes
For as long as there have been words, mortals have been trying to understand and explain the world around them, even the parts that they cannot directly see. Even now we learn more and more about our cosmos, revealing how much we still don’t understand.
This week, we’re going to talk a little bit about the multiverse is arranged in both pathfinder and older editions of the world’s oldest roleplaying game, not to mention certain mythological beliefs on the matter, the contents of these multiverses, and how to create a wholly new cosmology that fits your setting.
Today in particular, we’ll be looking at the “Inner” planes, and what those typically include.
One of the most common planes in fantasy cosmology is an ethereal plane, or a “spirit world”. Typically this is the realm of ghosts and other incorporeal spirits and haunts, not to mention many living ethereal beings, such as phase spiders, xill, and the like. The ethereal plane often completely overlaps the material world, allowing one to view material objects through the mists of the ether. Some versions may even have equivalents of said objects.
That last detail, however, is more the defining detail of the Plane of Shadow, that dark reflection of the material. There in the dark un-light strange creatures dwell in twisted reflections of material plane structures, either sinister versions of the real thing, or even more bizarre versions, such as pits where towers stand, and so on. Space is also distorted there, allowing the daring to travel long distances through it, albeit at the risk of inaccuracy when reentering the material plane.
Extending beyond such overlapping planes, one can see the elemental planes, made up of each of the four elements, Air, Fire, Earth, and Water, with more complex features here and there, each being the home of elementals, genies, and other exotic beings adapted and made primarily from their surrounding elements. Each one of these elemental planes supposedly serves as the fuel source for the creation of all worlds on the material plane, and even possibly other planes.
The positive and negative energy planes function somewhat like the elemental planes as well, serving as infinite wellsprings of constant genesis and constant entropy respectively, both being lethal in their own right. The former is home to all sorts of abundant and strange beings, including the Jyoti, who jealously guard the wellspring of all life against nearly all beings, especially deities and their servants. Similarly, the negative energy plane is a mostly empty, all-consuming place, home to the bizarre sceanduinar, as well as undead that are drawn to, or could not resist the pull of, the sucking, consuming power of the un-energy that animates them.
Of course, there is also the Astral Plane, the space between spaces, between all other planes. One can get to all other planes from here, in theory, but the vast emptiness is hard to navigate, and the denizens are quite bizarre.
While those listed above form the core inner planes seen in most settings, there are also others, such as the First World, home of the Fey and the template for all material worlds, The demiplane of dreams, Leng, and more. Each one has its own qualities, and some may simply be extensions of other planes. Regardless, they add a bit more flavor to the inner planes.
And that covers inner planes. I could go on for ages, and indeed Paizo has gone at length on the Elemental planes at the very least, in their Planes of Power supplement. I heartily recommend it. Tune in tomorrow for a look at the Outer Planes!
Roleplay Ramblings: Cosmology part 2
Outer Planes
So last time we looked at Inner Planes, which seem to focus on pale reflections of material reality, or to be the source of a certain fundamental property that makes up the material plane. Now, we look out further, to what are commonly called the Outer Planes.
These are places of spiritstuff and living morality, wellsprings of power from which the majority of outsiders come from, their specific philosophy not only on their lips and on their minds, but running through every fiber of their being. As such, they defy many of the needs associated with mortal creatures, being self-sustained avatars of belief. Of course, as with all things, oftentimes even these beings defy such simple explanations.
The outer planes are often called such not only because of their metaphorical and literal distance from the material world, but also in that they can seem utterly alien to mortal visitors. Yes an outer plane may have grass and ground and even animal life that resembles mortal counterparts, but a closer look can reveal how strange they really are, being made from matter entirely different than what is found on the material or even the elemental planes.
The exact number of these esoteric planes varies by cosmology, but traditionally there is at least one for every alignment combination. Additionally, unlike most inner planes outer planes often have “layers” or something like sub-planes that might be visible from each other, or seemingly separate, but accessible from each other through the right channels. These layers may have very different planar properties compared to each other, or their division might be esoteric and formal more than anything else, but separated nontheless
Typically Lawful Good is depicted as some combination of Abrahamic heaven and Mount Olympus, being an impossibly massive mountain whose slope is divided into 7 layers, the 6th usually being the peak, and the 7th being some mythical place in the upper atmosphere of the plane, some secret garden that few are ever allowed into.
Neutral Good, on the other hand is typically a pastorial place where the spirits of goodly mortals, and their agathion guardians, live in relative peace, cooperating as need be, but otherwise leaving well enough alone.
Chaotic good, of course, is even more wild, and certainly more disorganized, and those within simply cooperate when need be, but otherwise do as they will without harming others.
Lawful neutral tends to follow one of two concepts, either a colossal central city surrounded by perfectly ordered nature beyond its walls, or else a void filled with planet-sized cogs, shafts, and other evidence of machinery, where civilizations spring up on the constantly rotating gears, dimly aware of the true purpose of their home component world in the impossible machine of perfect order.
True neutral has been both a concordant place that is at once disconnected from, but also at the center of all other outer planes, or else a place of quiet death, a last stopping-off point on the journey of souls before being judged and moving on to their final reward.
The Chaotic neutral plane is difficult to describe in any words other than cacophony, discord, and disorder. Some might mistake the plane for an elemental plane, that is until the truly strange things happen in the ever-changing void. Planetoids form and discorporate, matter transmutes into other forms and even energy freely, and so on, subject to random chance or the will of powerful entities.
The lawful evil realm typically resembles the Hell of Dante’s Inferno, a great pit nine layers deep, each with its own methods of causing suffering.
The neutral evil plane has occasionally been a place devoid of all life and love, sucking the vitality of visiting mortals if the denizens don’t kill them first. Alternately, it is a place of hungry death, built to consume all that enter it.
The chaotic evil plane is truly erratic, with supposedly infinite demon-infested layers, each one with unique features of harshness and suffering. Skies that rain acid, black seas with unknowable horrors lurking below, harsh deserts that dessicate the unprepared unnaturally fast, and so on.
There may be more or less outer planes than those listed here, but we’ll talk about that later this week. Tune in next week for thoughts on past multiversal arrangements of planes!
AD&D 1st Ed. had sixteen Outer Planes: the Seven Heavens of absolute lawful good, the Twin Paradises of neutral good lawfuls, the planes of Elysium of neutral good, the Happy Hunting Grounds of neutral good chaotics, the planes of Olympus of absolute 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. There was also the plane of Concordant Opposition, the realm of true neutrals.
AD&D 2nd Ed./Planescape kept the structure mostly the same, focusing instead on developing what was already there, but did rename some things: the Seven Heavens became Mount Celestia, the Twin Paradises became Bytopia, the Happy Hunting Grounds became The Beastlands, Olympus became Arborea, Gladsheim was renamed Ysgard, Tarterus became Carceri, Hades became The Gray Waste, Hell became Baator, Nirvana became Mechanus., and the Plane of Concordant Opposition became The Outlands. (Many of the name changes were to distance themselves from real-world mythologies & religions, especially Christianity, to counter the “D&D is of the Devil!” Satanic Panic of the 1980s and 90s.)
D&D 3E/3.5′s Outer Planes remained mostly the same, though the Forgotten Realms campaign setting has 26 Outer Planes (tied not to alignments but to deities/faiths),
Eberron had 13 (though four acted more like Inner Planes, and they all constantly orbited the Material in a steady pattern, moving in and out of sync with the Material and making influence & travel easier or harder),
and DragonLance only had 5 (one for Good, one for Evil, one for Balance, and two for mortal souls).
D&D 4th Ed. did away with most of the Outer Planes, replacing them with Astral Domains floating in the Astral Sea; Celestia, Baator/the Nine Hells, and Pandemonium were three, though the Abyss was not an Astral Domain but instead made part of the Elemental Chaos. 5th ed. re-introduced the “Great Wheel” of 3E/3.5.
Pathfinder/Golarion has nine: Heaven (LG), Nirvana (NG), Elysium (CG), The Maelstrom (CN), The Boneyard (TN), Axis (LN), Hell (LE), Abaddon (NE), and The Abyss (CE).
Praying that $1500 randomly comes to you when you need it the most this year.
Okay inflation is crazy.
We bumping up the price to $15,000 for 2026.
Hi from Minnesota. It’s scary here. It’s heartbreaking. It’s worse than you think. But we are fighting. The loon is our state bird, used as a symbol of Minnesota. It is quiet grace, a haunting call, the untamed wildness of the north. In Ojibwe teaching they represent diplomacy and leadership. In some myths loons carry the blind to bottom of lakes, and once returned to the surface, they can see. We have embodied all this and despite everything I feel a pride in my community. I made these pieces to show the solidarity I see and contribute to the fight- this is what the arts are for. STORE - 𝐀𝐋𝐋 profit goes to MIRACMN, they are on the frontlines here fighting for immigrant rights, and Community Aid Network MN, a mutual aid network. My Instagram for updates.
Please keep your eyes on MN ❤️
The standoff with agents happened on Jan. 8, one day after an ICE agent shot and killed Renee Good in south Minneapolis. Wooten’s refusal to comply with ICE was captured on video and posted to Facebook.
The agents tried everything to intimidate the guard.
“You can’t come back here, bro,” Wooten can be heard in the video saying to an agent wearing a mask and sunglasses. “I’m talking to your manager,” the agent said. Wooten responded: “No, you’re talking to security, I’m in charge.”
ICE left empty-handed. Wooten said he just stood his ground, “10 toes down.”
“I was doing my job like I’m supposed to,’’ Wooten said. “If you don’t stand for something, you’ll fall for anything. I just want to make my family safe because I’ve been here three years.”
You can only reblog this on the 3st of January
the 3st huh?
the 3st.
The Merrie History of Looney Tunes by KaiserBeamz
Part 1:
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The 8th (and final) part is finally here:
@ducktracy
Male writers writing female characters:
“Cassandra woke up to the rays of the sun streaming through the slats on her blinds, cascading over her naked chest. She stretched, her breasts lifting with her arms as she greeted the sun. She rolled out of bed and put on a shirt, her nipples prominently showing through the thin fabric. She breasted boobily to the stairs, and titted downwards.”
‘ She breasted boobily to the stairs, and titted downwards’ is the greatest fucking sentence I have ever read.
THE ORIGINAL??
(smh) Never thought I’d see it in the wild. Yet here it is. :)
Weird Al playing with signs: a collection
@ominous-signs
Official silly sign(s) and Al
Love a good Al-generated meme
i forgot how fucking weird november is theres no afternoon its just night after 2pm
when it rains you simply do not get a day
northern hemisphere people, are you okay??
northern hemisphere person here!! no
At over 700 feet long and with a dead weight tonnage of 26,000, the SS Edmund Fitzgerald was the largest freighter of the Great Lakes in the 1960’s and 70’s. However the Edmund Fitzgerald would go down in history as a doomed ship, its fate foreshadowed when it took three blows to break a champagne bottle on her bow at her christening. From 1958 to 1975 the Edmund Fitzgerald hauled talconite ore from mines in Duluth, Minnesota to iron and steel mills in Detroit, Toledo, Buffalo, and other Great Lakes ports.
On November 9th, 1975, the Edmund Fitzgerald set off on a run from Superior, Wisconsin to a steel mill in Detroit. The next day the Edmund Fitzgerald was caught in one of the worst storms in Great Lakes history, with waves over 35 feet high and hurricane force winds. At 3:30 PM the Fitzgerald reported that it had sustained topside damage and was heading for safe port in Whitefish Bay, Canada. 40 minutes later the Fitzgerald requested radar assistance from a nearby ship, the Anderson, as she had lost radar capability. By 6:00 PM the Fitzgerald reported,“"I have a bad list, lost both radars. And am taking heavy seas over the deck. One of the worst seas I’ve ever been in.“ The Anderson continued to guide the Fitzgerald into Whitefish Bay, until it was itself struck by a large wave and force to seek safe harbor. At 7:00 PM the Fitzgerald made sent its last radio signal reporting, "we are holding our own.” By 7:30 the Fitzgerald had disappeared from radar screens and no longer responded to radio calls.
The Edmund Fitzgerald took all 29 crew with her, leaving nothing behind but an oil slick and some assorted pieces of wreckage. Four days later the wreck was located 530 ft below Lake Superior. She was only 15 Nautical Miles from Whitefish Bay and safety. Over the coming decades the wreck has been studied and surveyed, with numerous theories offered as to the reason for its sinking. The most prominent feature of the wreck is the fact that it had been ripped in half, either before of after its sinking. It is often suggested that the Fitzgerald was overloaded, causing large waves to create stress fractures on the Fitzgerald’s hull. Numerous other factors are to blame for the Fitzgerald’s sinking. Most recently, the prominent theory is that a series of 3 rogue waves slammed into the stern of the Fitz driving her bow into the bottom of Lake Superior at a depth of 500 feet.
After the sinking of the Edmund Fitzgerald the Mariners Church in Detroit started the tradition of wringing its bells 29 times, in honor of the 29 dead crewmen. After Gordon Lightfoot, who memorialized the tragic loss of life and the ship with the sea-shanty masterpiece "The Wreck of the Edmund Fitzgerald" passed in 2023, the bell was rang 30 times to honor his devotion to the crew and their families.
With the lack of SNAP benefits in the US hitting in a few days, welcome to No Snitch November. If you see somebody taking food? No you didn't. Taking formula? No you didn't. Taking diapers? No you didn't. When the government turns their back on our neighbors, it's our job to protect them.