I've got the draft of the TS&R Game Master Guidebook edited and formatted. I've sent a segment to a friend who's never run a game to review. If he says the initial advice on how to run a game is good and easy to understand, I'll release the book. If he says it's confusing, I'll spend a bit more time revising.
Today, I'd like to share an excerpt here. I've taken a different approach to the Outer Planes than Gygax. No Great Wheel in my games. My conception is a lot closer to Mentzer's in the Masters and Immortals sets, which is probably no surprise, but unlike Frank, I really don't care how many square miles or how many planets are in an Outer Plane. I'm not trying to quantify things for Immortals level play. Outer Planes in my conception have always been a mix of mythological afterlife realms and dreamscapes. The ones I've listed here are primarily from myths and legends, a few from more recent fictional works, and a few just from my own imagination. Of course, even the ones from myths and legends have my own takes on what those places might be like.
Example Outer
Planes
The
following are examples drawn from myths, fiction, and the author’s
imagination. These are not fully fleshed out ideas, merely
springboards for each GM to get started creating their own Outer
Planes.
Avalon:
This plane appears to be a mist-shrouded island, or island chain,
with plentiful apple trees. It may be a small plane, or one that is
recursive; explorers are not yet sure. Time flows 100 times more
slowly on Avalon than on the Prime. It is ruled over by a trio of
Enchantress Powers, and they seek to gather great heroes from the
Prime, and send them back later when they are needed to deal with a
great threat.
Battle
World: This plane consists of a single planet in a vast empty
void. The planet is made up of a patchwork of bits and pieces from
various Prime and Alternate Prime worlds. It is a place of constant
battle, with creatures from the various worlds that make up the
Battle World, and planar creatures from all over the multiverse
constantly engaged in conflict. It is ruled over by a distant and
mysterious Power known only as One Beyond All Others. Legends claim
that if one faction ever gains complete victory, the faction’s
leader will be able to overthrow One Beyond All Others.
Dawn
Lands: This plane consists of a variety of planets, each
mirroring a prehistoric era. Some planets may contain an
anachronistic mix of prehistoric eras. Pre-Cambrian sea creatures,
dinosaurs, and Pleistocene beasts roam the various worlds, along with
neanderthals and other primitive humanoids. A pantheon of Powers
called the Lords of Time rule.
Divine
Path: The Divine Path consists of three interconnected planes.
Each is an afterlife realm, where spirits of the dead gather, and
planar beings serve the Powers of each plane. From the Astral,
travelers must first enter Inferno, then travel through Purgatorio,
before begin allowed access to Paradiso, if worthy.
Inferno:
This lower plane is a huge subterranean cavern of eight concentric
rings descending to the central circle. On each circle, the souls of
those who failed to live up to their religious obligations are
punished by devils. It is ruled over by the Chaotic Power Luferno,
who is frozen in the bottom circle.
Purgatorio:
This gray and dismal plane is a series of seven mountains, each
taller than the last. On each mountain, souls of those who were
indifferent to their religious duties toil and struggle to purify
themselves, lorded over by yugoloths. The plane is ruled by the
Neutral Power Beatria, who washes away memories of the souls after
their penance is served.
Paradiso:
This bright, cloud-skirted mountain rises high to a glowing sun-like
light at its peak, and is divided into seven levels. On each level,
angels tend to the souls of those who performed religious duties
faithfully. The upper plane is ruled by the Lawful Power Trinity, who
resides atop the mountain.
Dragon
Mountain: In the midst of a vast, endless sea, a great mountain
rises up so high, it can be seen from anywhere within the sea. In
fact, boats that turn toward the mountain always find it within a
day’s sail, no matter how many days they have sailed away from it.
The mountain consists of a variety of biomes, each corresponding to
those preferred by various dragons. Gold and bronze dragons live
along the coast, blue and brass in the dry plains that slope up from
the coast, green and black in the forests and swamps on the far side
of the arid slopes, copper and silver on the lower slopes, and white
and red on the highest peaks. The planar dragons are the Powers, with
Tiamat (Chromatic) and Bahamut (Platinum) ruling over the mountain,
while Demodragon rules over caves deep within the great mountain.
Halls
of the Ancestors: This is the afterlife realm of a shamanistic
religion. It appears as a land of wild forests and hills, rocky
coasts and narrow seas. The world contains scattered settlements of
primitive design, populated by the spirits of deceased ancestors
living in harmony with various celestial animals and spirit
creatures. Around one in one hundred settlements contains a pyramid,
temple complex, or great feast hall made of stone. The Neutral Power
that rules the plane is the Great Spirit, a being that is an amalgam
of ancestral spirits from long ago. Each spirit residing on the plane
hopes to one day join with the Great Spirit.
Heavenly
Palace of the Jade Emperor: Numerous rounded mountain peaks arise
from a sea of cloud on this upper plane, which may stretch on to
infinity. Those that fall into the cloud ocean may end up in a lower
plane. The highest, “central” peak contains the Palace, where the
Power August Jade Emperor Qin Shi Huangdi rules over the workings of
the universe. A host of celestials, immortals, and powerful spirits
serve as the emperor’s bureaucrats and army. Each lesser peak hosts
a bureau or division of the Celestial Bureaucracy, overseeing some
facet of nature or civilization on the Prime. Messenger spirits
constantly flit form peak to peak on cloud chariots. This Lawful
plane is highly organized, and efficiency is prized.
Land
of Milk and Honey: Within a landscape of arid hills and plains, a
large, lush, fertile valley containing a huge lake sits surrounded by
rugged cliffs. Natural springs, both hot and cold, feed the lake. The
water is always pure and sweet, and each dawn bread appears on the
ground and can be collected by the residents. The trees and plants
are always bearing ripe fruit, and the bees that flit constantly here
and there never sting. This ideal land of plenty is ruled over by a
Lawful Power residing in a nearby volcano named Iam. Iam does not
allow any spells that cause damage to function on the plane, and all
weapons brought to the plane are transformed into innocuous tools or
other items until they are taken away from the plane. Time does not
pass on this plane in comparison to the Prime or other planes, no
matter how long one stays.
Lands
of Nowhere and All: This Chaotic plane is constantly in
flux, and no two regions are the same. In fact, no region stays the
same for very long. Some mortals on the Prime believe that this plane
is just a dream, as the sensation of impermanence on the plane
mirrors that of many dreams. The Power that rules this plane is often
called Dream Master, but the real name and real form of the Power is
a mystery. Demons and other lower planar creatures abound on this
plane, but there are other creatures, even some upper planar ones, to
be found amid the eternal flux.
Mt.
Sumeru: This great world-mountain is made up of ninety-nine
levels, rising to an upper planar paradise of oneness with the
multiverse known as Nirvana. It is unknown whether Nirvana is
sentient or not, but it seems to be the Power of the level, or else
the hidden Power resides as part of Nirvana. Each level is populated
by an assortment of angels, devas, immortals, and sacred spirits. The
levels all have various characteristics that are intended to reward
the just, but also to prepare souls for reincarnation and rebirth. It
is a fantastic land, gaining in oddness and beauty as one ascends the
levels of the mountain.
Naraka:
Known as the Ten-Thousand Hells, this lower planar region is a place
of torment and suffering, but one that is designed to purify souls of
the deceased so that they may be reincarnated and live again. Whether
or not there are actually 10,000 levels to this plane is left to each
GM, but it is vast, with each level devoted to a different type of
punishment for different types of sins or crimes. Souls of different
races have their own levels of punishment within Naraka. Each level
has its own Power, with each known as a Yama (Hell King).
Olympia:
Three outer plane levels form an afterlife realm ruled by a pantheon
of Powers called the Olympians. Their palace sits atop the great
mountain Olympos, on a continent of cloud above the levels.
Elysium:
Residing “above” the other levels, this idyllic grassland is the
Lawful realm where great heroes’ spirits reside after their death.
While none of the natives of Elysium are hostile, creatures from the
other realms appear from time to time, and the hero spirits dust off
their arms and face them, or allow visiting mortals to take care of
the deeds so they may rest.
Oceanus:
Residing “between” the other levels, this vast ocean is a Chaotic
realm of deep seas and small islands. Most of the plane’s residents
are found beneath the surface, in great palaces and cities. Monsters
abound on this level, both beneath the waves and on the islands.
Hades:
Residing “below” the other levels, this great cavernous realm is
a Neutral realm of the dead. Those who were wicked in life are
punished with poetic justice, while those who simply lived their
lives exist as shades with only faint memories of their former lives.
The realm is a vast storehouse of treasure, but monsters and lower
planar creatures abound.
Pits
of Tartarus: The cosmic prison, a truly bottomless pit where
overthrown Powers are chained and bound, or forced into eternal
slumber, is a colossal tunnel digging deep down a twisting path into
jagged rock faces. Ledges and caves dot the walls of the endless
drop. This dark lower plane is ruled by the Lawful Power Cronus, who
manipulates time itself to keep other Powers incarcerated in the
Pits. Because of Cronus’ temporal powers, visitors may find time
passing extremely slowly or quickly compared to time on the Prime.
This makes visits to Tartarus risky affairs.
Realm
of the Thirteenth Night: This lower plane is an endless void of
howling winds and dark storm clouds pierced with pinkish-purple
lightning. There is no ground, and those without flying or levitation
ability will be tossed about at random by the winds. Winged demons,
shadow creatures, and other horrors stalk this vast plane, which is
ruled over by a Chaotic Power known as The Witch of Storms.
Sheol:
This afterlife lower plane is the location where all souls without
another place to go end up after death. It is a dark and hopeless
domain, and nothing can break the constant silence. While most souls
that end up in Sheol are simply bound here for eternity, the Neutral
Power Tan-Golath who rules the plane will punish those that were
particularly evil or who try to escape by throwing them into the Lake
of Fire.
The
Bottomless Dungeon: This entire plane is a seemingly endless
dungeon. Some sections are worked dungeon, others seem to be natural
caverns, but there is no exit and no bottom. Within the dungeon are
settlements and shops, lairs and tombs, and everything else one might
expect from the ultimate mega-dungeon. There are creatures, traps,
oddities, and of course treasures strewn throughout the depths, but
often no rhyme or reason for the contents of this bizarre plane. A
Neutral Power known only as the Master rules over the expansive
dungeon universe. GMs wanting to use this plane should
develop many random tables to fill sections of the plane as
it is explored. Standard dungeon stocking takes
too long.
The
Cosmic Ocean: This plane is a hollow sphere consisting of an
ocean surrounding a crystal that glows like the sun for 12 hours then
like the moon for 12 hours each day. The plane is 10,000 miles in
diameter, with gravity pushing outward from the central crystal.
Weather varies from region to region, with “sunny” weather in one
area and raging typhoons in another. The ocean surface has many small
islands, floating raft towns, and the like, as well as many vessels
of all ages and descriptions sailing it. The undersea realm is also
active, with multiple nations of mermen, sahuagin, and other undersea
beings. Creatures from the Prime oceans as well as the Plane of Water
and upper planar creatures of aquatic type can be encountered on this
plane. The Chaotic Power Nautolus rules this maritime upper plane,
and Nautolus can be vengeful if angered or not given due respect from
residents and visitors.
The
Cyclopean Forests: Everything native to this endless primeval
forest plane is scaled twelve times larger than on the Prime, so
visitors to the plane act as if under the effects of a potion of
diminution. This also includes astral projections that visit the
plane. The GM should populate the plane with gargantuan versions of
normal creatures, but with normal numbers appearing for the creature
type. A trio of Powers rule this land: Arda, Lawful ruler of the
land, Urda, Chaotic ruler of the waters, and Erda, Neutral ruler of
the skies.
The
Grey Wastes: This Chaotic lower plane is a dull, sterile, dusty
wasteland, where only sparse, wilted plants and twisted dead trees
occasionally dot the landscape. Jagged slivers of rock protrude from
the broken ground, and dust constantly blows through the gray skies.
Demons and devils of all sorts may be found here, ruled over by the
Power Agransh the Witch-Queen, a powerful demon lord.
Tir-na-nOg:
The Land of Youth is an upper plane paradise, a land of eternal
youth, vigor, and plenty. It is a land of low, rolling hills, vast
forests, and flowery meadows ruled over by a pantheon of Powers known
as the Tuatha De Danann. The number three is sacred in this plane,
and things often appear in trios. Visits to this plane invariably
last three hours, three days, three years, or three centuries,
although time here is not connected to time on the Prime. Travelers
here may face many adventures. While this is an upper plane, it is
one where many monsters may roam. Druidic magic works normally on
this plane, but clerical magic may not function or may misfire when
spells are cast.
This
plane may be divided into levels if the GM likes, but the borders are
hazy and it is easy to slip from one to another. Some of the regions
that may be considered levels include Tir fo Thuinn (the Land Under
the Wave), the Island of Lir, Mag Mel (the Plains of Delight), and
Idathach (the Place of Colors). Each region or level will have its
own alignment, but Tir-na-nOg overall has a Neutral, bordering on
Chaotic, alignment. The magical horses of Manannan Mac Lir allow
mortals to cross physically into this plane.
Yggdrasil:
The cosmic World Tree of Yggdrasil is a set of ten interconnected
outer planes. The cosmic tree itself forms the initial level of the
planar group, with other planes accessed from its roots, trunk, or
branches. The Norns, three sisters of fate, are the Powers of
Yggdrasil. The Tree is the home of many monsters and several unique
creatures, and residents of the other levels traverse it often.
The
roots of Yggdrasil connect to:
Niflheim:
The cold, misty abode of the Power Hel. This is the land of the dead
who die from disease or old age, and Hel’s fortress is said to hold
vast treasures. Demonic giants called thurs and goblinoids are common
in this realm.
Svartalfheim:
This is the cosmic underground realm of dwarves and goblins, ruled
over by the Power Ivaldi. It is also known as Nidavellir. The
residents of the plane are famous as craftsmen of magic items, but
fierce dragons also inhabit the realm.
Ginnungagap:
A great void, a plane of dark nothingness from which magic springs.
The Power that rules over this realm is unknown.
The
middle branches of Yggdrasil connect to:
Jotunheim:
The cold, mountainous plane of frost giants, ruled over by the Power
Mimir, a secretive being
of vast knowledge.
Midgard:
A realm similar to the Prime in appearance, with many fjord-carved
islands, dark forest, and rugged mountains. It
is ruled over by the Powers Jord (goddess of the land), Sol (goddess
of the sun), and Mani (god of the moon).
Muspelheim:
A fiery realm of fire giants and red
dragons, ruled over by the
Power Surt. This is the home of many monsters and giants who want to
conquer and destroy the other realms of Yggdrasil.
The
upper branches of Yggdrasil connect to:
Asgard:
A realm of gold
and beauty, ruled over by
a pantheon of Powers known as the Aesir. This realm includes the Hall
of Valhalla, where those slain in battle await the final conflict
with the giants of Muspelheim and Jotunheim, and the monsters of
Niflheim.
Ljosalfheim:
The cosmic forested realm
of the elves is ruled over by the Powers
Erlking and Erlqueen. The
elves of this realm are magical craftsmen, and rivals to the dwarves
of Svartalfheim.
Vanaheim:
A land of wild, untamed
nature, ruled over by the pantheon of Powers known as the Vanir. This
lush land appears as an idealized counterpart to the Prime, and
many wild creatures live there.