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Cosmological Topology Of The Multiverse
Don’t Try Dunking This Doughnut!

Legal Notes

      Given the old TSR’s propensity for flinging lawsuit threats left, right, and center when their material was used for derivative works this notice hereby declares that I in no manner challenge the trademarks and copyrights held by TSR, Wizards of the Coast (who bought TSR) or Hasbro (who bought Wizards Of The Coast).

      For brevity’s sake, let’s understand that any time I mention “TSR” I also mean WOTC and Hasbro, ok? Which means all trademarks, copyrights, and all the other legal mumbo jumbo really belongs to Hasbro, but TSR is more familiar (and easier to type!) so I’ll use TSR when talking about materials created by any of the three entities.

      Every place mentioned in this article was created by TSR, for example the Prime Material Plane, Astral Plane, etc. Worlds like Greyhawk, Toril, and Krynn are also TSR’s. The various concepts of the planes of existence were also created by TSR, and any books mentioned here, unless otherwise specified were also written by TSR. Oh, yes, the AD&D game was created by TSR.

There, that should satisfy the legal beagles.

Introduction

      Players of the AD&D game have a vast canvas on which to paint their fantasy adventures. Beginning characters start by adventuring around a small town or village, but soon expand their operations to other countries, other continents, even to the bottom of the seas between those continents.

      Then there’s the Spelljammer campaign setting, that lets players expand beyond a single planet to explore other planets within their star system, indeed to expand to other star systems and explore them.

      You’d think with the entire universe to play in players would be happy, wouldn’t you? But sometimes, they aren’t. So TSR came up with the idea of planes of existence. Basically a plane of existence is an entire infinite universe. However (and here’s the attraction) in these different universes (coexistent with our own) the very laws of nature are different in bizarre and interesting ways. Travel is possible between these other universes by use of spells like plane shift, planar gates, and other DM provided toys.

      We’re not talking about alternate realities like the television show Sliders or the multitude of alternate-history novels. (At least not yet, but that too is available to AD&D players!). Instead think in terms of Heaven and Hell. For political/religious reasons TSR doesn’t call them that, of course. Or call them angels, demons, or devils. But it’s the same idea. The realms of the gods, the places the population goes when they die, for good or ill.

      And that’s not all. There are planes of transition (like the Ethereal and Astral) that are universes unto themselves. There are the inner planes, infinite universes of elemental matter used to construct all the other planes.

      And finally, there’s the city of Sigil, a unique and special place that has its own unique position among the planes that make it worthy of special attention.

      Oh, and then there are demiplanes, sort of wannabe planes that drift within the Ethereal plane. TSR’s Ravenloft, The Demiplane Of Dread is one example. Really powerful wizards can also create small demiplanes for their own use.

      All these planes of existence are detailed in TSR books like Manual of the Planes, and the Planescape campaign setting. Like the Spelljammer campaign that has many books and modules, there are lots of books that describe the various planes in great detail.

      Still feeling crowded? Ok, how about time travel to give you some more elbowroom? There’s TSR’s Chronomancer supplement to allow players to roam the Demiplane of Time. Basically it’s your typical time traveler plot. And let’s not forget alternate history timelines (sort of sideways time travel).

      All this marvelous space to play in, but there’s just one small problem: bringing it all together in one logical, consistent whole that makes sense and lets you picture the whole thing in your mind.

Cosmology, Quantum Physics and the Multiverse

      You might be thinking that the Planescape campaign and the Manual of the Planes already offer a cosmological model of the planes—and you’d be correct. There are however, a number of problems with the model that bug me. The biggest one is that it can’t be visualized as a single entity; it requires two separate models to accommodate the inner and outer planes. Further it doesn’t take advantage of topology to explain the peculiar nature of the Astral plane in regards to portable holes and bags of holding. Finally, it doesn’t properly describe the relationship of the outer planes to their elemental correspondences on the inner planes.

      In another vein, it makes no attempt to explain the nature of the city of Sigil or the peculiar nature of the Outlands, also known as Concordat Opposition, nor does it try to combine the Demiplane of Time into the model. (A misnomer, time isn’t a demiplane, but no matter).

      The new model I propose is based on some cosmological speculations about our own universe, and its peculiarities as found at the sub-atomic level, known as quantum effects. I also stole some hyper-spatial theory from physics as well.

      Then I threw it all into the black caldron of my fevered imagination, stirred vigorously, left to simmer, and found—doughnuts!

A Whirlwind Tour of the Planes

      Broadly speaking you can divide the planes of existence into two categories: the inner planes and the outer planes. The inner planes are also called the physical planes and the outer planes are also called the spiritual planes. However, don’t make the mistake of thinking that the outer planes are immaterial; a person traveling there would find rocks just as hard and water just as wet (well, generally, the laws of nature being somewhat creative in the outer planes). The labels physical and spiritual have more to do with the planes essential essence than their physical nature, we’ll cover this a bit more thoroughly later.

AD&D’s Quantum Physics

      Our universe has several laws that describe behavior at the ultra-microscopic level of quantum physics, the most famous of which is probably the Heisenberg Uncertainty Principle.

      The AD&D multiverse has its own fundamental laws upon which everything else is built, its version of quantum physics. There are two so well known they’re quoted in the Planescape setting, these are the Rule of Threes and the Rule of Opposites. A third law (speaking of the Rule of Threes) was one I discovered in creating this topological model, the Rule of Centricity.

The Rule of Centricity

      The Rule of Centricity says that everything will tend toward a center point. Gravity is a perfect physical example of this effect. In AD&D cosmology this concept is repeated over and over again, it is perhaps the fundamental law of the multiverse. This law provides the multiverse with inertial resistance, order, and static balance.

      In terms of hyper-spatial theory this law corresponds to a 0 dimensional point.

      Because we refer to this rule constantly, in this article we’ll abbreviate it ROC.

The Rule of Opposites

      The Rule Of Opposites says that everything has an opposite. You can’t have down without up, good without evil, and so on. This law provides the universe with dynamic balance, symmetry, and potential energy. It corresponds to a 1 dimensional line in hyper-spatial theory.

      Because we refer to this rule constantly, in this article we’ll abbreviate it ROO.

The Rule of Threes

      The Rule of Threes says that the “natural” (rest state) of groups is in multiples of three. There are, for instance three dimensions in physical space. This law provides the multiverse with motive force, chaos, and hyper-spatiality. It corresponds to a 2 dimensional plane in hyper-spatial theory. It also lays the implication for hyper-spatiality itself.

      Because we refer to this rule constantly; in this article we’ll abbreviate it ROT.

 

The Prime Material Plane

      This is the player’s home universe. When you think of most AD&D campaigns, this is the plane they’re located in. Doesn’t matter if you’re talking about a DM’s home grown campaign or a TSR setting like Greyhawk or the Forgotten Realms, or even a Spelljammer campaign, they all take place on the Prime Material.

      The prime can be thought of as an inner plane, although most would consider it a separate category in itself. Cosmological theory accepts either view; the former is in accordance with the Rule Of Opposites, the latter with the Rule Of Threes. However further examination of the model would seem to indicate the Prime should be considered a separate category.

The Ethereal Plane

      The Ethereal plane is another specialized plane. It serves as a buffer plane between the Prime Material and true inner planes. In this respect the Prime, Ethereal, and Inner planes satisfy the Rule of Threes. As a group of three, these planes satisfy the Rule of Opposites when the Outer planes are considered.

      The Ethereal plane is divided into the Border Ethereal and Deep Ethereal. The Border Ethereal surrounds each plane the Ethereal touches, and is a “border effect” where the Deep Ethereal mixes with the planes it touches. The Border Ethereal that surrounds the Prime Material plane is where effects such as Oil of Etherealness work. Ghosts also exist in the Border Ethereal, as well as creatures that can “phase” like phase spiders. Generally, any creature that exists on both planes, or can affect creatures on the other, operates in the Border Ethereal.

The Deep Ethereal can be thought of as the “true” or “pure” Ethereal plane. This is where the demiplanes are found. Demiplanes are sort of planes that never quite made the big time.

The Inner Planes

      The inner planes can be thought of as the ultimate in physical reality. The four planes mentioned most often are the planes of Earth, Air, Fire, and Water. As you can see, in accordance with the Rule of Opposites, they come in opposite pairs: Earth/Air, and Fire/Water. These planes provide all the material to build the rest of the Multiverse.

      In accordance with the Rule Of Threes however there are two more planes, making a total of six. The extra planes are the Positive Material and the Negative Material, which are also opposites. These planes provide all the energy needed by the Multiverse, the Positive Material supplies light, life, and goodness, the Negative Material supplies death, entropy, and evil.

      Where these six planes “meet” (more on this later) you have Para-Elemental and Quasi-Elemental planes, which also come in opposing pairs. For the purposes of this model these additional 16 planes are not really important. Note that there are a total of 24 inner planes (8 groups of 3).

The Astral Plane

      This odd duck of a plane is the outer plane equivalent of the inner plane’s Ethereal plane. In this plane dimensions don’t work quite the way they should, portable holes and bags of holding are non-functional here. This plane (like the Ethereal) is a buffer zone, in this case between the Prime Material and the Outer Planes.

The Outer Planes

      The outer planes are also called the spiritual planes, although anyone traveling to them would discover rocks in the Outer Planes are just as hard as on the Prime Material.

      While the Outer Planes have a real, physical existence they also have a spiritual existence—in other words they have moral and ethical alignment, good versus evil, law versus chaos. This is why they are called the spiritual planes.

The City Of Sigil

      The city of Sigil occupies a special place in the Multiverse—it’s right in the very heart of it all. The city is a nexus point, containing portals to literally everywhere. We’ll cover Sigil a bit later; all you really need to know is that Sigil (unlike the inner and outer planes) acts in accordance to the Rule Of Centricity, not the Rule Of Opposites or the Rule Of Threes.

The Demiplane Of Time

      We haven’t forgotten this plane, but as you’ll see in a moment the plane of Time isn’t really a plane in the sense that the others are. Be patient, all will be revealed.

Hyper-Spatial Theory Explained

      Ok, now that you have a (rough) idea what planes are, it’s time to start putting our model together.

What Exactly Is Hyperspace?

      Hyperspace is any space that needs more than 3 coordinates to locate a particular point in it. For example, assume our real universe is a sphere. You can then locate any point in space by describing that point’s distance from the center using 3 measurements: how far above/below center it is, how far left/right of center it is, and how far in front/behind center it is. This is why our universe is described as three-dimensional.

What’s A Dimension?

      A dimension can be thought of as a pair of opposite directions, for example up/down. In addition, dimensions must always cross at 90 degrees to each other. Consider: up/down, left/right, and forward/back. Each dimension crosses the others at right angles. You can’t have a fourth dimension in physical space because it wouldn’t be able to cross the other three at 90 degrees.

Time As The Fourth Dimension

      You may have heard that scientists call time the fourth dimension. They do, and it is—sort of.

      What they mean is that it really takes four coordinates to define any point in our universe. In addition to the standard up/down, left/right, forward/back you also have to specify future/past. Just because the ship was docked in New York yesterday doesn’t mean it will be docked there tomorrow, right?

      Thus our own universe is hyper-spatial, it requires more than 3 dimensions to completely describe the location of any point in space-time.

Hyperspace Applied To The Multiverse

      As you may have guessed by now, the Multiverse is also hyper-spatial in nature. But instead of 4 dimensions, it has nine (three groups of three, in accordance with the ROT).

      Why nine? Let’s consider each group of dimensions and why they’re needed.

The Lower Three Dimensions

      Ok, we already know that you can locate any point in (a) universe by specifying 3 dimensions. Each plane in the Multiverse is a complete universe in itself, so you need 3 dimensions to locate a point within the plane.

The Middle Three Dimensions

      We have a lot of planes to arrange in some kind of organized model. As it turns out, the planes have a spatial relationship to each other that can be described in three dimensions. You can easily picture the inner planes, for example, forming either a cube or a ball with the Positive Material on top, and the Negative Material on the bottom, with the other 4 major elemental planes forming the sides of the cube or ball. Think of a beach ball and you’ll pretty much have the idea.

The Upper Three Dimensions

      The upper three dimensions are actually for time. Picture a single river with the multiverse floating along in it. This gives a simple future/past dimension.

      Now have an infinite number of rivers to the left and right of our river. These other rivers are “parallel timelines”, places where history runs a little differently. The further left or right you go, the more changed history becomes.

      Finally, add rivers above and below. This third dimension of time is predicted by the Rule Of Threes and so undoubtedly exists. Exactly what it is a dimension of is something of a mystery. Perhaps choices are more than a simple yes/no, or perhaps the third time dimension measures some as yet unsuspected aspect of existence.

The Cosmic Doughnut

      Now that you know what planes are, that there are nine dimensions in the Multiverse, and that the planes actually have a spatial relationship to one another it’s time to put it all together.

Concentrate On The Middle Dimensions

      Our model is supposed to describe what the Multiverse “looks like”. To do that we’re not going to need the lower three dimensions since we aren’t locating a point inside any of the planes. Likewise we’re only dealing with a single copy of the Multiverse, so we needn’t consider alternate histories nor the past or future, so we can ignore the upper three dimensions.

      Which conveniently leaves us with only three dimensions, letting us visualize the multiverse model like we might a model airplane.

So What Does The Multiverse Look Like?

      It looks like a lumpy doughnut. Ok, ok, if you want a more scientific term it’s a torus, the shape you get when you take a round tube and join the open ends together.

      Remember, we’re talking about the middle three-dimensional view, which is the only place you can see what the Multiverse looks like.

The Skin Of The Doughnut

      The skin of our torus is the entire Astral plane. In the middle three dimensions the astral plane is actually something of a two-dimensional space, it has “width” and “breadth” but no “depth”. This gives the Astral much of its bizarre nature when dealing with extra dimensional magic. The sixth dimension of the Astral plane is “in use” for another purpose.

The Sixth Dimension And The Astral Plane

      The purpose of the sixth dimension in the Astral is to “twist” the dimensional orientation of the outer planes like a hyperspace Möbius Strip. Here’s a bit of mental contortionism for you, the outer planes actually switch the position of the lower and middle set of dimensions!

      In other words, in the inner planes (and the Astral itself) the lower three dimensions are used to move physically within a single plane, and the middle three dimensions are used to travel between the planes.

      In the outer planes the middle three dimensions are used to move physically within a single plane, while the lower three are used to travel between the planes.

      It is this dimensional displacement that allows the use of spell keys and many of the other unique properties of the outer planes. While creatures may not be hampered by this juxtaposition of dimensions, there are subtle effects, such as the outer planes being “more”. Prime travelers always note that mountains are bigger, seas vaster, water wetter, and so on.

      This has to do with the fact that the middle dimensions are higher energy states than the lower three dimensions. The fact that the outer planes contain matter constructed entirely within these higher energy dimensions gives them “more”—of everything. This is why material from the outer planes is so valuable in magic items.

The Insides Of The Doughnut

      Everything inside the doughnut can be considered the Inner Planes, just as everything on the outside of the doughnut can be considered the Outer Planes. But it’s the arrangement of the insides that are so vital.

      To understand the relationship of the inner planes to one another you’re going to have to construct a mental model and change it.

      Imagine that the Inner Planes are really a sphere for a moment; say a beach ball. The Manual Of The Planes pictures this ball with the Positive Material plane being the “north pole” of the sphere and the Negative Material plane being the “south pole”. Make your sphere hollow, filling the inside with the Ethereal plane like gray smoke. In the very center of the beach ball put a softball to represent the Prime Material plane.

      This is the traditional view from the Manual Of The Planes but it’s not quite right for our model. To fix it, turn the beach ball on its side, make the plane of Fire the North Pole and the plane of Water the South Pole. Got it? Good, now imagine you put one hand on each pole and start to squeeze the ball (imagine you’re super strong!)

      Squeeze the ball hard enough and what happens is the sphere will turn into a torus. The Prime Material plane will form the inner ring of the torus, with the elemental planes  (still buffered by the Ethereal plane) are surrounding it everywhere else, making the outer rim of the torus consist of the Positive Material, the Negative Material, the plane of Earth and the plane of Air. This arrangement is vital to the moral and ethical alignments of the outer planes, as we’ll see in a moment.

      In this toroidal model the planes of Fire and Water form a ring around the top and bottom of the torus respectively. Notice that all planes still “touch” each other just as they did in the spherical model, all we’ve done is change the topology of the model, not the planar relationships to one another.

      Ok, now wrap the Astral plane like a skin around the inner planes.

The Outer Planes

      We’re almost finished. The outer planes, of course, sit on the outer side of the torus, just as the inner planes are inside the torus. But here’s where our model and the traditional model part company.

      Have you ever wondered exactly why the outer planes have alignment? Good versus evil, law versus chaos? It’s because of their “proximity” (in the sixth dimension) to the appropriate inner planes.

      I bet you can guess what comes next, right? Elysium is the plane of neutral good, good without regard to law or chaos. As it turns out, the Elysium sits smack over the Positive Material plane, separated only by the Astral plane. This physical proximity in the sixth dimension means that the outer plane is most affected by energies from the Positive Material, which arrive via the Multiversal equivalent of quantum tunneling, where energy can “leak” through an insulating layer that’s thin enough. And the Astral Plane is certainly thin enough because in the sixth dimension it’s almost not even there! Of course the operative word is “almost”. If it weren’t there at all then Elysium would simply be the Positive Material instead.

      Likewise, on the other side of the torus the Gray Waste sits directly on top of the Negative Material plane, which feeds the Gray Waste a great deal of negative energy. And, as you’d expect, the Gray Waste is a pretty nasty place.

      Sitting on top of the plane of Earth we find Mechanus, the ultimate plane of Law, and across the torus from Mechanus, we find Limbo, directly on top of the plane of Air. These planes derive their alignment from the basic physical properties of the underlying inner planes, but because of the half-twist the sixth dimension provides in the Astral, physical properties become spiritual ones.

Planar Layers

      Remember I said the Multiverse looks like a lumpy doughnut? The cause of the lumpiness is that (unlike the inner planes) the outer planes have multiple layers, each layer infinite in the lower three dimensions. In effect a layer can almost be considered a separate plane, with one crucial difference.

      Planar layers, unlike planes, can be accessed directly from the lower three dimensions, in other words, you can walk from one layer to another, just as you would walk from one country to another.

      Planar layers are an interesting phenomenon. Their formation depends on the mixture of lawfulness and raw energy. Too much (or too little) lawfulness (provided by the plane of Earth) prevents the layers from forming. On the other hand it doesn’t matter what form of energy is used (positive or negative) to form additional layers.

      Look at Mechanus and Limbo. Neither have multiple layers, because Mechanus simply has too much order and Limbo has too little. There are those who argue that Limbo has 4 layers but since there’s no difference to the layers sages are in disagreement.

      The “corner” planes (The Seven Heavens, Nine Hells, Abyss, and Gladshiem) tend to have more layers than the middle ones (Elysium, Gehenna, Mechanus, and Limbo) although there can be exceptions (like Gladshiem). Note that the Abyss has by far the most layers of all, perhaps the balance of chaos and negative energy is particularly well suited for layer formation.

Concordat Opposition

      The final mystery of the outer planes lies in the neutral plane of Concordat Opposition, also known as the Outlands. This plane, like the Prime Material is neutral with regards to law, chaos, good, and evil.

      Unlike every other plane it also has a center, a vast pillar stretching upward infinitely tall. As one approaches this pillar the laws of nature begin to fail, within 100 miles of the pillar life itself can’t exist, magic fails long before this point.

      Yet floating above the top of this infinitely long pillar is another torus—the city of Sigil. Our cosmological model needs to account for this aberration if it’s to become complete.

      The Outlands lie along the inner rim of our lumpy doughnut, just above the Prime Material plane, separated in the sixth dimension by the merest wisp of the Astral plane.

      And like the Astral plane itself the Outlands have a dimensional anomaly, this time involving not just the sixth dimension, but all six lower dimensions. In the exact middle of the inner rim these six dimensions knot upon themselves to form the “hole” in the torus, the force that forces the “sphere” into a doughnut shape.

      It is this collusion of dimensional forces that not only form the Multiverse into a torus, but also cause the laws of the Multiverse to start breaking down in proximity to the very inner edge of the torus. Think of this dimensional anomaly the same way you would a singularity (black hole) in our universe. The closer you get to it, the less the laws of the Multiverse apply.

      Higher dimensional activity is affected first (magic), and then lower dimensional activity is also affected (chemistry). Even closer and the laws of gravity and optics start to break down.

      In other words, the “infinitely tall pillar” is an illusion caused by the unimaginably powerful dimensional warp around the inner edge of the torus. At the inner edge itself nothing can exist, not even raw matter or energy. The dimensional warp creates a singularity; a 0 dimensional point, a hole into which the Multiverse pulls itself and then pulls the hole in after it.

The City Of Sigil

      Inside the center hole created by the dimensional warp lies another torus at right angles to the first, balanced in the dimensional “eye of the storm”. This torus is the city of Sigil.

      Unlike the planes of the multiverse the city of Sigil (while quite large as cities go) is nowhere near infinite. In fact, the city’s toroid is fixed in size by the size of the Multiverse’s center hole, the city can neither grow nor shrink, it is exactly the size it must be to maintain its delicate balancing act inside the dimensional singularity formed around the middle of the Multiverse’s torus.

      Sigil’s torus maintains a reasonably habitable environment, keeping the dimensional forces outside the boundaries of its own ring. Unlike the closed Multiversal torus, Sigil’s torus is open along the inner rim; the city is built inside the torus, with “gravity” actually being supplied by the spinning of the torus. In other words, anyone falling from the torus’s center point would strike the inside surface of the outer rim of the torus.

      The walls of Sigil’s torus are actually formed by buildings, built to form one solid surface. These buildings can be up to 10 stories high, although this isn’t uniform across the entire torus, nowhere are the buildings less than 3 stories high.

      One curious fact, there are no windows or doorways showing the “outside” beyond the rims of the torus. If anyone climbs to a roof they see absolutely nothing—literally. Anyone stupid enough to jump into the nothing is dumped randomly somewhere into the multiverse, with no way to control the plane, nor the point of entrance onto the plane. Considering much of the Prime Material is open airless space and that many of the other planes are inhospitable to life, this is almost certainly fatal.

      There’s also a good chance that anyone leaving the torus at the wrong point will end up falling into the dimensional singularity’s “wall”. This has roughly the same effect as falling into a black hole would in our universe—instant and utter annihilation, to the point it would take a wish or travel into the past to recover the individual.

Odds And Ends

      The multiverse isn’t perfect; there are flaws between the planar boundaries. In the astral these manifest as conduits, color pools, and rifts. In addition as we’ve pointed out quantum tunneling effects allow energy and matter from the inner planes to penetrate the sixth dimension of the Astral plane to give the outer planes their properties.

      The Ethereal plane has ether cyclones, basically a tear between the Ethereal and Astral planes. Such rifts pass through the Prime Material in the middle three dimensions, so in theory it might be possible to dump yourself out of an ether cyclone back to the Prime Material, although it would probably be safer simply to pass on to either the Astral or Ethereal.