THE INNTER PLANES
- The Material Plane
- The Elemental Planes & Quasi Elemental Planes
- The Plane of Shadow
- The Ethereal Plane
- The Feywilds / Faërie
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The Feywilds / Lands of Faërie
The Feywilds, also known as the Lands of Faërie, is a plane of extraordinary beauty and enchantment, sitting closest to the Prime Material Plane. It is said that the All Father used this vibrant and dynamic plane as his original sandbox to build the Prime Material Plane. Everything in the Feywild is exaggerated and dramatic, reflecting the plane’s unrestrained nature and the intense emotions of its inhabitants.
The Landscape
The Feywild is a realm of awe-inspiring natural beauty, perpetually bathed in the twilight of a setting (or perhaps rising) sun. The sky is a canvas of vivid purples, pinks, and oranges, with a luminescent quality that seems to glow from within. Lanterns hang from ancient trees, casting a warm and welcoming glow, while fireflies dance in intricate patterns, adding to the plane’s haunting and ethereal ambiance.
The terrain of the Feywild is diverse, with lush forests of towering, ancient trees, rolling hills blanketed in vibrant flowers, crystalline lakes that shimmer with otherworldly light, and misty valleys filled with the songs of unseen creatures. Every element of the landscape is alive with magic, and it responds to the emotions and intentions of those who traverse it. Strong emotions can alter the environment; flowers wilt in the presence of sorrow or anger, while cheerful individuals are accompanied by flocks of carefree animals.
The Inhabitants
The Feywild is home to the Fey, a race of beings as diverse and dramatic as the land they inhabit. The Fey are known for their capricious nature and heightened emotions. Their moods can swing wildly, and they experience everything—joy, sorrow, anger, love—with an intensity far beyond that of most mortals. This emotional intensity is reflected in the Feywild itself, making it a realm of constant change and wonder.
The Courts of the Archfey
The Feywild is ruled by the Archfey, powerful beings who govern different aspects of the plane through their respective courts. The head of these Archfey is King Oberon, who presides over the courts with wisdom and authority. The courts of the Archfey are numerous and often at odds with one another, each embodying different seasons, times of day, and elements of the natural world:
- Spring Court: Known for its renewal and blossoming, the Spring Court is a place of perpetual growth and vibrant life. Its members are joyous and nurturing, celebrating the beauty of new beginnings.
- Summer Court: The Summer Court is characterized by its heat and passion. It is a realm of endless days and abundant energy, where the fey revel in the height of their power and vitality.
- Fall Court: The Fall Court embodies change and transition. It is a place of rich colors and harvest, where the fey reflect on the past and prepare for the future.
- Winter Court: The Winter Court is a realm of stillness and introspection. It is marked by icy beauty and quiet contemplation, where the fey find strength in endurance and resilience.
- Dawn Court: The Dawn Court is the realm of new beginnings and hope. It is a place of light and promise, where the fey are inspired by the first rays of the sun.
- Dusk Court: The Dusk Court represents the end of the day and the approach of night. It is a time of reflection and preparation, where the fey find beauty in the fading light.
- Day Court: The Day Court is a realm of clarity and purpose. It is a place where the fey thrive in the full light of the sun, pursuing their goals with determination and vigor.
- Night Court: The Night Court embodies the mysteries of the dark. It is a place of dreams and illusions, where the fey explore the depths of their imaginations.
- Shadow Court: The Shadow Court dwells on the reverse of the Feywild. It’s lands and people being darker aspects of the Feywild. It is a place of mystery and secrets, where the fey embrace the unknown and the hidden. The Queen of Shadows apposes King Oberon and constantly is vying for power and control.
- Exiled Stars Court: Once a part of the Feywild, the Court of the Stars was exiled long ago. Its members now wander the cosmos, longing to return to their homeland.
Sensory Experience
Visitors to the Feywild find that all sensations are heightened. Smells are more potent, colors more vivid, and sounds clearer. Shadows seem deeper and more ominous, and impulses are harder to control. The plane itself reacts to the presence and emotions of its inhabitants, creating a landscape that is as fluid and dynamic as the fey who call it home.
THE OUTER PLANES
Elyos (Lawful Good)
Elyos is a plane of radiant beauty and order, governed by the principles of law and goodness. At its heart stands the great mountain of Solara, crowned by the city of Selariph. Selariph is a dazzling city of gold and light, where the great goddess Ariel, deity of all that is good and the sun, resides with her husband, Bramd, god of Law and Justice.
The Lands and Realms of Elyos
- Selariph (City of Gold)
- Description: Perched atop the mountain of Solara, Selariph is a beacon of light and justice. Its streets are lined with marble and gold, and the air is filled with harmonious music.
- Key Features:
- The Sunspire: Ariel’s radiant palace at the city’s center.
- The Tribunal: Bramd’s grand courthouse, where justice is administered.
- The Radiant Realm of Ariel
- Description: Bathed in eternal daylight, this realm features fields of golden flowers and glowing trees.
- Key Features:
- The Sanctuary of Light: A place of worship and meditation.
- The Realm of Glory of Dela’Dorn
- Description: A land of heroic valor and epic battles, honoring bravery and protection.
- Key Features:
- The Arena of Valor: A coliseum for honorable combat.
- The Hall of Heroes: Celebrating legendary figures.
- The Guardian’s Haven of Danein
- Description: A sanctuary for guardians and protectors, offering peace and purpose.
- Key Features:
- The Guardian’s Keep: A fortress for training and preparation.
- The Watchtower: Ensuring the safety of Elyos.
- The Forge of Ghent the Soulforge
- Description: Deep within Solara lies Ghent’s forge, a place of intense heat and divine craftsmanship.
- Key Features:
- The Eternal Anvil: Where the finest weapons and artifacts are crafted.
- The Hall of Craft: Gathering place for master artisans.
The Landscape of Elyos
The Plains of Serenity: Peaceful meadows for souls who followed goodness in life.
The Fields of Honor: Expansive fields for brave warriors and protectors.
The Glades of Reflection: Quiet wooded areas for reflection and inner peace.
The Eternal Sunrise: An everlasting sunrise symbolizing hope and renewal.
Elyos is a plane of divine order and radiant beauty, where the righteous find eternal reward.
Avalyth (Neutral Good)
Avalyth, the Plane of Blessed Beauty, is a disc of softly rolling hills, meadows, and lush forests. At its center lies a large blue lake that feeds a river snaking through the landscape, culminating in a breathtaking waterfall that descends into mist, giving the impression that Avalyth floats upon a foggy cloud.
The Realms of Avalyth
- Elathea’s Grove of Life
- Description: A vibrant, verdant forest filled with flora and fauna. The air is filled with the scent of blooming flowers and the sound of gentle streams.
- Key Features:
- The Sanctuary of Healing: A serene place where the sick and wounded are cared for.
- The Family Hearth: A warm and inviting area celebrating family bonds and togetherness.
- Baldric’s Hall of Harmony
- Description: A majestic hall surrounded by tranquil gardens, where the arts flourish.
- Key Features:
- The Lyric Chamber: A grand auditorium where poets and musicians perform.
- The Library of Echoes: A vast collection of literature, preserving stories and songs from across the planes.
- Lorphen’s Garden of Peace
- Description: A serene, peaceful garden where harmony and understanding thrive. It is a place of quiet reflection and mediation.
- Key Features:
- The Temple of Tranquility: A quiet sanctuary for meditation and peaceful gatherings.
- The Meadow of Accord: A beautiful meadow where discussions and treaties are made.
- Authras’ Tower of Knowledge
- Description: A tall, imposing tower filled with endless rooms of books and scrolls. It is a place of learning and wisdom.
- Key Features:
- The Hall of Enlightenment: A vast chamber where knowledge is shared and discussions held.
- The Archive of Ages: An immense library containing tomes and scrolls from across the multiverse.
- Brogen’s Forge of Creation
- Description: A realm dedicated to the art of crafting and construction, filled with workshops and smithies.
- Key Features:
- The Craftsman’s Hall: A bustling workshop where artisans create magnificent works.
- The Anvil of Innovation: A grand forge where new techniques and creations are developed.
The Landscape of Avalyth
The River of Serenity: This river flows through the plane, providing nourishment and tranquility to all who dwell here.
The Rolling Meadows: Soft hills and fields filled with wildflowers, perfect for peaceful walks and reflection.
The Crystal Lake: A pristine lake at the heart of Avalyth, its waters are said to have healing properties.
The Floating Waterfall: The river culminates in a majestic waterfall that descends into a misty void, symbolizing the endless beauty and wonder of Avalyth.
Avalyth is a plane of serene beauty and tranquility, where the essence of life, art, peace, knowledge, and craftsmanship is celebrated and preserved.
Falkear (Chaotic Good)
Falkear is a realm of adventure and exploration, where the landscape is ever-changing and full of wonder. The plane is divided into diverse regions, each reflecting the domains of the gods who reside there. At its heart stands the colossal tree known as The Endless Wilds of Calaveras, a hub of wilderness and mystery.
The Realms of Falkear
- Loriena’s Forest Haven
- Description: A serene forest at the foot of The Endless Wilds of Calaveras, filled with elven music and song.
- Key Features:
- Elven Encampment: A beautiful, hidden village where Loriena and her elven followers dwell.
- The Glade of Songs: A magical clearing where the music of the elves fills the air, enchanting all who listen.
- Layward’s Wild Frontier
- Description: A rugged, untamed wilderness teeming with opportunities for adventure and exploration.
- Key Features:
- The Path of Trials: A challenging trail that adventurers traverse to prove their mettle.
- The Explorer’s Camp: A base for wanderers and adventurers to gather and share tales of their journeys.
- Fauldir’s Azure Expanse
- Description: A vast sea within Falkear, where the waters are ever-moving, reflecting the chaos of the plane.
- Key Features:
- The Roaring Waves: Powerful currents and waves that test the skills of any sailor.
- The Isle of Tides: A mystical island where Fauldir resides, influencing the sea and guiding those who seek his wisdom.
- Rosfur’s Freehold
- Description: A small, chaotic realm where freedom and anarchy reign, reflecting Rosfur’s ideals.
- Key Features:
- The Unbound Camp: A place where free spirits gather, sharing stories of defiance and rebellion.
- The Arena of Liberation: A chaotic battleground where followers of Rosfur engage in wild contests of strength and will.
The Endless Wilds of Calaveras
The Endless Wilds of Calaveras is a massive, ancient tree that stretches to unimaginable heights. Its branches form vast forests, each a realm unto itself.
- Alta’s Beast Haven
- Description: A realm where intelligent and talking beasts live in harmony, overseen by Alta.
- Key Features:
- The Council of Beasts: A gathering place where animals of all kinds meet and converse.
- The Enchanted Grove: A magical area where beasts gain wisdom and insight from Alta.
- Flora and Fauna’s Elemental Enclave
- Description: A lush, vibrant forest representing the elements and the natural world.
- Key Features:
- The Twin Springs: Two mystical springs that embody the twin goddesses, Flora and Fauna.
- The Elemental Glades: Diverse areas within the forest, each representing a different element (earth, air, fire, and water).
Landscape of Falkear
The Everchanging Terrain: Falkear’s landscape is in constant flux, with mountains, forests, and seas appearing and disappearing.
The Wild Paths: Numerous trails crisscross the plane, leading to unknown and exciting destinations.
The Boundless Sky: The sky of Falkear shifts colors, reflecting the chaotic nature of the plane.
Falkear is a realm where the spirit of adventure, the beauty of nature, and the freedom of the wild are celebrated, offering endless opportunities for discovery and wonder.
Mechanus (Lawful Neutral)-
Mechanus is a plane of absolute order and precision, where everything operates like a vast, intricate machine. The landscape is dominated by enormous gears, cogs, and clockwork mechanisms that move with perfect synchrony. Cities are meticulously planned, with buildings and streets laid out in precise geometric patterns.
Key locations in Mechanus include:
- Clockwork City of Regulus: The heart of Mechanus, a sprawling metropolis of interlocking gears and mechanisms, where the Modrons oversee the plane’s functions.
- The Cogworks: A vast expanse of factories and workshops where mechanical creations are built and maintained.
- Chrono Spire: A towering structure that serves as the central timekeeping device for the plane, ensuring everything runs with perfect precision.
- Harmonious Halls: Grand libraries and academies where scholars and philosophers study the principles of order and logic.
Vellenor Fields (Chaotic Neutral) – Home to the god of battle, Throm. The landscape is typically a large open plain on which armies are almost always advancing upon one another. Throm has his followers play out every tactic and battle plan ever used throughout the history of Alduras, and some that are yet to be seen. As such, the Vellenor Fields are somewhat malleable to his will. If an ancient battle demands a cliffside fort, then the Fields will provide. Throm also pits renown units against ever increasing odds, just to see what strategies they will come up with. Any beings that fall during these skirmishes and battles awake in the Hall of a Hundred Hearths, Throm’s abode. Here warriors from all ages and walks of life reside and make merry until they are called up again to do what they love, battle with all their might.
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- The Malestorm- Giant storm of chaos that rages on the outskirts of the outer planes
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Everchanging Plane of Chaos
The Seven Layers of Hell: Vestos (Lawful Evil)
The Seven Layers of Hell are a vast, hierarchical realm of torment and punishment. Each layer is ruled by a powerful archdevil, and the landscape becomes progressively more horrifying and oppressive as one descends.
Key locations in The Seven Layers of Hell include:
- Infernal City of Dis: A sprawling metropolis of iron and fire, where devils plot and scheme.
- Pits of Gehenna: A volcanic region where the souls of the damned are subjected to endless torment.
- Frostbound Abyss: A frozen wasteland of eternal ice, where the damned suffer from unending cold and isolation.
- Malebolge: A labyrinthine network of caverns and tunnels filled with traps and deadly creatures.
Kro’Nugol
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- Kro’Nugol is a realm of oppressive darkness and tyranny, where the landscape is dominated by towering black citadels and endless, shadowy plains. It sits as a disk floating above Vestos.Key locations in Kro’Nugol include:
- Citadel of Night: The central fortress where the plane’s tyrannical rulers reside.
- Shadowed Wastes: A vast expanse of desolate plains shrouded in perpetual darkness.
- Pit of Despair: A deep chasm where the most rebellious souls are cast and forgotten.
- Hall of Chains: A prison complex where the plane’s inhabitants are kept in eternal bondage.
- Kro’Nugol is a realm of oppressive darkness and tyranny, where the landscape is dominated by towering black citadels and endless, shadowy plains. It sits as a disk floating above Vestos.Key locations in Kro’Nugol include:
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The Forlorn Wastes (Neutral Evil)-
The Forlorn Wastes are a barren, desolate plane where hope and joy are all but extinguished. The surface of this desolate plane is the center of the great blood war between Lawful Evil Devils and Chaotic Evil Demons.
Key locations in The Forlorn Wastes include:
- Battlefields of Eternal Strife: Endless plains where the forces of Hell and the Abyss clash in an unending war.
- Desolate Spire: A towering structure that serves as a strategic command center for the warring factions.
- River of Sorrows: A dark, polluted river that winds through the plane, filled with the tears and anguish of the tormented.
- Citadel of the Damned: A fortress where the most wretched souls are confined and used as pawns in the eternal conflict.
The Abyss (Chaotic Evil)-
The Abyss is an infinite plane of chaos and malevolence, characterized by its countless layers, each a realm of torment and horror stacked one atop the other. The plane is ruled by the 42 Demon Kings, with each layer reflecting the twisted will and dark desires of its master. Yet, despite their dominion, all these layers are united by one constant presence: the castle of the Queen of Chaos, Azmodia, which pierces through the heart of every level.
The Layers of the Abyss
Each layer of the Abyss is a unique manifestation of chaos and evil, designed to embody specific aspects of torment and suffering. Some layers are vast, hellish landscapes of molten rock and fire, where rivers of lava flow endlessly and the air is thick with ash and brimstone. Others are frozen wastelands of eternal ice and snow, where blizzards rage perpetually and the cold itself seems to gnaw at the very essence of those who dwell there. There are also layers that resemble twisted, nightmarish forests, where the trees are gnarled and sinister, and the underbrush hides predatory creatures of unspeakable horror.
The Queen’s Castle
Azmodia’s castle, known as the Obsidian Spire, is the most feared structure in the Abyss. This dark, imposing fortress cuts through the center of every layer, a constant reminder of her absolute power and control. The castle’s walls are made of a material darker than the blackest night, absorbing all light and hope. It radiates an aura of despair and dread that can be felt across the entire plane.
The Obsidian Spire is an architectural marvel and a labyrinthine nightmare. It is said to have countless halls and chambers, each filled with the horrors and delights of chaos. The lower levels of the castle are dungeons where the most wretched souls are tormented, while the upper levels contain Azmodia’s throne room, a grand hall where she holds court with her most loyal and powerful minions. Here, Azmodia revels in the suffering she orchestrates, her laughter echoing through the very fabric of the Abyss.
The Nature of the Abyss
The Abyss is a realm of perpetual change, where reality is fluid and unstable. The laws of nature and physics are twisted and perverted, reflecting the chaotic essence of the plane. Time itself is a fickle mistress in the Abyss; moments can stretch into eternities of suffering, or pass in the blink of an eye. The landscape can shift without warning, transforming a barren desert into a swamp of bile and decay in an instant.
The Inhabitants
The inhabitants of the Abyss are as varied as the layers they dwell in. Demons of all shapes and sizes roam the plane, from the lowliest imps and quasits to the mightiest balors and mariliths. These creatures are driven by their insatiable appetites for destruction, corruption, and domination. They vie for power and influence, forming fleeting alliances and engaging in endless battles.
Among the demons, the Demon Kings are the most powerful and feared. Each Demon King rules over their respective layer with an iron fist, enforcing their will through brutality and fear. Despite their immense power, they are all subservient to Azmodia, who maintains her position as the supreme ruler of the Abyss through sheer force of will and cunning.
The Blood War
The Abyss is a central battleground in the Blood War, the eternal conflict between the demons of the Abyss and the devils of the Nine Hells. This war of cosmic proportions has raged for eons, with neither side gaining a decisive advantage. The bloodshed and destruction wrought by this conflict are immense, contributing to the chaos and devastation that define the Abyss.
Azmodia, the Queen of Chaos
Azmodia, the Queen of Chaos, is the supreme ruler of the Abyss. Her power is unmatched, and her cruelty is legendary. She delights in the suffering and chaos that permeate her realm, orchestrating conflicts and torment with a sadistic glee. Azmodia’s ultimate goal is to spread her chaos and corruption across all planes of existence, bringing all under her dark dominion.
Her castle, the Obsidian Spire, is both her fortress and her seat of power. From here, she oversees the Abyss, manipulating her Demon Kings and their minions to further her plans. Despite the constant scheming and infighting among the demons, none dare to challenge Azmodia’s rule directly, knowing that her wrath is swift and merciless.
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- The Prisons of Arges- Prision of the gods
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PLANES AND ENCOMPASS ALL
The Ways/ The Nexus
The Ways are a transitive plane, a mysterious realm even to the deities, a remnant from the creation of all things by the All Father, the one who made even the gods. This enigmatic plane defies easy description, for its appearance varies greatly depending on the observer. To most, it seems like an endless road flanked by impenetrable darkness, stretching into infinity. Others have wandered into a vast, unending hedgerow maze, devoid of twists and turns yet somehow always shifting.
As one ventures forth in The Ways, they may encounter waystations or stops—large areas providing respite for weary travelers. These waystations often feature fire pits, fountains, and trees bearing fruit, offering a sense of tranquility amid the unknown. Some waystations are even known to house small inns, standing ready to shelter and refresh those passing through.
The true nature of The Ways is its connectivity. This plane links to everywhere: all planes, all dimensions, and all times simultaneously. At its center lies the city of Nexus, the exact heart of everything and everywhen, a hub of infinite portals and pathways.
Finding one’s way into The Ways is often an accidental occurrence. Portals can appear or grow from the ground at random, their entrances taking many forms—from simple stone archways to tunnels forming within overgrown brush. The unpredictability and diversity of these entrances add to the mystique and wonder of The Ways, making each journey into this plane a unique and unpredictable adventure.
Dream / Orlos Palarin
Corridor of Holvin the Judge of Souls
The Corridor of Holvin is the plane you enter upon passing from the prime material plane. This immense stone hallway stretches endlessly, with walls adorned by soft, flickering torches that cast a gentle, ethereal glow. Great banners of ancient deeds and legendary heroes hang proudly, their vibrant colors and intricate designs commemorating the valor and virtue of souls long passed.
As you traverse the corridor, the echo of your footsteps seems to resonate with the whispers of history, a reminder of the countless souls who have walked this path before you. The air is heavy with a sense of reverence and anticipation, a prelude to the judgment that awaits.
At the end of the corridor, you are met by Holvin, the Judge of Souls. Standing tall and imposing, Holvin embodies the spirit of justice and loyalty. Clad in resplendent armor that glows with a divine aura, his presence is both awe-inspiring and comforting. Holvin was once a great warrior and the right hand to the god Bramd. Moved by Holvin’s unwavering loyalty and noble deeds in life, Bramd bestowed upon him a portion of his godly power, elevating Holvin to the status of a deity.
Holvin’s role is to judge the souls of the dead, determining their ultimate destination in the outer realms based on their deeds, virtues, and worship during their mortal lives. His judgment is fair and unwavering, guided by a deep understanding of justice and compassion. Each soul that stands before him is weighed with meticulous care, ensuring that they are sent to the realm that best suits their actions and beliefs.
The Corridor of Holvin is not just a place of judgment, but also a tribute to the enduring legacy of heroism and integrity. It serves as a reminder that every life, no matter how brief or unassuming, has the potential to leave a mark upon the tapestry of the cosmos. As you face Holvin, you feel the weight of your past and the promise of your future, knowing that your journey has only just begun.
The Astral Plane –
It is the space between everything. It is the road that goes everywhere. It is where you are when you aren’t anywhere else. The Astral Plane is the space between the planes. When a character moves through an interplanar portal or projects her spirit to a different plane of existence, then she travels through the Astral Plane. Even spells that allow instantaneous movement across a plane, such as dimension door, briefly touch the Astral Plane.
The Astral Plane is a great, endless sphere of clear silvery sky, both above and below. Large tube-shaped clouds slowly coil into the distance, some appearing like thunderheads and others looking like immobile tornadoes of gray wind. Erratic whirlpools of color flicker in midair like spinning coins. There are occasional bits of solid matter here, but most of the Astral Plane is an endless, open domain.
Both planar travelers and refugees from other planes call the Astral Plane home. The most prominent denizens of the Astral Plane are the githyanki, an outcast race that preys on travelers throughout the plane.
The Astral collects the flotsam and jetsam of great events that have shaken the foundations of the cosmology itself. The shattered, fused bodies of dead deities, forgotten by their worshipers and banished from the divine planes, can be found here. Some say they are not truly dead, only sleeping.