Planes of Existence

Eberron is part of the Great Wheel of the multiverse, as described in the Player's Handbook and the Dungeon Master's Guide. At the same time, it is fundamentally apart from the rest of the Great Wheel, sealed off from the other planes even while it's encircled by its own wheeling cosmology. Eberron's unique station in the multiverse is an important aspect of the world: its planes have profound and shifting influences on the Material Plane, and it is sheltered from the influences and machinations of gods and other powers elsewhere on the Great Wheel.   The planet of Eberron is the heart of its own Material Plane. It is surrounded by the Ring of Siberys. Beyond this band of dragonshards, thirteen moons orbit the world. To date, no creature from Eberron has explored the moons, and none can say whether they are lifeless rocks or thriving worlds. Some sages believe that the moons are connected to the planes, or that they might even be physical extensions of the planes, but the truth of these assertions remains unknown.   No other planets have been discovered within Eberron's Material Plane. The underworld of Khyber, however, contains a host of demiplanes, tiny pockets of altered reality. As such, venturing beneath the surface of Eberron can lead you to a network of caverns and passages, and if you find the right passage, it can take you to fantastic and deadly places inhabited by fiends, aberrations, and other children of Khyber.   Eberron has a number of planes. Besides the Prime Material Plane, the Ethereal Plane, the Plane of Shadow, and the Astral Plane, the Eberron Campaign Setting has thirteen relatively unique planes. Gates or portals to any of the planes are very rare. These thirteen planes metaphysically orbit around Eberron, and depending on their current location are considered in one of four states.
  • Waxing/Waning - The plane is either approaching or moving away from Eberron. Planar travel occurs as normal.
  • Coterminous - The plane actually touches Eberron, and certain effects are strengthened in Eberron. Also, it may be possible to travel between planes by going to an appropriate spot. For example, when Risia, the Plain of Ice is coterminous, one may enter the plane from Eberron by walking into a blizzard. Because of seals placed by the Gatekeeper druids, Xoriat, the Realm of Madness, is incapable of becoming coterminous with Eberron.
  • Remote - The plane is furthest from Eberron, and certain effects are weakened in Eberron. 
  • Also, reaching a remote plane with the spell plane shift is difficult and requires spellcasting ability check. Because of the conflict between the Quori and the giants of Xen'drik, Dal Quor is always considered remote from Eberron.   Also, certain places in Eberron have a manifest zone, which is a permanent connection to the plane regardless of the plane's distance from Eberron. Similar to when a plane is coterminous, certain effects of the plane appear in the manifest zone. However, unlike when a plane is coterminous, one cannot pass between planes in a manifest zone. The most well-known manifest zone in Eberron is in the metropolis of Sharn, the City of Towers: this manifest zone to Syrania, the Azure Sky improves levitation and flying magic and allows for the buildings to reach the sky.   The 13 Major Planes Name | Alignment | Enhanced magic | Impeded magic | Coterminous / Remote / Orbit Daanvi, the Perfect Order | Law (strong) | Lawful | Chaotic | 100 years / 100 years / 400 years Dal Quor, the Region of Dreams | None | Illusion | None | never / always / off orbit Dolurrh, the Realm of the Dead | None | None | All | 1 year / 1 year / 100 years Fernia, the Sea of Fire Evil | Fire | Cold | 1 month / 1 month / 5 years Irian, the Eternal Day | None | Positive energy | Negative energy | 10 days / 10 days / 3 years Kythri, the Churning Chaos | Chaos (strong) | Chaotic | Lawful | erratic / erratic / erratic Lamannia, the Twilight Forest | None | Druidic | None | 7 days / 7 days / 1 year Mabar, the Endless Night | None | Negative energy | Positive energy | 3 days / 5 days / 5 years Risia, the Plain of Ice Evil | Cold | Fire | 1 month / 1 month / 5 years Shavarath, the Battleground | Varies | Weapon-related | Pacifying, charms | 1 year / unknown / 36 years Syrania, the Azure Sky | Good (strong) | Good | Evil | 1 day / 1 day / 10 years Thelanis, the Faerie Court | None | Arcane | None | 7 years / 14 years / 225 years Xoriat, the Realm of Madness  | Evil | None | None | unknown / unknown / millennia

    Planes of Existence

      Planes of Eberron The Material Plane is enfolded by thirteen planes of existence. Many of these have aspects of both Outer Planes and Inner Planes. All of them overlap with Eberron in some way, and they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron—sometimes coming close, other times far away—though this manner of expression is merely a metaphor for their shifting influence. When another plane's influence on the Material Plane is especially strong, the plane is said to be coterminous. When its influence is weak, a plane is remote. The state of a plane can be important for performing epic rituals, creating of eldritch machines, or interacting with extraplanar entities. Whether or not a plane is remote or coterminous at a given time depends entirely on the needs of your story.  

    Manifest Zones

      At certain places in the Material Plane, the barriers between worlds are thin, and some characteristics of another plane can bleed through into the material world. These places are called manifest zones, and the nature of each one is strongly shaped by the plane it connects to. The city of Sharn is located in a manifest zone linked to Syrania that keeps its towers reaching toward the sky and aids flight. Ghosts might linger in a manifest zone associated with Dolurrh, while a manifest zone tied to Lamannia might have wild vegetation and enhance druidic magic. A manifest zone might include a portal that allows free passage from either plane to the other. The descriptions of other planes in this section offer some other possible effects. Most manifest zones have reliable, persistent effects. Some have only weak connections to their planes, and their properties influence the world only when the plane is coterminous.  

    Tour of the Planes

      Each of the thirteen planes in Eberron's cosmology is briefly described below, both in general terms as well as by the effects that occur or appear on the Material Plane in manifest zones linked to that plane.  

    Daanvi, the Perfect Order

      Daanvi embodies absolute order, along with the ideals of law and discipline and their impact on civilization. The perfectly ordered, immaculate districts of the plane represent different aspects of law: precisely maintained fields, legalistic tribunals, and hordes of modrons compiling archives of every rule or regulation ever created. Some districts are governed by a justice system based in goodness, where laws help to maintain harmony. In more oppressive locations, harsh laws are imposed on the suffering populace by tyrannical devils.   Daanvi Manifest Zone Features d4 Feature 1 People who live in the manifest zone are inclined to follow duly enacted regulations without question, regardless of moral implications. 2 Creatures can't tell deliberate lies while in the area. 3 Flora and fauna are preternaturally orderly and homogeneous. Trees here grow in neat rows without needing to be tended, rocks are situated in geometric patterns, and identical cattle graze in unison. 4 A contingent of modrons is methodically deconstructing and reorganizing the zone, heedless of their effect on the other inhabitants.

    Dal Quor, the Region of Dreams

      Mortal creatures come into contact with Dal Quor when they dream (except for elves, kalashtar, and warforged, which don't dream). The outer fringes of the plane are shaped by the memories and experiences of dreamers. The dark core at the heart of the plane is shaped by the nightmare force known as the Dreaming Dark. The primary inhabitants of Dal Quor are the quori, enigmatic master manipulators that can inhabit the dreams of others.   Tens of thousands of years ago, the quori fought a bitter war with the giants of Xen'drik. The giants ended the war by severing the connection between Dal Quor and Eberron and disrupting the cycle of the planes. As a result, Dal Quor is always remote in relation to the Material Plane, and no manifest zones are tied to Dal Quor. The only way to reach Dal Quor from the Material Plane is through the psychic projection of dreaming, and the quori are forced to possess mortal hosts to work their will on Eberron.  

    Dolurrh, the Realm of the Dead

      When a mortal soul dies, it is drawn to Dolurrh, a place defined by despair and apathy. Over time, memories are leached out of these trapped spirits until only husks remain. Although this seems a bleak fate, most religions maintain that Dolurrh isn't the end of a soul's journey; it is a gateway to whatever lies beyond. They assert that what appears to be dissolution is the natural process of the soul moving to a higher plane of existence that mortals can never realize: joining with the Sovereigns, merging with the Silver Flame, or simply rejoining the cycle of life in a new form. That claim notwithstanding, Dolurrh is a gloomy plane filled with the lingering traces of the dead.   Dolurrh Manifest Zone Features d4 Feature 1 Bodies buried here reanimate in 1d4 days, possessed by restless spirits. These spirits might be malevolent or benign. 2 Any necromancy spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended. 3 Spells and abilities that raise the dead have a 50 percent chance to bring back 1d4 angry spirits as well. These might be banshees, ghosts, shadows, specters, wraiths, or other incorporeal undead. 4 In order to cast a spell of 1st level or higher in the zone, the caster must succeed on a Constitution check with a DC equal to 10 + the level of the spell. On a failed check, the spell is not cast and its spell slot is not expended, but the action is lost.

    Fernia, the Sea of Fire

      This plane encompasses both the raw elemental power of fire and its versatility: flame used as a weapon, as a force that holds darkness at bay, or as a destroyer and a force for change. Fernia is home to all manner of fire elementals and to celestials and fiends that embrace the same ideals. Efreeti pashas and fiendish satraps rule city-islands of obsidian that drift atop seas of magma, their minions producing metalcraft of surpassing beauty and quality.   Fernia Manifest Zone Features d4 Feature 1 Spells that deal fire damage are empowered here. Such a spell of 1st level or higher cast within the zone deals fire damage as if it were cast at a level one higher than the spell slot that was expended. 2 Weapons and armor with unusual abilities can be forged here, though their enchantments are not always stable. 3 The area is dotted with pools of molten earth and fissures of scalding water, from which mephits and elementals emerge with regularity. 4 Motes of continual flame are spontaneously generated in this region, typically attached to some vegetation or minerals from the area. These flames persist even if they are removed from the region.

    Irian, the Eternal Dawn

      Irian is the plane of light and hope, the wellspring of positive energy which is the foundation of light, life, and love. The regions of Irian reflect the idea of beginnings and of resurgent life: fertile lands untouched by any tool, glittering crystal forests, and thriving homesteads and communities. Angels dwell in a grand city reflecting the first days of a glorious empire. The sun never sets here.   Positive energy flows into Eberron from Irian, and the denizens of Irian believe that the simple fact of their existence helps the mortals of the Material Plane. The celestials of Irian are also those most likely to respond to planar ally and similar spells.   Irian Manifest Zone Features d4 Feature 1 The waters of a spring hold curative powers—curing disease, healing wounds, even restoring lost senses. 2 Clusters of radiant crystals sprout from the earth. A spell of 1st level or higher cast within 30 feet of these crystals, if it restores hit points or deals radiant damage, is treated as if it were cast at a level one higher than the spell slot that was expended. 3 A maple tree with translucent, violet-hued bark and shimmering leaves grows in the heart of a swamp. Creatures that live near it age very slowly. 4 Undead within the zone have disadvantage on attack rolls, ability checks, and saving throws.

    Kythri, the Churning Chaos

      The plane of chaos and change, Kythri is a realm in constant flux. The elements collide in fantastic explosions of unbridled power, motes of earth careen erratically through space as gravity constantly shifts, and a riot of colors blazes through the ever-shifting sky. Still, stoic githzerai monks exert their will over the elements, crafting monasteries on islands of earth amid the chaos. Several varieties of slaadi dwell here as well, exulting in the endless turmoil.   Kythri Manifest Zone Features d4 Feature 1 The earth here is highly changeable and unstable. A creature that succeeds on a DC 14 Wisdom (Nature) check as an action can alter a 20-by-20-foot square of terrain in some way. For example, they might choose to turn the earth to mud, cause stony spikes to erupt from the soil, or warp local plant life. Failing the check causes random, uncontrolled effects. 2 Fabulous formations of precariously balancing rocks dot these badlands. They randomly collapse, only to slowly reassemble over the course of days. 3 Packs of slaadi erupt from inside a local cave networks at random intervals, terrorizing travelers. 4 Any spell that deals acid, cold, fire, force, lightning, or thunder damage cast within the zone instead deals one of those damage types determined at random.

    Lamannia, the Twilight Forest

      Though it is referred to as a forest, Lamannia contains every possible natural environment. It is home to great beasts, lycanthropes, and other beings that reflect the power of nature. The splendor of nature in this place is intoxicating to druids. Animals born here are paragons of their species, infused with primal power that put even the finest specimens of House Vadalis to shame.   Lamannia Manifest Zone Features d4 Feature 1 Spells that summon elementals are empowered here. Such a spell of 1st level or higher cast within the zone is treated as if it were cast at a level one higher than the spell slot that was expended. 2 The forces of nature work to tear down anything built within the zone. Weather, vegetation, and a rapid rate of decay combine to quickly destroy structures built in the region and overgrow the ruins. 3 The zone is dominated by towering trees and thick undergrowth. Animals come from the surrounding area to live in the zone, where they grow larger and stronger than usual for their species. 4 What appears to be a circle of stones is in truth a group of slumbering earth elementals that came from Lamannia during its most recent coterminous period.

    Mabar, the Endless Night

      Mabar is the darkness that promises to swallow even the brightest day, the hungry shadow that yearns to consume light and life. It is the plane of entropy, hunger, and loss, slowly sucking the life from the multiverse. It is the source of negative energy in Eberron. Most undead are animated by the power of Mabar, and the life they drain from mortals flows into the Endless Night.   Mabar is made up of many fragments, each one representing a different vision of desolation. The fiends of Mabar scheme to steal fragments of other planes and draw them down into their eternal darkness, creating a jumble of broken worlds in varying states of decay.   Mabar Manifest Zone Features d4 Feature 1 Undead animated here have 2 extra hit points per Hit Die and make saving throws against being turned or frightened with advantage. 2 Vegetation here is sour and stunted, animals are stillborn or deformed, and a malaise hangs in the air. 3 On nights during the month of Sypheros, when the Shadow Moon is dominant in the sky, horrific monsters stalk the area, prompting residents to leave offerings outside their doors to ward off the evil. 4 The radius of any light source in the zone is halved, and saving throws against necromancy spells are made with disadvantage in the zone.

    Risia, the Plain of Ice

      The counterpoint to Fernia, Risia embodies winter's chill and the stoic constancy of the glacier. Across Risia's icy expanse, blizzards ceaselessly howl over floes of thick, blue ice, and frost giants carve great fortresses from glaciated mountains. Unprotected visitors perish quickly, but those who adapt to the cold or protect themselves from it can plumb the plane's frigid depths for ancient secrets.   Risia Manifest Zone Features d4 Feature 1 Spells that deal cold damage are empowered here. Such a spell of 1st level or higher cast within the zone deals cold damage as if it were cast at a level one higher than the spell slot that was expended. 2 Veins of cobalt-blue ice run through a glacier in the area. If extracted, this ice maintains its temperature and doesn't melt. An object carved from it can function as a spellcasting focus for spells dealing with water or ice. 3 Abominable yetis lair in a network of bitterly cold, frost-rimed caves in the mountains. 4 Any spell that deals fire damage deals just half the normal damage.

    Shavarath, the Battleground

      Shavarath is the plane of war, ravaged by a conflict that will never end. Since the dawn of time, armies of fiends and celestials have fought one another in Shavarath, their eternal battles a microcosm of the struggle between good and evil that rages across all of reality. New arrivals are subject to forced conscription when encountered (whether by angel, demon, or devil), if they aren't summarily dispatched. Amid the constant strife, windstorms of blades scour the landscape, capable of cutting the unprepared to ribbons. For all its danger, Shavarath holds weapons of legend and a wealth of knowledge on the art of war.   Shavarath Manifest Zone Features d4 Feature 1 Blades crafted here have a reputation for being especially fine and sharp. When a creature in the zone scores a critical hit with an attack that deals piercing or slashing damage, the attack deals one additional die of damage. 2 Blood spilled here never washes away. Any Charisma checks made in the zone to avoid hostility are made with disadvantage; Charisma checks made to encourage violence are always successful. 3 Storms of whirling blades cut the sky during times of combat, randomly attacking the participants. The effect is the same as that of the cloud of daggers spell, but the area and the damage might both increase. 4 Devils, demons, and angels duel in the remains of a ruined fortress that serves as a portal to Shavarath.

    Syrania, the Azure Sky

      Crystal spires float in a perfect blue sky. Farms and serene communities stretch across clouds. Syrania is the plane of peace and all that flourishes in times of peace. This includes commerce; the Immeasurable Market of Syrania draws merchants and travelers from across reality.   Syrania is home to a host of angels that devote their immortal lives to serene contemplation. Each angel seeks to achieve mastery of one pure concept, such as holding all the knowledge on a subject or ceaselessly abiding by the tenets of a virtue. An angel of dreams isn't a quori, but it understands dreams, it can explain and interpret them, and it can shape them if it chooses. Likewise, an angel of war isn't constantly embroiled in battle as the celestials of Shavarath are; instead, it seeks perfection in the art and theories of war. Angels of Syrania can be useful sources of information for adventurers, and sometimes travel to Eberron to observe mortals.   Syrania Manifest Zone Features d4 Feature 1 This zone suppresses all aggressive thought. Any creature that wants to make an attack or cast a damaging spell must succeed on a DC 13 Wisdom saving throw or it doesn't make the attack or cast the spell, but loses its action. 2 Those with great will and fortitude who ascend a mountain peak in this area can try to bend the weather for miles around to their will, as if they had cast the control weather spell. 3 In this sun-dappled field, children—as well as free-spirited, childlike folk—find themselves able to fly for 1 hour. 4 A village is built into the side of a cliff face here. Windmills protruding from the cliff collect energy from the power of the wind, which is used to operate elevators throughout the community.

    Thelanis, the Faerie Court

      Thelanis is the home of the fey and a realm where narrative and metaphor shape the nature of reality. Its many dominions are governed by the archfey, and the denizens of each realm reflect the nature and the story of their lord. For instance, the realm of the Prince of Frost is trapped in endless winter, and pale eladrin lead packs of winter wolves in their hunts. It's not the same environment as on Risia, because the prince's realm isn't an embodiment of the idea of cold—rather, it's a domain frozen by its prince's broken heart. If the prince's story were changed, the realm would change with it.   Time and space are both malleable in the Faerie Court, and a mortal who wanders into Thelanis might never return—or might leave after a few days to discover that weeks, months, or years have passed back home.   Thelanis Manifest Zone Features d4 Feature 1 Fey trees whose wood is imbued with magical properties grow here, along with a copse of guardian treants and awakened flora. 2 A circle of mushrooms serves as a portal to Thelanis when the proper offering is placed in its center. 3 An eladrin commune that holds powerful esoteric knowledge is nestled in the depths of a forest inhabited by large numbers of pixies. 4 The magic of the fey runs deep here. Saving throws against enchantment and illusion spells are made with disadvantage.

    Xoriat, the Realm of Madness

      Xoriat's bizarre geometry and unspeakable inhabitants seem like the product of an insane person's nightmare. In this utterly alien environment, beings whose appearance can shatter a person's sanity live in cities crafted from gargantuan, fleshy tumors. Seas of protoplasm, in a shade of purple that hurts the eyes, lap against shores of chitin. Some can look upon Xoriat and see it as a place of revelations, but most mortals who come too close to Xoriat fall prey to madness. Xoriat is the source of many aberrations, including the terrifying daelkyr.   Xoriat Manifest Zone Features d4 Feature 1 Reality is frayed here. Casting any spell of 1st level or higher triggers a roll on the Wild Magic Surge table in chapter 3 of the Player's Handbook. 2 A character must make a DC 14 Charisma saving throw at the end of each hour spent in this place. On a failed save, the character is afflicted with a random form of short-term madness (see chapter 8 of the Dungeon Master's Guide). 3 Residents of a settlement here display bizarre mutations and unsettling behavior. Visitors who stay too long develop odd characteristics as well. 4 A cavern here is a cancerous tumor that issues forth aberrations to prey upon the world, and it is growing.  

    Others

     

    Astral Plane

     

    Ethereal Plane

    Shadow Plane

    The First World - The Gods' Rough Draft of the world, a land of fey and strange beasts, creatures without souls who can never truly die.

    Demiplanes

    Demiplanes are minor planes, most of which are artificial. Demiplanes are commonly created by demigods and extremely powerful wizards and psions. Naturally occurring demiplanes are rare; most such demiplanes are actually fragments of other planes that have somehow split off from their parent plane. Demiplanes are often constructed to resemble the Material Plane, though a few — mostly those created by non-humans — are quite alien. Genesis, a 9th level arcane spell or psionic power, is one of the few printed methods for a player to create a demiplane
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