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WotC's New Cosmology - someone's been reading the CBG!

Started by Moniker, September 26, 2007, 06:18:24 PM

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Moniker

I love the new appeal Wizards are going with the cosmology. It sounds very flavorful, and retains many of the original elements ever-present in practically every edition of Dungeons and Dragons.

http://www.wizards.com/default.asp?x=dnd/drdd/20070926a&authentic=true

Secret worlds and invisible domains surround the world of the Dungeons & Dragons game. Godly dominions, elemental chaos, shadow kingdoms, and faerie realms are all part of the world. Most mortals know little of these things, but heroes are a different matter. Heroes often find that adventure calls them to distant and strange dimensions indeed.

The Feywild
The closest of these alternate worlds is the Feywild, or the realm of faerie. It is an 'echo' of the mortal world, a parallel dimension in which the natural features of the lands and seas are arranged in much the same configuration. If a mountain stands in a given place in the mortal world, a similar mountain stands in a corresponding place in the Feywild. However, the Feywild is not an exact reproduction. Built structures and terrains are not copied in the faerie realm, so a valley dotted with farm fields and towns in the mortal world would simply exist as untouched, unsettled woodland in the Feywild.

The Feywild's many vistas can catch your breath with beauty, but the Feywild is far from safe. Heroes visiting to Feywild might encounter:

A mossy forest glade where evil druids spill the blood of hapless travelers over the roots of the thirsting trees;
The tower of an eladrin enchanter;
A fomorian king's castle in the dim, splendid caverns of the faerie Underdark; or
A maze of thorns in which dryad briarwitches guard an evil relic.

 
The Shadowfell
Just as the Feywild is an echo of the natural world, so is the Shadowfell. However, the Shadowfell mimics the mortal world in a different manner. The Shadowfell is the land of the dead, where the spirits of the deceased linger for a time in a dark reflection of their previous lives before silently fading beyond all ken. Some undead creatures are born in the Shadowfell, and other undead are bound to it, but some living beings dwell in this benighted realm.

Like the Feywild, the Shadowfell also reflects the mortal world imperfectly. Towns, castles, roads, and other objects built by mortal kind exist in the Shadowfell about where they should be, but they are twisted, ruined caricatures. The shadowy echo of a thriving seaport in the mortal world might be a dilapidated, desolate port whose harbor is cluttered with the rotting hulks of shipwrecks and whose busy wharves are empty except for a few silent and furtive passersby. In the Shadowfell, heroes might venture into:

A necromancer's tower;
The sinister castle of a shadar-kai lord, surrounded by a forest of black thorns;
A ruined city swept by long-ago plague and madness; or
The mist-shrouded winter realm of Letherna, where the fearsome Raven Queen rules over a kingdom of ghosts.

 
The Elemental Chaos
All of the cosmos is not tied to the mortal world as closely as the Feywild or Shadowfell. The natural world was created from the infinite expanse of the Elemental Chaos (or Tempest, or Maelstrom), a place where all fundamental matter and energy seethes. Floating continents of earth, rivers of fire, ice-choked oceans, and vast cyclones of churning clouds and lightning collide in the elemental plane.

Powerful beings tame vast portions of the chaos and shape it to their own desires. Here the efreeti City of Brass stands amid a desert of burning sand illuminated by searing rivers of fire falling through the sky. In other places in the Elemental Chaos, mighty mortal wizards or would-be demigods have erected secret refuges or tamed the living elements to build their domains.

Elemental creatures of all kinds live and move through the Elemental Chaos: ice archons, magma hurlers, thunderbirds, and salamanders. The most dangerous inhabitants are the demons. In the nadir of this realm lies the foul Abyss, the font of evil and corruption from which demonkind springs. The Abyss is unthinkably vast'"thousands of miles in extent'"and in its maw swirl hundreds of demonic domains, elemental islands, or continents sculpted to suit the tastes of one demon lord or another. Within the Elemental Chaos, heroes might explore:

The crystalline tower of a long-dead archmage;
A grim fortress monastery of githzerai adepts;
The diseased Abyssal continent where Demogorgon rules amid ruined temples and bloodthirsty jungle beasts; or
A vast polar sea lit only by the cold glitter of icebergs and flickering auroras, in which the frozen stronghold of a frost giant warlock lies hidden.

 
The Astral Sea
One final extradimensional realm touches on the mortal world: the Astral Sea. If the Elemental Chaos is the manifestation of physicality, the Astral Sea is a domain of the soul and mind. The divine realms, the dominions of the gods, drift within Astral Sea's unlimited silver deeps. Some of these are realms of glory and splendor'"the golden peak of Mount Celestia, the verdant forests of Arvandor'¦. Others belong to dark powers, such as the Nine Hells where Asmodeus governs his infernal kingdom. A few astral dominions lie abandoned, the ruined heavens and hells of gods and powers that have fallen.

Only the mightiest of heroes dare venture into the dominions of the gods themselves. In the Astral Sea, heroes may find:

The iron city of Dis, where the devil Dispater rules over a domain of misery and punishment in the second of the Nine Hells;
An artifact guarded by race of cursed warriors whose castle of adamantine overlooks the war-torn plains of Acheron;
The black tower of Vecna, hidden in the depths of Pandemonium; or
A dragon-guarded githyanki fortress, drifting through the silver sea.
No one is knows how many astral dominions there are. Some dominions, such as the Nine Hells, are the size of worlds. Others are no larger than cities, rising like shining islets from the Astral Sea. Several dominions have been ruined or abandoned, usually because the gods who made them were destroyed or forgotten. What sorts of treasures'"or perils'"might slumber in such places, only learned sages could say.

The World of Deismaar
a 4e campaign setting

Matt Larkin (author)

And yet another Shadowfell infringement :(

I do like this a bit better than the classic cosmology.
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Ishmayl-Retired

my poor Shadowfell. :(  I'm sure, 5 years from now, Ishmayl's Shadowfell will be looked upon as some sort of copyright infringement :(
!turtle Ishmayl, Overlord of the CBG

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For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Epic Meepo

Quote from: Moniker quoting Rich BakerThe Shadowfell
Just as the Feywild is an echo of the natural world, so is the Shadowfell. However, the Shadowfell mimics the mortal world in a different manner. The Shadowfell is the land of the dead, where the spirits of the deceased linger for a time in a dark reflection of their previous lives before silently fading beyond all ken.
The Astral Sea
One final extradimensional realm touches on the mortal world: the Astral Sea. If the Elemental Chaos is the manifestation of physicality, the Astral Sea is a domain of the soul and mind. The divine realms, the dominions of the gods, drift within Astral Sea's unlimited silver deeps.[/quote] Well, why not gank the rest of the Outer Planes? We've already deleted Limbo and the Abyss, so let's just say everything else is part of the Astral Plane, right?

Hey, and while we're at it, let's just say that the Shire and Mordor are both neighborhoods in the same small town. And Greyhawk, the Forgotten Realms, and Eberron have all secretly been continents on the same world this whole time. Hell, every setting in the whole fantasy genre is practically the same, right? So let's just combine them into one super-setting called That One Place Other Than Here.

In the That One Place Other Than Here, you might encounter:
A fortress of a powerful demon lord being sublet to an archangel;
A giant ball of elemental air-fire-earth-water-wood;
The complete works of Tolkien, Lovecraft, and R.K. Rowling;
Or the kitchen sink.
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

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Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

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Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Epic Meepo

Quote from: Ishmaylmy poor Shadowfell. :(
Oh, and Ishy, I feel your pain. Poor Original Shadowfell. :sosad:
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

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Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Elemental_Elf

I really like the new take on the Planes. I love the concept of The Elemental Chaos, I see it as a massive spinning plane that blends all the different 3E planes together, sorta like a black whole, just less twirly. :) At the center of this twirling plane lies the eye of the storm, where the Material Plane, Feywild and Shadowfell exist. Surrounding and intermixing with all of this is the Astral Sea.

I like this, it feels sci-fi-ish but still D&D. I applaud WotC for not dropping the ball on this one! :)


brainface

Quote from: Epic Meepo quoting Moniker quoting Rich BakerThe Astral Sea
One final extradimensional realm touches on the mortal world: the Astral Sea. If the Elemental Chaos is the manifestation of physicality, the Astral Sea is a domain of the soul and mind. The divine realms, the dominions of the gods, drift within Astral Sea's unlimited silver deeps.
Well, why not gank the rest of the Outer Planes? We've already deleted Limbo and the Abyss, so let's just say everything else is part of the Astral Plane, right?

Hey, and while we're at it, let's just say that the Shire and Mordor are both neighborhoods in the same small town. And Greyhawk, the Forgotten Realms, and Eberron have all secretly been continents on the same world this whole time. Hell, every setting in the whole fantasy genre is practically the same, right? So let's just combine them into one super-setting called That One Place Other Than Here.[/quote]

First off, I'd like to point out the elemental plane reducing trend. They started out with, what? 4 elemental + 2 "energy" 4 paraelemental + 16 quasielemental. And, you know, defined border regions. In 3e, they cut it down to 4. In 4e, they cut them down to 1 and throw limbo and the abyss in there. 5e may not have planes. :)

I actually like this change, MOSTLY because i never thought the great wheel made any damned sense. "The planes are INFINITE, and are crowded with MILLIONS of demons!" isn't actually a logical statement :(.

Also, I've got the inner planar supplement from planescape--i thought it sucked not because Monte Cooke was a horrible writer, but because 2 pages, and just 2 pages had to be spent on all the splinter planes of ice and steam and whatnot. The divisions were categorical, and not about "interesting adventure locations." I think breaking down the classification horribly will allow them to write more interesting stories, really.
"The perfect is the enemy of the good." - Voltaire

Ravenspath

[blockquote=Epic Meepo]A fortress of a powerful demon lord being sublet to an archangel[/blockquote]

Now that would be just cool! Hmm, brain cells starting to fire! Ideas forming!


:evil laugh:

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Homebrews in progress



  - For being extraordinarily knowledgeable in the realm of sequoias. 

Raelifin

I like these new planes. I still hate planes mind you, but WotC is doing a good job here in my book.

Meeps, if I "sigged" stuff, the last few lines of your post would be mine. :)

And frankly, spitting in 30 years of D&D history is a very smart move in regard to cosmology. Planescape sucked (generally).

Epic Meepo

Quote from: brainfaceThey started out with, what? 4 elemental + 2 "energy" 4 paraelemental + 16 quasielemental. And, you know, defined border regions. In 3e, they cut it down to 4.
Player's Handbook[/i] they started off with only six Inner Planes: air, earth, fire, water; positive and negative energy. The para- and quasi-elemental planes weren't added to the cosmology until the first Manual of the Planes several years down the road.

QuoteAlso, I've got the inner planar supplement from planescape--i thought it sucked not because Monte Cooke was a horrible writer, but because 2 pages, and just 2 pages had to be spent on all the splinter planes of ice and steam and whatnot. The divisions were categorical, and not about "interesting adventure locations."
add something new to make boring areas more interesting[/i].

Instead of dropping the Inner Planes and adding the Feywild, why not make the Feywild a region in the Positive Energy Plane. Instead of being stored in raw form, all of the life-energy there is stored in vibrant plant life. And make the Shadowfell a region of the Negative Energy Plane, one where the deities suppress the worst of the negative energy so that the souls of the dead don't get washed away while awaiting the afterlife.

That's just my hasty solution to the problem, so it isn't perfect, but I stand behind the philosophy I'm trying to demonstrate. When developing a world with a 30-year history, add detail to what you already have to incorporate your new themes and new storylines. Don't just chop off stuff that you don't like and take it back to the drawing board.

I don't want D&D cosmology to become the same as the DC Comics universe/multiverse/new-multiverse/hypertime, where writers go in and retcon the fundamental structure of reality every few years (a la Crisis of the Infinite Earths) just because they object to the established assumptions of the franchise.
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Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

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D&D planes (pre 4e anyway) kind of strike me as a fairly blatant Moorcock ripoff (or tribute). His conception of them, while interesting, would probably better be defined as parallel universes than planes in the cosmological sense, which implies a vertical hierarchy and degrees of physical reality.
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Quote from: RaelifinAnd frankly, spitting in 30 years of D&D history is a very smart move in regard to cosmology. Planescape sucked (generally).
Fair enough. You don't have to like Planescape. But you can strip almost all of the elements of Planescape out of the setting and still have a workable cosmology based on the original:

On one side of the Material Plane is the Ethereal Plane, which connects to planes whose poles are elements and energies. On the other side of the Material Plane is the Astral Plane, which connects to planes whose poles are ethical and moral ideals. The Inner Planes are divided into six named clusters and the Outer Planes are divided into sixteen.

That and some version of the existing names of the planes are really the only things you have to preserve to stay faithful to the original D&D cosmology. I don't see any part of that setup that is so hard to deal with that it cannot be tweaked to incorporate all manners of new innovations and storylines.
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Epic Meepo

Quote from: Phoenix KnightD&D planes (pre 4e anyway) kind of strike me as a fairly blatant Moorcock ripoff (or tribute). His conception of them, while interesting, would probably better be defined as parallel universes than planes in the cosmological sense, which implies a vertical hierarchy and degrees of physical reality.
According to Gary Gygax (I don't have a specific reference on hand but I've read it), the D&D planes were very specifically intended to be a Moorcock tribute. And there wasn't supposed to be any difference between a "plane" and a "parallel world." He just happened to organize the D&D planes in way that made certain ones are easier to travel between than others. Just as some parallel universes would be more similar to - and therefor closer to - others.

Incidentally, the original D&D concept of alignment - law, neutrality, and chaos only, as per the Basic D&D boxed set - was also intended as a Moorcock tribute. Moorcock often presents fiend-like creatures as agents of Chaos, not agents of Evil. As with the planes, I have always held that designers should have stuck with the initial alignment system instead of going all Good vs. Evil as Gygax did in later versions of the game.

EDIT: By the way, I don't object at all to the idea of creating new cosmologies. But that's what innovative new campaign settings are for, not updates to the core rules.
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SA

I've recently been introducing my ten year-old neighbour to roleplaying, and so, in time-honoured tradition, the first thing I showed him was D&D (I wasn't very well going to show him Vampire the Requiem!).  Funny thing is, when he borrowed my DMG, he came back with his own D&D cosmology; and the funny thing is, it squirts all over this junk.

Seriously.  Ten years old, not a particularly big fantasy buff, and he puts Wizards to shame.

That's not cool.

Honestly, I always loved the D&D cosmology.  I was never a real fan of the races, the classes, the moral mechanic, but the Great Wheel was fascinating.  It was a far cry from perfect, but its imperfection was part of its charm, one of the many elements provoking questions and interpretations of an already flavour-filled cosmos.

I loved the dichotomical comparison of Bytopia and Carceri; one a place of quiet liberty, the other a place of self-confinement and inward-focused hatreds. Or of Elysium (hope and goodwill) and Hades (lethargy and despair).  To say nothing of the representation of Good and Evil, distributed across a number of planes with each plane reflecting a different element of that moral compass (and note how the Great Wheel does look a lot like a compass [DMG p. 153]). The list goes on, and though the comparisons are not always direct and comprehensive, again these issues merely stimulate the mind, allowing one to flesh out their own concept of the Wheel.

(Of course, I do not imagine the designers sat around for hours contemplating the conceptual oppositions of the various planes.  They are there, though, and fairly obvious to those who care to look)

For someone like me, these elements are what make a setting evocative.  Those things that hint at an unseen order, while not spelling out so explicitly as to erode its majesty.  For all D&D's flaws (and by my reckoning they are legion), I've always loved the cosmology.

This, on the other hand, I don't like one bit.  Not one bit.  The Great Wheel had poetry, and this just looks like a charmless mish-mash, far more blatant in its generic Kitchen Sink mentality than the former cosmology ever was.

I just hope that as things develop, it begins to look less and less like they just trimmed the edges ( and the good edges, too), and more like they're working towards a new innovation.