Guide to the Inner Planes | D&D Planescape

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
in the planescape campaign setting for DND D there are three main types of planes or Realms of existence the prim material plane which you could think of as the natural world there's the Outer Planes which act as after lives the planes of morality and philosophy which I covered in a previous video and then there's the inner ples which are places of mostly pure Elemental energy they constitute the building blocks of matter in the universe this video is about those there's also the transitive planes those being the astral and the Ethereal the goet planes that connect the three I just mentioned but those we'll have to wait for a future video the inner planes are planes of extremes and generally are places comprised of or devoted to a single substance as a general rule they're very hostile places that Mortals aren't meant to live in there's 18 inner ples in all and they're organized in the following way there are four main Elemental planes fire air water and Earth and there are two energy planes positive energy and negative energy the four main Elemental planes don't connect to each other directly except through special vortices that essentially act as portals but they do connect through the par Elemental planes smoke magma ooze and Ice these planes form a sort of halfway point between the main Elemental planes then there are eight quasi Elemental planes which connect the main Elemental planes to the energy planes lightning Radiance mineral steam vacuum Ash dust and salt now the way in which these planes connect seems to me to be up for some interpretation but before I get to that I should say that for this video and for all of my other planescape videos so far I've been using original planescape from ad and second edition as my source material I haven't really been going off what other additions have added about the Outer Planes or about sigle or about the inner planes or certainly not not the shadowfell or Fay wild those didn't even exist back in ad andd second edition I also know there's now a plcape campaign setting book for D and D 5ifth Edition this video is about the OG stuff which is still just as good today as it ever was for fitting into your D and D campaigns or just for General World building inspiration so that being said the original planescape campaign setting talks about the inner planes in a few different ways on the one hand it says that except for the Ring Road of the outer PLS which is a series of portals anyway you can't just walk or fly or sail from plane to plane implying that each plane is a self-contained space where special means of traveling from one to another such as portals or Elemental vortices must be found but on the other hand it talks about traversing planer borders as if you can walk straight from the plane of fire to the plane of Ash for example making the inner planes sometimes seem more like one giant plane where you could in theory zoom out out and see it all at once I prefer to think of the inner planes as actually separate spaces because if they're not then why are we calling them individual planes but no matter how you think of it the inner planes border each other in enough of a real sense that the effects of one plane bleed into its neighbors so even if you can't walk from the plane of water to the plane of salt you know you're getting close to the plane of salt when the water becomes more and more salty in addition to these bleed over effects most planes contain pockets of other nearby planes you can find pockets of negative energy floating about in the plane of dust or pockets of water Meandering in the plane of air and so on whether you conceptualize the inner planes as being one contiguous space or 18 distinct yet connected spaces they're all infinite though they might not be infinite in all directions for instance if while in the plane of Earth you travel toward the plane of magma the Earth gives way more and more to magma so that at a certain point you either just hit the boundary of the plane of Earth or you enter the plane of magma depending on how you like to imagine it so presumably there is an end to the plane of Earth in that direction but the plane of Earth extends infinitely upward and downward as well as in the directions not leading to other planes basically if you look at this image and try to think of it more as a three-dimensional object then in the directions radiating out from the center of the shape plane can go on infinitely aside from the dangerous and mostly inhospitable nature of the inner planes being in the inner planes poses some constraints on Magic in Hot Planes such as the plane of magma fire spells won't really have any effect since everything is already on fire and water or ice spells will be at reduced Effectiveness or will fizzle out completely and vice versa for the cold plans also summoning or conjuration spells can only reach as far as is the plane you're currently in and its neighbors these sorts of challenges can be overcome with things called spell Keys which are essentially semi-secret augmentations to your spells that allow you to attune to the plane you're in to make your magic work properly each plane has its own keys and I say semi-secret because most planer beings know that the spell Keys exist though they might not know what the keys are for planes that aren't their own on to the planes themselves there are four four major Elemental planes air the plane of air is essentially an endless Sky it's a brilliant blue said to look like the sky viewed from the highest Mountaintop there's no surface below the only surfaces you're going to find in the plane of air are drifting chunks of Earth floating around that have come in from other planes some of these sky islands are big enough to contain palaces or cities such as the Citadel of ice and steel Earth isn't the only thing that drifts in for planes you might find floating spheres of water fire salt or whatever else the inner planes contain the plane of air is one of the few hospitable planes to Outsiders as there's actually a breathable atmosphere here and unless you get too close to the borders of the less hospitable planes the temperature is quite livable the biggest struggle for an outsider to the plane of air is probably finding a way to fly otherwise your visit will consist of falling through the air forever unless you're lucky enough to find a floating island to safely land on one interesting thing about the plane of air is that the Notions of up and down are subjective the plane orients itself to the beliefs of its inhabitants if a group of people believe that a certain direction is down the rain will fall in that direction and so will they another group close by could believe down is in another Direction on the plane of air you could find one group living on one side of a floating island and another group living on the other side both living within completely different local gravities this also means that you fall in whatever Direction you believe down to be so you could be falling through the sky and pass right by someone who's falling up from your perspective or sideways natives of the plane of air don't experience this though is up and down are foreign Notions that you have to take with you to the plane of air similarly the cardinal directions are meaningless in this plane and really all of the inner ples instead the inhabitants of the inner ples refer to the directions of other nearby inner planes in this case being smoke void or vacuum storm or lightning and Ice the plane of air is connected to the plane of water through a giant Vortex of water called the water spout which isn't too far from The Citadel of ice and steel this plane is pretty heavily populated with all sorts of flying creatures such as air Elementals air meths and Jin meths are humanoid looking trickster Elementals that can be found all over the inner Plaines except for the positive and negative energy planes each of the main Elemental planes is home to a different type of Genie and for the plane of air that's the Gin Earth the plane of Earth perhaps unsurprisingly is comprised of endless Earth just like the plane of air but kind of in the opposite way there is no surface it's a bit like being underground always in fact for the most part it's just solid earth and stone though occasionally you can find Open Spaces within that rock such as Caverns tunnels or small Pockets sometimes filled with air from the plane of air other times filled with water or magma or minerals from their respective ples being a dense realm of rock and stone there's essentially no landmarks to guide your way which is a recurring problem in navigating many of the inner ples though there are a few notable places such as the Great Dismal delve which is a gigantic series of caverns where the con of The Da resides the da are a race of earn Genie slavers there's also the pale River and the iron Crucible which are vortices to The Plains of w water and fire respectively the plane of Earth if you can't tell already is not very hospitable to Outsiders for one thing unless you manage to find a pocket of air somewhere and not all caverns in Open Spaces in the plane of Earth have air as the plane itself has no natural Air Supply there's nothing to breathe there's no light unless you bring your own or find some glowing mushrooms or minerals somewhere there's no food or drink unless you stumble across a patch of water from the plane of water or a cave full of mushrooms but most importantly it's incredibly difficult to get anywhere as most of the plane is solid earth being such an impenetrable place the plane of Earth is a popular spot for people to be banished to or for people to store Treasures or hide evil artifacts just like the plane of air up and down are subjective with the plane accommodating whatever you believe though it should be noted that people with different senses of what's down converge after a few moments of meeting one another so that their downs are the same down is decided by Whoever has the the highest wisdom with intelligence breaking ties That by the way is also true for the plane of air and here too the natives of the plane of Earth don't have these difficulties the neighboring PLS are ooze mineral magma and dust water the plane of water feels rather gentle compared to the plane of Earth and the plane of fire which I'll get to next it's an endless expanse of blue green water with no surface and no bottom nonetheless in some places Coral reefs extend up from the infinite depths the most elaborate and extensive of these is the Citadel of 10,000 pearls which is ruled over by the merits water Genies who are typically much nicer and more noble than the Genies of the other PLS especially the Genies of Earth and fire the Gin too are pretty nice The Citadel of 10,000 pearls isn't far from the bubblet The Vortex to the plane of air the neighboring ples are ice steam ooze and salt as you get closer to the plane of ice the water becomes cold cold near steam the water starts to boil near ooze the water becomes thick and slimy and near Salt it becomes bitter the plane of water is less hospitable than the plane of air because there's no air to breathe except for a few Pockets here and there that drift in but if you can find a way to breathe such as by wearing a ring of water breathing then the plane of water becomes rather hospitable just like the planes of air and Earth there is no up and down here but in the pl of water that's not really a problem you can drift in any direction at any angle without feeling any disorientation that being said the plane of water can still be quite dangerous as the waters are filled with life such as sharks Krakens and sea creatures of unimaginable size as well as Elementals of All Sorts fire the plane of fire unlike the planes of earth air and water resembles a normal landscape except for the fact that everything is covered in flame where a normal landscape would have water the plane of fire has Seas of flame in fact the majority of the plane is a flaming ocean to the untrained eye the plane of fire is easily mistaken for one of the layers of Bor or carceri the plane of fire is considered the most powerful of all the elemental planes as fire destroys everything it touches for this reason pockets of other elements are quite rare to find here this plane is ruled over by the apit another race of slaving Genies essentially the fire equivalent of The Da whose seed of power is the city of brass floating amidst a sea of fire nearby the city of brass is Jamal turab the Mount of dust the top of this mountain is where the vortex to the plane of air is located taking the shape of a plume of smoke the neighboring planes are magma smoke Radiance and Ash the plane of fire is one of the least hospitable and most evil inner planes not only is everything on fire but the air itself is a scorching fume that will kill any who breathe it unless they come prepared with proper magical protections or possess a natural immunity to fire like the afrit do any unprotected food water potions or really anything else will burst into flame and be reduced to ashes within an instant without some sort of magical fire immunity being on the plane of fire requires a successful saving throw versus a breath weapon or its immediate death and even if you do Save You Suffer 5 d10 damage every round and in ad and second edition which is the edition of D and that plcape was written for and where I'm getting this information from as I mentioned one round is 1 minute not 6 seconds like it is in 5e the plane of fire also stands apart from the planes of earth air and water in that it actually has a definite up and down so at least once you've sorted out a way to protect yourself and all your items and also a way to navigate The Flaming Seas you don't have disorientation or subjective gravity to worry about though you do have the denisons of the plane to worry about as the plane of fire is home to more dangerous creatures than any of the elemental planes and whether that means there's a higher amount of dangerous creatur creatures than other planes or that the creatures here are the most dangerous of any plane I'm really not sure but either way it's not exactly safe and welcoming the energy planes the inner planes aren't just Elemental in nature the four main Elemental planes and the four par Elemental planes all are but the Quasi Elemental planes are a combination of not only the components of the elemental planes they border but also of either positive or negative energy positive energy the plane of positive energy isn't as peachy and inviting as it sounds though it's a place of raw lifegiving power but too much of anything even positive energy becomes dangerous it's also not a very fun plane to visit as the whole plane is just an endless expanse of brilliant whiteness there's no ground no Sky no solid objects no features whatsoever aside from the thrumming burning radiant energy there aren't any inhabitants either except for the zaga which are essentially the only beings capable of permanently surviving here or at least nobody else that's capable of it wants to traveling the positive energy plane is described as being like swimming in an ocean of pure electricity except rather than literally swimming you move around through the power of thought though because the only thing around is pure energy you're unlikely to find any points of reference to confirm that you really are moving as I mentioned this plane is actually incred inly dangerous in fact you're going to die here quite quickly unless you come equipped with protection each minute you spend here you gain two D6 hit points healing you if needed then adding to your total once you reach double your total you burst into a brilliant White Flame as your body can no longer contain all that energy there's also no air here so you've got to bring your own and as ever you've got to keep everything you bring protected from the plane's power seeing is also a problem as the intense white light which is even more intense than the plane of radians is instantly and permanently blinding negative energy on the opposite end of the spectrum is the plane of negative energy where the positive energy plane was a bright place of overabundant lifegiving power the negative energy plane is a place of unmatched death dread and unspeakable Blackness fittingly it's also called the plane of death other names include the black barrier the great void and the cold land this place is filled with a malevolent energy that drains the spirit from any being perhaps a bit surprisingly this plane is far more inhabited than the plane of positive energy though the inhabitants are all Undead aside from the zi the negative energy equivalent of the zag yya also unlike the positive energy plane there is actually something here amidst all that Blackness The Fortress of the Soul where the dustmen one of the factions of sigle keep their home away from home with great effort and dedication there may be other structures here but if they exist nobody can see them through the impenetrable dark just like the positive energy plane movement here is done through thought once again there's little reason to go anywhere unless you happen to be a member of the dustman this plane has no air to be expected and the life draining Force here causes two D6 damage every minute once you die here your spirit gets consumed by the plane and is impossible to be restored by any means not through through Resurrection spells not even through wish your body joins the ranks of this plain's Undead eager to escape the negative energy plane and spread the darkness inside you the par Elemental planes smoke the paraelemental plane of smoke is at the intersection of air and fire because of this it has some things in common with both planes like the plane of air there is no ground gravity also follows the same rules as in the plane of air like the plane of fire it's quite hot though not scorching as you might expect from this plane breathing here is a problem the air is nothing but choking smoke and brimstone though it does clear up slightly the closer to the plane of air you get while the closer to the plane of fire you get the more extreme the temperature becomes expect to die here almost immediately from choking on the fumes unless of course you come prepared with some apparatus or magical means of breathing or if you stick to the border of the plane of air where instead of dying you'll just take 1 d10 damage every minute since the air here is so thick with smog it's much harder to know where you're going compared to the plane of air pockets of Earth are also way less common here so the chunks of stuff to stand on are few and far between there is at least one actual location within this plane though the choking Palace where eak the smoldering Duke self-proclaimed ruler of the plane resides the most prominent inhabitants of this plane are smoke methods the Gin from the plane of air and a free from the plane of fire also can be found here you using this plane as their Battlefield magma the par Elemental plane of magma borders the planes of Earth and fire and it's just as inhospitable it's essentially a sea of lava spewing from the plane of fire then spreading in the direction of the plane of Earth by the plane of fire you'll find geysers of flame and by the plane of Earth you'll find cooling chunks of rock floating at top the magma chilima the first general of The Cauldron and master of all mephits who rules over this plane can be found in called ER his stronghold I have a feeling most methods don't acknowledge his title but the fire and magma methods that call This Plane home probably do aside from methods Dao and a fre can be found here some live here but most come from the respective planes to trade probably slaves the fact that they come here to trade rather than fight goes to show that the apit are much more similar to the DA than they are to the Jin like the plane of fire the paraplane of magma has a surface and an objective sense of up and down the though that won't really help you survive here and also like the plane of fire you'll need something to avoid getting burnt to a crisp and just like the paraplan of smoke you'll need some way to avoid choking on the sulfurous fumes you also have to be very careful walking on this plane as the cooled magma crust that occasionally forms a walkable surface on top of the liquid magma is known to split without warning leading unwar travelers to an immediate death ooze the par Elemental plane of ooze lies between the PLS of earth and water and much like the plane of water it's an endless expanse of liquid in all directions with no discernible up or down but unlike the plane of water this liquid is thick disgusting ooze mud and slime this plane is also sometimes called the house of chambered Madness as it's a somewhat popular spot for tyrants or Wizards or wizard tyrants to Exile their enemies to either leaving them to quickly die from choking on ooze or to starve to death floating in a prison of air drifting through the Sea of sludge the paraplane of ooze isn't a very inhabited place though of course ooze methods live here marids from the plane of water sometimes come here to hunt and Dao come here to bathe movement through this plane is like moving through the plane of water except swimming here is more difficult on account of the viscosity you can also only see a few feet at best and opening your eyes within this ooze probably isn't very healthy for them if you go toward the plane of water the Ooze becomes thinner clearer and actually easy to swim through if you go toward the plane of Earth it becomes drier and gritty as you'd expect there's no air here and the plcape sources don't say this but I like to imagine that being in this plane is like being inside a gelatinous cube so that you're slowly getting digested ice the paraelemental plane of ice sits between water and air but it's quite unlike both of them it's an endless Arctic Wasteland with nothing but ice as far as the eye can see mostly it's flat expanses of glistening ice but here and there mountains of ice protrude from the surface I say that it's unlike its neighbor planes because there actually is a surface and the gravity is normal though the plane of ice has no bottom if you dig into the layers of ice you'll just find more layers though you may also find hidden icy Caverns pockets of air or even what's lurking below if you venture to the coldest spot in the plane you'll find the chiseled estate of Lord siren ax most powerful of all ice Elementals ice mephits live here as well no surprise and marids can sometimes be found here scouring the plane in great hunts while the air here is breathable it's so cold that it hurts causing 1d6 damage every minute to all who breathe it without protection also if you're not dressed to handle the cold you'll take another 1d6 every minute being here aside from that and the frequent blizzards that will substantially reduce your visibility and having nothing to eat and the general lack of of landmarks this plane is relatively hospitable and easy to navigate the Quasi Elemental planes lightning the Quasi Elemental plane of lightning sits between the plane of air and the plane of positive energy and as you might expect is a mix of both a vast Sky Rippling with crackling energy the sky is filled with black clouds constantly bursting with thunder bolts of lightning Arc between clouds and the Very air tingles with electricity like the plane of air it's an endless sky with no surface and gravity works the same one interesting feature of this plane is that everybody within is constantly surrounded in St Elmo's Fire also called witch fire St Elmo's Fire is a real world phenomenon in which a glowing plasma forms around objects in a strong electrical field so essentially everybody is outlined in a layer of blue or purple plasma even if you're invisible making invisibility pretty useless here this plane is inh habited mostly by lightning methods but Jin from the plane of air sometimes come here to hunt most of the plane consists of a constant thunderstorm but near the plane of air the storms begin to dissipate a bit and near the plane of positive energy the storms are replaced by a solid sheet of Rippling energy the Gateway into the plane of positive energy is known as the Tower of storms the nice thing about the plane of lightning also known as the plain of storms the vengeful land or the great illumination is that the air is safe to breathe but Des despite that it's still regarded as the most dangerous of all the Quasi planes on account of the constant lightning any metal at least the size of a dagger automatically gets struck by lightning once every 10 minutes taking 1 d8 * 10 damage even if you're not in possession of any metal you still have a 10% chance of being struck by lightning every 10 minutes you've also got a substantial chance of going deaf if you get struck Radiance the Quasi Elemental plane of Radiance sits between the plane of fire and the plane of positive energy this plane is is essentially empty except for the light in the occasional radiant method but what a light it is those who have been here report that this plane contains a beauty so immense that it's worth losing your eyes for every color ever imagined and even those yet to Be Imagined can be found here burning with painful Splendor This Plane contains the heart of light a tower of blue light standing at the border to the positive energy plane where miraculous healing becomes possible the plane itself has some unusual and useful properties steel forged here burns with the light of the Sun and mirrors created in this plane reflect more than just light despite being a plane of fathomless beauty This Plane isn't very welcoming to strangers first off if you don't bring some heavyduty eye protection you're going to go blind second it's as hot as the plane of fire is so you're going to need protection from the heat to avoid bursting into flame and dying shortly thereafter and lastly there's not much in the way of things to stand on gravity works just like the plane of air except much like the planes of smoke and lightning you don't have much solid ground here mineral the Quasi element of plane of mineral sits between the plane of Earth and the plane of positive energy this is the goal of every treasure Seeker in the Multiverse an endless supply of Priceless gems as well as more practical minerals such as iron can be found here however this plane does a pretty good job of keeping its Treasures unmolested it's a realm of razor sharp crystals and deadly Jagged edges plus more than a few territorial creatures who don't want to see you run off with their riches there's also the Tower of lead said to be the greatest Forge in existence located right on the border to the plane of positive energy it's not just the sharp edges everywhere that make navigating this place hard which by the way deal 1 D4 damage every minute spent moving it's also the fact that this plane is very much like the plane of Earth in its configuration there's no surface no lowest layer barely any open spaces just solid mineral filled with creatures who can navigate this place much better than you and there's also the fossilization each day every Outsider must succeed on a saving throw or be turned to stone or possibly precious gems steam the Quasi Elemental plane of steam sits between the plane of water and the plane of positive energy honestly the plane of mist would be a better name as it isn't hot here it's actually quite cool it's also not very pleasant this plane is the nightmare of all the people who say that they hate the word moist the mist or steam here is thick and cloying and seeps into everything it's so bad in fact that even though you're not swimming in anything you run into a serious risk of drowning to death As you move closer to the plane of water the Mist turns into something like a bubbly ocean towards the plane of positive energy the droplets of water in the air become finer and finer until you reach the gleaming Tower of ice the top of which can hardly be seen this Tower plays a vital role for Alchemists in the creation of powerful potions aside from the possibility of drowning this plane is relatively safe and breathing is possible in most places you don't have to worry about extreme temperatures and you don't have to worry too much about dangerous creatures either mist and steam effets reside here naturally as do a number of merid the configuration of this plane is much like the plane of air though all movement is slowed due to the thick Mist which also greatly reduces visibility vacuum the Quasi Elemental plane of vacuum also known as the plane of nothing sits between the plane of air and the plane of negative energy There is almost truly Nothing in This Plane no air No Light No warmth no surface no objects no matter it is a void well there are at least two things there is air near the border of the plane of air but once you leave that behind the atmosphere thins until nothing remains and on the other end of the spectrum at at the border to the plane of negative energy the Doom guard have built the Citadel exelis portal of the last breath Drifting by a thread from the plane of negative energy many members of the Doom guard and the dustman spend their lives searching for a doorway to the plane of vacuum as it embodies their ultimate goal true death and nothingness this is a bring your own air type of plane if you do forget that you'll suffocate immediately but getting around isn't too bad it's accomplished through thought alone but just like the energy planes what's really the point of moving if there's nothing to move to unlike those planes there aren't any creatures native to this plane at all though some say things do live here immaterial things essentially undetectable beings of pure thought some even say that the thoughts that live here enter the brains of unsuspecting Outsiders Ash the Quasi Elemental plane of Ash sits between the plane of fire and the plane of negative energy towards the edge of the plane of fire the Flames die out leaving cooling ashes in their place moving farther away the air grows thicker and thicker with Ash until even the burnt Earth Beneath Your Feet gives way and you're soon swimming in Ash it's a near lifeless plane of soot and charcoal the only natural inhabitants being Ash meths long ago the Doom guard built Citadel cidus a massive skull fortress on the border to the negative energy plane but almost as long ago this Citadel was taken by vcna to serve as his prison and stronghold to replace it the doomguard built the crumbling Citadel while you might imagine the plane of Ash to be hot it actually ends up being a very cold place due to the fact that the cooling Cinders sap the warmth from your body causing 2 D6 damage every 10 minutes close to the plane of fire you can move around quite normally just as you can on that plane but as you move away from that border the quantities of Ash become so great that you have to swim through it like many of the planes there's no no air here either you also have to worry about wandering pockets of negative energy which have the same damaging effects as that plane dust the Quasi Elemental plane of dust sits between the plane of Earth and the plane of negative energy at the border to the plane of Earth the whole place is an open expanse of Dusty ground as you move farther the dust piles up so that you have to Wade through it it becomes thick and PS against you when you get near the plane of negative energy it becomes a sea of abrasive particles that's painful to swim through the Doom guard have a citadel on each of the negative quasi Elemental planes here though the tower known as Citadel alvus sitting all by itself in a sea of dust is their favorite one that's because many of the Doom guard consider the plane of dust to be the embodiment of the end of the universe that they strive for perfect entropy the plane of dust is similar to the plane of Ash in many ways but the cold here isn't as intense it's still not a pleasant place to be though travelers to this place will notice that the plane tries to break down one's body into dust causing 2d6 damage per day this damage cannot be healed while on the plane and if you lose all your hit points your body dissipates into nothingness the plane breaks down objects even faster there's also the wildlife to contend with as the plane of dust is surprisingly well populated with creatures such as dun stalkers and dust meths the creatures that live here live miserable lives and long for solid forms making the bodies of outsiders look particularly inviting salt the Quasi Elemental plane of salt sits between the plane of water and the plane of negative energy near the plane of water this place begins as an incredibly bitter and Salty Sea As you move inward the water becomes thicker with minerals and Tiny crystals of salt until there's no water left go too far in and you run the risk of becoming completely encrusted in salt at a certain point you can't travel any further at least not by any normal means as the whole plane becomes a solid mass of salt the Doom guard have carved a pocket out of this mass of crystalline mineral on the border of the negative energy plane known as Citadel silal the plane of salt is considered by many to be the worst quasi Elemental plane because of the fact that it sucks all the moisture out of all who enter travelers to the plane take 46 points of damage per day as their bodies dehydrate and this damage cannot be healed while in the plane that and the pockets of negative energy that can be found in all the dark quasi planes are the biggest hazards as the only known creatures that live here are salt methods but of course there's no air here and any water you have or create becomes immediately undrinkable those are all the inner PLS my personal favorite is the plane of vacuum I like to think that in D and D all thoughts originate from the plane of vacuum filling the heads of travelers to the plane or leaking out through the borders though I suppose if the ordal plane exists then all thought might originate there instead there's a quote that goes if you trace an idea back to its source eventually you will discover that it came from nothing and chance are the greater the idea the more directly it came from there of course there's more I could have said about each of these planes especially if I would have taken from other sources such as other additions of DnD but as I said in the beginning this video is just about plcape as it originally existed I do plan on making a video or two about the plcape campaign setting for fifth edition but I haven't read it yet if I left out anything that you think is important or interesting about one of the inner planes let me know down in the comments and thank you for for watching
Info
Channel: Wade Allen
Views: 33,898
Rating: undefined out of 5
Keywords: planescape, dnd, d&d, inner planes, fire, air, water, magma, steam, smoke, ooze, ice, lightning, salt, positive, negative, energy, dust, vacuum, radiance, earth, mineral, ash, cosmology, elemental
Id: zPx0aIQgrrI
Channel Id: undefined
Length: 34min 28sec (2068 seconds)
Published: Thu Nov 30 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.