Infinite Inner Planes

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#1

zombiegleemax

Sep 23, 2003 15:42:13
Are the Inner Planes supposed to be infinite? The Inner Planes book describes regions between different Inner Planes (such as a region where 'earth' touches 'magma', etc.) But such regions can only exist if these planes have borders, and then they wouldn't be infinite. And if they do have borders, how big are they?
#2

factol_rhys_dup

Sep 23, 2003 16:22:11
:D That's one of the greatest things about Planescape. Yes. The Inner Planes are all infinitely large. Yes. Each Inner Plane touches some others. Yes. You can walk from one to another. Don't ask how or why but you can. There is no geographic or geometric explanation, but you could think of it as, only sometimes you can cross into another plane, so maybe it's a huge planar conduit along a big front on the plane. I've never heard of anyone being able to cross one elemental plane into another, then cross that elemental plane into a third plane. I really can't explain it. Anyone else got a better explanation?
#3

zombiegleemax

Sep 23, 2003 19:22:02
They can be infinite in size and still have borders. It analagous to a numerical set that has an infinite cardinality, but upper and lower bounds. The set of reals from 0 to 1 is infinite, but it has a highest and lowest element.

The inner planes have borders and are infinite in size. Nothing too tough about it, really.
#4

sildatorak

Sep 23, 2003 19:41:34
I always pictured the inner planes taken all together to be an sphere with infinite diameter. Each individual plane is a "wedge" that is infinitely long, but still has borders with its neighbors. They are generally enourmous in cross section, but they are infinite in height.

Alternately there is the whole "ana" and "kata" concept that is explained over on the mimir I believe. It says that the elemental planes exist in a 4 dimensional space. "Ana/Kata" is the extra dimension axis to go for example smokewards or firewards on magma. You'd have to through in a positive/negative energy axis with that one to explain the quasis, though.
#5

zombiegleemax

Sep 24, 2003 5:16:45
So in practice, it's possible to move from one inner plane to another without going through a portal or conduit - a bit like a planar pathway, perhaps?

But at the same time, it is also possible to move eternally in the same direction without leaving the plane?

Still, I would say that if you move into a border region, it is impossible to go back to the central area of the plane without turning back. But do all border regions automatically connect to a 'neighbouring' plane, or are these regions infinite in themselves as well? For example, is it possible to infinitely move through the 'sea of frozen flames', between Fire and Ash? Or would these border regions represent the 'planar pathways' between the inner planes (like Yggdrasil or Mount Olympus)?
#6

zombiegleemax

Sep 24, 2003 7:53:26
So in practice, it's possible to move from one inner plane to another without going through a portal or conduit - a bit like a planar pathway, perhaps?

But at the same time, it is also possible to move eternally in the same direction without leaving the plane?

In a nutshell, yes. Its whichever the DM decides furthers the adventure better If the DM wants say "Head right from the City of Brass, travel for a week and you'll end up on the Plane of Magma, then fine." since he's got a cool follow up section layed out there. If, on the other hand, he hasn't thought one whit about the Plane of Magma and really wants your PCs heading back to Sigil, he can simply say "After a few weeks of traveling the Plane of Fire, seemingly in the same direction, you seem to be getting nowhere."

The best part, its all quite interchangeable. Perhaps one week you can get to the plane of Magma from the City of Brass, but next week, you can't.

All in all, its the adventure that becomes more important. The fluff is there to serve, not restrict. Granted, the fluff does serve for some great thought exercises, but you should try to keep things lose and arbitrary so as not to brick yourself in with distorted logic.
#7

zombiegleemax

Sep 24, 2003 9:17:48
Originally posted by Mach2.5

All in all, its the adventure that becomes more important. The fluff is there to serve, not restrict. Granted, the fluff does serve for some great thought exercises, but you should try to keep things lose and arbitrary so as not to brick yourself in with distorted logic.

I've enough experience with RPGs to know what works in a story and what doesn't. It's more that I want to present to the players a world that is more than just a cardboard scene, held up whenever their characters are around and dropped once they're gone. The players are going to notice if I continually use the possibilities of the planes just as a storytelling tool. For example: if they can easily reach magma one day and are completely unable to do it the next, then they will know what I have prepared. Even experienced players will be amused if they second-guess the DM. So I want some kind of system that doesn't need to be logical or even make sense, but gives the impression that there is an ancient world that will still be there long after the PCs have left.

And these are the inner planes after all - they're not malicious, not benevolent, they just *are*. These planes don't seem to represent any mental state like the outer planes represent alignments. That means that manipulating the world to serve the story's purpose is less easy, because of the very nature of the inner planes.

I am a storytelling DM and my priorities for any scenario are clear, but at the same time I do set a high standard for quality. For example, I don't think variable distances (like on the Outlands) 'fit' with the character of the inner planes, even though that robs me of a very useful tool. Taking on such challenges is part of DMing. And to be honest, it's not really that difficult: any storyteller will have to come up with some explanation other than "I wanted it to work that way" sooner or later, if only for himself.
#8

sildatorak

Sep 24, 2003 10:53:55
Instead of variable distance, how about PC's varying ability to go a certain distance "firewards" or "magmawards" or whatever. I made up a mechanic in the last 5 minutes (so bear with me, please) that could work to simulate PCs who can't sense the ana/kata direction trying to move across elemental planar boundaries. They don't really know what they are doing, but they can take a swag at it, though doing this is tougher than just following an elemental guide.
Each day of travel the party member with the highest wisdom may make a DC 20 wisdom check. If he makes it, the party reaches the border region (icey water, magma lakes in fire, etc). After this he may make a check vs. DC 16 each day of travel to fully shift to the next plane. The mays let the PCs keep going infinitely in the plane if that is what they want to do, plus you can change the length of time they spend walking and trying to shift, by changing the DC for the check. 20/16 is on average 20 days and 4 days respectively, much less if their is a character with good wisdom. 19 is 10, 18 is ~7, and 17 is 5. Math is fun!
Another idea might be to do 3 checks, one to get into the border region on the initial plane, another to cross to the neighboring border area (from some magma in fire to some fire in magma), and the third to reach the core of the other plane.

and maybe even a feat to help out

Ana/Kata Sense
With this feat the character may make a transition across elemental planar boundaries with 2d4+2 days of travel rather than by using the regular mechanic. The first 1/2 of the time is spent in the core of the initial plane, the 3rd 1/4 in the initial planes border region and the last 1/4 in the destination plane's border region.
#9

sildatorak

Sep 24, 2003 14:34:04
I just realized my math was all screwy regarding those time frames. About half the time with DC 20 it would take 13 days or less, 19 has a median trip time of about 6 or 7, 18 is 4 days, 17 is 3, and 16 is 2 or 3. So if I were to use that mechanic I'd use DCs of 20 and 18 (or 20 and give a +2 circumstance bonus, however you want to phrase it).
#10

zombiegleemax

Sep 25, 2003 6:08:15
Well, my game mechanics would be different anyway, since I play 2nd edition...thank you for input - the principal idea is very useful!
#11

sildatorak

Sep 25, 2003 10:14:08
Maybe you could use (1/2*wisdom)% chance. You can always screw with penalties and bonuses to make the numbers fit the amount of time you want to have the party travel.
I'd change the feat into a nw proficiency. I'd say it takes one slot, since you can do the travel without it, and the prof just speeds things up.
#12

zombiegleemax

Sep 26, 2003 0:34:57
Another thing about the inner planes is that aren't really any landmarks. There's no north or south no way at all to really reckon any distance. You can't say head two days northward till you get to the Mt. of Crying Sisters then head west for a week and you'll be at the border. So while the distances might not be variable a group of PCs could be walking in a huge circle or zigzagging around randomly and never notice. The whole idea of 'haven't we passed that burning chasm before' doesn't really apply because you probably have and a hundred thousand more exactly like it.
#13

zombiegleemax

Sep 26, 2003 3:56:52
Not only that, but like most of the planes, terms like "north" "south" "east" and "west" don't usually make much sense. North is toward one of the magnetic poles of the planet you're on, for instance. It doesn't make much sense on planes formed of sets of belief. It would make more sense to tell people to head "magaward" or "towards the negative energy", if they could sense it. Too bad it's so hard to sense for non-natives.

Just like on the outer planes, where travelling evilwards or "turning lawful at the big neutral spire" would actually mean something.
#14

wyvern76

Sep 26, 2003 21:00:25
Originally posted by mrgoat
Not only that, but like most of the planes, terms like "north" "south" "east" and "west" don't usually make much sense. North is toward one of the magnetic poles of the planet you're on, for instance. It doesn't make much sense on planes formed of sets of belief. It would make more sense to tell people to head "magaward" or "towards the negative energy", if they could sense it. Too bad it's so hard to sense for non-natives.

Hmm... that gives me an idea. What we need is a new magic item: an elemental compass. Instead of north, south, east and west, the compass points would be positive, negative, ana and kata. Anyone holding the compass, and anyone following or tracking him, can move in these directions as easily as if he had natural ana/kata sense.

So what spell do you think would be the most appropriate prerequisite for making this item?

Wyvern
#15

zombiegleemax

Sep 27, 2003 0:35:45
I'd say some sort of sense spell coupled with an elemental spell of the appropriate type. Sorry I can't be more specific I don't have any books right now.
#16

clueless

Sep 27, 2003 3:29:29
Originally posted by Wyvern76

So what spell do you think would be the most appropriate prerequisite for making this item?

Wyvern

Locate Object possibly? As that would be able to center you in the direction of water/fire/air etc... ? And yet be low level enough that it wouldn't be completely adverse for someone to make.
On the other hand, why not use a planar compass? They work in the inner planes just as well as they do the outer...
#17

zombiegleemax

Sep 27, 2003 15:06:39
Find the Path? Know Direction? I dunno, I don't have my books on me at the moment.
#18

moogle001

Sep 28, 2003 2:12:30
There is a very interesting thread on infinity at the Realms of Evil board .
#19

zombiegleemax

Sep 28, 2003 5:52:57
Originally posted by Wyvern76
...What we need is a new magic item: an elemental compass. Instead of north, south, east and west, the compass points would be positive, negative, ana and kata...

Such an item is described on page 12 of The Inner Planes, but not as a regular magic item, but rather simply mentioned in the text. Perhaps the full description is elsewhere.

The text one again suggests that inner planes have borders, because it would be possible to walk from one plane to another. Ofcourse, it's still possible that they're infinite, but just in one direction. Like a set of infinitely long cilinders stacked against eachother: they touch one another, but each is infinitely long in the 'up-down' direction (the z axis, if I remember correctly).

But whatever the answer is, whether these planes are infinite or not, they should be immensely big, including the border areas. Walking from one plane to another should be as difficult as walking from one end of the sun to another - spells might protect you, but the distance is just too big.

Mrgoat: the Inner Planes are not shaped by belief. That's the outer planes: these have aligments and are influenced by what their inhabitants believe. The inner planes just are what they are. Even the negative energy plane cannot be described as 'evil', even though it might be deadlier than the abyss.
#20

zombiegleemax

Sep 28, 2003 11:49:32
Well, now that I think about it, all the planes, both Outer and Inner are infinite with borders.

Tarsheva Longreach describes it in relation to the Outer Planes in Planewalker's Handbook though the same idea can be used on the Inner Planes. This is the (very) abridged version of that explanation.

Planes are infinite.

Layers on the planes are infinite.

Realms on the layers on the planes are also infinite, though confined to a portion of the layer.

Still, even in the Outer Planes it's possible to walk (or sail or something similar) from one Outer Plane to another. Both Oceanus and Styx cross a number of planes and you can physically travel from one plane to the next by sailing down the river.

As for where the planar boundaries are for either Inner or Outer Planes and how to find them? My belief is that you really don't find them. They find you. A peery cutter will see the changes occurring as he moves. The planes are bounded infinity.

The border areas are just as infinite as the main part of the plane. The thing is (again) that just because something is infinite doesn't mean it has no bounds. A rube may end up lost in the Water/Ooze border area and be wandering forever -- or think he's heading further toward Ooze and actually pop back into Water central. Then again, that same rube might pass through the border area and almost immediately find himself on Ooze.

It's just like how evil berks have a really hard time getting anywhere on Elysium but good berks will find that they can get where they need to go in a very swift fashion. Nobody really understands it, that's just the way it works.
#21

zombiegleemax

Sep 28, 2003 15:05:03
Mrgoat: the Inner Planes are not shaped by belief. That's the outer planes: these have aligments and are influenced by what their inhabitants believe. The inner planes just are what they are. Even the negative energy plane cannot be described as 'evil', even though it might be deadlier than the abyss.

Aye, I went off on a tangent without making a note of it. I was making the analagy that heading icewards on an elemental plane would be analagous to travelling evil on the great ring. I just didn't put it very well.
#22

sildatorak

Sep 28, 2003 20:00:29
The elemental compass is detailed in the Tome of Magic. It doesn't even have any game mechanics attached to it, so it translates directly to 3e. I'd write more, but I've got to dash if I want to eat.
#23

zombiegleemax

Sep 28, 2003 23:19:12
The border areas are just as infinite as the main part of the plane. The thing is (again) that just because something is infinite doesn't mean it has no bounds. A rube may end up lost in the Water/Ooze border area and be wandering forever -- or think he's heading further toward Ooze and actually pop back into Water central. Then again, that same rube might pass through the border area and almost immediately find himself on Ooze.

You put it alot better than I did.

The planes were designed around the ability of the DM to manipulate things to fit his adventures. They were never intended to be set into hard stone. Since you are dealing with innumerable infinities, its the DM who sets things such as borders and boundaries (hopefully) tailoring such to the needs of the adventure or campaign.
#24

wyvern76

Sep 28, 2003 23:40:36
Originally posted by mrgoat
Find the Path? Know Direction? I dunno, I don't have my books on me at the moment.

Know direction sounds good to me. The spell description says that "The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings," but since we're talking about a magic item created specifically for use on the inner planes (and only the inner planes), I think it's fair to bend the rules a little.

Wyvern