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For the video game adaptation, see Planescape: Torment.
Designer(s) | David 'Zeb' Cook |
---|---|
Publisher(s) | TSR, Inc. Wizards of the Coast |
Publication date | 1994 |
Genre(s) | Fantasy |
System(s) | Dungeons & Dragons |
Planescape is a campaign setting for the Dungeons & Dragonsfantasyrole-playing game, originally designed by Zeb Cook.[1] The Planescape setting was published in 1994.[2] As its name suggests, the setting crosses and comprises the numerous planes of existence, encompassing an entire cosmology called the Great Wheel, as originally developed in the Manual of the Planes by Jeff Grubb. This includes many of the other Dungeons & Dragons worlds, linking them via inter-dimensional magicalportals.
Development
Planescape is an expansion of ideas presented in the Advanced Dungeons & DragonsDungeon Master's Guide (First Edition) and the original Manual of the Planes. When Advanced Dungeons & Dragons 2nd edition was published, a decision was made not to include angelic or demonic creatures, and so the cosmology was largely ignored, being replaced (to a certain degree) by the Spelljammer setting. However, fan demand for a 2nd Edition Manual of the Planes was strong enough to justify its expansion into a full-fledged campaign setting, and so in 1994 Planescape was released.
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David 'Zeb' Cook developed Planescape when he was assigned to create 'a complete campaign world (not just a place to visit), survivable by low-level characters, as compatible with the old Manual of the Planes as possible, filled with a feeling of vastness without overwhelming the referee, distinct from all other TSR campaigns, free of the words 'demon' and 'devil' and explainable to Marketing in 25 words or less'.[3] For inspiration, Cook listened to Pere Ubu, Philip Glass and Alexander Nevsky, read The Dictionary of the Khazars, Einstein's Dreams, and The Narrow Road to the Deep North, and for fun at 'Bad Movie Nights', watched such films as Naked Lunch and Wolf Devil Woman.[3]
Cook came up with the idea that everything would revolve around factions, and that those factions would be ideas taken to the extreme. He also felt that Sigil came about because it was natural, because the planes needed a crossroads, and that the campaign needs a center which could be both a place for adventure and a place to hide, where characters could get to and from it quickly. Cook decided to adapt the Manual of the Planes because the older material made survival on the planes too difficult or complex; he ignored anything that complicated gameplay, which left the 'descriptions of twisted and strange creations'.[3]
Cook conceived of the look for the setting from images such as 'the gloomy prisons of Piranesi's Le Carceri etchings, and Brian Froud's illustrations and surrealist art', and Dana Knutson was assigned to draw whatever Cook wanted. 'Before any of us knew it, [Knutson] drew the Lady of Pain. I'm very fond of the Lady of Pain; she really locks up the Planescape look. We all liked her so much that she became our logo.[3]
Reception
Planescape won the 1994 Origins Award and has received critical acclaim for its unique visual aspects, especially the work of artists Tony DiTerlizzi, Robh Ruppel, and Dana Knutson.[4]Pyramid magazine reviewer Scott Haring said Planescape is 'the finest game world ever produced for Advanced Dungeons & Dragons. Period.'[1] Haring described the writing as 'wonderful,' also saying that it 'has got one of the most distinctive graphic looks I've seen in any game product' and that the 'unusual drawings remind [him] a little of Dr. Seuss.'[1] Trenton Webb of British RPG magazine Arcane called Planescape 'the premier AD&D world', noting its hallmark as 'a bizarre juxtaposition of legend and nightmare'.[5] Game designer Rick Swan said that the original Manual of the Planes had in a sense been 'reincarnated as the Planescape setting ... TSR's most ambitious campaign world to date. Abandoning the straightforward but dry approach of the Manual, the Planescape set reads less like a textbook and more like a story. Characters take precedence over game systems, high adventure supplants the physics lessons.'[6]
Cosmology
An artistic representation of the grand design of the Planes
The Dungeons & Dragons cosmology as reflected in Planescape consists of a number of planes, which can be divided into the following regions:[1]
- The Inner Planes (representing planes of elemental nature, such as Water, Earth, Fire, and Air, as well as the Positive and Negative energy planes)
- The Ethereal Plane
- The Prime Material Plane
- The Astral Plane
- The Outer Planes (representing alignments and the primary domains of the various deities)
Outlands
The Concordant Domain of the Outlands, also known as the Concordant Opposition, is the Outer Plane where the souls of people of Neutral alignment are sent after death. It is popular as a meeting place for treaties between the powers. The Outlands are also home to the gate-towns. At the center of the Outlands is the Spire, atop which Sigil can be seen. The Outlands are the home plane of the neutral-minded rilmani. The Outlands are part of a series of rings that form the multiverse. Travel between the planes of the Outlands is accomplished via The Great Road.[7]
In first edition and second edition AD&D before Planescape, this plane is also at the center of the Outer Planes and known by its original name Concordant Opposition. The First Edition Manual Of Planes states that the center of the plane takes various forms at different times (a mountain, a huge tree, etc.) and godly powers are lost as one moves toward the center, as well as spells, beginning with the highest levels of spells at the farthest out and then gradually losing the lower ones step by step the further one moves inward. Within 100 miles (160km) of the center, not even chemical reactions take place, and neither man nor deity can get closer than 100 miles (160km). In Second Edition Outer Planes Monstrous Compendium, under the description of the Mediators of Nirvana (Mechanus), it states that this plane was originally intended for Neutral Powers (deities) and created by the Powers (deities) of creation, but each Neutral Deity asserted their individual influence causing it to become unbalanced, then were cast out by the powers of creation. It also states that three lights of balance exist at the center of this plane, one for each Mediator in Nirvana. (Mechanus) Before Planescape, there is also no mention whatsoever of Sigil being at the Center of this Plane.
Gate-towns are settlements which are built around a permanent portal to a certain Outer Plane on the Great Wheel. Gate-towns are important strategically because they provide a (relatively) stable way to enter a desired Outer Plane. The gate-towns reflect the plane that they lead to, for example, Xaos (or aXos, soaX, etc.) is a town where everything changes from one moment to the next. Even the location of the portal to Limbo changes every day – not that there's any regularity to daybreak and nightfall in Xaos. The character of Xaos mirrors what the plane of Limbo is like.
Realms
The Outlands is the location of a number of godly realms, including the following:
- The Caverns of Thought, realm of the illithid deity Ilsensine
- The Court of Light, realm of the naga deity Shekinester
- The Flowering Hill, the realm of the halfling goddess Sheela Peryroyl
- Gzemnid's Realm, home of the beholder deity of gases and vapors
- The Hidden Realm, home of the chief giant deity Annam
- The Hidden Vale, realm of the Dragonlance god Gilean
- The Hidden Wood, realm of the nature god Obad-Hai
- The Library of Lore, realm of the god Boccob
- The Mausoleum of Chronepsis, realm of the dragon deity Chronepsis
- The Marketplace Eternal, realm of the god Zilchus
- The Palace of Judgement, Yen-Wang-Yeh's realm
- The Scales of Wealth, the realm of Shinare
- Semuanya's Bog, realm of the lizardfolk deity Semuanya
- The Steel Hills, realm of the goddess Ulaa
- Thoth's Estate, the realm of Thoth
- Tvashtri's Laboratory, realm of the Indian god of artifice
- The Web of Fate, realm of the goddess Istus
- The Well of Urd, realm of the Norns
- Wonderhome, realm of Gond
Three dwarven gods, (Vergadain, Dugmaren Brightmantle, and Dumathoin) share the realm of The Dwarven Mountain on the plane of the Outlands.
The Celtic gods (Daghdha, Diancecht, Goibhniu, Lugh, Manannan mac Lir, Oghma, and Silvanus) share the realm of Tír na nÓg on the Outlands.
Fauna
- Fhorge
Sigil
Sigil, the 'City of Doors', is located atop the Spire in the Outlands. It has the shape of a torus, and the city itself is located on the inner surface of the ring. There is no sky, simply an all-pervasive light that waxes and wanes to create day and night. Sigil cannot be entered or exited save via portals. Although this makes it quite safe from any would-be invader, it also makes it a prison of sorts for those not possessing a portal key. Thus, many call Sigil 'The Bird Cage' or 'The Cage.' Though Sigil is commonly held to be located 'at the center of the planes' (where it is positioned atop the infinitely tall Spire), some argue that this is impossible since the planes are infinite in all dimensions, and therefore there can never truly be a center to any or all of them. Curiously, from the Outlands, one can see Sigil atop the supposedly infinite Spire.
Factions
Main article: Faction (Planescape)
Within Sigil there are philosophically-deriven factions. Before the event known as the Faction War the groups controlled the political climate of Sigil. Each of these factions is based on one particular belief system; it should be noted that one faction's beliefs make them enemies while others make them allies. There are fifteen factions in total.
The Faction War
In 1998, TSR published Faction War, an adventure that effectively closed the book on Planescape as it was then ending the product line. The culmination of several adventures leading up to that point, the Faction War brought an end to the factions' control of the city. Instigated by the power-hungry Duke Rowan Darkwood, factol of the Fated, in a bid to dethrone the Lady and rule Sigil himself, the war spread throughout the city before the Lady of Pain, with the aid of a group of adventurers (the players' characters), intervened.
Sects
Sects are in many ways identical to the Factions, differing in that they are not based in Sigil. Sects are often highly specific to the particular planes they originate from, though historically many of the Factions were once Sects and some Sects were once Factions. A complete list of Sects is probably not possible due the infinite multitudes of the Planes.
Rules
There are three principles (or heuristics) governing the world of Planescape: the Rule-of-Three, the Unity of Rings, and the Center of the Multiverse.[8]
Rule-of-Three
The first principle, the Rule-of-Three, says simply that things tend to happen in threes.[9] The principles which govern the planes are themselves subject to this rule.
Unity of Rings
The second principle is the Unity of Rings, and notes that many things on the planes are circular, coming back around to where they started. This is true geographically as well as philosophically.
Center of All
The third principle (fitting neatly into the Rule-of-Three above) is the Center of All, and states that there is a center of everything — or, rather, wherever a person happens to be is the center of the multiverse... from their own perspective, at least. As most planes are functionally infinite, disproving anyone's centricity would be impossible. In Planescape, this is meant philosophically just as much as it is meant in terms of multiversal geography.[10]
The fact that anywhere could be the center of the multiverse in this view also implies that nowhere can be said to be the de facto true and only center. This sparks a lot of arguments and violence since some people believe the City of Doors to be the center due to its uncommon number of portals to other planes and position in the Outlands and some factions also claim different centers, each with their own significance.
Published material
The campaign setting was followed by a series of expansions detailing the Planes of Chaos (by Wolfgang Baur and Lester Smith), the Planes of Law (by Colin McComb and Wolfgang Baur), and the Planes of Conflict (by Colin McComb and Dale Donovan).
Other expansions and adventures followed, as listed below. Upon the release of 3rd Edition, Planescape, along with most other settings, were discontinued, although fan sites such as planewalker.com were allowed to continue to use the material and update it to the new edition. The 3rd Edition Manual of the Planes, the 3.5 Edition Dungeon Master's Guide, and the 2004 Planar Handbook also used the general layout of the planes and some of the details from the setting, including Sigil, but these are not part of the Planescape line. Similar material has surfaced in 4th Edition rulebooks, as the Dungeon Master Guide 2 includes a section on Sigil. The 5th Edition Player's Handbook also contains a section explaining the planes and Sigil.
The series had a small number of novels. The novels were not generally well received.
In 1995, Planescape won the Origins Award for Best Graphic Presentation of a Roleplaying Game, Adventure, or Supplement of 1994.[4]
Boxed sets
- 2600 Planescape Campaign Setting
- 2603 Planes of Chaos
- 2607 Planes of Law
- 2610 A Player’s Primer to the Outlands
- 2615 Planes of Conflict
- 2621 Hellbound: The Blood War
Accessories
- Planescape Conspectus
- 2609 In the Cage: A Guide to Sigil
- 2611 The Factol’s Manifesto
- 2620 The Planewalker's Handbook
- 2623 On Hallowed Ground
- 2624 Uncaged: Faces of Sigil
- 2625 A Guide to the Astral Plane
- 2630 Faces of Evil: The Fiends
- 2633 A Guide to the Ethereal Plane
- 2634 The Inner Planes
- 2602 Planescape Monstrous Compendium Appendix
- 2613 Planescape Monstrous Compendium Appendix II
- 2635 Planescape Monstrous Compendium Appendix III
- The Planescape Sketchbook
Adventures
- 2601 The Eternal Boundary
- 2604 Well of Worlds
- 2605 In the Abyss
- 2606 The Deva Spark
- 2608 Fires of Dis
- 2614 Harbinger House
- 2619 Something Wild
- 2626 Doors to the Unknown
- 2628 The Great Modron March
- 2629 Faction War
- 2631 Dead Gods
- 2632 Tales From the Infinite Staircase
Video game
Main article: Planescape: Torment
The setting was featured in the computer game Planescape: Torment, which portrayed the Planescape world (specifically Sigil, the Outlands, Baator, Carceri, and the Negative Energy Plane). It is now a cult game[11] and was out of print until its DVD re-release as a budget title in 2009.[12] It was released as a download on GOG.com in 2010 and soon became the 'second most wanted game' on the site.[13]
Collectible Card Game
TSR published a collectible card game based on the Planescape setting called Blood Wars. The game featured major locations, personalities, and features of the Planescape setting and also introduced new creatures that were added to the role playing game setting as part of subsequent products.
Novels
- Fire and Dust (1996), by James Alan Gardner, a rejected title that the author has since published as a free online manuscript.
- Pages of Pain (December 1997), by Troy Denning, (ISBN 0-7869-0508-5)
- Torment (October 1999), by Ray Vallese and Valerie Vallese, (ISBN 0-7869-1527-7)
- Torment is based on an early script of Planescape: Torment.
Blood Wars Trilogy
- Blood Hostages (January 1996), by J. Robert King, (ISBN 0-7869-0473-9)[14]
- Abyssal Warriors (June 1996), by J. Robert King, (ISBN 0-7869-0501-8)[14]
- Planar Powers (August 1997), by J. Robert King, (ISBN 0-7869-0532-8)[14]
See also
References
- Scott Haring; Andrew Hartsock (August 1994). 'Pyramid Pick: Planescape'. Pyramid. Steve Jackson Games. #8. Retrieved 2008-02-26.
- ↑ 'The History of TSR'. Wizards of the Coast. Archived from the original on 2008-10-04. Retrieved 2005-08-20.
- Alloway, Gene (May 1994). 'Feature Review: Planescape'. White Wolf. White Wolf Publishing (43): 36–38.
- '1994 Origins Award for Best Graphic Presentation of a Roleplaying Game, Adventure, or Supplement of 1994'. Academy of Adventure Gaming Arts & Design.
- ↑ Webb, Trenton (March 1996). 'Games Reviews'. Arcane. Future Publishing (4): 73.
- ↑ Swan, Rick (July 1994). 'Role-playing Reviews'. Dragon. Lake Geneva, Wisconsin: TSR (#207): 51–52.
- ↑ Wilson, Johnny L. (April 1999). 'Planescape: Torment'(PDF). Computer Gaming World. pp.62–66. Retrieved April 16, 2016.
- ↑ 'Planescape: Torment glossary'.
- ↑ 'Planescape:Torment - The Glossary'. Retrieved 2007-10-02.
- ↑ Planescape Campaign Setting pg.3
- ↑ 'The Escapist: Planescape: Torment'.
- ↑ 'Plane Scape Torment (PC DVD): Amazon.co.uk: PC & Video Games'.
- ↑ Planescape Torment Game at GOG.com: Computer Game
- Kenson, Stephen (March 1999). 'Profiles: J. Robert King'. Dragon. Renton, Washington: Wizards of the Coast (#257): 120.
External links
- Planescape at DMOZ
- The Unity of Rings: comic including basic information on Planescape
- Planescape Survival Guide: Ongoing Planescape webcomic (since 2005)
- Planescape: Metamorphosis: New ongoing Planescape webcomic
- The Acaeum's All Things Planar: Planescape collector's product list and forums
- Planescape Collector's Guide: an expanded, reasonably comprehensive guide to products released for the Planescape setting
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This article is issued from Wikipedia - version of the 10/19/2016. The text is available under the Creative Commons Attribution/Share Alike but additional terms may apply for the media files.
Welcome to the Planescape Collector's Guide!This is one of a series of Echohawk's D&D Collector's Guides, each of which aims to provide a comprehensive guide to D&D products published for a particular setting or era of the game. This particular guide focuses on the Planescape campaign setting, which was supported from 1994 to 1998.
This Collector's Guide isn't intended to be a comprehensive review of all D&D planar content, but is mostly limited to Planescape campaign setting products. It also includes a few of the generic products published near the end of the 2nd Edition release cycle that weren't officially Planescape products, but which may well have been if the line had continued. Beyond Countless Doorways is also included, because although it isn't an official Planescape product, Wizards of the Coast did give permission for it to be marketed as 'A Planescape Reunion Book', and for that reason it seemed a shame to omit it.
This was the sixth installment when the Collector's Guides were initially published. The original thread for this Collector's Guide is here.
[size=-2]Collector's Guides: 1st Edition, 2nd Edition, 3rd Edition, 4th Edition, Next, Al-Qadim, Birthright, Blackmoor, Dark Sun, Dragonlance, Eberron, Forgotten Realms, Greyhawk, Kingdoms of Kalamar, Lankhmar, Miscellaneous, Mystara, Oriental Adventures, Planescape, Ravenloft, Spelljammer[/size]
Boxed sets
Planescape Campaign Setting (March 1994)
Planes of Chaos (July 1994)
Planes of Law (January 1995)
A Player's Primer to the Outlands (April 1995)
Planes of Conflict (November 1995)
Hellbound: The Blood War (June 1996)
Monster collections
Planescape Monstrous Compendium Appendix (June 1994)
Planescape Monstrous Compendium Appendix II (September 1995)
Planescape Monstrous Compendium Appendix III (March 1998)
Accessories
In the Cage: A Guide to Sigil (May 1995)
The Factol's Manifesto (June 1995)
Uncaged: Faces of Sigil (March 1996, PDF)
The Planewalker's Handbook (August 1996)
On Hallowed Ground (September 1996)
A Guide to the Astral Plane (October 1996, PDF)
Faces of Evil: The Fiends (September 1997)
A Guide to the Ethereal Plane (August 1998, PDF)
The Inner Planes (November 1998)
Adventures
The Eternal Boundary (May 1994)
Well of Worlds (September 1994)
In the Abyss (October 1994)
The Deva Spark (November 1994)
Fires of Dis (March 1995)
Harbinger House (July 1995)
Something Wild (February 1996)
Doors to the Unknown (November 1996)
The Great Modron March (October 1997, PDF)
Dead Gods (November 1997)
Tales from the Infinite Staircase (May 1998, PDF)
Faction War (October 1998, PDF)
Related material
A Paladin in Hell (September 1998)
Monstrous Compendium Annual Volume Four [size=-2](Darklore, Mercurial, Uridezu)[/size] (November 1998)
TSR Jam 1999 (The Manxome Foe) (March 1999)
Warriors of Heaven (September 1999)
Guide to Hell (December 1999)
The Vortex of Madness and Other Planar Perils (January 2000)
Die Vecna Die! (City of Doors) (June 2000)
The Quesar (Warriors of Heaven web enhancement) (March 2001)
Novels
The Blood Wars 1: Blood Hostages (January 1996)
The Blood Wars 2: Abyssal Warriors (May 1996)
The Blood Wars 3: Planar Powers (July 1997)
Pages of Pain (Hardcover August 1996, paperback December 1997)
Torment (November 1999)
Coffee table books
The Worlds of TSR: A Journey Through the Landscape of the Imagination (Hardcover September 1994, paperback July 1995)
30 Years of Adventure: A Celebration of Dungeons & Dragons (Hardcover October 2004, paperback February 2006)
Comics
The Unity of Rings (online release, November 2003)
Planescape: Torment computer game
Planescape: Torment (1999)
Planescape: Torment: Official Strategies & Secrets (1999)
Promotional soundtracks (1999)
Promotional t-shirts (1999)
Promotional posters (1999)
Promotional mouse pad (1999)
Promotional trading card (1999)
Interactive puzzles
Riddle of the Runes: The Worlds of TSR (1995)
Ral Partha miniatures
10-519: Planescape Miniatures (boxed set)
10-520: Powers of Chaos (boxed set)
10-521: Powers of Law (boxed set)
10-522: Powers of Conflict (boxed set)
11-600: Mercykiller Factol
11-601: Factol Ambar
11-602: Factol Lhar
11-603: Factol Darius
11-604: Lei Kung
11-605: Thor
11-606: Factol Koran
11-607: Mask
11-608: Freya
11-609: Akin
11-610: Estavan
11-611: Kylie
11-612: Shemeshka & Colcook
11-613: Cirily
11-614: Djhek Nlarr
11-615: Fell
11-616: Jemorille the Exile
11-617: Sly Nye
11-618: Parakk the Rat Catcher
11-619: Aluvius Ruskin
11-620: Transcendent Order
11-621: Xaositects
11-622: Free League Bariaur
11-623: Mercykillers
11-624: Anarchists
11-625: Incantifiers
11-626: Aasimar
11-627: The Us
11-640: Greater Gelugon
11-641: Solar Aasimon
11-642: Tanar'ri Succubus
11-643: Erinye
11-644: Armanites
11-645: Hamatula
11-646: Marut
11-647: Cornugon
11-648: Pit Fiend
11-649: Chasme
11-650: Elemental Vermin
11-651: Dretch
11-652: Molydeus
11-653: Marilith
11-654: Barbazu
11-655: Black Abishai
11-656: Doomguard
Pre-painted miniatures
Blood War 8/60: Harmonium Guard (November 2006)
Blood War 11/60: Soldier of Bytopia (November 2006)
Blood War 16/60: Free League Ranger (November 2006)
Blood War 18/60: Hero of Valhalla (November 2006)
Blood War 28/60: Acheron Goblin (November 2006)
Blood War 40/60: Mercykiller (November 2006)
Blood War 47/60: Doomguard (November 2006)
Night Below 1/60: Arcadian Avenger (July 2007)
Blood Wars card game
Blood Wars Dual Deck Card Game (March 1995)
Blood Wars Escalation Pack 1: Rebels and Reinforcements (March 1995)
Blood Wars Escalation Pack 2: Factols and Factions (June 1995)
Blood Wars Escalation Pack 3: Powers and Proxies (August 1995)
Warlord's Tactical Manual Reference Guide (February 1996)
Blood Wars promotional poster
Blood Wars promotional t-shirt
Promotional items
The Planescape Sketchbook (1994)
Lady of Pain pewter belt buckles (1994)
Pewter necklaces (1994)
Pewter key rings (1994)
Pewter faction pins (1994)
In the Cage t-shirt (1995)
Pewter box (1996)
Pewter flask (1996)
GenCon promotional faction pins (1996)
Planescape Conspectus (1996)
Faction War promotional stickers (1998)
Planescape sweatshirt
d20 releases
Beyond Countless Doorways (2004)
Dragon Magazine
Dragon 203, p74, The Plane Truth Part I: Codifying Sigil (March 1994)
Dragon 204, p28, The Plane Truth Part II: A Journey To the Outlands (April 1994)
Dragon 205, p50, The Plane Truth Part III: The Transformation (May 1994)
Dragon 207, p50, Role-Playing Reviews (July 1994)
Dragon 208, p42, Behind the Scenes: The Making of the Planescape Setting (August 1994)
Dragon 208, p107, Sage Advice (August 1994)
Dragon 209, p82, Sage Advice (September 1994)
Dragon 210, p96, Sage Advice (October 1994)
Dragon 211, p88, Role-Playing Reviews (November 1994)
Dragon 211, p95, Sage Advice (November 1994)
Dragon 213, p10, Godsmen, Bleakers, Guvners, & Takers (January 1995)
Dragon 213, p32, Planar Personalities (January 1995)
Dragon 214, p34, Role-Playing Reviews (February 1995)
Dragon 215, p88, Sage Advice (March 1995)
Dragon 216, p22, April Fool's Faxions (April 1995)
Dragon 216, p103, Sage Advice (April 1995)
Dragon 217, p82, Sage Advice (May 1995)
Dragon 218, p39, The Game Wizards: Flashpoint Sigil! (June 1995)
Dragon 218, p82, Role-Playing Reviews (June 1995)
Dragon 218, p97, Sage Advice (June 1995)
Dragon 221, p100, Sage Advice (September 1995)
Dragon 223, p10, The Lords of the Nine (November 1995)
Dragon 229, p108, Role-Playing Reviews (May 1996)
Dragon 230, p93, Sage Advice (June 1996)
Dragon 233, p24, Fiendish Fortress (September 1996)
Dragon 233, p92, The Rod of Seven Parts: World by World (September 1996)
Dragon 234, p109, Role-Playing Reviews (October 1996)
Planescape Sketchbook For Sale
Dragon 235, p8, Planar Heroes (November 1996)Dragon 236, p108, Role-Playing Reviews (December 1996)
Dragon Annual 1, p75, A Handful of Keys (December 1996)
Dragon 240, p56, Mysteries of the Dead Gods (October 1997)
Dragon 241, p56, Modron Magic (November 1997)
Dragon 243, p26, Destriers of the Planes (January 1998)
Dragon 245, p16, Sage Advice (March 1998)
Dragon 245, p70, Bazaar of the Bizarre: Dwarven Relics (March 1998)
Dragon 246, p108, Roleplaying Reviews (April 1998)
Dragon 264, p74, Rogue's Gallery: Planescape Torment (October 1999)
Dragon 265, p22, Sage Advice (November 1999)
Dragon 287, p44, Fractious Factions: Planar Prestige Classes (September 2001)
Dragon 305, p28, Cities of the Planes: N'gati (March 2003)
Dragon 315, p44, The Exiled Factions (January 2004)
Dragon 339, p32, Dead Factions (January 2006)
Dragon 347, p28, Archomentals (September 2006)
Dragon 347, p42, Elemental Hazards (September 2006)
Dragon 347, p54, Paraelementals (September 2006)
Dragon 347, p66, Ecology of the Elemental Weird (September 2006)
Dragon 351, p50, The Gatetown of Ecstasy (January 2007)
Dragon 353, p36, Multiple Dementia (March 2007)
Dragon 353, p42, Archomentals (March 2007)
Dragon 353, p52, Ecology of the Keepers (March 2007)
Dragon 354, p34, Return of the Modrons (April 2007)
Dragon 359, p26, Unsolved Mysteries of D&D (September 2007)
Dragon 414, Bazaar of the Bizarre: From the Attic of Alluvius Ruskin (August 2012)
Dragon 414, The Ecology of the Modron (August 2012)
Dragon 414, History Check: The Iggwilv-Graz'zt Affair (August 2012)
Dragon 414, Character Themes: Ciphers, Sensates, and Xaositects (August 2012)
Dragon 417, p4, History Check: The Blood War (November 2012)
Dragon 417, p11, History Check: That Shadow That Was (November 2012)
The Planescape Sketchbook Pdf Download Torrent
Dragon 417, p16, Fallen Angels: Ecology of the Succubus (November 2012)
The Planescape Sketchbook Pdf Download Pdf
Dragon 419, p22, Winning Races: Bladelings (January 2013)Dragon 421, p4, Creature Incarnations: Mephits (March 2013)
Dragon 421, p10, Lords of Chaos: Cryonax (March 2013)
Dungeon Magazine
Dungeon 55, p18, Umbra (September 1995)
Dungeon 60, p32, Nemesis (July 1996)
Dungeon 204, The Demonomicon of Iggwilv: Shemeshka the Marauder (August 2012)
Dungeon 208, p43, Demonomicon of Iggwilv: Fraz-Urb'luu, Prince of Deception (November 2012)
Dungeon 212, p15, Court of the Dark Prince (March 2013)
Polyhedron Newszine
Polyhedron 100, p6, The Analects of Sigil (October 1994)
Polyhedron 127, p23, The Day of Grace (December 1997)
Polyhedron 133, p11, Stench Cow Recipes! (December 1998)
Polyhedron 135, p18, Gifts from Below (April 1999)
Polyhedron 137, p14, Of Sigil and the Sea (August 1999)
Official web site
Planewalker (main site)
Denizens of the Transitive Planes (PDF release, October 2005)
Denizens of the Inner Planes (PDF release, March 2006)
Gods List (PDF release, latest version August 2009)
Web articles and downloads
Planescape Pdf Free
Animated modron (small)Animated modron (large)
French translations
Planescape: Cadre de Campagne (1996)
La Frontière de l'Infini (1996?)
Bestiaire Monstrueux Appendice 4 (1997?)
German translations
Planescape Kampagnenwelt (1995)
Die Ewige Grenze (1996)
Monsterkompendium V (1996)
Ad&d Planescape Pdf
Spanish translations
Planescape: Epítome de Campaña
La Frontera Eterna
Planos del Caos (1997)
Compendio de Monstruos: Planescape Apéndice
En la Jaula: Una Guía de Sigil
AD&D 2nd Edition convention adventures
The Poison Pen (Gencon 1995)
Adventurer's Guild adventures
Menagerie (1Q1998)
Manxome Foe (2Q1998)