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Plane (Dungeons & Dragons)

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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.
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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.
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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
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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: 915:
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
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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".
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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".
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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,
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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
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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
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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
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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
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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
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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.
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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
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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.
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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.
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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".
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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:
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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
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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
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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
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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
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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
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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.
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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
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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.
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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: 3764: 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".
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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.
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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.
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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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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
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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
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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: 977: 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, 4870: 632:
states there are several Prime Material Planes, but several other 2nd edition products say there is only one Prime Material Plane rather than several.
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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
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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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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 2350: 873:
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
5188: 3484: 3405: 87: 1284:: a luminous metropolis which floats above sandy beaches and crystal-clear lagoons, the center of astral civilization. Home to Erathis, 603:
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)" 432:
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
3161: 5437: 3856: 3446: 3207: 3183: 2915: 2195: 1271: 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. 1220: 664:
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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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
2800: 1312:: The former dominion of the mysterious God of the Word. Astral giants loyal to the goddess Erathis fight for control of it. 2368:
Perlini-Pfister, Fabian (2012). "Philosophers with Clubs: Negotiating Cosmology and Worldviews in Dungeons & Dragons".
332: 225: 3328: 2888: 2463:"Tabletop Review: Dungeons & Dragons – Player's Option: Heroes of the Feywild & Fury of the Feywild Fortune Cards" 5028: 4377: 3861: 3841: 1302: 882: 779: 1859:. Unlike the Outer Planes of the standard D&D cosmology which were heavily alignment-based, the Outer Planes of the 1439:
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", 273:
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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The Far Realm's mix of horror, madness, and strange geometries was largely inspired by the work of American writer
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were inaccessible in this cosmology. Then in 1993, TSR wanted to do a series of books about the Outer Planes which
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The transitive planes connect the other planes and generally contain little, if any, solid matter or native life.
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setting, the Elemental Chaos was formed from the collapse of the Inner Planes after Mystra's murder, while in
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No. 353 associates it also with the "Demiplane of Time" that has appeared in various forms since 1st edition.
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campaign setting); some portals only exist for a brief period of time, or shift from one location to another.
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setting, the Shadowfell was formed from what was left of the Plane of Shadow after Mystra's murder, while in
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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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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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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
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Witwer, Michael; Newman, Kyle; Peterson, Jonathan; Witwer, Sam; Manganiello, Joe (October 2018).
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campaign setting. In Fourth Edition, the Far Realms were included in the new cosmology design of
17: 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
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Inner Planes: Material Plane (1), Positive (2) and Negative (3) Planes, Elemental Planes (4–7);
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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.
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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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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
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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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The Astral Plane is the plane of thought, memory, and psychic energy; it is where
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In Third Edition, the Far Realm was incorporated into the Realm of Xoriat in the
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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
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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
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planes (or Planes of Chaos) to the right. Between all of these sit the
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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
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Dread Trident: Tabletop Role-Playing Games and the Modern Fantastic
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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
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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
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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".
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cosmology was originally the same as that of a standard
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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
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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
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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: 3610: 3586: 3580: 3564: 3558: 3542: 3536: 3524: 3518: 3502: 3493: 3477: 3454: 3444: 3438: 3437: 3435: 3433: 3421: 3415: 3403: 3397: 3396: 3394: 3392: 3377: 3371: 3370: 3368: 3366: 3351: 3345: 3344: 3342: 3340: 3325: 3319: 3318: 3316: 3314: 3299: 3293: 3292: 3285: 3279: 3278: 3271: 3265: 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 2911: 2905: 2904: 2902: 2900: 2885: 2876: 2875: 2873: 2871: 2856: 2845: 2844: 2842: 2840: 2825: 2819: 2818: 2816: 2814: 2797: 2788: 2787: 2785: 2783: 2768: 2762: 2761: 2744: 2738: 2737: 2735: 2733: 2718: 2712: 2711: 2709: 2707: 2687: 2681: 2680: 2666: 2660: 2659: 2654:. Archived from 2648: 2642: 2641: 2636:. Archived from 2630: 2624: 2623: 2618:. 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Lovecraft 1074: 1069: 1040: 1005: 998: 989:Dragon Magazine 961: 948: 929: 927:Plane of Shadow 912: 905: 828: 820: 787: 706: 686: 680: 625: 623:Material Planes 610:Elemental Chaos 577: 474: 307: 295:thirteen planes 261:constitute the 246: 245: 244: 210: 199: 198: 197: 192: 181: 175: 172: 162:Please help to 161: 145: 141: 130: 119: 113: 110: 102:help rewrite it 99: 82: 78: 41: 37: 28: 23: 22: 15: 12: 11: 5: 5456: 5446: 5445: 5440: 5423: 5422: 5419: 5418: 5415: 5414: 5412: 5411: 5409:D&D Beyond 5406: 5400: 5398: 5394: 5393: 5391: 5390: 5383: 5376: 5369: 5362: 5355: 5348: 5341: 5334: 5327: 5320: 5313: 5306: 5299: 5292: 5285: 5278: 5271: 5261: 5259: 5251: 5250: 5247: 5246: 5244: 5243: 5226: 5218: 5209: 5207: 5203: 5202: 5200: 5199: 5192: 5185: 5177: 5175: 5171: 5170: 5168: 5167: 5160: 5153: 5146: 5139: 5132: 5125: 5118: 5111: 5104: 5097: 5090: 5083: 5076: 5068: 5062: 5058: 5057: 5055: 5054: 5047: 5040: 5033: 5026: 5019: 5012: 5003: 5001: 4997: 4996: 4994: 4993: 4990:Monster Manual 4986: 4979: 4971: 4969: 4967:Core rulebooks 4959: 4958: 4948: 4947: 4944: 4943: 4940: 4939: 4937: 4936: 4931: 4926: 4921: 4920: 4919: 4914: 4901: 4896: 4891: 4885: 4883: 4877: 4876: 4874: 4873: 4868: 4863: 4858: 4853: 4848: 4847: 4846: 4836: 4831: 4826: 4821: 4816: 4811: 4806: 4801: 4796: 4791: 4786: 4781: 4775: 4773: 4767: 4766: 4764: 4763: 4758: 4753: 4748: 4743: 4738: 4733: 4728: 4723: 4721:Gord the Rogue 4718: 4713: 4708: 4703: 4698: 4692: 4690: 4686: 4685: 4683: 4682: 4677: 4672: 4666: 4664: 4660: 4659: 4657: 4656: 4651: 4646: 4641: 4636: 4631: 4626: 4621: 4616: 4611: 4606: 4601: 4596: 4591: 4585: 4583: 4577: 4576: 4574: 4573: 4568: 4563: 4558: 4553: 4548: 4543: 4538: 4533: 4528: 4527: 4526: 4516: 4511: 4505: 4503: 4495: 4494: 4484: 4483: 4480: 4479: 4476: 4475: 4473: 4472: 4471: 4470: 4460: 4455: 4454: 4453: 4448: 4443: 4438: 4433: 4428: 4423: 4418: 4409: 4407: 4401: 4400: 4398: 4397: 4390: 4383: 4382: 4381: 4367: 4360: 4353: 4346: 4345: 4344: 4337: 4330: 4316: 4309: 4308: 4307: 4300: 4293: 4276: 4269: 4262: 4255: 4248: 4247: 4246: 4239: 4232: 4218: 4211: 4204: 4197: 4190: 4183: 4176: 4168: 4166: 4156: 4155: 4145: 4144: 4141: 4140: 4137: 4136: 4134: 4133: 4128: 4123: 4117: 4115: 4111: 4110: 4108: 4107: 4102: 4097: 4092: 4087: 4082: 4077: 4072: 4066: 4064: 4060: 4059: 4057: 4056: 4051: 4046: 4041: 4036: 4034:Jonathan Tweet 4031: 4026: 4021: 4016: 4011: 4006: 4001: 3999:Harold Johnson 3996: 3991: 3986: 3981: 3976: 3971: 3966: 3961: 3956: 3951: 3945: 3943: 3939: 3938: 3936: 3935: 3930: 3925: 3920: 3915: 3913:Game mechanics 3910: 3908:Dungeon Master 3905: 3900: 3895: 3889: 3887: 3883: 3882: 3880: 3879: 3874: 3869: 3864: 3859: 3854: 3849: 3844: 3839: 3833: 3831: 3823: 3822: 3812: 3811: 3802: 3801: 3794: 3787: 3779: 3773: 3772: 3760: 3759:External links 3757: 3756: 3755: 3749: 3727: 3721: 3691: 3685: 3667: 3661: 3639: 3633: 3612: 3611: 3581: 3559: 3537: 3519: 3494: 3455: 3439: 3416: 3398: 3372: 3346: 3320: 3294: 3280: 3266: 3254: 3239: 3217: 3199: 3175: 3150: 3112: 3098:Cordell, Bruce 3090: 3083: 3062: 3035: 3010: 2988: 2958: 2943: 2906: 2877: 2846: 2820: 2789: 2763: 2739: 2728:. 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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 18:Feywild 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 5434:: 3767:, 3733:; 3715:. 3711:. 3701:; 3697:; 3655:. 3651:. 3591:, 3573:. 3551:. 3529:. 3507:. 3497:^ 3482:. 3458:^ 3408:. 3384:. 3357:. 3331:. 3305:. 3243:. 3229:. 3164:. 3153:^ 3130:. 3122:, 3100:. 3065:^ 3038:^ 3013:^ 2998:, 2968:, 2918:. 2891:. 2880:^ 2863:. 2849:^ 2832:. 2803:. 2792:^ 2775:. 2724:. 2694:. 2592:. 2566:. 2540:. 2522:. 2495:. 2482:^ 2465:. 2453:^ 2436:. 2424:^ 2407:. 2384:. 2328:. 2224:. 2208:^ 2173:. 2155:^ 2143:}} 2139:{{ 2127:. 2089:^ 2065:. 2049:^ 1927:, 1492:, 1256:, 986:. 973:. 850:. 523:. 402:, 301:. 61:. 3798:e 3791:t 3784:v 3753:. 3725:. 3689:. 3665:. 3637:. 3605:( 3513:( 3488:( 3453:. 3436:. 3395:. 3369:. 3343:. 3317:. 3251:. 3148:. 3136:( 3106:( 3087:. 3004:( 2982:( 2940:. 2903:. 2874:. 2843:. 2817:. 2786:. 2736:. 2710:. 2700:9 2604:. 2578:. 2552:. 2526:. 2507:. 2476:. 2447:. 2418:. 2392:. 2339:. 2289:. 2235:. 2184:. 2149:) 2135:. 2083:. 2073:5 1397:. 1326:. 1292:. 1278:. 1264:. 1244:. 1232:. 1150:. 1004:. 911:. 207:) 201:( 189:) 183:( 178:) 174:( 160:. 127:) 121:( 116:) 112:( 108:. 98:. 68:) 64:( 20:)

Index

Feywild
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Dungeons & Dragons role-playing game
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The Great Wheel cosmology as presented in the Players Handbook (1978): * Inner Planes: Material Plane (1), Positive (2) and Negative (3) Planes, Elemental Planes (4–7); * Ethereal (8) and Astral (9) Planes; * Outer Planes (10–25)
Players Handbook
Outer Planes
Dungeons & Dragons
roleplaying game
multiverse
settings
Eberron
thirteen planes
The Dragon
Gary Gygax
Players Handbook
Deities & Demigods
D&D Immortals Rules
Manual of the Planes

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