FANTASY COSMOLOGY, AND
THE STRUCTURE OF THE MULTIVERSE

I have just recently finished reading the official AD&D Manual of the Planes by Jeff Grubb. I was on the whole not displeased with it, but there are some things that I feel compelled to write about.

In a fantasy game like AD&D it is always tempting for certain individuals to come along and proclaim ultimate rules which all others must follow, lest they be outside the realm of that particular game. I believe, at one time, E. Gary Gygax himself took such a stand, foolishly reserving the right of "last word" creativity in any AD&D system for himself. In the Manual of the Planes, Grubb also had a note of "last word" finality to much of his writing. Each and every time I come across such arrogant behavior I simply cringe. I do realize some sense of uniformity is both desired and required in anything approaching a game which is to be played internationally, but still any hint of finality in the rules of your universe should ultimately come from you and not outside sources. If you agree or you can live with other people's rules, that's great; if not, then you shouldn't feel obligated to do so. As such, I have always praised any language or any rules in the official system which explicitly or implicitly state your universe should ultimately be run under your rules, and anything the books say should be construed simply as guide lines.

To that end, my take on the subject is thus: Each DM has his or her unique universe. In it we can typically find their version of a prime material plane, the astral and ethereal planes, and the inner and outer planes. A whole range of alternate or parallel planes of existence may also be found in any DM's universe. In fact, anything the DM cares to put in their universe is within their control alone and makes up what will ultimately be known as their AD&D universe. Ultimately, it is the DM that decides how the laws of their universe shall be played.

Other DMs or GMs control and make the rules for their own universes. Since it is a fact our PCs tend to migrate from universe to universe, or from one DM's world to another DM's world, it is always nice to have gross similarities between universes. But having differences can be nice as well. In fact, it is exploring these differences which can enliven one's adventuring and gaming experiences. Finally, it is the collection of all universes, real or imagined, AD&D or otherwise, that make up what is commonly referred to as THE MULTIVERSE.

My AD&D universe is no different in these regards. The rules and laws of my universe are mine, and are therefore frequently different from the official written words from on high. And because of my sense of reality and goals of consistency, hopefully my universe makes a kind of sense which is superior to the official world of AD&D. Let's face it, if it didn't make more sense, at least to me, I would have freely and quickly adopted the official written word and used it in my own universe. As it turns out, I have probably done just that; in fact, more often than going my own way. This has the advantage of drawing on the creativity and hard work of others, and gives a broader scope to my AD&D universe. But there are still clear and distinct differences.

If I don't like a rule, especially ones that are derived from specific quirks of Earth's history, or ones that seem to me to be completely arbitrary, I change them. For example, the notion that a cleric, like some of their historical Christian counter parts on Earth, didn't like to draw blood and therefore were restricted to the use of specific non-edged weapons. In reality, this rule probably was set in place as a game balancing force for lower level campaigns. Why play fighters if a cleric is so much better? On my world, in my universe, this isn't a necessary balancing force; there are very good reasons to play either character class, and without Orlantian historical reasons not to draw blood, it makes no sense to avoid doing so and much more sense that a cleric should use the weapon most often depicted or associated with their particular deity. As such, a cleric of Thor will use a hammer, but a cleric of Poseidon would almost certainly use a trident, while a cleric of Athena might use a spear or a sword. If no particular weapon readily comes to mind for a given deity, the cleric should feel free to use any weapon of their choice, including a sword or other edged weapon. (Here CLERIC simply refers to the Priest Character Class as a generic term and no more should be read into that. I realize some new 2nd ed. definition may have arisen, but I frequently tend to still think of things in the old 1st ed. way).

Now some may say why use Earth based mythology at all if you're so dead set against some of it? The reason is simple. It is vast and useful, as well as educational and interesting. Not to mention relatively easy. But that is no reason to be saddled with a very generalized rule based on a religion which itself didn't make the transition. Such a rule would, or at least might make sense if that particular sect of Christianity was transplanted to your universe, or if your universe was already an approximation of historical Earth. In the meantime, the possibility the gods I use on my world and the gods of classical mythology, as well as other mythologies, may have had an influence on historical earth and therefore be one and the same gods is still open.

THE PLANES OF EXISTENCE

Specifically, I wish to explore the rules concerning other planes of existence at this time. The first thing that made me cringe while reading the Manual of the Planes was the official written word that all "time" is a constant in all known planes of existence and can not be expanded, contracted, created, or destroyed. This isn't even true in the known real universe, the prime material plane, let alone other various planes of existence. While confined to the PMP, as one travels faster and faster, time acts differently. The relativistic effects of time actually become noticeable when achieving speeds of about 1/10th the speed of light or greater. Time also acts differently under extremely strong gravitational fields such as near a neutron star or close to the event horizon of a black hole. Time is NOT constant everywhere, but even on the PMP alone time is positively warped. And I don't even want to start in on the fact that certain standard spells already mess around with gravity as well as time, thus the initial premise of the Manual of the Planes is faulty on its face.

From our everyday experiences and lives we are, unfortunately, locked in a mindset that convinces each of us everything must have a past, a present, and a future. It is this very linear temporal mind set which causes us to ask nonsense questions such as "Where did the universe come from?" In reality, time and space began at the first event, or the big bang. Since "time" and "space," or "space-time," began at that point, there was no "before" and no "elsewhere." The question of where did the universe come from implies at one "time" the universe was "elsewhere," or that at one time where the universe is now was empty space. Since there was no time "before" the big bang, and also no elsewhere for the universe to come from, we can see we are hopelessly trying to fit a real, but unique non-everyday situation into the mind set of our everyday frame of reality; but not everything has a past, a present, or a future. I mention all this for simple proof time isn't constant. So with that in mind, how can a system of planes of existence based on such a faulty premise be usable to me? Quite simply, it can't. Therefore, time may easily run differently when you are on different planes of existence.

THE ASTRAL PLANE

The astral plane is the most striking example of the time differential phenomenon. That plane, like the ethereal plane, is tied to the prime material plane in a very real, but mysterious way. As it turns out, a naturally occurring resonance arises between large orbiting bodies of sufficient mass and that portion of the astral plane associated with the orbit of these bodies and the associated singularity or central star. After thousands or even millions of years, a natural harmonious frequency is established between time on the PMP of such an orbiting body and its associated astral plane. Generally, this works out to be exactly 1,000 times the number of standard rotational periods within one standard orbital period of the orbiting body. (1,000 times the number of days in a year). Specifically, on Orlantia where there are 400 days in a year, the ratio is 400,000 to 1. On Earth, with 365.25 days in a year, it is 365,250 to 1. As such, one day on Orlantia would seem to be 400,000 days or 1,000 Orlantian years on the astral plane. Also, one day on the astral plane near earth would seem to be 365,250 days or 1,000 earth years on the astral plane. Now it is a fact that certain advantages and disadvantage arise from this remarkable phenomenon.

Time spent on the astral plane seems almost instantaneous from the point of view of a PMP observer. Thus, you could plane shift to the astral plane, adventure for 1,000 years, and return to the PMP where only a single day would have passed. During such time you would have aged only a single day, PMP poisons would have the effect of having been in your system but a single day, you would seem to be fatigued by but a single day, and a host of other similar effects. So why not do this all the time? Simple. As creatures of the PMP, you are tied to it in a very real way. For example, you have to rest, study, or pray 400,000 times longer to get your spells back, to naturally heal, to accumulate life force or experience, or in many other ways, to get anything worthwhile done on that plane. In the meantime, you would be subjected to 1,000 astral years of encounter rolls or run the risk of death over what would seem to be a great period of time. Naturally, the encounters in such a place would be few and far between, and mostly of creatures native to the astral plane, so even over a 1,000 years there might be only several such instances, if even that many.

Let's face it, the astral plane's primary useful purpose is to travel great distances in a short amount of PMP time. One useful property of the astral plane is that the speed of light is not a limiting factor, and distances between points are not as specific as one might think. As such, interplanetary or even intergalactic distances can be achieved in the blink of a PMP eye. Teleportation, dimension door, and other similar spells utilize these properties to their advantage. By temporarily becoming astral, moving the desired distance and direction while the mind is shut down or in a state of protected suspension, and popping back to the PMP in the desired location, these spells move small objects from point A to point B quicker than any other known method of travel. Naturally, reaching the outer planes via the astral plane is also of importance, but I will speak more of that later.

Upon returning to the PMP, any extraordinary or recent experience gained there is adjusted by the DM to account for the natural factors involved in such a dimension. That is, the xp. normally stated for astral goodies are awarded at that time. Keep in mind, though, that only a few encounters, if any at all, would be likely to occur during even an apparent 1,000 year stint in the astral plane and most people do not spend that kind of time out there in the first place. This would make adventuring or living in the astral plane proper, a rather boring experience. Under such considerations, it is IMPOSSIBLE to take advantage of thousands of years of adventuring, gaining treasure, magic, and experience, and finally returning to the PMP dozens if not hundreds of levels higher than you were just a few PMP days before.

I imagine it would be like sitting around and waiting several thousand years between encounters. From the point of view of the astral individual, this is time that must really be waited out. You would really have to keep your mind occupied to prevent yourself from going insane while waiting centuries between encounters. You can't even spend that time learning new languages, learning stories or songs, or doing anything you would normally consider advantageous. Why? The natural chemical bonds set up in the brain that create our long term memories are also slowed down by that 400,000 to 1 factor, just like all other metabolic functions. So it would take me 400,000 times longer to learn a language, a song, a story, or other similar experience and no real advantage is gained. But if that is so, why can I think at normal speeds? The reason for this is simply because you are living within the spirit or soul. What is happening is really a reflection of the spirit more than a reflection of the body.

Now because of the slow chemical learning, if it would take a year to learn Elvish on the PMP, it would take 400,000 years of continuous and repeated study on the astral plane to burn that language into my memory. Only extraordinary, probably life threatening events and circumstances, frequently involving other intelligent beings on the astral plane, will ultimately end up staying with you; and even then, only in some small way. It is these rare, but few and far between events that give you the little experience your DM awards you upon your leaving the astral plane.

Also, short-term memories are retained as opposed to long term memories. Short-term memories are partially retained in a more spiritual manner within the spirit or soul. (You may think this is pure bull, and you'd be right. So what)? Long term memories are more chemical in nature, or at least have a definite chemical component. You are only likely to remember what ever happened to you during the last few hours, or perhaps the last few days of apparent astral time. As such, years of astral study WOULD NOT be burnt into the memory pathways of your brain, but only the last few hours might be actively retained (unless you study the same thing repeatedly, again and again and again and.). Upon the return to the PMP or other normal time flow plane, those few years of study would be lost. You may remember learning Alderami, but like someone who hasn't used a skill or language for years or decades, you've completely forgotten any useful working knowledge of those few astral years of study. At best they kept you from going insane by keeping your mind active, but now you draw a complete blank. It would only be with the continuous and repeated study of the same things again and again over a period of 400,000 astral days that you may eventually hope to remember any language or other complex time consuming study or training you learned while on the astral plane.

Short-term memory is also a partial explanation for why much of the xp. carries over and stays with you. It is likely you will leave the astral plane while such things are in short term memory (the spirit or soul). Much of the experience stays with you until your return to the PMP. Once there, the short-term spiritual memories have time to become long-term chemical memories, and you may remember or forget them, depending on how good your character's long-term memory really is.

Of course, there are ways to take advantage of this time differential situation as well. Only economics and a few other peculiar properties of the astral plane limit one in such endeavors. For example, taking a book along with you to copy on the astral plane, as well as ink and parchment, would allow one to take advantage of several hundred hours of work on the astral plane while only a few seconds or minutes of PMP time may have elapsed. Naturally, you'd have to find a way to write with ink in an environment with no gravity, but this could be done with a little thought. Still, this is mindless, repetitive work as opposed to creative work, and even then it takes extreme concentration not to lose your train of thought in the plane of thought. There is, in fact, a good chance that such a copied work would contain flaws that went unnoticed until your return to the PMP. (I imagine the success or failure would be a direct function of one's intelligence and/or wisdom).

Now don't get the wrong idea here. It's always easy for a player to proclaim their PCs are perfectly willing to endure considerable hardships, great amounts of pain and anguish, untold suffering, or even wait seemingly endless amounts of boring time to achieve even the littlest of goals. For example, a PC tells me he is willing to scratch through a strong wooden door with his spoon even after I inform him it will take several days to do such a thing. He decides time is not a factor, the danger is little or nonexistent, and with a snap of our fingers the time has passed. This doesn't take into account the hours of back breaking work, the blisters and splinters, and the aching knees and joints which would result from such an endeavor and naturally make one reluctant to do it at all; to say nothing of ruining a perfectly good spoon. It is an example of bad roleplaying. His character should stoop to such an action only as an act of desperation or great need. So, be careful not to let your players ignore their physical or mental hardships at the snap of one's fingers. Copying a book is not something a PC is likely to get into the habit of doing because it is both boring and uninspired, lengthy, tedious work. They're adventurers for god's sake! Not scribes! (If a player still insists on trying to do something like this when you feel he should try other, more obvious methods besides brute force, perhaps suggesting a halt to the game until next session may make him think otherwise. That is, if he really wants to spend a couple days clawing through a thick wooden door, tell him you will resume playing next session, unless he can find a speedier method of entry. This method should, of course, only be used when you feel there is an obvious way other than brute force to achieve the desired results).

It was with just such an example in mind that I carefully considered the problems of the official written word on the astral plane. As they have it, time runs the same on each plane, but there is some sort of relative time factor involved where, coincidentally, an individual on the astral plane would only age 1 day after spending 1,000 years on the astral plane. So in both their system and my system, each individual ages a single day for 1,000 years on the astral plane. But in their system, 1,000 years also passes on the PMP. Thus, in order to take a one way trip into the future and avoid any PMP enemies or escape justice or whatever other things would change in 1,000 years, your group simply slips onto the astral plane, mindlessly states they will wait it out in their secure metal box far from any world or any dangers, snaps their fingers, and returns home. After all, food, water, sleep, and other things, which would normally necessitate moving around, are not required in such a situation. Now the DM is obligated to instantly create 1,000 years of history and social evolution. The entire complexion of the game has changed. Of course, 1,000 years needn't be the mark. Even 10 years into the future could have interesting results. And how, pray tell, will the DM keep the players from such an abuse in the official written system?

Oh well, no system is perfect, and my system probably has some flaws which, even though not readily apparent to me or my players, may be apparent to someone else.

Furthermore, with extended periods of time on the astral plane in my universe, there is a lack of cohesion and focus; also a lack of determination of purpose. For example, an author might decide he could go to the astral plane, compose great original work after great original work, and return with centuries of work before the very next PMP day had started. Unfortunately the work, when examined, would have the scrambled or nonsensical arrangement of a dream. Things that seem to make perfect sense on the astral plane when examined in the cold hard light of the PMP would seem to be utter rubbish. This is why some people liken dreams to astral travel. It may therefore be the reason your dreams make sense at the time, but upon reflection in the morning, they are utter nonsense. Creativity is also a chemical process of the brain. No matter if you are in my system, or the official system, one is going to have to take such things into account.

To continue, upon the author's return to the PMP, the author couldn't even hope to fix his work for he would have no lasting memory of the work, the ideas which inspired it, or what he may have been thinking more than just a few astral months ago. All those things passed from spiritual short-term memory long ago and never had a chance to become chemical long-term memories. All that work would be lost. Too bad for him.

It is also a fact that, due to the nature of energy, magic, one's mind, and a few other considerations, a magic user couldn't write scroll after scroll on the astral plane proper, and expect to return home with months of completed, useful work in just a few PMP minutes. Similar considerations prevent things like spell research, magic item manufacture, training, or any other lengthy mental and/or physical endeavors from being accomplished on the astral plane by any creatures not native to that environment.

Finally, be aware it takes approximately 1,500 GP in cost to buy even one plane shift scroll, let alone the 3,000-gp cost for two (got to get back home, you know?). So one wonders, is attempting to take advantage in such an astral fashion really worth the risk, let alone the $300,000 per attempt?

SOME ASTRAL ADVANTAGES MAY STILL BE TAKEN

The Alodarian Empire takes advantage of the astral to PMP ratio of 400,000 to 1 in at least a couple of ways. First, the Truestone Artifact is physically kept there. The minds within the Artifact are not affected in the same manner as other living minds on the astral plane. This is a property and consequence of the artifact. Also, it is a fact the minds in the Truestone Artifact are not technically living (and certainly not chemically based). The 400,000 to 1 ratio does lend great speed to the information storage and retrieval properties of the empire.

Another way the empire takes advantage of the time differential is in a type of punishment employed in their justice system. Convicted criminals of certain crimes, which might normally be considered capital crimes, are held in a sensory depravation area on the astral plane with the aid of a self-charging magic item. This has the effect of solitary confinement for centuries or even millennium while waiting only minutes or days on the PMP. The repetitive nature of the confinement is sufficient for the prisoner to remember their experience and to therefore drive the prisoner insane.

Once released, the insane individual has a randomly determined alignment that is one of the results of being driven insane in that manner. A heal spell, also by a self charging magic item called a lavender pearl, and therefore inexpensive, cures the insanity, but not the new alignment. The character is then different in three important ways:

One, much of their old experiences and memories are long forgotten, leaving only rudimentary skills and basic skills such as language, certain social skills, and a relatively low level of any advanced education they may have had. For example, any adventurer would probably start out again as 1st level no matter how much experience they had to begin with. (As a quick aside, these people, and even retired adventurers, tend to forget anything they do not continuously practice; their experience may eventually drop to zero, but that is still 1st level. However, I allow them to refresh their memory at 10 times the normal rate; that is, they gain 10 times any experience earned until they reach the level they had formerly achieved at which time they earn experience at their normal rate. In addition to this, any training cost would be a mere 1/10th of the normal training cost and take only 1 day per level to relearn their old skills).

Two, they have a randomly determined alignment. It may end up being the same one they had before, but that only happens one in nine times. The government isn't trying to change their alignment to something more acceptable, but the change is just a consequence of this type of punishment.

And three, they are left with such a horrible memory of the punishment that, no matter what their new alignment, they'll do almost anything, even frequently including suicide, to avoid that kind of punishment again. As such, they are released into Alodarian society, hopefully to sin no more.

One more note on the time differential between the PMP and the astral plane. Most astral creatures are not really native to the astral plane. They are instead native to the so-called demi-planes within the astral plane. Some of the creatures that are actually native to the astral plane proper generate a type of natural field around themselves which is similar to the same sort of field generated around the astral demi-planes. These fields, or pockets of astral space, have time running closer to the PMP time. In this way, one needn't consider possible disastrous results that would inevitably arise from different races on different planes taking full advantage of unforeseen factors resulting from the time differential between planes. Suffice it to say, all creatures which normally might be considered native to the astral plane could, in some way, travel astrally as a native ability or by magic commonly available to them. In this way the natives can travel within the astral plane and their demi-plane. They may also travel to other planes touched by the astral plane, eventually returning to their demi-plane via the astral plane.

These astral demi-planes are sometimes artificial, but usually they are naturally occurring, such as a large chunk of earth floating like an island in astral space. A wizard's astral castle, large enough to generate its own pocket of slower moving relative time, would be a prime example of an artificial astral demi-plane. (Actually, in this regard, the entire PMP may be considered a type of demi-plane floating in the astral plane. It too would have an effect on time, and thus what we consider normal time flow would be an aspect of the same phenomenon that causes time to run more slowly near any demi-plane). Relatively secure in the astral plane in such a place, since the time is so similar to the time on the PMP, a wizard could learn spells, do spell research, create magic items and scrolls, and other normal activities as their body is functioning in a normal time stream. After months of work in such a relatively secure place, the wizard could return to the PMP where, yes, the same number of months had also passed since time runs in both places at a similar rate.

Larger occurring natural demi-planes also have the slower moving time. Closer to the same time as the PMP, these places are typically the homes of such races as the Githyanki or the Githzerai and are generally located outside, but near a solar system. As such, these creatures would only be seen near Orlantia if they actively traveled astrally toward, or to it.

Now in the astral plane there are the so-called astral pools of color. These pools naturally occur and are gateways into other planes of existence. The color of the pool is a good indication of the plane it connects to, but not the location in that plane. Also, as the astral traveler approaches such a pool, like approaching a demi-plane, the time differential begins to drop. The closer they get the closer to PMP or other planar time they also get. Eventually, when close enough to the pool or demi-plane, time is running there at the same rate that it is running on that other connected plane. You will therefore begin to tire, hunger, heal, learn, and age as you would if you were on the other connected plane.

Now if you look out into and through the colored pool it is possible, provided there is sufficient light on the connected plane, to see certain aspects on that plane. If you so desire you can travel to such a plane in a one way manner without the aid of a Plane Shift spell. This is a one way ticket. You may not travel back to the astral plane without employing additional magic such as another Plane Shift spell.

Usually, adventurers may travel to the proper pool if they have done so before, are guided by an astral native, or have a map of some sort. By visualizing the desired destination, coupled with the previous knowledge, the native's help, or the map, the party can travel to it with 1, 2, or 3 encounter rolls, depending on how well they know the path already, how well the native knows the path, or the accuracy of the map.

I should also mention, since it is extremely important, that most encounters and other experiences on the astral plane are actually sufficiently near a demi-plane, an astral pool of color, or even a creature. All of these places happen to be running sufficiently close to the real PMP time; so they will not make much of a difference. These places, akin to the border ethereal, are tied to their near non-astral places in such a way that any adventuring done there could be treated, for memory, experience, healing, fatigue, poisons, and other purposes, as if it occurred on that associated non-astral plane. In this way, one needn't even begin to consider the entire mind bending time differential phenomenon as long as you stay close to such a place, and as long as you spend very little time in between such places while traveling from one to another.

It is a fact that in my universe certain astral coordinates, as well as the coordinates of other planes, are fixed to a reference system using the central star of a particular solar system. For example, the planet's position on a particular day may coincide with a particular color pool being in a particular position near a certain known point on the PMP. That is, on the 113th day of the year, if you plane shift to the astral plane from the old well in farmer Brown's north field, you will immediately come across the color pool to the elemental plane of water which leads to the "undersea" city of Ariel on the elemental plane of water. Of course, being close to the 113th day, or close to the old well, is probably good enough provided you go through the extra astral travel and any resulting extra encounter rolls. If you are even further away, the trip is still possible since you have a rough idea of where these things may be; but several extra encounter rolls would then be typical no matter how well you knew your way.

So you see, the astral plane proper on my world is rarely used for anything other than travel from point A to point B on the PMP, or travel to various astral demi-planes or keeps, or to the outer planes of existence. While astral, much of what was written in the Manual of the Planes may or may not apply as the situation demands. I like the general business of reducing magic pluses of weapons and armor by one for each plane removed from its intended plane. I imagine magic works differently on the astral plane than on the PMP and probably is similar to that which is stated in the Manual of the Planes. Duration and time considerations more closely follow my stated premise. Potion duration are similar to spell duration, since in my universe potions simply impart the ability to immediately cast a similar spell as a natural effect, and are not necessarily a slow metabolic time released capsule kind of deal which the official word seems to think they are.

Any change in the velocity of an object or person is mostly mentally achieved by an average of one's intelligence and wisdom rather than just their intelligence. Other travel is by magic or conservation of momentum, both linear and angular. This plane has no true up or down, and gravity does not function here at all, which is another reason why it is hard to write with quill and ink on the astral plane, but may act normally in a demi-plane. The entire astral plane glows of magic and appears to be well illuminated in a dull gray kind of way. Of all the planes of existence, the astral plane is the only one I consider to be truly infinite. All others, like the PMP, are just incredibly large.

NOTE: Gravity mostly depends on sheer mass and the distance between the center of mass for the bulk of it and the object in question (normally you). This is how gravity works on the PMP, which is, you may recall, just one large example of a demi-plane. However, that's not the whole story. There are ways to shape the smaller pockets of demi-planes that can affect the strength of gravity, up to a point. Suffice it to say that a savvy wizard could adjust a few things such that his astral castle could have virtually any amount of gravity he wanted if he didn't go to extremes. Thus, gravity from 0 to 3 Gs is possible, though almost all wizards use their home planet's value of G so they feel at home and do not have to make adjustments when they travel to and fro. Time still runs virtually the same within these limits since time is a function of something else. But the point is your typical demi-plane will typically have normal gravity.

THE ASTRAL PLANE AND THE
ORDERLY TRANSFER OF PCs FROM ONE UNIVERSE TO ANOTHER

Finally, it is through the astral plane, a quirk in the astral plane, or typically by some unexpected phenomenon of the astral plane, that a PC manages to accidentally or intentionally end up in an entirely different universe by permission of his or her old AND new dungeon masters alike. The former usually just gives permission for the player to take his character with him when he stops playing, and the new DM certainly must grant permission for a player to play in his or her universe. The old DM usually must give their permission simply because I believe it is important not to allow a player to circumvent a world's dangers just on a whim. That is, if he got himself in a mess of trouble the PC doesn't automatically have the power to leave the universe to avoid it and save his character. This distinction is pretty philosophical. What is the difference between a powerful character you achieved after years of great play in great worlds run by great DMs and a nearly identical character some munchkin just creates over the weekend? One is "real" and one is "false" and the distinction may not matter to you, but it does matter to me. Thus, if your character were to get out of a tough spot in a DM's world simply by your whim of leaving the universe, what you'd really be playing from that point on is, in my opinion, a false character since the real one probably died. If it doesn't matter to you, then so be it. I at least like to play real characters. This is why I feel it is only with permission of your old DM that you may take a real character out of their universe; hopefully this DM understands his responsibility and will let you do this in practically all instances when your character is "safe" in "town" and you simply wish to play elsewhere; but even if he's a jerk and he improperly uses his power to "punish" you for leaving in this philosophical manner, you would still be playing a false character. After all, it is not up to you or your PC to dictate what the properties of the universe will be. Just avoid DMs who are jerks whenever possible.

THE ETHEREAL PLANE

The ethereal plane is the other plane of existence which touches the PMP and which is also extensively used for travel. Due to the slower nature of the ethereal plane, as compared to the astral plane, the distances traveled are at best intraplanetary (point to point on the same planet) and hardly ever interplanetary (from one planet to another planet), let alone interstellar or intergalactic distances.

THE NEAR, OR BORDER ETHEREAL PLANE

All places on the PMP touch the near, or border ethereal plane. Quite simply, this is where the ethereal plane is most closely tied to the PMP. As such, it is possible for ethereal creatures to even see, though vaguely, objects on the PMP; even then only when there is sufficient illumination on the PMP. Ethereal creatures can be seen here by people on the PMP if they employ magic such as detect invisibility, or under just the right conditions. (Whatever the DM requires for a story would be a prime example of the "right" conditions).

There is an unseen wind in the border ethereal whose velocity is randomly determined. (Actually, this ethereal wind is probably a function of the planet's revolution and its rotation, but nobody really knows this except the wizard Michelson and the sage Morley). This wind makes things on the PMP, when an ethereal creature can see them, appear to be in a different location from their real location. It is because of this wind that ethereal travelers are unable to achieve pinpoint accuracy when traveling back to the PMP, always being off by a random distance in a random direction up to several hundred feet "indoors" and several hundred yards "outdoors." Only some natives of the ethereal plane, like phase spiders, can detect this wind and take such displacements into account. This is why it is nearly impossible to go ethereal, travel pass a locked door in a dungeon, and come back to the PMP without greatly risking becoming substantial within some solid, material form (like a wall or a table) on the PMP.

If the ethereal traveler accidentally attempts to enter the PMP at a point of solid matter, they may take damage, or perhaps make a save vs. death, or perhaps they will simply be stunned and displaced to the nearest available open space on the PMP, or even end up stunned and back in the deep ethereal plane. This is up to the DM and the whims of the DM at that time and is justified as another unforeseen random factor so it needn't even have similar results each time it happens. I know for oil of etherealness that this always bounces you into the PMP somewhere. In standard play, they seem to have them go into the deep ether, only to be able to return to the PMP later, somehow without the aid of a Plane Shift spell? Personally, I don't think so, so if they end up stunned in the deep ether, when they do recover they will be stranded on the ethereal plane until they either employ plane shifting magic or find a naturally occurring pool of some kind.

Travel while confined to the border ethereal plane is relatively safe. You may travel in any direction desired by simply thinking it. Here, the only sense of up or down, north or south, east of west, or whatever come from any vague sense you may have of the bordering PMP and those directions there. Your speed is 100 times your normal PMP movement rate. That is, if you have a 12" rate, you could normally travel 24 miles on the PMP in 10 hours, or 240 miles in the border ethereal in 10 hours. As time runs the same here as on the PMP, you would require rest and food at that time. This travel is usually along a great circle route unless going through the planet's crust, which is a somewhat more dangerous proposition. This would only be done if it were so much shorter the party decides to risk it. (Travel through the planet's mostly metal inner layers is impossible). There is but a single encounter roll when going from point A to point B while confined to the border ethereal plane, and while staying above, or at least, nearly above ground. Here, in the border ethereal, the Ether Cyclone is not a normal possibility.

While in an ethereal state, one can pass freely though most things on the PMP without notice or harm. The exceptions are huge concentrations of metal ores, thick sheets of more refine metals, and the living material of most creatures found in the monstrous manual as they generate a sufficient aura of energy which ethereal matter cannot pass though. Also, some now dead material of once living creatures that had various ethereal properties may be employed as a method of blocking ethereal matter from transit. Your local alchemist, and therefore your DM, has the final word on any such materials. One example, however, might be gorgon blood mixed with mortar. Such a cell constructed with this material would probably keep an individual from plane shifting out of there or anybody from plane shifting into the cell as well.

ETHEREAL COMBAT

Combat on the ethereal plane is tricky. All magic items are reduced by one plus. If they are non-magical, they do zero points of damage for weapons or provide no protection for armor. Any pluses left are still used to hit, damage, save, or protect as normal. If the weapons or armor are still magical, they work as normal at their reduced levels. Other protection devices such as bracers of defense, cloaks of protection, rings of protection, etc., either are reduced by 1 plus or are reduced by 1 or more AC advantage points by your DM. This usually takes the kind of item into account.

Additional damage is done by one's prime requisite, as if it were strength on the strength table. e.g., an 18 intelligence for a magic user would be +1 to hit, +2 to damage. This bonus is not to exceed the bonus for a score of 20 or higher for PCs. Thus, +3 to hit, +8 to damage is the maximum bonus. Exceptional scores for prime requisites of 18 in other categories other than strength should be rolled every time one travels to the ethereal plane. Such a roll would, however, only be revealed to the player after combat began. From this we can see a cleric of 18 wisdom, upon traveling ethereal, would roll for exceptional wisdom if combat occurred. If he rolled an 82, his bonus would be as if he had an 18/82 strength. He would keep and use this bonus until he left the ethereal plane. If he ever returned to fight again, a different roll would be made, but only after combat began.

Dexterity bonuses still improve your armor class. They also add to your plus to hit rolls for missile or thrown weapons, but only at short range. Medium ranges can only be achieved with magic arrows (remember the -2 penalty). Long-range is impossible. Magic bows impart one less plus to their missiles, so the arrows are only magic if they were shot from at least a +2 (therefore now a +1) bow, or the arrows were at least +2 (therefore now a +1) to begin with. (A normally +1 bow shooting a normally +1 arrow is now +0 since the -1 penalty applies to each item, and such an arrow will do no damage). If the arrows are still magic, they will do normal base damage plus their lower bonus damage. If not, they do no damage. In any event, missiles will eventually come to a stop and drift in the ethereal fog until found and taken.

Weapon specialization bonuses to hit and to damage are still used. Natural weapons such as hands, feet, claws, and teeth still do normal damage. Spells and most other consideration follow the guidelines given in the Manual of the Planes except where they violate my basic premises. Normal ethereal materials affect each other only slightly. Ethereal water will not drown you. Ethereal acid will hurt you, but not as badly as normal. Real water, somehow brought into the ethereal plane, will eventually turn to ethereal water. Until it does, however, it can drown you. Gas attacks are less effective as the PCs can survive without air for up to 10 times longer in the border ethereal and 100 times longer in the deep ethereal. Note that this implies there is breathable air on the ethereal plane (or some such thing that functions tin a similar way).

Some weapons and armor may be ruled to have unusual qualities that allow them to forgo their normal penalties. Such items are usually intelligent, wise, very powerful, or from other planes of existence to begin with. Other exceptions would include items made specifically for the plane in question. e.g., a +3 ethereal long sword. This item would be +2 to hit and +2 to damage on the PMP, but on the ethereal plane it is +3, +3. A normal +4 PMP long sword would work as well on the ethereal plane since it would act as a +3 sword there.

Combat in the border ethereal is identical to combat in the deep ethereal except for the time differential problems of short-term memory. If you want the full xp. you'd best get back to the border ethereal or the PMP relatively soon, least the experience fade from your short term memory.

THE DEEP ETHEREAL PLANE

If greater distances are required, and time is of the essence, one can travel from the border ethereal through the ethereal curtain into the deep ethereal. Once there, like in astral travel, there is a time differential, but with a ratio of only 100 to 1. Most rules concerning attempts to take advantage of the time differentials that apply to the astral plane also apply here in the deep ethereal plane. Travel within the grayish fog of the deep ethereal is quicker than the border ethereal. The number of encounter rolls is determined in the same manner as those in the astral plane. [3 rolls for the unknown paths, 2 for slightly known, and 1 for well known]. Here, unlike the border ethereal, the ether cyclone is a normal possible encounter. Ultimately, this is a safer and quicker method of travel ONLY when a single encounter roll is to be made because you know the path well, your guide knows it well, or you have hyper-accurate maps and information.

The time required for this travel - from point A to point B via the deep ethereal - is typically 1/10000th of the time that it would take to really travel there via the PMP on a great circle route. This would be like traveling at 10,000 times your normal movement rate or about 240,000 miles in ten hours (Making the top deep ethereal travel speed about 24,000 mph). One could travel from Earth to Earth's moon in just 10 hours or so. It is possible to take one's time and be more careful. Such considerations will subtract one encounter roll, not to be less than one per trip in any event, but will slow your speed from 10,000x to 1,000x your normal PMP movement rate. Even at this speed of 10x the border ethereal speed it is possible to get most places on Orlantia in just under one hour, provided you have no encounters or other problems along the way.

Once inside the deep ethereal, you can seek out the proper curtain to one of the inner planes or to the PMP. This may be the plane you just left, but in a more suitable location or a different plane altogether. There, you can freely pass through the curtain into the associated border ethereal plane along that particular inner plane. You may then travel along the border ethereal until you find what you seek. Another Plane Shift spell will take you into that inner plane. Thus, a round trip would require four Plane Shift spells and the proper two sets of tuning forks. (One to go ethereal and travel to where you wish to be, one to go PMP from that point and go adventuring on the PMP or inner plane, another to go ethereal again when you are finished in that location and so you may travel back home on the ethereal plane, and one more to go back to the PMP and home).

Here's a lively little example: Your party wishes to quickly get to the capital city of Katana on the northern continent. Traveling via ship would take weeks and this is too long. Using a plane shift, the party moves into the border ethereal plane near Alodar. Now traveling to Katana would only take 3 or 4 hours, 1/100th the time of the sea voyage. Since this is in the near or border ethereal only one encounter roll would be made. Provided no encounters happened, you could then shift down to the PMP and find yourself up to several hundred yards off target. You'd then walk into Katana. (It's usually a good idea to come down to the PMP at least several hundred yards outside of a city).

Unfortunately, the evil wizard you are after, just teleported to Katana. If you travel via the border ethereal plane, the wizard will almost certainly kill your friends in Katana before you'd arrive to stop him. Thus, you travel to the border ethereal via a Plane Shift spell. You next pass through the ethereal curtain into the deep ethereal plane. Traveling to Katana will require at least three encounter rolls since you've never made this trip before via the deep ethereal plane. If the ethereal cyclone gets you, you can say a prayer over the graves of your friends later, provided you survive. If you luck out and manage to avoid any encounters in the deep ethereal, you may arrive at the adjacent ethereal curtain to Katana.

This is the same curtain you passed through before, but in a different location. You could go to the curtain of one of the other inner planes from here, but your friends are counting on you so you stay near the curtain to the PMP. Then, you next pass through the curtain into the border ethereal plane. From there, you get your bearings and travel a short distance to Katana. Finally, after a mere 2 seconds PMP time of deep ethereal travel, and perhaps a total of 10 minutes of border ethereal travel near both Alodar and near Katana, you arrive on the PMP close to Katana. You hurriedly rush into the city to warn your friends. Of course, the evil wizard arrived in Katana almost one turn, or 10 minutes, before you did (Teleportation in the blink of an eye, you know?). Will your advantage of better knowing the probable location of your friends be enough, or will the evil wizard still beat you to the punch? (Traveling via a plane shift through the astral plane may be slightly quicker, though a little more dangerous as nastier things tend to live on the astral plane).

THE INNER PLANES

The inner planes of existence include the proper elemental planes of water, air, fire, and earth as well as the positive material plane (the +MP) and the negative material plane (the -MP). Also included are the paraelemental planes. These include the paraelemental planes of ice, ooze, magma, and smoke, all of which border the proper elemental planes. Next, those planes that border the +MP or border the -MP include the quasi-elemental planes. These include the quasi-elemental planes of salt, dust, ash, and vacuum which border the -MP, and the quasi-elemental planes of radiance, minerals, steam, and lightning which border the +MP.

It is easiest to enter these planes from the ethereal plane by passing through the correct color ethereal curtain. This would take you to the border ethereal plane for that particular inner plane. From there, one can plane shift down to the adjacent inner plane. Of course, survival within one of these inner planes may be problematic. It is practically a death sentence to enter most of these planes without the proper preparations. For example, entering earth would kill you if you couldn't freely move through or breath earth; entering water would probably drown you; entering fire would almost certainly burn you to death; entering air, on the other hand, would be reasonably safe. Entering into the +MP or the -MP would be almost instant death. The Manual of the Planes has done a careful and considered treatment of each of these problems. I have no wish to repeat such a fine body of work at this time.

Where I disagreed with the Manual of the Planes, however, invites comment. Right away I didn't see the need for time to run differently, so it doesn't in my universe. I didn't particularly like the mode of travel in the inner planes. They suggest one simply decide which direction gravity should be in and suddenly find themselves at a velocity of 1,000 feet/round or about 17 ft/sec. This is probably because they wish to avoid even simple equations of motion involving accelerations. I don't have a problem with such things; so my world doesn't have a problem with such things.

Since I decided mental thought was sufficient to change the sense of gravity, and I decided to use the utility of requiring one round of thought to change that sense, I simply had to decide upon an acceleration constant. Or better yet, an acceleration formula as a function of one's intelligence and wisdom. Thus, without the aid of additional magic, one's acceleration is up to one half of their combined intelligence and wisdom in ft/sec^2. For example, a man with an 18 intelligence and a 12 wisdom would have an acceleration of up to 15 ft/sec^2. Eventually, one would reach their terminal velocity. This would be determined by the conditions of that particular plane. Typical examples of terminal velocities might be 100 feet/second in air, 10 feet/second in water, 1,000 feet/second in fire, and 0 feet/second in earth. (68.2, 6.82, 682, 0 mph or 28", 3", 280", or 0" respectively).

As a reminder for the interested reader, the following equations are useful:

Distance Traveled = Average Velocity x Time. D = VaveT

Final Velocity = Starting Velocity + Acceleration x Time. Vf = Vi + AT

Average Velocity = One Half x (Final Velocity + Starting Velocity). Va = [Vf + Vi]/2

(Final Velocity)2 - (Starting Velocity)2 = 2 x Acceleration x Distance. Vf2 - Vi2 = 2AD

Distance = Starting Velocity x Time + One Half x Acceleration x Time2. D = ViT + (AT2)/2

Often times conditions for problems are set such that initial velocities and such are zero, and drop right out and need not be considered further. This greatly simplifies many equations, too.

Now, a man would be able to achieve terminal velocity of the plane of elemental fire in about 66 seconds or one round, provided his acceleration constant is 15 ft/s^2. Thus, only a very short time (2 rounds) is required to accelerate from a stopped position to terminal velocity (1 round to change the sense of gravity, and another round to accelerate to terminal velocity). Therefore, if you really wish, simply use your terminal velocities as the normal traveling speeds of your PCs. If you do decide to use some of the equations, when it becomes very important in a particular situation, just remember to keep your units of measurement consistent throughout the equations.

Naturally, one can see why the official word from on high might wish to avoid even these simple equations, as they wouldn't want a certain level of physics or mathematics to be a prerequisite to playing AD&D. I'm not even sure a simpler level of mathematics is possessed by the writers of AD&D, as indicated by their apparent confusion and almost interchangeable use between 10 cubic feet and 10 feet cubed. However, as I have mentioned, these first approximation equations are no problem for me, take practically no time at all, and lend the game a sense of realism that I enjoy, and even then I only employ them in those rare instances when a quick calculation will show if you can stop in time or you will hit that wall, and this doesn't come up very often to begin with. Of course, the second or third approximations - taking friction and drag constants into consideration - would be too much for me to do simply. Maybe they're not for you and you'd like to include them. Oh well.

THE OUTER PLANES

I wish to remain deliberately vague on the outer planes. In a similar fashion, I like the gods to remain obscure. Keeping the players from knowing too much about the outer planes, the gods, or even the after life is one's best defense against their trying to take advantage of the weak links in one's armor. This is a specific case for one of the most important rules as a DM. Never explain yourself or justify your rulings unless you absolutely have to. This just invites argument. Now don't get me wrong. Feedback is necessary and good, and asking your players what they think is vitally important. But remember it is your world. After you've taken things into consideration and made your ruling, don't let anybody push you around. It's just a fact, as it turns out, your players are less inclined to even attempt to push you around if you don't give them total access to your thoughts by explaining yourself. So, if you can avoid it, don't do it. And, of course, that's why I like to keep the outer planes and the gods a bit of a mystery.

Suffice it to say I have no more desire to include the outer planes in my world than I have to include the gods actively adventuring with the PCs. Of course the outer planes do exist, as well as the gods, and are an ever-present reminder of the powers that be. When I do include them in my campaign they are there only briefly, only in avatar form, and usually for very specific reasons. That is, I would never bring in a god on a whim or as a random encounter. Usually I won't even do that but will instead send a representative of the deity.

At best, I include the first layers of the outer planes. At least, insofar as my players and their PCs can gain access to them. I may one day decide to include more, but I'll have to be very careful if I head down that path.

For now, it is enough to know that reaching the first layers of the outer planes may be accomplished via the astral plane or through the so called conduits which connect them directly to the PMP.

MORE GENERAL PROPERTIES OF THE PLANES

In my campaigns I like to pretty much stay on the PMP. When I use the other planes of existence it is usually for the purposes of explaining some underlying reality, or for the purpose of travel from point A to point B on the PMP via such planes. As such, it is true the ethereal and astral planes frequently come into play. The inner planes may be, of course, useful for an adventure or two every now and then. I usually have the party go there on some specific quest. I would use the outer planes for the same purpose, but with less frequency, and only for more powerful groups.

The Plane Shift spell is the favorite method of travel between the planes. With the proper tuning forks a group can travel from the PMP directly to any of the four elemental planes or directly to the ethereal or astral planes. Other planes may be accessed with a Plane Shift spell if they first get closer. That is, to get to the paraelemental planes, quasi-elemental planes, +MP, or -MP via plane shift, one must first either be ethereal or adjacent to said plane on another inner plane. To get to the first layer of an outer plane using plane shift, you must first plane shift to the astral plane where you can then travel to the proper pool or plane shift directly to the outer plane if you have the proper tuning fork.

Other possible modes of transport exist as well. Naturally occurring vortices or nexus points may arise on the PMP to any of the inner planes, to different alternate planes, or to a different location on the PMP. These may be permanent, temporary, or periodic nexus points.

Permanent nexus points usually arise where there are permanent conditions sufficient to bridge the gap between the PMP in tendril space and another plane of existence. As an example, a nexus point to the paraelemental plane of ice may be found in the permanently frozen wastelands of the Polar Regions. Another example would be a nexus to the elemental plane of fire inside the heart of an active volcano. These are examples of sympathetic nexal points.

Temporary nexus points may arise after, or during unusual conditions. These conditions bridge the gap between the PMP in tendril space and one of the other planes. For example, a hurricane may open a nexus into the elemental plane of air or a particularly powerful bolt of lightning may open one into the quasi-elemental plane of lightning. Such nexus points may only last long enough for a party, which just happens to be in the vicinity, to travel through before forever closing. Another method of returning must be used. Of course what usually happens is something native to such a plane takes the brief opportunity to come onto the PMP, giving any such convenient party something to deal with.

Periodic nexus points are like permanent ones except they don't quite bridge the gap from the PMP to a different plane. Such places may be found to be unusual with the aid of a detect magic or a detect invisibility spell. It turns out the periodic motion of the orbit of the planet may open such a nexus once a year as the point passes through the right conditions on the ethereal or astral planes. Or, for example, perhaps every seventeen years when the planets are in the right alignment, or even every month when Folar eclipses Septer. This periodic pattern would depend entirely on the type of nexus point and its location. Actually, more importantly, it depends on the whims of the DM.

Also, periodic nexus points have very regular duration so you may rely on them. For example, the nexus point to the paraelemental plane of ice that occurs every eighteen years always opens up in the same place on the surface of the Imperial Sea and stays open for one Folar (10 days). A group of brave adventurers may sail into the point making the transition from the relatively warm Imperial Sea to a very chilly arctic like sea. From there, they may travel to a frozen glacial covered land where they may find the pools of liquid nitrogen. I once sent them there to immerse Tripdarius, a frost brand sword, which had recently become inactive. They did this in the hopes of reviving its lost powers.

Other typical uses of temporary nexus points might include a gate which opens up onto the first level of hell, on the far side of Orlantia, on a different planet in a different solar system, or even somewhere else. Whatever the DM wishes the DM can create. I have, for example, a little known gate that opens when Septer and Folar eclipse when they are both in full phase. This happens once a year, during the spring equinox. This gate opens up onto the far side of Septer and stays open for one day. So what, you say? Well, all right, so what? It's still there.

THE DIMENSIONAL COORDINATES OF OTHER PLANES OF EXISTENCE

Historically, long before the empire made its rise, certain planar magic began to be developed. These were dimensional coordinate magics. Everything on the PMP could be given the 3 coordinates of length, width, and height. But, they also had a fourth coordinate- the PMP coordinate. This fourth number simply indicated which plane of existence you were on. If you could change that number, you'd be on another plane.

Through research and experimentation, various planar coordinates were tried. It was discovered one could do this by enveloping oneself in a kind of mental field (usually achieved through meditative states). This field started to actually decrease the probability of your existence on your current plane. Eventually, if you did it right, the probability of you being elsewhere became higher than the probability of your being here. This form of probability travel, also known as planar tunneling, was the forerunner of most planar magic.

Unfortunately, even though they discovered they could travel elsewhere, they didn't always know where. The current known planes of existence have come down through the ages as reasonably safe places from whence one could return. Or, if not safe, from whence one could return if properly protected before one went there, and if you didn't remain too long. Other planar coordinates have been tried. So far, no matter what protections were given, the travelers have never returned. These planes of "DEATH" are avoided. Of course, they may be great places that have nothing to do with death but only something to do with the inability to travel back home. They're still avoided whenever possible. I won't even go there.

Of course this leads me to wonder about the development of magic, the different kinds of abilities and limitations of magic, and what magic really is, anyway. You too, you say? Follow the link then.

The Eight Kinds Of Magic

© February of 1999
by
James L.R. Beach
Waterville, MN 56096