1940:
Oceanus meanders into the Happy
Hunting Grounds and then into the innermost layer of Olympus." These three good planes are linked by the Oceanus in the same manner as the lower planes are linked by the River Styx. By contrast, the Oceanus is a slow, peaceful flow, navigable by mere mortals (though its peaceful flow is often broken by rapids, cascades, waterfalls, and occasional fallen trees). The river separates and recombines many times in its passage, so travelers often find themselves journeying down side channels that soon rejoin the main stream. A traveler on the Oceanus can usually reach another layer by traveling downstream (or upstream, for the flow doubles back several times). The Egyptian goddess Isis holds sway over a large realm of the layer of Amoria, including several paths of the Oceanus. The god Seker and his moveable realm Ro Stau spend most of their times adjacent to Isis's realm on the Oceanus. The Sumerian moon god Nanna-Sin travels the Oceanus in a great barque that is shaped like a crescent moon; in passing he provides a moon-like radiance to all on the banks of the river. Krigala is the first layer of the plane of the Happy Hunting Grounds, closest to the Astral, and through it the Oceanus flows in a relatively straight course (compared to its winding through Elysium) into Olympus. Ossa, the second layer of the plane of Olympus, is the outflow of the river Oceanus. There are often reports of huge, funnel-like maelstroms that lead directly back to Thalasia in an unending circle.
1728:
at a time, but large Far Realm natives can exist in multiple layers at once. Creatures native to or connected with the Far Realm generally have the aberrant origin. The Far Realm was originally sealed off from reality by a crystalline structure known as the Living Gate, which lay at the top of the Astral Sea. The Living Gate awoke and opened during the Dawn War between the gods and primordials, and was destroyed in the same war, thus enabling freer transit between the planes than should be allowed. Classic creatures such as aboleths, beholders, and mind flayers originate in the Far Realm. Distant stars have been driven mad by proximity to the Far Realm, resulting in the abominations known as starspawn. Natural humanoids tainted by the Far Realm are known as foulspawn. The Far Realm is occasionally referred to as "Outside", because it seems to exist outside of reality as defined by the world, the fundamental planes and the parallel planes.
219:
477:
1141:
1124:
it is often possible to perceive multiple layers simultaneously. These layers can grow, spawn further layers, breathe and possibly die. The Far Realm is home to many powerful and unspeakable beings ripped from the nightmares of the darkest minds of the waking world, beings so unfathomable that their very existence is a perversion of reality itself. These beings are governed by lords of unimaginable power and knowledge completely alien. The Far Realm is a plane far outside the others and often not included in the standard cosmology. It is sometimes referred to simply as "Outside", because in many cosmologies it is literally outside reality as mortals understand it.
935:, under the standard planar cosmology. A dimly lit dimension that is both conterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover great distances quickly. The Plane of Shadow is also conterminous to other planes. With the right spell, a character can use the Plane of Shadow to visit other realities. It is magically morphic, and parts continually flow onto other planes. As a result, creating a precise map of the plane is next to impossible, despite the presence of landmarks. The Plane of Shadow is replaced by the Shadowfell in the 5th Edition.
142:
2015:
the outer planes. The traveler is confronted with a huge tree rising from the mist of the Astral and disappearing far into the distance. The traveler can then climb the tree to the appropriate outer plane, descend to the reachable lower planes, or explore the alternate Prime worlds that the conduits touch upon. At the true terminus, the tree ends in a color pool similar to that of a fixed portal. The traveler can then pass into the outer plane as if moving into an alternate Prime
Material or the Astral plane. Yggdrasil and
1059:
more of the outside universe. Sometimes, Neth will choose to encapsulate its visitors. Two folds of membrane will come together and ensnare and seal off the victims. Neth will then flood the compartment with either preservative or absorptive fluid. The preservative fluid will put the victim in temporal stasis, and the victim can be revived if the fluid is drained away. If the compartment is flooded with absorptive fluid, the victim will dissolve and be absorbed into Neth itself, including the victim's memories.
899:"breathes life into what had hitherto been little more than a planar motorway. Essentially infinite and filled with few 'solid locations' or indigenous species, the Astral Plane should by rights be a dull place. Yet with some deft imaginative touches and sleight of logic, the guide transforms this dead zone into a wonderfully different 'world'." He adds that "By expanding the accepted 'physics' of the Astral plane and applying classic Planescape thinking, the Silver Void is made solid and comprehensible."
1055:
fades. The only thing native to Neth is the plane itself. Neth creates humanoid subunits of itself called Neth's
Children, sometimes for specific short-term purposes before reabsorbing them. At Neth's center is a thick knot of membrane at least a mile across where all the folds come together. This serves as Neth's brain. Other parts of the membrane also serve specific functions, which include areas where the membrane can be easily deformed for communication, encapsulation, and budding Neth's Children.
445:, wrote that "the authors used an approach that said 'here's how it's been done in the past, and here are other ways you can do it,' which allowed the book to avoid setting planar mechanics in stone. Instead it gave DMs a modular approach by presenting Options, a flexible strategy that pleased both 1e and Planescape fans. Vast amounts of new ideas and new locations were presented, dovetailing nicely with canon from earlier editions".
79:
38:
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proto-magical realms. From a Border
Ethereal plane a traveler can see a misty greyscale version of the plane from which they are traveling; however, each plane is only connected to its own Border Ethereal, which means inter-planar travel necessitates entering the Deep Ethereal and then exiting into the destination plane's own Border Ethereal plane. Many demiplanes, such as that which houses the
955:
Mirror planes allow quick travel between the various mirrors that are linked to each, but each plane contains a mirror version of any traveler that enters it. This mirror version has an opposite alignment and will seek to slay their real self to take their place. All mirrors connect to a mirror plane, though each mirror plane usually has only five to twenty mirrors connecting to it.
1194:, counterparts to the Outer Planes of earlier editions, are planes which float within the Astral Sea. The majority of the gods dwell in Astral Dominions. The Astral Sea itself is spacially infinite, but the Astral Dominions are all finite. Creatures native to or connected with the Astral Sea (such as angels and devils) generally have the immortal origin. The plane is described in
1893:
is a link from a Prime
Material world to the Inner Planes, which begin in areas of intense concentration of some element (e.g., the heart of a volcano might be a vortex to the Plane of Fire). There also used to be living vortices which the sorcerer-monarchs of Athas have managed to maintain, like syphoning water through a hose, and use to empower their "priests," the Templars.
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most prominent entities who dwell in the
Shadowfell are mysterious undead beings called shadows. Shadow dragons and shadow mastiffs can also be found there, along with a host of dark, terrifying creatures like wraiths, spectres, darkweavers and shadow demons. There are also a number of humanoid natives, including gnomes, humans, halflings and beings known as Shadar-Kai".
1936:
the topmost layer of the Happy
Hunting Grounds, then into the topmost layer of Olympus to its final rest in the second layer of that plane, Ossa. The Oceanus is a more natural river than the Styx, and no harm comes to those who drink of it. The Oceanus does still pose all the normal dangers of a large river, and does not have the supernatural boatmen of the Styx.
277:; at the time there were only four Inner Planes and no set number of Outer Planes. This later evolved into what became known as the Great Wheel cosmology. The 4th Edition of the game shifted to the World Axis cosmology. The 5th Edition brought back a new version of the Great Wheel cosmology which includes aspects of World Axis model.
218:
365:(1986) set. The Astral Plane runs through and links the rest of the Multiverse. Plane can range in size from the tiniest Attoplane (1/3 inch long), to the Standard Plane (.085 light-years long), up to the Terraplane (851 billion light years long), with stars and planets scaled to match the size of the plane.
619:
resemble its purest form, making it harder to travel without powerful magical spells that protect the party from the environment. If a traveler goes far enough, they will reach the
Elemental Chaos, where the boundaries of the Inner Planes start to break down – and where some truly alien monsters exist".
1935:
in much the same way that the Styx links the lower planes". The river disappears and reappears a number of times in different layers of the planes, but it seems to follow a course that begins in
Thalasia, the third layer of Elysium, flows through the second and first layers of that plane, then across
1892:
Conduits are also naturally occurring, but they are natural phenomena, the planar equivalent of whirlpools and tornadoes. Conduits are only known to occur in the Astral and
Ethereal Planes. A type of conduit known as a color pool is a common gateway from the Astral Plane to the Outer Planes. A vortex
1880:
Portals are bounded by pre-existing openings (usually doors and arches); the portal is destroyed when the opening is. Portals also require portal keys to open; a key is usually a physical object, but it can also be an action or a state of being. Naturally occurring portals will often appear at random
1455:
One of the two parallel planes, the Feywild is a more extreme and magical reflection of the world with some thematic links to the Positive Energy Plane and the Plane of Faerie of earlier editions and settings. Creatures native to or connected with the Feywild (such as elves and gnomes) generally have
1175:
The fundamental planes are two vast expanses from which the other planes were formed. It was the conflict between the inhabitants of each fundamental plane that constituted the Dawn War. The two Fundamental Planes are theoretically infinite; it is implied that if one departs the world of one campaign
1107:
later called Cordell's work an "adventure with a distinctly Lovecraftian feel", noting that "Deep inside Firestorm Peak lies a portal to an insidious region beyond sanity and light known only as the Far Realm, and the unknowable but hostile entities of this hideous region prepare to pass through into
868:
that float on the Astral Plane, where githyanki and others often mine them for minerals and build communities on their stony surfaces. Tu'narath, the capital city of the githyanki, is built on the petrified corpse of a dead god known only as "The One in the Void". God-isles often have unusual effects
607:
model: "The four elemental planes are back, but they remain tightly integrated with the material plane as its creative foundation. The paraelemental planes have also returned for the first time since Planescape, but they have more evocative names. The Plane of Ash is known as the Great Conflagration,
2014:
and the dwelling place of the goddess of the same name. Roots and branches of Yggdrasil wind through most of the Prime worlds where these deities are recognized. The tree is a solid and permanent conduit that weathers the waxing and waning of faiths in the Prime Material and the fortunes of gods in
1524:
highlighted that "traditionally, the Feywild is an alternate plane of existence that mirrors and overlaps the material world. It's a place of perpetual twilight that's full of both enticing beauty and terrible dangers. Time works differently inside the Feywild, and those who leave may find what they
1058:
The Visage Wall is an area of Neth's membrane where Neth communicates with visitors. It contains thousands of head-shaped bumps that resemble the likenesses of those previously absorbed by Neth. Neth speaks to its visitors from about five or six of the heads simultaneously, questioning them to learn
627:
The Material Planes are worlds that balance between the philosophical forces of the Outer Planes and the physical forces of the Inner Planes—these are the standard worlds of fantasy RPG campaigns. The Prime Material Plane is where the more 'normal' worlds exist, many of which resemble Earth. The 2nd
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acting as a hometown and starting point for players. Carbonell called this setting "the most complex example of the multiverse created during the varieties of 2e's AD&D settings" and wrote: "A more nuanced and sophisticated attempt at harmonization, Planescape provided an alternate way to travel
2019:
are the best-known of the permanent conduits that link the outer planes with the Prime and with other nonlinear outer planes. Magical interplanar portals generally only appear in the top layer of the outer planes, although some free-standing portals that pass through the Astral, like the Yggdrasil,
1743:
Within the context of the game, there are many theories of the organization of the planes. For instance, in some lands it is believed that there are multiple Prime Material planes, rather than one containing all the worlds or planets. In these lands the Ethereal planes are believed to surround each
1727:
is a bizarre, maddening plane said to be composed of thin layers filled with strange liquids – at least, that is what the most coherent descriptions say, for though some escape the Far Realm with their lives, most do not do so with their sanity. Visitors to the Far Realm can only exist in one layer
1631:
highlighted that "if the Feywild is the Prime Material's dream reflection, the Shadowfell is a mirror of its darkness, drawing from the shadows and gloom in a way that makes it impossible to forget that, where there is light and life, there is also darkness and decay. Home to numerous species, the
1335:
The Elemental Chaos corresponds to the Inner Planes of earlier editions (excluding the Positive and Negative Energy Planes), also containing some aspects of Limbo. The Elemental Chaos contains Elemental Realms, which are themselves planes; the Abyss is one such realm. The only god who dwells in the
1123:
class can forge a pact (called the Starpact) with the entities from or near the Far Realm to gain power. The Far Realm's association with the new setting has been detailed in various supplements. The Far Realm contains an infinite number of layers, these layers range from inches thick to miles, and
954:
as an optional group of transitive planes. They are small planes that each connect to a group of mirrors that can be located in any other planes throughout the multiverse. A mirror plane takes the form of a long, winding corridor with the mirrors it attaches to hanging like windows along the walls.
558:
circles, with alternating spatial and transitive planes; from the center outwards, they are ordered as follows: Inner, Ethereal, Material, Astral, Outer Planes, and the Far Realm. The Shadow Plane and the Dimension of Time, if they are included, are separate from the others, and usually represented
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plane of finite size that has an immense curiosity. The only access Neth has to the rest of the multiverse is through a single metallic, peach-colored pool on the Astral Plane. Those who look into the pool from the Astral Plane might notice a huge eye flash into focus on its surface, which quickly
914:
The Ethereal is often likened to an ocean, but rather than water it is a sea of boundless possibility. It consists of two parts: the Border Ethereal which connects to the Inner and Prime Material planes, and the Deep Ethereal plane which acts as the incubator to many potential demiplanes and other
388:
detailed "the schematization of the planes' requisite five area: the Prime Material, the Ethereal, the Astral, the Inner, and the Outer planes. This basic structure is still used in 5e, with some changes that provide minor rearrangements and clarifications . Grubb's approach demonstrated a need to
1939:
The book goes on to describe how Oceanus appears on specific Outer Planes. The first four layers of the plane of Elysium "are dominated by the River Oceanus, which begins in the fourth (outermost) layer of this plane and flows down to the innermost layer (the layer nearest the Astral). From there
1906:
Planar pathways are special landscape features appearing in multiple planes or layers of a plane. Travel along a planar pathway results in travel along the planes. Pathways are crucial tactically, because they are very stable compared to portals or gates, and do not require magic spells or portal
1866:
The planes of the Forgotten Realms were retooled in the 4th Edition to match the new default cosmology, with many of the planes or realms being relocated to the Astral Sea, and a handful now located in the Elemental Chaos. Appelcline highlighted that the 4th Edition World Axis model "had actually
583:
matter and forces. They consist of the Elemental Planes of air, earth, fire and water, and the Energy Planes. Some descriptions also contain the Para-elemental (magma, ice, etc.) and Quasi-elemental planes (lightning, dust, etc.) linking them. The energy planes are the Positive Material Plane and
919:
setting, can be found in the Deep Ethereal plane; most demiplanes are born here, and many fade back into nothingness here. Unlike the Astral Plane, in which solid objects can exist (though are extremely rare) anything and everything that goes to the Ethereal Plane becomes Ethereal. There is also
1954:
mentions that the River Styx "links the topmost layers of the Lower Planes, and its branches can be found anywhere from the Nine Hells to the Abyss". The river is a deep, swift, and unfordable torrent. Creatures coming into contact with the waters of the Styx instantly forget their entire past
618:
highlighted that the parts of the Inner Planes closest to the Material Plane will seem the most familiar to adventurers with features such as humanoid inhabitants and cities. However, the further adventurers venture "out into the Inner Planes, things become less familiar. Each plane starts to
265:
in which the game takes place. Each plane is a universe with its own rules with regard to gravity, geography, magic and morality. There have been various official cosmologies over the course of the different editions of the game; these cosmologies describe the structure of the standard
1896:
Gates are portals that are not bounded by physical apertures; gates are rare, and usually appear as a result of magical spells and rare planar phenomena. Lastly, planar bleeding occurs when regions of two planes coexist; such phenomena are usually short-lived, and disastrous for their
1019:. Naturally-occurring demiplanes are rare; most such demiplanes are actually fragments of other planes that have somehow split off from their parent plane. Demiplanes are often constructed to resemble the Material Plane, though a few—mostly those created by non-humans—are quite alien.
1794:, but Athas, with very few exceptions, is entirely cut off from the rest of the universe. While it retains its connections to the Inner Planes, access to the Transitive Planes and Outer Planes is nearly impossible. The reason for the cosmological isolation is never fully explained.
1955:
lives. The safest passage is by the skiff of Charon, boatman of the Lower Planes. Charon may be summoned only on the banks of the Styx, and he will appear with a large black skiff, and if requested he will ferry travelers to the topmost layer of any Lower Plane for a price. The
1062:
Gravity on Neth is the same strength as that on the material world; however, Neth chooses the direction of gravity's pull and may change it at will. Time is normal on Neth. Neth can move its interior membrane at will, creating or destroying fluid-filled spaces.
1714:
Anomalous planes are planes which do not fit into other categories. The most prominent of these planes are the Realm of Dreams, which can be reached via the Astral Sea, and the Far Realm, which breaks through into the remote parts of the Astral and the world.
1959:
are the servants of Charon, and pilot small skiffs along the Styx. Charonadaemons are normally found anywhere on the Styx and charge travelers a price to pilot their craft through the Astral and Ethereal planes as well as the Lower Planes. The first edition
551:(2001), the old and new names were combined, the Demiplane of Shadow was promoted to the Plane of Shadow, the Prime Material Plane was shortened to the Material Plane, and it was stated that each Material Plane is connected to its own unique Ethereal Plane.
1504:
used the DMG’s description as a starting point and expanded from there. The concept of archfey – powerful Fey creatures who carve out domains for themselves – dates back to earlier editions, but this is the first time we’ve given these domains a name".
1875:
Portals, conduits and gates are all openings leading from one location to another; some lead to locations in the same plane, others to different planes entirely. Although the three terms are often used interchangeably, there are notable distinctions:
2000:
describes Yggdrasil as an astral landmark, noting that it is normally encountered by travelers from worlds that worship the Norse mythoi, but travelers from other Prime Material worlds can encounter the tree. It is a long-standing conduit from the
1426:
The equivalent to the Prime Material Plane or Material Plane of earlier editions. This plane lacks a formal name and is most often referred to as the World, although titles such as the Middle World and the First Work were also presented in
571:, which is an ethereal creature, has a location on the Material Plane when it is near the border of the Material and Ethereal planes. It can "manifest" itself into the Material, and force attacks launched from the Material can hit it.
2005:
to alternate prime worlds that was created by a group of deities and worshippers in the Prime Material plane. Yggdrasil is the "World Ash" that links several outer planes to the Prime Material plane, in the Norse mythos. It runs from
566:
Planes may border (be coterminous) or may be coexistent. In particular, the Ethereal and Shadow planes are coexistent with the Material Plane. In effect, the "boundary" between the two extends through all of space. Thus a ghost in
593:
boxed set, Gene Alloway felt that the set would provide players with a good sense of "the sheer force of nature that drives all the Inner Planes. The Inner Planes don't have anything against you—they're hard on everyone."
1829:. The cosmology was unique in that the Outer Planes orbited around Eberron through the Astral plane. As they orbited, their overlap with the material plane changed and access to those planes became easier or restricted.
1468:, and is suspected that the Dominion of Corellon can be reached by here. Important locales within the Feywild are known as Fey Demesnes. Additional details on the Feywild were included in the 4th edition supplement
1340:, who resides on the 66th layer of the Abyss. The Elemental Chaos is spacially infinite, the Elemental Realms are not. Creatures native to or connected with the Elemental Chaos (including demons) generally have the
1154:
4th edition uses a simplified default cosmology with only six major planes, each of which has a corresponding creature origin. The Astral Sea, Elemental Chaos, Feywild and Shadowfell are covered extensively in the
354:
magazine would continue to detail "some of the planes in more depth", however, "there was no overarching plan for the planes of D&D other than a few increasingly old drawings". The multiverse of the
600:
magazine reviewers Lord Winfield and Kaneda found the Inner Planes among the places in the Planescape setting least visited by player characters, which do not lend themselves to a prolonged stay.
857:
of travelers using an astral projection spell. These cords are the lifelines that keep travelers of the plane from becoming lost, stretching all the way back to the traveler's point of origin.
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to another, noting that "it flows through many portals in the lower planes and provides a regularly-used highway through these planes." The River Styx reappears in sourcebooks such as the
93:
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is a part of the Material plane. It is a highly flammable gaseous medium in which crystal spheres holding various Prime Material solar systems float, traversable by Spelljammer ships.
559:
as being connected to the Material Plane. Demiplanes, although most commonly connected to the Ethereal Plane, can be found attached to any plane. All planes, save the demiplanes, are
3876:
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1488:). The 5th edition added the concept of Domains of Delight similar to Ravenloft's Domains of Dread; each domain is ruled by an Archfey who can shape their region via their will.
1867:
originated with the Forgotten Realms, which was planning a view of the heavens as early as 2005 or 2006. It was then co-opted by the SCRAMJET world design team for D&D 4e".
1132:
The Plane of Dreams is a plane far outside the others and often not included in the standard cosmology. As its name suggests, all true dreams take place on the Plane of Dreams.
923:
In the 3rd Edition, each Material Plane is attached to its own unique Ethereal Plane; use of the Deep Ethereal connecting these Ethereal Planes together is an optional rule.
468:(2014) shifted most of the cosmology of the planes back to the Great Wheel model with some aspects of the World Axis model retained in the descriptions of the inner planes.
2020:
pierce the lower reaches of some planes. The apertures that the Yggdrasil causes in the Prime worlds are fixed and limited to those places where the Norse gods are known.
1911:
campaign setting is the River Styx, which flows across the Lower Planes and parts of the Astral Plane. Another is the River Oceanus, which flows through the Upper Planes.
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1380:
capital and a major hub of planar trade and travel, the "infamous", "fabled", and "ominous" "geometrical City of Brass" was featured on the cover of the 1st edition
3425:
1751:
cosmologies were developed after Greyhawk for various other campaign settings, however, "they would be subsumed under 5e's umbrella concept of the multiverse".
1821:, contained thirteen Outer Planes in 3rd edition, and gained at least two for 4th edition under the new cosmology. They exhibit traits similar to those of the
1525:
thought was a brief venture instead lasted years — assuming they're even able to leave at all. In short, it's a good place for a magical and eerie adventure".
1370:: A place of utter evil and corruption, the result of a mad god's attempt to control the whole cosmos. Lolth's home, the Demonweb Pits, can also be found here.
1855:
was altered substantially so that it contained twenty-six Outer Planes, arranged in a tree-like structure around the central 'trunk' of the material plane of
834:
go when they die or are forgotten (or, most likely, both). It is a barren place with only rare bits of solid matter. The Astral Plane is unique in that it is
2067:
596:
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656:, the Parallel Planes introduced in the 4th Edition World Axis model, were incorporated into the 5th Edition version of the Great Wheel model. In 2015,
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states there are several Prime Material Planes, but several other 2nd edition products say there is only one Prime Material Plane rather than several.
1512:
setting, the Feywild is also known as the Plane of Faerie and has come into alignment with Toril after countless millennia of drifting away, while in
608:
the Plane of Ice is the Frostfell, the Plane of Magma is the Fountains of Creation, and the Plane of Ooze is the Swamp of Oblivion. Additionally, the
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3275:"Tabletop Review: Dungeons & Dragons – Player's Option: Heroes of the Feywild & Fury of the Feywild Fortune Cards – Diehard GameFAN 2018"
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setting and sets out through either the Astral Sea or the Elemental Chaos, they will eventually reach the worlds of other campaign settings.
1474:(2011) which added storytelling and mechanics themed around the Feywild. The Feywild was next explored in-depth in the 5th adventure module
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of things that happened to the god when it was alive. God-isles are also the only locations on the Astral Plane that are known to possess
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1284:: a luminous metropolis which floats above sandy beaches and crystal-clear lagoons, the center of astral civilization. Home to Erathis,
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While the 5th Edition returned to the Great Wheel model, the Inner Planes detailed in that edition "retain aspects" of the 4th Edition
2773:"Ten Things You Might Not Know About the Dungeons & Dragons Fifth Edition Player's Handbook (Dungeons & Dragons/D&D Next)"
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campaign setting released in 1994. This campaign setting provided a framework to create adventures across the planes with the city of
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The 4th edition shifted the locations of the various planes to fit the new World Axis cosmology and added the Parallel Planes of the
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1298:: A dominion that plays host to demons. It belonged to the god Amoth before he was killed by the demon lords Orcus and Demogorgon.
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stated that 4th Edition sourcebooks on these planes were the best source of information for the 5th Edition. The adventure module
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products, some of the detail of Temporal Prime became incorporated into the "Temporal Energy Plane" mentioned in the 3rd edition
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setting, the Astral Sea was formed from the collapse of the Outer Planes into the Astral Plane after Mystra's murder, while in
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670:(2021) is the first in-depth 5th Edition exploration of the Feywild and builds on the description included in the 5th Edition
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2016:
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The cosmology of the planes was presented for the first time, as part of the Great Wheel of Planes, in Volume 1, Number 8 of
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1312:: The former dominion of the mysterious God of the Word. Astral giants loyal to the goddess Erathis fight for control of it.
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Perlini-Pfister, Fabian (2012). "Philosophers with Clubs: Negotiating Cosmology and Worldviews in Dungeons & Dragons".
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2463:"Tabletop Review: Dungeons & Dragons – Player's Option: Heroes of the Feywild & Fury of the Feywild Fortune Cards"
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1859:. Unlike the Outer Planes of the standard D&D cosmology which were heavily alignment-based, the Outer Planes of the
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have their homes in the World. The god Vecna wanders the whole cosmos (Sehanine is prone to doing this as well). In the
315:, released July 1977. In the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D",
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The concept of the Inner, Ethereal, Prime Material, Astral, and Outer Planes was introduced in the earliest versions of
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included an abstract diagram of the planes, and mentioned the same 16 Outer Planes. Shannon Appelcline, the author of
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1241:
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The Far Realm's mix of horror, madness, and strange geometries was largely inspired by the work of American writer
865:
424:
were inaccessible in this cosmology. Then in 1993, TSR wanted to do a series of books about the Outer Planes which
2537:
822:
The transitive planes connect the other planes and generally contain little, if any, solid matter or native life.
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1087:. It is particularly inspired by Lovecraft stories like "Through the Gates of the Silver Key". It was created by
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1159:, while the Far Realm and Sigil are covered briefly. Supplemental sourcebooks relating to the Elemental Chaos (
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666:
1352:
setting, the Elemental Chaos was formed from the collapse of the Inner Planes after Mystra's murder, while in
992:
No. 353 associates it also with the "Demiplane of Time" that has appeared in various forms since 1st edition.
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4608:
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campaign setting); some portals only exist for a brief period of time, or shift from one location to another.
1882:
1703:
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setting, the Shadowfell was formed from what was left of the Plane of Shadow after Mystra's murder, while in
1489:
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1366:
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the world." The adventure featured a magical portal that produced creatures and energies from the Far Realm.
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809:
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433:
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2062:
1702:
Demiplanes are relatively small planes which are not part of larger planes. The most prominent demiplane is
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instead of infinite; there is no space or time here, though both catch up with beings when they leave. The
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3127:
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1970:
1617:, and the thematic successor to the Negative Energy Plane and Plane of Shadow from earlier editions. The
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530:, being neutral in alignment. At the center of the Outlands is a Spire of infinite height; the city of
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describes the River Oceanus as one of the features of the Outer Planes, which "links the planes of
1306:: The former dominion of Tharizdun. The tower of the lich god Vecna is said to be hidden within it.
965:
389:
codify, while still remaining flexible, that has remained as a primary aim of the latest edition".
287:
have cosmologies that are very different from the "standard" ones discussed here. For example, the
150:
3381:
3225:
Witwer, Michael; Newman, Kyle; Peterson, Jonathan; Witwer, Sam; Manganiello, Joe (October 2018).
2433:
2404:
2221:
1394:
1115:
campaign setting. In Fourth Edition, the Far Realms were included in the new cosmology design of
2354:
2249:(July 1977). "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D".
1443:
setting, the world is named Toril (there is another, inaccessible world called Abeir), while in
232:
Inner Planes: Material Plane (1), Positive (2) and Negative (3) Planes, Elemental Planes (4–7);
5181:
4094:
3782:
2305:
1771:
setting was Athas' cosmological isolation, something that broke with the rest of the canonical
361:
167:
1167:) were released in 2009 and 2010, respectively. The Ethereal Plane has been removed entirely.
920:
something here called the Ether Cyclone that connects the Ethereal plane to the Astral Plane.
396:
campaign setting added cosmology that "allowed travel between the different settings" such as
327:
game, which is a more open planar system that is less regulated than that of its counterpart.
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1485:
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442:
338:
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5386:
5344:
5288:
5135:
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4555:
4279:
4074:
3712:
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3674:
3652:
3622:
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3137:
3132:
3057:
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2275:
1803:
1627:
982:
374:
294:
2010:, home of most of the Norse mythos, to Nifflheim, the center layer of the three Glooms of
437:
between the planes than Spelljammer's science-fantasy-oriented approach". The 3rd edition
372:, highlighted that information on the planes and the shared cosmology was codified in the
8:
5195:
4755:
4272:
4125:
3169:
2034:
1001:
3211:
3190:
2925:
2199:
1496:
Principal Story Designer, explained that "the Feywild is described in the fifth edition
1007:
Demiplanes are minor planes, most of which are artificial. They are commonly created by
642:
5351:
5274:
4893:
4838:
4705:
2861:"Dungeons & Dragons' next book is a wicked, whimsical exploration into the Feywild"
2519:
2140:
1225:
1031:
1622:
1270:: The rust-pitted iron castle, where mighty warriors fight and die endlessly. Home to
842:
of the newly dead from the Prime Material Plane pass through here on their way to the
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988:
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5163:
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4179:
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1818:
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284:
258:
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830:
The Astral Plane is the plane of thought, memory, and psychic energy; it is where
5379:
4798:
4735:
4003:
3734:
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3230:
2920:
1976:
1261:
1111:
In Third Edition, the Far Realm was incorporated into the Realm of Xoriat in the
1084:
3288:
1027:
are among the few printed methods for a player character to create a demiplane.
5403:
4989:
4720:
4033:
3907:
2310:
1248:
704:
3248:
2132:
5431:
5408:
5128:
4214:
4069:
4048:
4043:
4038:
4013:
3993:
3774:
3642:
3596:
3570:
3548:
3097:
3047:
2973:
2389:
1760:
1088:
908:
861:
835:
1516:, the Feywild is equated with Thelanis, formerly known as the Faerie Court.
1023:, a 9th level arcane spell or psionic power, and the 9th-level arcane spell
691:-based planes. The home of gods, dead souls, and raw philosophy and belief.
5107:
5079:
4745:
4340:
4333:
4084:
4053:
3978:
3953:
3566:
2112:
1956:
1484:(2021) supplement (an official PDF by Wizards of the Coast released on the
2830:"Chonky fairies and sassy rabbitfolk are coming to Dungeons & Dragons"
2369:
1240:: A place of sin and tyranny, a world of continent-sized caverns. Home to
693:
5114:
4462:
4457:
4420:
4393:
4193:
4028:
4018:
4008:
3988:
3119:
2747:
2002:
1965:
1856:
1826:
1791:
1621:
makes her home here rather than the Astral Sea. It also incorporates the
1618:
970:
854:
847:
697:
683:
637:
614:
488:
398:
393:
238:
1080:
horror. It is the home plane for many aberrations and strange monsters.
1000:"Demiplane" redirects here. For tabletop role-playing game company, see
942:, the Plane of Shadow was the largest Demi-Plane of the Ethereal Plane.
323:
had a separate, though similar, cosmology from that of its contemporary
4898:
4700:
4363:
3983:
3973:
3948:
3694:
3670:
3588:
3504:
3479:
2995:
2965:
2270:
2246:
2011:
1928:
1787:
1706:, the City of Doors, which is largely unchanged from earlier editions.
1614:
799:
721:
555:
543:
515:
planes (or Planes of Chaos) to the right. Between all of these sit the
480:
The 'Great Wheel' model of the planes, as described in the 5th edition
429:
385:
316:
262:
1224:: A realm of nature, beauty and magic similar to the Feywild. Home to
1144:
The "World Axis" model of the planes, as described in the 4th edition
106:
explain the fiction more clearly and provide non-fictional perspective
5295:
5281:
4911:
4730:
4710:
4570:
4450:
4370:
4312:
4251:
3514:
3489:
3107:
3005:
2757:
2256:
1724:
1625:, areas created by the shadows cast by great tragedies in the world.
1520:
1077:
1051:
916:
843:
420:
4228:
4813:
4560:
4545:
4356:
4265:
4258:
4242:
4235:
4186:
2889:"Chris Perkins Interview: D&D's The Wild Beyond The Witchlight"
2114:
Dread Trident: Tabletop Role-Playing Games and the Modern Fantastic
1767:
1389:
1318:: A dark, arid wilderness where serpents and dragons lurk. Home to
1252:: A great mountain that drifts in a world of silver mists. Home to
963:
The Plane of Time was known as the Temporal Prime in the 1995 book
756:
748:
560:
527:
425:
414:
370:
Dread Trident: Tabletop Role-Playing Games and the Modern Fantastic
3289:"Black Gate » Articles » Join the Heroes of the Feywild"
4923:
4828:
4725:
4440:
4435:
4386:
4319:
4207:
4104:
3851:
2805:
1825:
but also some (Irian, Mabar, Fernia, and Risia) appear more like
1814:
1649:, the Shadowfell is equated with Dolurrh, the realm of the dead.
1275:
1257:
1112:
1008:
874:
711:
487:
The cosmology outlined in the Great Wheel model contains sixteen
456:
to the game; many of the changes were detailed in that edition's
441:(2001) detailed both the inner and outer planes. Kevin Kulp, for
289:
2538:"Dungeons & Dragons Outer Planes & Afterlives Explained"
1356:, the Elemental Chaos is equated with Khyber, the Dragon Below.
319:
mentions that there are 16 Outer Planes. The "Basic edition" of
4750:
4303:
3303:"Dungeons & Dragons Releases Domains of Delight Supplement"
2007:
1377:
1236:
789:
741:
612:
is the churning realm within which the Inner Planes are held".
2801:"Five Facts Critical Role Fans Need To Know About the Feywild"
1735:, the Far Realm is equated with Xoriat, the Realm of Madness.
4916:
4850:
4740:
4445:
4430:
4425:
4089:
3641:
1337:
1319:
1289:
870:
831:
3355:"Dungeons & Dragons: Why the Shadowfell Is So Dangerous"
3329:"Dungeons & Dragons' Feywild Now Has Domains Of Delight"
1206:, the Astral Sea is equated with Siberys, the Dragon Above.
4523:
2171:"An Elementary Look at the Planes | Dungeons & Dragons"
1285:
839:
519:
planes, or the Planes of Conflict. The center contains the
3224:
2374:. Philippe Bornet. Zürich: Pano-Verlag. pp. 275–294.
4833:
4540:
3227:
Dungeons & Dragons Art & Arcana: a visual history
2722:"Dungeons & Dragons Elemental Inner Planes Explained"
1447:, the world is equated with Eberron, the Dragon Between.
1190:
corresponds to the Astral Plane of earlier editions. The
907:"Ethereal plane" redirects here. Not to be confused with
384:(1988). Carbonell wrote that project leader and designer
368:
Both Appelcline and Curtis D. Carbonell, in his book the
92:
describes a series of fictional locations in a primarily
2669:
Alloway, Gene (May 1994). "Feature Review: Planescape".
1847:
cosmology was originally the same as that of a standard
1464:, this plane has some sort of unspecified connection to
491:
which are arranged in a ring of sixteen planes with the
2590:"D&D: 10 Outer Planes To Add To Your Next Campaign"
1964:
describes the River Styx as a means to travel from one
1042:
Neth, the Demiplane That Lives, was first presented in
547:
campaign setting, released in 1994. In the 3rd Edition
2326:"OP1 Tales of the Outer Planes (1e) | Product History"
526:
One further plane sits in the center of the ring, the
2371:
Religions in Play: Games, Rituals, and Virtual Worlds
3426:"Defilers and Preservers: The Wizards of Athas (2e)"
1050:
setting of AD&D Second Edition. It is a living,
969:. It is a plane where physical travel can result in
1431:. Creatures native to the world generally have the
950:Mirror planes were introduced in the Third Edition
853:The most common feature of the Astral Plane is the
3693:
1738:
1500:, which builds on material from earlier editions.
554:The cosmology is usually presented as a series of
5429:
3162:"Manual of the Planes Excerpts: Types of Planes"
2913:
1387:(1979) and "finally laid out in detail" for the
507:) at the bottom. Depictions usually display the
2951:Webb, Trenton (January 1997). "Games Reviews".
2564:"D&D: A Beginner's Guide To The Multiverse"
2518:Says, Michael Christensen (February 17, 2015).
2493:"Dungeons & Dragons: A Guide to the Planes"
2367:
1851:campaign. The cosmology for the 3rd edition of
1346:The Plane Below: Secrets of the Elemental Chaos
511:planes (or Planes of Law) to the left, and the
3804:
2692:"Monstrous Compendium Planescape Appendix III"
2196:"Gearing up for Eberron: The World of Eberron"
350:, highlighted that throughout the early 1980s
223:The Great Wheel cosmology as presented in the
3790:
2434:"Manual of the Planes (4e) | Product History"
2405:"Manual of the Planes (3e) | Product History"
2222:"Manual of the Planes (1e) | Product History"
2060:
1839:Outer Plane § Forgotten Realms cosmology
1832:
604:
3068:
3066:
3043:
3041:
3039:
3016:
3014:
1030:Among the most notable of demiplanes is the
5189:Dungeon Master Option: High-Level Campaigns
4152:
2740:
1135:
869:on those nearby, including causing strange
66:Learn how and when to remove these messages
3797:
3783:
3475:
3473:
3471:
3469:
3467:
3465:
3463:
3461:
3459:
3417:
3281:
2907:
2168:
2145:: CS1 maint: location missing publisher (
2056:
2054:
2052:
2050:
1870:
1196:The Plane Above: Secrets of the Astral Sea
520:
217:
4491:
3729:
3411:Defilers and Presrevers: Wizards of Athas
3373:
3063:
3036:
3011:
2750:(February 1990). "Role-playing Reviews".
2110:
392:Carbonell also highlighted that the 1989
204:Learn how and when to remove this message
186:Learn how and when to remove this message
124:Learn how and when to remove this message
3500:
3498:
2944:
2061:Lord Winfield (September–October 1997).
1907:keys. One notable planar pathway in the
1635:The plane is described in the boxed set
1139:
609:
475:
471:
330:The planes were further "refined in the
149:This article includes a list of general
88:Dungeons & Dragons role-playing game
3456:
3399:
3072:
2746:
2668:
2047:
1638:The Shadowfell: Gloomwrought and Beyond
1091:, and introduced in the Second Edition
1076:The Far Realm is an alien dimension of
14:
5430:
3582:
3423:
3379:
2914:Cappellini, Matt (November 30, 2000).
2883:
2881:
2858:
2770:
2689:
2487:
2485:
2483:
2431:
2323:
2239:
2219:
2169:Appelcline, Shannon (April 23, 2015).
1330:
304:
5443:Fictional elements introduced in 1977
5143:Player's Option: Combat & Tactics
4954:
4490:
4151:
3818:
3778:
3669:
3495:
3156:
3154:
2854:
2852:
2850:
2795:
2793:
2456:
2454:
2427:
2425:
2299:
2269:
2245:
2215:
2213:
2211:
2209:
2106:
2104:
2102:
2100:
2098:
2096:
2094:
2092:
2090:
1754:
1460:origin. According to the 4th edition
1435:origin. The gods Avandra, Melora and
1170:
412:. However, campaign settings such as
5150:Player's Option: Skills & Powers
3617:
3077:. Mongoose Publishing. p. 299.
2950:
2916:"Blockbusters Make Christmas Bright"
2827:
2662:
2517:
2460:
2263:
2164:
2162:
2160:
2158:
2156:
1881:(a common occurrence in the city of
1804:Outer Plane § Eberron cosmology
1797:
1393:setting in 1993, both depictions by
1360:Locations within the Elemental Chaos
817:
135:
72:
31:
5157:Player's Option: Spells & Magic
3560:
3538:
3520:
3295:
3168:. November 17, 2008. Archived from
2878:
2828:Hall, Charlie (September 8, 2021).
2480:
2293:
1709:
653:
534:floats above the Spire's pinnacle.
453:
235:Ethereal (8) and Astral (9) Planes;
24:
3382:"An Elementary Look at the Planes"
3218:
3151:
2924:. Aurora, Illinois. Archived from
2847:
2790:
2683:
2530:
2451:
2422:
2396:
2206:
2087:
1901:
1786:contemporaries are accessible via
1665:Letherna, Realm of the Raven Queen
1660:Gloomwrought, the City of Midnight
1536:Astrazalian, the City of Starlight
1416:
1344:origin. The plane is described in
1127:
1119:. In this edition, members of the
931:A fictional plane of existence in
926:
622:
537:Many Outer Planes were renamed in
155:it lacks sufficient corresponding
25:
5454:
5122:Forgotten Realms Campaign Setting
3758:
3645:; Gwendolyn F.M. Kestrel (2004).
2153:
1608:
1296:Kalandurren, the Darkened Pillars
1179:
958:
902:
886:takes place on the Astral Plane.
460:(2008). However, the 5th edition
47:This article has multiple issues.
5438:Dungeons & Dragons locations
4955:
2771:Lucard, Alex (August 11, 2014).
2756:(#154). Lake Geneva, Wisconsin:
2402:
2353:. August 6, 2003. Archived from
1914:
1812:cosmology, used in the original
1718:
1382:Advanced Dungeons & Dragons
945:
883:Baldur's Gate II: Shadows of Amn
649:
579:The Inner Planes are made up of
449:
428:said led to the creation of the
140:
77:
36:
5310:Expedition to the Demonweb Pits
5303:Expedition to the Barrier Peaks
3440:
3347:
3321:
3267:
3255:
3200:
3176:
3113:
3091:
2989:
2959:
2821:
2764:
2714:
2644:
2626:
2608:
2582:
2556:
2511:
2461:Faul, Matt (December 6, 2011).
2361:
2343:
1739:Other fictional interpretations
1697:
1653:Locations within the Shadowfell
1093:Advanced Dungeons & Dragons
1066:
825:
677:
574:
539:Advanced Dungeons & Dragons
55:or discuss these issues on the
2859:Grebey, James (June 7, 2021).
2317:
2188:
1502:The Wild Beyond the Witchlight
1477:The Wild Beyond the Witchlight
1450:
667:The Wild Beyond the Witchlight
13:
1:
5338:The Lost Caverns of Tsojcanth
3023:. "The Shadow Over D&D",
2303:(November 1986). "Open Box".
2111:Carbonell, Curtis D. (2019).
2040:
2030:Parallel universes in fiction
1943:
1692:(Underdark of the Shadowfell)
1597:Shinaelestra, the Fading City
1480:(2021) and the corresponding
1268:Chernoggar, the Iron Fortress
1044:A Guide to the Ethereal Plane
995:
342:(1980)". The appendix of the
297:, all of which are unique to
5373:The Temple of Elemental Evil
4871:List of 3rd edition monsters
4866:List of 2nd edition monsters
2351:"Planescape Torment Preview"
1991:
1984:(1995), and the 3rd Edition
1863:cosmology were faith-based.
1765:One of the hallmarks of the
1613:The Shadowfell is a type of
1577:Mithrendain, the Autumn City
1529:Locations within the Feywild
1421:
1316:Tytherion, the Endless Night
1249:Celestia, the Radiant Throne
1071:
1034:, the setting of Ravenloft.
27:Role-playing game multiverse
7:
5331:The Keep on the Borderlands
5317:The Gates of Firestorm Peak
4654:List of alternative classes
3532:Planescape Campaign Setting
3233:. pp. 85–87, 244–245.
3103:The Gates of Firestorm Peak
2255:. Vol. I, no. 8.
2023:
1971:Planescape Campaign Setting
1685:The Plain of Sighing Stones
1670:The House of Black Lanterns
1641:, released in 2011. In the
1587:Nachtur, the Goblin Kingdom
1348:, released in 2010. In the
1221:Arvandor, the Verdant Isles
1198:, released in 2010. In the
1100:The Gates of Firestorm Peak
896:A Guide to the Astral Plane
590:Planescape Campaign Setting
359:game was expanded with the
10:
5459:
5366:The Ruins of Undermountain
3819:
2955:. No. 15. p. 68.
2063:"Planescape – un bon plan"
1885:, "City of Doors", in the
1836:
1833:Forgotten Realms cosmology
1823:standard D&D cosmology
1801:
1758:
1553:(Underdark of the Feywild)
999:
906:
860:A god-isle is the immense
681:
5396:
5253:
5205:
5173:
5067:
5060:
4999:
4965:
4961:
4950:
4879:
4769:
4688:
4662:
4579:
4501:
4497:
4486:
4403:
4162:
4158:
4147:
4131:System Reference Document
4113:
4062:
3941:
3885:
3829:
3825:
3814:
1761:Dark Sun § Cosmology
1675:Moil, the City That Waits
1282:Hestavar, the Bright City
775:
737:
696:
584:Negative Material Plane.
521:Inner and Material Planes
381:Tales of the Outer Planes
5073:Arms and Equipment Guide
3451:Eberron Campaign Setting
2690:Kaneda (May–June 1998).
1723:An anomalous plane, the
1210:Astral Dominions in the
1136:The World Axis cosmology
5269:modules and sourcebooks
4378:Masque of the Red Death
4153:Geography and cosmology
3075:Designers & Dragons
3050:"Enter the Far Realm",
1871:Fictional planar travel
1046:, a sourcebook for the
1037:
1011:and extremely powerful
893:magazine comments that
362:D&D Immortals Rules
348:Designers & Dragons
170:more precise citations.
5182:Wrath of the Immortals
5101:Deities & Demigods
5008:Dungeons & Dragons
4983:Dungeon Master's Guide
4814:Illithid (mind flayer)
4771:Creatures and monsters
3877:Sources and influences
3807:Dungeons & Dragons
3740:Deities & Demigods
3449:from Chapter 5 of the
3184:"Manual of the Planes"
2658:on September 16, 2003.
2622:on September 16, 2003.
1849:Dungeons & Dragons
1749:Dungeons & Dragons
1744:Prime Material plane.
1498:Dungeon Master’s Guide
1494:Dungeons & Dragons
1384:Dungeon Master's Guide
1310:Shom, the White Desert
1237:Baator, the Nine Hells
1163:) and the Astral Sea (
1151:
1117:Dungeons & Dragons
933:Dungeons & Dragons
877:or normal time flows.
672:Dungeon Master's Guide
630:Dungeon Master's Guide
569:Dungeons & Dragons
499:) at the top, and the
484:
466:Dungeon Master's Guide
339:Deities & Demigods
282:Dungeons & Dragons
275:Dungeons & Dragons
268:Dungeons & Dragons
255:Dungeons & Dragons
5094:Book of Vile Darkness
5087:Book of Exalted Deeds
4492:Characters and beings
4100:Strategic Simulations
3424:Appelcline, Shannon.
3380:Appelcline, Shannon.
2677:White Wolf Publishing
2432:Appelcline, Shannon.
2409:Dungeon Masters Guild
2330:Dungeon Masters Guild
2324:Appelcline, Shannon.
2279:(1st ed.). TSR.
2226:Dungeon Masters Guild
2220:Appelcline, Shannon.
1929:Happy Hunting Grounds
1773:Dungeons & Dragon
1486:Dungeon Masters Guild
1471:Heroes of the Feywild
1143:
587:In his review of the
479:
472:Great Wheel cosmology
5387:White Plume Mountain
5345:Queen of the Spiders
5289:Desert of Desolation
5136:Manual of the Planes
4280:Magic: The Gathering
4075:Wizards of the Coast
3713:Wizards of the Coast
3708:Manual of the Planes
3676:Manual of the Planes
3653:Wizards of the Coast
3607:Wizards of the Coast
3602:Manual of the Planes
3485:Manual of the Planes
3309:. September 21, 2021
3291:. February 27, 2012.
3262:Manual of the Planes
3214:on December 3, 2008.
3166:Wizards of the Coast
3138:Wizards of the Coast
3058:Wizards of the Coast
3031:Wizards of the Coast
3001:Manual of the Planes
2984:Wizards of the Coast
2979:Manual of the Planes
1998:Manual of the Planes
1986:Manual of the Planes
1962:Manual of the Planes
1921:Manual of the Planes
1778:s universe. Many of
1747:Additionally, other
1462:Manual of the Planes
1429:Manual of the Planes
1157:Manual of the Planes
1147:Manual of the Planes
983:Manual of the Planes
952:Manual of the Planes
549:Manual of the Planes
503:-aligned planes (or
495:-aligned planes (or
458:Manual of the Planes
439:Manual of the Planes
375:Manual of the Planes
5196:Epic Level Handbook
4839:Reptilian humanoids
4756:Strahd von Zarovich
4405:Planes of existence
4273:Kingdoms of Kalamar
4126:Game System License
3277:. December 6, 2011.
3208:"The City of Brass"
2895:. September 7, 2021
2035:Plane (esotericism)
1336:Elemental Chaos is
1331:The Elemental Chaos
1002:Demiplane (company)
541:2nd Edition in the
305:Publication history
5275:Against the Giants
5000:Classic boxed sets
4894:Corellon Larethian
4881:Deities and powers
4689:Notable characters
4502:Races and lineages
3837:Adventurers League
3765:Plane of existence
3414:. TSR, Inc., 1996.
2524:World Builder Blog
2357:on August 6, 2003.
1996:The first edition
1948:The first edition
1919:The first edition
1755:Dark Sun cosmology
1680:Nightwyrm Fortress
1482:Domains of Delight
1171:Fundamental Planes
1152:
1032:Demiplane of Dread
660:Creative Director
635:Introduced in the
485:
280:In addition, some
5425:
5424:
5421:
5420:
5417:
5416:
5324:The Isle of Dread
5249:
5248:
5206:Psionics Handbook
4976:Player's Handbook
4946:
4945:
4942:
4941:
4716:Volothamp Geddarm
4482:
4481:
4478:
4477:
4164:Campaign settings
4143:
4142:
4139:
4138:
4121:Open Game License
3699:Cordell, Bruce R.
3624:Player's Handbook
3527:Cook, David "Zeb"
3510:Monster Manual II
3428:. dndclassics.com
3146:978-0-7869-4867-3
3133:Player's Handbook
3084:978-1-907702-58-7
3048:Cordell, Bruce R.
2938:HighBeam Research
2640:on July 24, 2003.
2570:. August 22, 2021
2381:978-3-290-22010-5
2202:on April 1, 2004.
2124:978-1-78962-468-7
1951:Monster Manual II
1798:Eberron cosmology
1562:The Isle of Dread
1406:The Ninth Bastion
1401:The Keening Delve
1374:The City of Brass
938:In first edition
889:Trenton Webb for
818:Transitive planes
815:
814:
482:Player's Handbook
462:Player's Handbook
344:Player's Handbook
293:setting has only
214:
213:
206:
196:
195:
188:
134:
133:
126:
90:-related article
70:
16:(Redirected from
5450:
5359:Red Hand of Doom
5174:High-level rules
5164:Unearthed Arcana
5065:
5064:
5051:Rules Cyclopedia
4963:
4962:
4952:
4951:
4499:
4498:
4488:
4487:
4222:Forgotten Realms
4180:Council of Wyrms
4160:
4159:
4149:
4148:
4080:Grenadier Models
3867:Related products
3827:
3826:
3816:
3815:
3799:
3792:
3785:
3776:
3775:
3754:
3735:Kuntz, Robert J.
3726:
3690:
3666:
3643:Cordell, Bruce R
3638:
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3259:
3253:
3252:
3222:
3216:
3215:
3210:. Archived from
3204:
3198:
3197:
3196:on June 2, 2009.
3195:
3189:. Archived from
3188:
3180:
3174:
3173:
3172:on June 3, 2009.
3158:
3149:
3117:
3111:
3095:
3089:
3088:
3073:Shannon (2011).
3070:
3061:
3045:
3034:
3033:, October 2004).
3018:
3009:
2993:
2987:
2963:
2957:
2956:
2948:
2942:
2941:
2935:
2933:
2928:on June 29, 2014
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2709:
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2687:
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2666:
2660:
2659:
2654:. Archived from
2648:
2642:
2641:
2636:. Archived from
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2624:
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2618:. Archived from
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2438:www.dmsguild.com
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2198:. Archived from
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2151:
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2144:
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2108:
2085:
2084:
2082:
2080:
2058:
1861:Forgotten Realms
1845:Forgotten Realms
1819:campaign setting
1777:
1710:Anomalous planes
1643:Forgotten Realms
1623:Domains of Dread
1572:Maze of Fathaghn
1541:Brokenstone Vale
1510:Forgotten Realms
1441:Forgotten Realms
1395:David Sutherland
1350:Forgotten Realms
1260:and, sometimes,
1228:and (sometimes)
1200:Forgotten Realms
1192:Astral Dominions
1189:
1188:
1096:adventure module
694:
409:Forgotten Realms
333:Players Handbook
259:roleplaying game
226:Players Handbook
221:
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177:
171:
166:this article by
157:inline citations
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5404:D&D Insider
5392:
5380:Tomb of Horrors
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4938:
4875:
4799:Gelatinous cube
4765:
4736:Raistlin Majere
4706:Drizzt Do'Urden
4684:
4663:Character lists
4658:
4575:
4493:
4474:
4412:Material Plane
4399:
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4004:Robert J. Kuntz
3937:
3881:
3857:Popular culture
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3687:
3663:
3648:Planar Handbook
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3554:Planes of Chaos
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3361:. April 5, 2021
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3335:. July 16, 2021
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2809:. July 14, 2016
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2777:Diehard GameFAN
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2520:"Planes Update"
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2500:
2499:. April 5, 2020
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2467:Diehard GameFAN
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1977:Planes of Chaos
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1417:Parallel Planes
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1212:Points of Light
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1165:The Plane Above
1161:The Plane Below
1138:
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1128:Plane of Dreams
1085:H. P. Lovecraft
1074:
1069:
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1005:
998:
989:Dragon Magazine
961:
948:
929:
927:Plane of Shadow
912:
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820:
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623:Material Planes
610:Elemental Chaos
577:
474:
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295:thirteen planes
261:constitute the
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162:Please help to
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5409:D&D Beyond
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2728:. May 15, 2021
2713:
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2652:"Spells (D-E)"
2643:
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2616:"Monsters (G)"
2607:
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2544:. May 15, 2021
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1654:
1610:
1609:The Shadowfell
1607:
1605:
1604:
1599:
1594:
1589:
1584:
1582:The Murkendraw
1579:
1574:
1569:
1564:
1559:
1554:
1548:
1543:
1538:
1532:
1531:
1530:
1452:
1449:
1423:
1420:
1418:
1415:
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1413:
1408:
1403:
1398:
1371:
1362:
1361:
1332:
1329:
1328:
1327:
1313:
1307:
1299:
1293:
1279:
1265:
1245:
1233:
1216:
1215:
1181:
1180:The Astral Sea
1178:
1172:
1169:
1137:
1134:
1129:
1126:
1073:
1070:
1068:
1065:
1039:
1036:
1025:Demiplane Seed
997:
994:
960:
959:Temporal Plane
957:
947:
944:
928:
925:
904:
903:Ethereal Plane
901:
827:
824:
819:
816:
813:
812:
807:
802:
797:
792:
783:
782:
777:
774:
768:
767:
762:
759:
754:
751:
745:
744:
739:
736:
730:
729:
724:
719:
714:
709:
701:
700:
682:Main article:
679:
676:
624:
621:
576:
573:
473:
470:
306:
303:
243:
242:
236:
233:
222:
216:
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211:
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193:
176:September 2021
148:
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131:
85:
83:
76:
71:
45:
44:
42:
35:
26:
9:
6:
4:
3:
2:
5455:
5444:
5441:
5439:
5436:
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5433:
5410:
5407:
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5401:
5399:
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5360:
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5300:
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5151:
5147:
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5144:
5140:
5138:
5137:
5133:
5131:
5130:
5129:Libris Mortis
5126:
5124:
5123:
5119:
5117:
5116:
5112:
5110:
5109:
5105:
5103:
5102:
5098:
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5018:
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5009:
5005:
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5002:
4998:
4992:
4991:
4987:
4985:
4984:
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4973:
4972:
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4968:
4964:
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4953:
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4909:
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4897:
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4709:
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4317:
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4299:
4298:
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4260:
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4230:
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4209:
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4177:
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4157:
4150:
4146:
4132:
4129:
4127:
4124:
4122:
4119:
4118:
4116:
4112:
4106:
4103:
4101:
4098:
4096:
4093:
4091:
4088:
4086:
4083:
4081:
4078:
4076:
4073:
4071:
4068:
4067:
4065:
4061:
4055:
4052:
4050:
4049:Skip Williams
4047:
4045:
4044:Margaret Weis
4042:
4040:
4037:
4035:
4032:
4030:
4027:
4025:
4024:Chris Perkins
4022:
4020:
4017:
4015:
4014:Frank Mentzer
4012:
4010:
4007:
4005:
4002:
4000:
3997:
3995:
3994:Tracy Hickman
3992:
3990:
3987:
3985:
3982:
3980:
3977:
3975:
3972:
3970:
3967:
3965:
3964:Richard Baker
3962:
3960:
3957:
3955:
3952:
3950:
3947:
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3944:
3940:
3934:
3931:
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3870:
3868:
3865:
3863:
3860:
3858:
3855:
3853:
3850:
3848:
3845:
3843:
3842:Controversies
3840:
3838:
3835:
3834:
3832:
3828:
3824:
3817:
3813:
3809:
3808:
3800:
3795:
3793:
3788:
3786:
3781:
3780:
3777:
3770:
3766:
3763:
3762:
3752:
3750:0-935696-22-9
3746:
3742:
3741:
3736:
3732:
3731:Ward, James M
3728:
3724:
3722:0-7869-1850-0
3718:
3714:
3710:
3709:
3704:
3703:Noonan, David
3700:
3696:
3692:
3688:
3686:0-88038-399-2
3682:
3678:
3677:
3672:
3668:
3664:
3662:0-7869-3429-8
3658:
3654:
3650:
3649:
3644:
3640:
3636:
3634:0-88038-716-5
3630:
3626:
3625:
3620:
3616:
3615:
3608:
3604:
3603:
3598:
3597:Bruce Cordell
3594:
3590:
3585:
3579:. (TSR, 1995)
3578:
3577:
3576:Planes of Law
3572:
3571:Wolfgang Baur
3568:
3567:McComb, Colin
3563:
3557:. (TSR, 1994)
3556:
3555:
3550:
3549:Wolfgang Baur
3546:
3545:Smith, Lester
3541:
3535:. (TSR, 1994)
3534:
3533:
3528:
3523:
3516:
3512:
3511:
3506:
3501:
3499:
3491:
3487:
3486:
3481:
3476:
3474:
3472:
3470:
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3466:
3464:
3462:
3460:
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3427:
3420:
3413:
3412:
3407:
3402:
3387:
3383:
3376:
3360:
3356:
3350:
3339:September 21,
3334:
3330:
3324:
3313:September 21,
3308:
3307:ComicBook.com
3304:
3298:
3290:
3284:
3276:
3270:
3263:
3258:
3250:
3246:
3242:
3240:9780399580949
3236:
3232:
3228:
3221:
3213:
3209:
3203:
3192:
3185:
3179:
3171:
3167:
3163:
3157:
3155:
3147:
3143:
3139:
3135:
3134:
3129:
3125:
3124:Collins, Andy
3121:
3116:
3109:
3105:
3104:
3099:
3094:
3086:
3080:
3076:
3069:
3067:
3060:, April 2005)
3059:
3055:
3054:
3049:
3044:
3042:
3040:
3032:
3028:
3027:
3022:
3021:Jacobs, James
3017:
3015:
3007:
3003:
3002:
2997:
2992:
2985:
2981:
2980:
2975:
2974:Bruce Cordell
2971:
2967:
2962:
2954:
2947:
2939:
2927:
2923:
2922:
2917:
2910:
2899:September 21,
2894:
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2884:
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2866:
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2778:
2774:
2767:
2759:
2755:
2754:
2749:
2743:
2727:
2723:
2717:
2701:
2698:(in French).
2697:
2693:
2686:
2678:
2674:
2673:
2665:
2657:
2653:
2647:
2639:
2635:
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2464:
2457:
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2439:
2435:
2428:
2426:
2410:
2406:
2403:Kulp, Kevin.
2399:
2391:
2387:
2383:
2377:
2373:
2372:
2364:
2356:
2352:
2346:
2331:
2327:
2320:
2312:
2308:
2307:
2302:
2301:Davis, Graeme
2296:
2288:
2286:0-935696-01-6
2282:
2278:
2277:
2272:
2266:
2258:
2254:
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2201:
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2176:
2172:
2165:
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2159:
2157:
2148:
2142:
2134:
2130:
2126:
2120:
2117:. Liverpool.
2116:
2115:
2107:
2105:
2103:
2101:
2099:
2097:
2095:
2093:
2091:
2074:
2071:(in French).
2070:
2069:
2064:
2057:
2055:
2053:
2051:
2046:
2036:
2033:
2031:
2028:
2027:
2021:
2018:
2017:Mount Olympus
2013:
2009:
2004:
1999:
1989:
1987:
1983:
1982:Planes of Law
1979:
1978:
1973:
1972:
1967:
1963:
1958:
1953:
1952:
1941:
1937:
1934:
1930:
1926:
1922:
1915:River Oceanus
1912:
1910:
1897:environments.
1895:
1891:
1888:
1884:
1879:
1878:
1877:
1868:
1864:
1862:
1858:
1854:
1850:
1846:
1840:
1830:
1828:
1824:
1820:
1817:
1816:
1811:
1805:
1795:
1793:
1789:
1788:planar travel
1785:
1781:
1774:
1770:
1769:
1762:
1752:
1750:
1745:
1736:
1734:
1729:
1726:
1719:The Far Realm
1716:
1707:
1705:
1691:
1688:
1686:
1683:
1681:
1678:
1676:
1673:
1671:
1668:
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1633:
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1624:
1620:
1616:
1603:
1600:
1598:
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1580:
1578:
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1573:
1570:
1568:
1565:
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1560:
1558:
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1542:
1539:
1537:
1534:
1533:
1528:
1527:
1526:
1523:
1522:
1517:
1515:
1511:
1506:
1503:
1499:
1495:
1491:
1490:Chris Perkins
1487:
1483:
1479:
1478:
1473:
1472:
1467:
1463:
1459:
1448:
1446:
1442:
1438:
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1409:
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1402:
1399:
1396:
1392:
1391:
1386:
1385:
1379:
1375:
1372:
1369:
1368:
1364:
1363:
1359:
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1357:
1355:
1351:
1347:
1343:
1339:
1325:
1321:
1317:
1314:
1311:
1308:
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1304:
1300:
1297:
1294:
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1287:
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1280:
1277:
1273:
1269:
1266:
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1259:
1255:
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1250:
1246:
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1234:
1231:
1227:
1223:
1222:
1218:
1217:
1213:
1209:
1208:
1207:
1205:
1201:
1197:
1193:
1177:
1168:
1166:
1162:
1158:
1149:
1148:
1142:
1133:
1125:
1122:
1118:
1114:
1109:
1106:
1102:
1101:
1097:
1094:
1090:
1089:Bruce Cordell
1086:
1081:
1079:
1064:
1060:
1056:
1053:
1049:
1045:
1035:
1033:
1028:
1026:
1022:
1018:
1014:
1010:
1003:
993:
991:
990:
985:
984:
979:
974:
972:
968:
967:
956:
953:
946:Mirror planes
943:
941:
936:
934:
924:
921:
918:
910:
909:Etheric plane
900:
898:
897:
892:
887:
885:
884:
878:
876:
872:
867:
864:remains of a
863:
858:
856:
851:
849:
845:
841:
837:
836:infinitesimal
833:
823:
811:
808:
806:
803:
801:
798:
796:
793:
791:
785:
784:
781:
778:
773:
770:
769:
766:
763:
760:
758:
755:
752:
750:
747:
746:
743:
740:
735:
732:
731:
728:
725:
723:
720:
718:
715:
713:
710:
708:
703:
702:
699:
695:
692:
690:
685:
675:
673:
669:
668:
663:
662:Chris Perkins
659:
655:
651:
646:
644:
641:setting, the
640:
639:
633:
631:
620:
617:
616:
611:
606:
601:
599:
598:
592:
591:
585:
582:
572:
570:
564:
562:
557:
552:
550:
546:
545:
540:
535:
533:
529:
524:
522:
518:
514:
510:
506:
502:
498:
494:
490:
483:
478:
469:
467:
463:
459:
455:
451:
446:
444:
440:
435:
431:
427:
423:
422:
417:
416:
411:
410:
405:
401:
400:
395:
390:
387:
383:
382:
377:
376:
371:
366:
364:
363:
358:
357:Basic D&D
353:
349:
345:
341:
340:
335:
334:
328:
326:
322:
318:
314:
313:
302:
300:
296:
292:
291:
286:
283:
278:
276:
271:
269:
264:
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251:
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128:
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107:
103:
97:
95:
89:
84:
75:
74:
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4956:Publications
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4463:Outer Planes
4458:Inner Planes
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4054:Steve Winter
3979:Ed Greenwood
3954:Dave Arneson
3872:Retro-clones
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3128:Wyatt, James
3120:Heinsoo, Rob
3115:
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2970:David Noonan
2961:
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2936:– via
2932:November 21,
2930:. Retrieved
2926:the original
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2730:. Retrieved
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2355:the original
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2259:. p. 4.
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2178:. Retrieved
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114:October 2009
111:
91:
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50:
49:Please help
46:
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3505:Gygax, Gary
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2966:Grubb, Jeff
2306:White Dwarf
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2247:Gygax, Gary
1966:Outer Plane
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615:Screen Rant
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996:Demiplanes
786:Nine Hells
722:Beastlands
654:Shadowfell
643:Phlogiston
605:World Axis
556:concentric
544:Planescape
454:Shadowfell
430:Planescape
406:, and the
386:Jeff Grubb
317:Gary Gygax
312:The Dragon
263:multiverse
151:references
52:improve it
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5282:Dead Gods
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4313:Mahasarpa
4252:Ghostwalk
4063:Companies
3903:Attribute
3898:Alignment
3140:, 2008),
3056:No. 330 (
3029:No. 324 (
2865:SYFY WIRE
2390:779127134
2141:cite book
2008:Gladsheim
1992:Yggdrasil
1725:Far Realm
1546:Cendriane
1521:SyFy Wire
1422:The World
1367:The Abyss
1342:elemental
1072:Far Realm
917:Ravenloft
862:petrified
844:afterlife
761:Chaotic→
689:Alignment
581:elemental
443:DMs Guild
421:Ravenloft
58:talk page
5265:List of
5240:Complete
5234:Expanded
5214:AD&D
4905:Greyhawk
4861:Vampires
4675:Greyhawk
4639:Sorcerer
4561:Tiefling
4546:Halfling
4536:Half-elf
4416:Aebrynis
4357:Pelinore
4266:Jakandor
4259:Greyhawk
4243:Kara-Tur
4236:Al-Qadim
4215:Exandria
4187:Dark Sun
4114:Licenses
4039:Jim Ward
3942:Creators
3933:Psionics
3886:Gameplay
3847:Editions
3771:Glossary
3737:(1980).
3705:(2001).
3673:(1987).
3621:(1989).
3391:June 28,
3110:, 1996).
3008:, 1987).
2760:: 59–63.
2696:Backstab
2679:: 36–38.
2634:"Planes"
2568:TheGamer
2273:(1978).
2068:Backstab
2024:See also
1988:(2001).
1980:(1994),
1974:(1994),
1784:AD&D
1780:Dark Sun
1768:Dark Sun
1466:Arvandor
1390:Al-Qadim
1242:Asmodeus
1230:Sehanine
1226:Corellon
1103:(1996).
1052:sentient
1009:demigods
940:AD&D
880:Part of
866:dead god
757:Outlands
753:←Lawful
749:Mechanus
707:Celestia
674:(2014).
652:and the
628:edition
597:Backstab
561:infinite
528:Outlands
452:and the
426:Zeb Cook
415:Dark Sun
404:Greyhawk
325:AD&D
285:settings
241:(10–25)
229:(1978):
5267:Eberron
5257:modules
5255:Notable
5229:D&D
5222:D&D
4924:Moradin
4907:deities
4889:Bahamut
4844:Kobolds
4829:Owlbear
4809:Goblins
4794:Dragons
4784:Centaur
4761:Wulfgar
4726:Iggwilv
4644:Warlock
4624:Paladin
4614:Fighter
4581:Classes
4441:Mystara
4436:Eberron
4387:Rokugan
4320:Mystara
4290:Ravnica
4208:Eberron
4105:WizKids
3852:Gen Con
3830:General
3769:D&D
3743:. TSR.
3679:. TSR.
3627:. TSR.
3609:, 2001)
3517:, 1983)
3492:, 1987)
3447:excerpt
2986:, 2001)
2870:June 7,
2834:Polygon
2806:Nerdist
2075:: 46–47
1933:Olympus
1925:Elysium
1853:D&D
1815:Eberron
1810:Eberron
1733:Eberron
1647:Eberron
1514:Eberron
1508:In the
1445:Eberron
1433:natural
1378:efreeti
1354:Eberron
1276:Gruumsh
1258:Moradin
1254:Bahamut
1214:setting
1204:Eberron
1121:Warlock
1113:Eberron
1021:Genesis
1013:wizards
875:gravity
805:Carceri
795:Gehenna
776:↓Evil↓
772:Acheron
738:↑Good↑
734:Arcadia
727:Arborea
717:Elysium
712:Bytopia
658:D&D
650:Feywild
517:Neutral
513:Chaotic
450:Feywild
321:D&D
299:Eberron
290:Eberron
252:of the
164:improve
100:Please
5037:Master
5023:Expert
4934:Tiamat
4929:Mystra
4856:Trolls
4851:Slaadi
4804:Giants
4789:Devils
4751:Tenser
4649:Wizard
4629:Ranger
4604:Cleric
4566:Triton
4556:Kender
4304:Theros
4284:planes
4229:Faerûn
3820:Basics
3747:
3719:
3683:
3659:
3631:
3595:, and
3569:, and
3547:, and
3264:(2008)
3247:
3237:
3144:
3081:
3053:Dragon
3026:Dragon
2972:, and
2953:Arcane
2753:Dragon
2675:(43).
2388:
2378:
2283:
2131:
2121:
1931:, and
1376:: The
1324:Tiamat
1078:cosmic
1017:psions
891:Arcane
871:dreams
790:Baator
742:Ysgard
509:Lawful
352:Dragon
250:planes
153:, but
5231:v3.5
5016:Basic
4917:Vecna
4824:Mimic
4741:Minsc
4696:Alias
4634:Rogue
4609:Druid
4551:Human
4531:Gnome
4514:Dwarf
4468:Sigil
4446:Oerth
4431:Krynn
4426:Athas
4090:Paizo
3918:Magic
3194:(PDF)
3187:(PDF)
2012:Hades
1883:Sigil
1857:Toril
1776:'
1704:Sigil
1437:Torog
1338:Lolth
1320:Zehir
1290:Pelor
840:souls
810:Abyss
800:Hades
765:Limbo
705:Mount
532:Sigil
434:Sigil
96:style
86:This
5237:and
4834:Orcs
4819:Lich
4619:Monk
4599:Bard
4524:Drow
3745:ISBN
3717:ISBN
3681:ISBN
3657:ISBN
3629:ISBN
3434:2015
3393:2015
3367:2021
3341:2021
3315:2021
3245:OCLC
3235:ISBN
3142:ISBN
3126:and
3079:ISBN
2934:2012
2901:2021
2872:2021
2841:2021
2815:2021
2784:2021
2734:2021
2708:2021
2702:: 32
2602:2021
2576:2021
2550:2021
2505:2021
2474:2021
2445:2021
2416:2021
2386:OCLC
2376:ISBN
2337:2021
2313:: 2.
2281:ISBN
2233:2021
2182:2021
2147:link
2129:OCLC
2119:ISBN
2081:2021
1843:The
1808:The
1456:the
1322:and
1288:and
1286:Ioun
1274:and
1272:Bane
1262:Kord
1184:The
1038:Neth
1015:and
832:gods
648:The
501:Evil
493:Good
418:and
248:The
4519:Elf
4070:TSR
3599:.
3515:TSR
3490:TSR
3359:CBR
3108:TSR
3006:TSR
2976:.
2758:TSR
2594:CBR
2497:CBR
2257:TSR
1790:or
1782:'s
1731:In
1628:CBR
1458:fey
976:In
846:or
788:of
104:to
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