Greg and Shelly welcome you to the show and take care of the introductions. Later, Shelly welcomes back author and professor of philosophy, Terrance MacMullan for a brand new edition of How To DM. This week, Terrance...
In today’s preview, we consider the many worlds possible to explore within the game.
When adventurers reach higher levels, their path extends to other dimensions of reality: the planes of existence that form the multiverse. The characters might be called on to rescue a friend from the horrific depths of the Abyss or to sail the shining waters of the River Oceanus. They can hoist a tankard with the friendly giants of Ysgard or face the chaos of Limbo to contact a wizened githzerai sage.
Planes of existence (described in Chapter 2: Creating a Multiverse) define the extremes of strange and often dangerous environments. The most bizarre locations present settings undreamed of in the natural world. Planar adventures offer unprecedented dangers and wonders. Adventurers walk on streets made of solid fire, or test their mettle on a battlefield where the fallen are resurrected with each dawn.
The Outlands and Sigil
The Outlands is the plane between the Outer Planes. It is the plane of neutrality, incorporating a little of everything and keeping all aspects in a paradoxical balance—simultaneously concordant and in opposition. The plane has varied terrain, with prairies, mountains, and shallow rivers.
The Outlands is circular, like a great disk. In fact, those who envision the Outer Planes as a wheel point to the Outlands as proof, calling it a microcosm of the planes. That argument might be circular, since the arrangement of the Outlands inspired the idea of the Great Wheel in the first place.
At the center of the Outlands, like the axle of a great wheel, is the Spire—a needle-shaped mountain that rises high into the sky. Above this mountain’s narrow peak floats the ring-shaped city of Sigil, its myriad structures built on the ring’s inner rim. Creatures standing on one of Sigil’s streets can see the city curve up over their heads and—most disconcerting of all—the far side of the city directly overhead. Called the City of Doors, this bustling planar metropolis holds countless portals to other planes and worlds.
The Dungeon Master's Guide
The Dungeon Master’s Guide provides the inspiration and the guidance you need to spark your imagination and create worlds of adventure for your players to explore and enjoy. Inside you’ll find world-building tools, tips and tricks for creating memorable dungeons and adventures, optional game rules, hundreds of classic D&D magic items, and much more!